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Formatting review and examples review

Ray 7 月之前
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2f6230e366

+ 3 - 2
examples/Makefile

@@ -344,11 +344,12 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
     # --preload-file resources   # specify a resources folder for data compilation
     # --source-map-base          # allow debugging in browser with source map
     # --shell-file shell.html    # define a custom shell .html and output extension
+    LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0
+    
+    # Using GLFW3 library (instead of RGFW)
     ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
         LDFLAGS += -sUSE_GLFW=3
     endif
-
-    LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1
   	 
 	# Build using asyncify
     ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)

+ 3 - 2
examples/Makefile.Web

@@ -280,12 +280,13 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
     # --preload-file resources   # specify a resources folder for data compilation
     # --source-map-base          # allow debugging in browser with source map
     # --shell-file shell.html    # define a custom shell .html and output extension
+	LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
+    
+    # Using GLFW3 library (instead of RGFW)
     ifeq ($(PLATFORM),PLATFORM_WEB)
         LDFLAGS += -sUSE_GLFW=3
     endif
 
-	LDFLAGS += -sEXPORTED_RUNTIME_METHODS=ccall -s
-
     # Build using asyncify
     ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
         LDFLAGS += -sASYNCIFY

二进制
examples/core/core_2d_camera_mouse_zoom.png


+ 1 - 1
examples/core/core_basic_screen_manager.c

@@ -46,7 +46,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        switch(currentScreen)
+        switch (currentScreen)
         {
             case LOGO:
             {

+ 0 - 83
examples/core/core_input_gamepad_info.c

@@ -1,83 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib [core] example - Gamepad information
-*
-*   NOTE: This example requires a Gamepad connected to the system
-*         Check raylib.h for buttons configuration
-*
-*   Example originally created with raylib 4.6, last time updated with raylib 4.6
-*
-*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
-*   BSD-like license that allows static linking with closed source software
-*
-*   Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-//------------------------------------------------------------------------------------
-// Program main entry point
-//------------------------------------------------------------------------------------
-int main(void)
-{
-    // Initialization
-    //--------------------------------------------------------------------------------------
-    const int screenWidth = 800;
-    const int screenHeight = 450;
-
-    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Set MSAA 4X hint before windows creation
-
-    InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad information");
-
-    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
-    //--------------------------------------------------------------------------------------
-
-    // Main game loop
-    while (!WindowShouldClose())    // Detect window close button or ESC key
-    {
-        // Update
-        //----------------------------------------------------------------------------------
-        // TODO: Update your variables here
-        //----------------------------------------------------------------------------------
-
-        // Draw
-        //----------------------------------------------------------------------------------
-        BeginDrawing();
-
-            ClearBackground(RAYWHITE);
-
-            for (int i = 0, y = 5; i < 4; i++)     // MAX_GAMEPADS = 4
-            {
-                if (IsGamepadAvailable(i))
-                {
-                    DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 10, BLACK);
-                    y += 11;
-                    DrawText(TextFormat("\tAxis count:   %d", GetGamepadAxisCount(i)), 10, y, 10, BLACK);
-                    y += 11;
-
-                    for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
-                    {
-                        DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 10, BLACK);
-                        y += 11;
-                    }
-
-                    for (int button = 0; button < 32; button++)
-                    {
-                        DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 10, BLACK);
-                        y += 11;
-                    }
-                }
-            }
-
-            DrawFPS(GetScreenWidth() - 100, 100);
-
-        EndDrawing();
-        //----------------------------------------------------------------------------------
-    }
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-    CloseWindow();        // Close window and OpenGL context
-    //--------------------------------------------------------------------------------------
-}

+ 1 - 1
examples/core/core_input_multitouch.c

@@ -42,7 +42,7 @@ int main(void)
         // Get the touch point count ( how many fingers are touching the screen )
         int tCount = GetTouchPointCount();
         // Clamp touch points available ( set the maximum touch points allowed )
-        if(tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
+        if (tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
         // Get touch points positions
         for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
         //----------------------------------------------------------------------------------

+ 4 - 20
examples/core/core_input_virtual_controls.c

@@ -115,26 +115,10 @@ int main(void)
         // Move player according to pressed button
         switch (pressedButton)
         {
-            case BUTTON_UP:
-            {
-                playerPosition.y -= playerSpeed*GetFrameTime();
-                break;
-            }
-            case BUTTON_LEFT:
-            {
-                playerPosition.x -= playerSpeed*GetFrameTime();
-                break;
-            }
-            case BUTTON_RIGHT:
-            {
-                playerPosition.x += playerSpeed*GetFrameTime();
-                break;
-            }
-            case BUTTON_DOWN:
-            {
-                playerPosition.y += playerSpeed*GetFrameTime();
-                break;
-            }
+            case BUTTON_UP: playerPosition.y -= playerSpeed*GetFrameTime(); break;
+            case BUTTON_LEFT: playerPosition.x -= playerSpeed*GetFrameTime(); break;
+            case BUTTON_RIGHT: playerPosition.x += playerSpeed*GetFrameTime(); break;
+            case BUTTON_DOWN: playerPosition.y += playerSpeed*GetFrameTime(); break;
             default: break;
         };
 

+ 0 - 1
examples/core/core_random_sequence.c

@@ -174,7 +174,6 @@ static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, i
     int pressSize = MeasureText("Press", fontSize); 
     int keySize = MeasureText(key, fontSize); 
     int textSize = MeasureText(text, fontSize); 
-    int totalSize = pressSize + 2*spaceSize + keySize + 2*spaceSize + textSize;
     int textSizeCurrent = 0;
 
     DrawText("Press", posX, posY, fontSize, color);

二进制
examples/models/models_gpu_skinning.png


+ 1 - 1
examples/models/models_mesh_generation.c

@@ -112,7 +112,7 @@ int main(void)
             DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
             DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
 
-            switch(currentModel)
+            switch (currentModel)
             {
                 case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
                 case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;

+ 6 - 6
examples/models/models_point_rendering.c

@@ -22,7 +22,7 @@
 #define MIN_POINTS 1000         // 1 thousand
 
 // Generate mesh using points
-Mesh GenMeshPoints(int numPoints);
+static Mesh GenMeshPoints(int numPoints);
 
 //------------------------------------------------------------------------------------
 // Program main entry point
@@ -56,7 +56,7 @@ int main()
     //--------------------------------------------------------------------------------------
 
     // Main game loop
-    while(!WindowShouldClose())
+    while (!WindowShouldClose())
     {
         // Update
         //----------------------------------------------------------------------------------
@@ -147,7 +147,7 @@ int main()
 }
 
 // Generate a spherical point cloud
-Mesh GenMeshPoints(int numPoints)
+static Mesh GenMeshPoints(int numPoints)
 {
     Mesh mesh = { 
         .triangleCount = 1,
@@ -159,9 +159,9 @@ Mesh GenMeshPoints(int numPoints)
     // https://en.wikipedia.org/wiki/Spherical_coordinate_system
     for (int i = 0; i < numPoints; i++)
     {
-        float theta = PI*rand()/RAND_MAX;
-        float phi = 2.0f*PI*rand()/RAND_MAX;
-        float r = 10.0f*rand()/RAND_MAX;
+        float theta = ((float)PI*rand())/RAND_MAX;
+        float phi = (2.0f*PI*rand())/RAND_MAX;
+        float r = (10.0f*rand())/RAND_MAX;
         
         mesh.vertices[i*3 + 0] = r*sin(theta)*cos(phi);
         mesh.vertices[i*3 + 1] = r*sin(theta)*sin(phi);

+ 2 - 2
examples/models/models_tesseract_view.c

@@ -74,7 +74,7 @@ int main(void)
 
             // Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
             // NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
-            float c = 3/(3 - p.w);
+            float c = 3.0f/(3.0f - p.w);
             p.x = c * p.x;
             p.y = c * p.y;
             p.z = c * p.z;
@@ -95,7 +95,7 @@ int main(void)
                 for (int i = 0; i < 16; i++)
                 {
                     // Draw spheres to indicate the W value
-                    DrawSphere(transformed[i], fabsf(wValues[i]*0.1), RED);
+                    DrawSphere(transformed[i], fabsf(wValues[i]*0.1f), RED);
 
                     for (int j = 0; j < 16; j++)
                     {

+ 1 - 1
examples/others/raymath_vector_angle.c

@@ -51,7 +51,7 @@ int main(void)
 
         if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
         
-        if(angleMode == 0 && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
+        if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
 
         if (angleMode == 0)
         {

+ 1 - 1
examples/shaders/shaders_deferred_render.c

@@ -273,7 +273,7 @@ int main(void)
                     // that represent light positions in default forward rendering
                     BeginMode3D(camera);
                         rlEnableShader(rlGetShaderIdDefault());
-                            for(int i = 0; i < MAX_LIGHTS; i++)
+                            for (int i = 0; i < MAX_LIGHTS; i++)
                             {
                                 if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
                                 else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));

+ 6 - 3
examples/textures/textures_image_channel.c

@@ -24,7 +24,6 @@ int main(void)
 {
     // Initialization
     //--------------------------------------------------------------------------------------
-
     const int screenWidth = 800;
     const int screenHeight = 450;
 
@@ -60,8 +59,6 @@ int main(void)
     UnloadImage(imageBlue);
     UnloadImage(backgroundImage);
 
-    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
-
     Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
 
     Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
@@ -70,11 +67,17 @@ int main(void)
     Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
     Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
 
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
     // Main game loop
     while (!WindowShouldClose())    // Detect window close button or ESC key
     {
+        // Draw
+        //----------------------------------------------------------------------------------
+        // TODO...
+        //----------------------------------------------------------------------------------
+        
         // Draw
         //----------------------------------------------------------------------------------
         BeginDrawing();

+ 1 - 1
examples/textures/textures_image_generation.c

@@ -88,7 +88,7 @@ int main(void)
             DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
             DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
 
-            switch(currentTexture)
+            switch (currentTexture)
             {
                 case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
                 case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break;