Browse Source

Some formating tweaks

Ray 9 years ago
parent
commit
646f1c3f71
5 changed files with 70 additions and 69 deletions
  1. 57 57
      src/camera.c
  2. 2 2
      src/camera.h
  3. 8 7
      src/core.c
  4. 2 2
      src/raylib.h
  5. 1 1
      src/rlgl.c

+ 57 - 57
src/camera.c

@@ -36,44 +36,44 @@
 // Defines and Macros
 //----------------------------------------------------------------------------------
 // CAMERA_GENERIC
-#define CAMERA_SCROLL_SENSITIVITY               1.5
+#define CAMERA_SCROLL_SENSITIVITY               1.5f
 
 // FREE_CAMERA
-#define FREE_CAMERA_MOUSE_SENSITIVITY           0.01
-#define FREE_CAMERA_DISTANCE_MIN_CLAMP          0.3
-#define FREE_CAMERA_DISTANCE_MAX_CLAMP          120
-#define FREE_CAMERA_MIN_CLAMP                   85
-#define FREE_CAMERA_MAX_CLAMP                  -85
-#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY     0.05
-#define FREE_CAMERA_PANNING_DIVIDER             5.1
+#define FREE_CAMERA_MOUSE_SENSITIVITY           0.01f
+#define FREE_CAMERA_DISTANCE_MIN_CLAMP          0.3f
+#define FREE_CAMERA_DISTANCE_MAX_CLAMP          120.0f
+#define FREE_CAMERA_MIN_CLAMP                   85.0f
+#define FREE_CAMERA_MAX_CLAMP                  -85.0f
+#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY     0.05f
+#define FREE_CAMERA_PANNING_DIVIDER             5.1f
 
 // ORBITAL_CAMERA
-#define ORBITAL_CAMERA_SPEED                    0.01
+#define ORBITAL_CAMERA_SPEED                    0.01f
 
 // FIRST_PERSON
-//#define FIRST_PERSON_MOUSE_SENSITIVITY          0.003
-#define FIRST_PERSON_FOCUS_DISTANCE             25
-#define FIRST_PERSON_MIN_CLAMP                  85
-#define FIRST_PERSON_MAX_CLAMP                 -85
+//#define FIRST_PERSON_MOUSE_SENSITIVITY          0.003f
+#define FIRST_PERSON_FOCUS_DISTANCE             25.0f
+#define FIRST_PERSON_MIN_CLAMP                  85.0f
+#define FIRST_PERSON_MAX_CLAMP                 -85.0f
 
-#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0
-#define FIRST_PERSON_STEP_DIVIDER               30.0
-#define FIRST_PERSON_WAVING_DIVIDER             200.0
+#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
+#define FIRST_PERSON_STEP_DIVIDER               30.0f
+#define FIRST_PERSON_WAVING_DIVIDER             200.0f
 
-#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION  0.85
+#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION  0.85f
 
 // THIRD_PERSON
-//#define THIRD_PERSON_MOUSE_SENSITIVITY          0.003
-#define THIRD_PERSON_DISTANCE_CLAMP             1.2
-#define THIRD_PERSON_MIN_CLAMP                  5
-#define THIRD_PERSON_MAX_CLAMP                 -85
-#define THIRD_PERSON_OFFSET                     (Vector3){ 0.4, 0, 0 }
+//#define THIRD_PERSON_MOUSE_SENSITIVITY          0.003f
+#define THIRD_PERSON_DISTANCE_CLAMP             1.2f
+#define THIRD_PERSON_MIN_CLAMP                  5.0f
+#define THIRD_PERSON_MAX_CLAMP                 -85.0f
+#define THIRD_PERSON_OFFSET                     (Vector3){ 0.4f, 0.0f, 0.0f }
 
 // PLAYER (used by camera)
-#define PLAYER_WIDTH                0.4
-#define PLAYER_HEIGHT               0.9
-#define PLAYER_DEPTH                0.4
-#define PLAYER_MOVEMENT_DIVIDER     20.0
+#define PLAYER_WIDTH                0.4f
+#define PLAYER_HEIGHT               0.9f
+#define PLAYER_DEPTH                0.4f
+#define PLAYER_MOVEMENT_DIVIDER     20.0f
 
 //----------------------------------------------------------------------------------
 // Types and Structures Definition
@@ -84,11 +84,11 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
 //----------------------------------------------------------------------------------
 // Global Variables Definition
 //----------------------------------------------------------------------------------
-static Camera internalCamera = {{2, 0, 2}, {0, 0, 0}, {0, 1, 0}};
-static Vector2 cameraAngle = { 0, 0 };
+static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+static Vector2 cameraAngle = { 0.0f, 0.0f };
 static float cameraTargetDistance = 5.0f;
-static Vector2 cameraMousePosition = { 0, 0 };
-static Vector2 cameraMouseVariation = { 0, 0 };
+static Vector2 cameraMousePosition = { 0.0f, 0.0f };
+static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
 static float mouseSensitivity = 0.003f;
 static int cameraMoveControl[6]  = { 'W', 'A', 'S', 'D', 'E', 'Q' };
 static int cameraMoveCounter = 0;
@@ -107,7 +107,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
 #if defined(CAMERA_STANDALONE)
 // NOTE: Camera controls depend on some raylib input functions
 // TODO: Set your own input functions (used in ProcessCamera())
-static Vector2 GetMousePosition() { return (Vector2){ 0, 0}; }
+static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
 static void SetMousePosition(Vector2 pos) {} 
 static int IsMouseButtonDown(int button) { return 0;}
 static int GetMouseWheelMove() { return 0; }
@@ -129,33 +129,33 @@ void SetCameraMode(int mode)
     if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
     {
         cameraMode = CAMERA_THIRD_PERSON;
-        cameraTargetDistance = 5;
-        cameraAngle.y = -40 * DEG2RAD;
+        cameraTargetDistance = 5.0f;
+        cameraAngle.y = -40*DEG2RAD;
         ProcessCamera(&internalCamera, &internalCamera.position);
     }
     else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
     {
         cameraMode = CAMERA_THIRD_PERSON;
-        cameraTargetDistance = 5;
-        cameraAngle.y = -40 * DEG2RAD;
+        cameraTargetDistance = 5.0f;
+        cameraAngle.y = -40*DEG2RAD;
         ProcessCamera(&internalCamera, &internalCamera.position);
     }
     else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
     {
-        cameraTargetDistance = 10;
-        cameraAngle.x = 45 * DEG2RAD;
-        cameraAngle.y = -40 * DEG2RAD;
-        internalCamera.target = (Vector3){ 0, 0, 0 };
+        cameraTargetDistance = 10.0f;
+        cameraAngle.x = 45*DEG2RAD;
+        cameraAngle.y = -40*DEG2RAD;
+        internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
         ProcessCamera(&internalCamera, &internalCamera.position);
         
         ShowCursor();
     }
     else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
     {
-        cameraTargetDistance = 10;
-        cameraAngle.x = 225 * DEG2RAD;
-        cameraAngle.y = -40 * DEG2RAD;
-        internalCamera.target = (Vector3){ 0, 0, 0};
+        cameraTargetDistance = 10.0f;
+        cameraAngle.x = 225*DEG2RAD;
+        cameraAngle.y = -40*DEG2RAD;
+        internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
         ProcessCamera(&internalCamera, &internalCamera.position);
     }
 
@@ -165,7 +165,7 @@ void SetCameraMode(int mode)
 // Update camera (player position is ignored)
 void UpdateCamera(Camera *camera)
 {
-    Vector3 position = { 0, 0, 0 };
+    Vector3 position = { 0.0f, 0.0f, 0.0f };
     
     // Process internal camera and player position (if required)
     if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
@@ -244,7 +244,7 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey,
 // Set camera mouse sensitivity (1st person and 3rd person cameras)
 void SetCameraMouseSensitivity(float sensitivity)
 {
-    mouseSensitivity = (sensitivity/10000.0);
+    mouseSensitivity = (sensitivity/10000.0f);
 }
 
 //----------------------------------------------------------------------------------
@@ -376,12 +376,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
 
             // Focus to center
             // TODO: Move this function out of the module?
-            if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 };
+            if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
 
             // Camera position update
             camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
 
-            if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
+            if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
             else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 
             camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
@@ -398,12 +398,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
             if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
 
             // Focus to center
-            if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 };
+            if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
 
             // Camera position update
             camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
 
-            if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
+            if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
             else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 
             camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
@@ -412,7 +412,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
         case CAMERA_FIRST_PERSON:
         case CAMERA_THIRD_PERSON:
         {
-            int isMoving = 0;
+            bool isMoving = false;
 
             // Keyboard inputs
             if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
@@ -422,7 +422,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
                 
                 if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
 
-                isMoving = 1;
+                isMoving = true;
             }
             else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
             {
@@ -431,7 +431,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
                 
                 if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
 
-                isMoving = 1;
+                isMoving = true;
             }
 
             if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
@@ -439,23 +439,23 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
                 playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
                 playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 
-                isMoving = 1;
+                isMoving = true;
             }
             else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
             {
                 playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
                 playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
 
-                isMoving = 1;
+                isMoving = true;
             }
 
             if (IsKeyDown(cameraMoveControl[MOVE_UP]))
             {
-                if (!cameraUseGravity) playerPosition->y += 1/PLAYER_MOVEMENT_DIVIDER;
+                if (!cameraUseGravity) playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
             }
             else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
             {
-                if (!cameraUseGravity) playerPosition->y -= 1/PLAYER_MOVEMENT_DIVIDER;
+                if (!cameraUseGravity) playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
             }
 
             if (cameraMode == CAMERA_THIRD_PERSON)
@@ -482,7 +482,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
                 // Camera position update
                 camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
 
-                if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
+                if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
                 else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
 
                 camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;

+ 2 - 2
src/camera.h

@@ -28,8 +28,8 @@
     #define PI 3.14159265358979323846
 #endif
 
-#define DEG2RAD (PI / 180.0f)
-#define RAD2DEG (180.0f / PI)
+#define DEG2RAD (PI/180.0f)
+#define RAD2DEG (180.0f/PI)
 
 //----------------------------------------------------------------------------------
 // Defines and Macros

+ 8 - 7
src/core.c

@@ -116,6 +116,7 @@
 //----------------------------------------------------------------------------------
 // Defines and Macros
 //----------------------------------------------------------------------------------
+#define STORAGE_FILENAME    "storage.data"
 
 //----------------------------------------------------------------------------------
 // Types and Structures Definition
@@ -591,7 +592,7 @@ void Begin3dMode(Camera camera)
 
     // Setup perspective projection
     float aspect = (float)screenWidth/(float)screenHeight;
-    double top = 0.1f*tan(45.0f*PI/360.0f);
+    double top = 0.1*tan(45.0*PI/360.0);
     double right = top*aspect;
 
     // NOTE: zNear and zFar values are important when computing depth buffer values
@@ -630,7 +631,7 @@ void SetTargetFPS(int fps)
 // Returns current FPS
 float GetFPS(void)
 {
-    return (float)(1/frameTime);
+    return (float)(1.0/frameTime);
 }
 
 // Returns time in seconds for one frame
@@ -791,10 +792,10 @@ void StorageSaveValue(int position, int value)
     FILE *storageFile = NULL;
 
     // Try open existing file to append data
-    storageFile = fopen("storage.data", "rb+");      
+    storageFile = fopen(STORAGE_FILENAME, "rb+");      
 
     // If file doesn't exist, create a new storage data file
-    if (!storageFile) storageFile = fopen("storage.data", "wb");
+    if (!storageFile) storageFile = fopen(STORAGE_FILENAME, "wb");
 
     if (!storageFile) TraceLog(WARNING, "Storage data file could not be created");
     else
@@ -822,7 +823,7 @@ int StorageLoadValue(int position)
     int value = 0;
     
     // Try open existing file to append data
-    FILE *storageFile = fopen("storage.data", "rb");      
+    FILE *storageFile = fopen(STORAGE_FILENAME, "rb");      
 
     if (!storageFile) TraceLog(WARNING, "Storage data file could not be found");
     else
@@ -889,8 +890,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
     MatrixInvert(&matProjView);
     
     // Calculate far and near points
-    Quaternion near = { deviceCoords.x, deviceCoords.y, 0, 1};
-    Quaternion far = { deviceCoords.x, deviceCoords.y, 1, 1};
+    Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f};
+    Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f};
     
     // Multiply points by unproject matrix
     QuaternionTransform(&near, matProjView);

+ 2 - 2
src/raylib.h

@@ -81,8 +81,8 @@
     #define PI 3.14159265358979323846
 #endif
 
-#define DEG2RAD (PI / 180.0f)
-#define RAD2DEG (180.0f / PI)
+#define DEG2RAD (PI/180.0f)
+#define RAD2DEG (180.0f/PI)
 
 // raylib Config Flags
 #define FLAG_FULLSCREEN_MODE    1

+ 1 - 1
src/rlgl.c

@@ -1406,7 +1406,7 @@ void rlglDrawPostpro(void)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     glBindFramebuffer(GL_FRAMEBUFFER, 0);
 
-    rlglDrawModel(postproQuad, (Vector3){0,0,0}, (Vector3){0,0,0}, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
+    rlglDrawModel(postproQuad, (Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
 #endif
 }