diff --git a/examples/core/core_random_sequence.c b/examples/core/core_random_sequence.c index 19d44461e..32ec3001b 100644 --- a/examples/core/core_random_sequence.c +++ b/examples/core/core_random_sequence.c @@ -111,7 +111,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - free(rectangles); + RL_FREE(rectangles); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_ball_physics.c b/examples/shapes/shapes_ball_physics.c index 9aba0cf57..9c18ab66e 100644 --- a/examples/shapes/shapes_ball_physics.c +++ b/examples/shapes/shapes_ball_physics.c @@ -17,15 +17,19 @@ #include "raylib.h" -#include -#include +#include // Required for: malloc(), free() +#include // Required for: hypot() -#define MAX_BALLS 5000 // Maximum quantity of balls +#define MAX_BALLS 5000 // Maximum quantity of balls +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +// Ball data type typedef struct Ball { - Vector2 pos; // Position - Vector2 vel; // Velocity - Vector2 ppos; // Previous position + Vector2 position; + Vector2 speed; + Vector2 prevPosition; float radius; float friction; float elasticity; @@ -45,11 +49,13 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics"); - Ball *balls = (Ball*)malloc(sizeof(Ball)*MAX_BALLS); + Ball *balls = (Ball*)RL_MALLOC(sizeof(Ball)*MAX_BALLS); + + // Init first ball in the array balls[0] = (Ball){ - .pos = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f }, - .vel = { 200, 200 }, - .ppos = { 0 }, + .position = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f }, + .speed = { 200, 200 }, + .prevPosition = { 0 }, .radius = 40, .friction = 0.99f, .elasticity = 0.9f, @@ -58,12 +64,12 @@ int main(void) }; int ballCount = 1; - Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed - Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd + Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed + Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd - float gravity = 100; // World gravity + float gravity = 100; // World gravity - SetTargetFPS(60); // Set our game to run at 60 frames-per-second + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- // Main game loop @@ -80,8 +86,8 @@ int main(void) for (int i = ballCount - 1; i >= 0; i--) { Ball *ball = &balls[i]; - pressOffset.x = mousePos.x - ball->pos.x; - pressOffset.y = mousePos.y - ball->pos.y; + pressOffset.x = mousePos.x - ball->position.x; + pressOffset.y = mousePos.y - ball->position.y; // If the distance between the ball position and the mouse press position // is less than or equal to the ball radius, the event occurred inside the ball @@ -110,9 +116,9 @@ int main(void) if (ballCount < MAX_BALLS) { balls[ballCount++] = (Ball){ - .pos = mousePos, - .vel = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) }, - .ppos = { 0 }, + .position = mousePos, + .speed = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) }, + .prevPosition = { 0 }, .radius = 20.0f + (float)GetRandomValue(0, 30), .friction = 0.99f, .elasticity = 0.9f, @@ -127,7 +133,7 @@ int main(void) { for (int i = 0; i < ballCount; i++) { - if (!balls[i].grabbed) balls[i].vel = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) }; + if (!balls[i].grabbed) balls[i].speed = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) }; } } @@ -143,49 +149,49 @@ int main(void) if (!ball->grabbed) { // Ball repositioning using the velocity - ball->pos.x += ball->vel.x * delta; - ball->pos.y += ball->vel.y * delta; + ball->position.x += ball->speed.x * delta; + ball->position.y += ball->speed.y * delta; // Does the ball hit the screen right boundary? - if ((ball->pos.x + ball->radius) >= screenWidth) + if ((ball->position.x + ball->radius) >= screenWidth) { - ball->pos.x = screenWidth - ball->radius; // Ball repositioning - ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit + ball->position.x = screenWidth - ball->radius; // Ball repositioning + ball->speed.x = -ball->speed.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit } // Does the ball hit the screen left boundary? - else if ((ball->pos.x - ball->radius) <= 0) + else if ((ball->position.x - ball->radius) <= 0) { - ball->pos.x = ball->radius; - ball->vel.x = -ball->vel.x*ball->elasticity; + ball->position.x = ball->radius; + ball->speed.x = -ball->speed.x*ball->elasticity; } // The same for y axis - if ((ball->pos.y + ball->radius) >= screenHeight) + if ((ball->position.y + ball->radius) >= screenHeight) { - ball->pos.y = screenHeight - ball->radius; - ball->vel.y = -ball->vel.y*ball->elasticity; + ball->position.y = screenHeight - ball->radius; + ball->speed.y = -ball->speed.y*ball->elasticity; } - else if ((ball->pos.y - ball->radius) <= 0) + else if ((ball->position.y - ball->radius) <= 0) { - ball->pos.y = ball->radius; - ball->vel.y = -ball->vel.y*ball->elasticity; + ball->position.y = ball->radius; + ball->speed.y = -ball->speed.y*ball->elasticity; } // Friction makes the ball lose 1% of its velocity each frame - ball->vel.x = ball->vel.x*ball->friction; + ball->speed.x = ball->speed.x*ball->friction; // Gravity affects only the y axis - ball->vel.y = ball->vel.y*ball->friction + gravity; + ball->speed.y = ball->speed.y*ball->friction + gravity; } else { // Ball repositioning using the mouse position - ball->pos.x = mousePos.x - pressOffset.x; - ball->pos.y = mousePos.y - pressOffset.y; + ball->position.x = mousePos.x - pressOffset.x; + ball->position.y = mousePos.y - pressOffset.y; // While the ball is grabbed, recalculates its velocity - ball->vel.x = (ball->pos.x - ball->ppos.x)/delta; - ball->vel.y = (ball->pos.y - ball->ppos.y)/delta; - ball->ppos = ball->pos; + ball->speed.x = (ball->position.x - ball->prevPosition.x)/delta; + ball->speed.y = (ball->position.y - ball->prevPosition.y)/delta; + ball->prevPosition = ball->position; } } //---------------------------------------------------------------------------------- @@ -198,8 +204,8 @@ int main(void) for (int i = 0; i < ballCount; i++) { - DrawCircleV(balls[i].pos, balls[i].radius, balls[i].color); - DrawCircleLinesV(balls[i].pos, balls[i].radius, BLACK); + DrawCircleV(balls[i].position, balls[i].radius, balls[i].color); + DrawCircleLinesV(balls[i].position, balls[i].radius, BLACK); } DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY); @@ -215,7 +221,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - free(balls); + RL_FREE(balls); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/text/text_codepoints_loading.c b/examples/text/text_codepoints_loading.c index 1cd82d60e..1da8cf93f 100644 --- a/examples/text/text_codepoints_loading.c +++ b/examples/text/text_codepoints_loading.c @@ -61,7 +61,7 @@ int main(void) SetTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n') // Free codepoints, atlas has already been generated - free(codepointsNoDups); + RL_FREE(codepointsNoDups); bool showFontAtlas = false; @@ -139,7 +139,7 @@ int main(void) static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointsResultCount) { int codepointsNoDupsCount = codepointCount; - int *codepointsNoDups = (int *)calloc(codepointCount, sizeof(int)); + int *codepointsNoDups = (int *)RL_CALLOC(codepointCount, sizeof(int)); memcpy(codepointsNoDups, codepoints, codepointCount*sizeof(int)); // Remove duplicates diff --git a/examples/textures/textures_bunnymark.c b/examples/textures/textures_bunnymark.c index a04741227..64e55db43 100644 --- a/examples/textures/textures_bunnymark.c +++ b/examples/textures/textures_bunnymark.c @@ -47,7 +47,7 @@ int main(void) // Load bunny texture Texture2D texBunny = LoadTexture("resources/raybunny.png"); - Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array + Bunny *bunnies = (Bunny *)RL_MALLOC(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array int bunniesCount = 0; // Bunnies counter @@ -126,7 +126,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - free(bunnies); // Unload bunnies data array + RL_FREE(bunnies); // Unload bunnies data array UnloadTexture(texBunny); // Unload bunny texture diff --git a/examples/textures/textures_fog_of_war.c b/examples/textures/textures_fog_of_war.c index 1354d7124..e4ed2b60a 100644 --- a/examples/textures/textures_fog_of_war.c +++ b/examples/textures/textures_fog_of_war.c @@ -51,8 +51,8 @@ int main(void) // NOTE: We can have up to 256 values for tile ids and for tile fog state, // probably we don't need that many values for fog state, it can be optimized // to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex - map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char)); - map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char)); + map.tileIds = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char)); + map.tileFog = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char)); // Load map tiles (generating 2 random tile ids for testing) // NOTE: Map tile ids should be probably loaded from an external map file @@ -149,8 +149,8 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - free(map.tileIds); // Free allocated map tile ids - free(map.tileFog); // Free allocated map tile fog state + RL_FREE(map.tileIds); // Free allocated map tile ids + RL_FREE(map.tileFog); // Free allocated map tile fog state UnloadRenderTexture(fogOfWar); // Unload render texture