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REVIEWED: Formatting to follow raylib conventions

Ray 3 weeks ago
parent
commit
727a90c5d1
33 changed files with 244 additions and 299 deletions
  1. 5 8
      examples/audio/audio_fft_spectrum_visualizer.c
  2. 10 10
      examples/audio/audio_music_stream.c
  3. 1 1
      examples/audio/audio_raw_stream.c
  4. 1 1
      examples/audio/audio_sound_positioning.c
  5. 7 5
      examples/core/core_highdpi_testbed.c
  6. 1 1
      examples/core/core_input_gestures_testbed.c
  7. 2 2
      examples/core/core_input_multitouch.c
  8. 1 1
      examples/core/core_monitor_detector.c
  9. 2 2
      examples/core/core_undo_redo.c
  10. 114 144
      examples/core/core_viewport_scaling.c
  11. 2 1
      examples/core/core_window_flags.c
  12. 1 1
      examples/models/models_loading_vox.c
  13. 3 3
      examples/shaders/shaders_basic_pbr.c
  14. 1 1
      examples/shaders/shaders_color_correction.c
  15. 1 1
      examples/shaders/shaders_hybrid_rendering.c
  16. 1 1
      examples/shapes/shapes_bullet_hell.c
  17. 38 63
      examples/shapes/shapes_clock_of_clocks.c
  18. 1 1
      examples/shapes/shapes_double_pendulum.c
  19. 9 9
      examples/shapes/shapes_math_angle_rotation.c
  20. 9 8
      examples/shapes/shapes_math_sine_cosine.c
  21. 1 1
      examples/shapes/shapes_mouse_trail.c
  22. 1 1
      examples/shapes/shapes_rectangle_advanced.c
  23. 1 1
      examples/shapes/shapes_recursive_tree.c
  24. 5 11
      examples/shapes/shapes_rlgl_color_wheel.c
  25. 1 1
      examples/shapes/shapes_simple_particles.c
  26. 2 2
      examples/shapes/shapes_triangle_strip.c
  27. 2 2
      examples/text/text_3d_drawing.c
  28. 1 1
      examples/text/text_inline_styling.c
  29. 2 2
      examples/text/text_unicode_emojis.c
  30. 15 10
      examples/text/text_words_alignment.c
  31. 1 1
      examples/textures/textures_mouse_painting.c
  32. 1 1
      examples/textures/textures_sprite_stacking.c
  33. 1 1
      examples/textures/textures_tiled_drawing.c

+ 5 - 8
examples/audio/audio_fft_spectrum_visualizer.c

@@ -148,7 +148,7 @@ int main(void)
         CaptureFrame(&fft, audioSamples);
         CaptureFrame(&fft, audioSamples);
         RenderFrame(&fft, &fftImage);
         RenderFrame(&fft, &fftImage);
         UpdateTexture(fftTexture, fftImage.data);
         UpdateTexture(fftTexture, fftImage.data);
-        //------------------------------------------------------------------------------
+        //----------------------------------------------------------------------------------
 
 
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -269,7 +269,7 @@ static void CaptureFrame(FFTData *fftData, const float *audioSamples)
 
 
     fftData->lastFftTime = GetTime();
     fftData->lastFftTime = GetTime();
     memcpy(fftData->fftHistory[fftData->historyPos], smoothedSpectrum, sizeof(smoothedSpectrum));
     memcpy(fftData->fftHistory[fftData->historyPos], smoothedSpectrum, sizeof(smoothedSpectrum));
-    fftData->historyPos = (fftData->historyPos + 1) % fftData->fftHistoryLen;
+    fftData->historyPos = (fftData->historyPos + 1)%fftData->fftHistoryLen;
 }
 }
 
 
 static void RenderFrame(const FFTData *fftData, Image *fftImage)
 static void RenderFrame(const FFTData *fftData, Image *fftImage)
@@ -277,12 +277,9 @@ static void RenderFrame(const FFTData *fftData, Image *fftImage)
     double framesSinceTapback = floor(fftData->tapbackPos/WINDOW_TIME);
     double framesSinceTapback = floor(fftData->tapbackPos/WINDOW_TIME);
     framesSinceTapback = Clamp(framesSinceTapback, 0.0, fftData->fftHistoryLen - 1);
     framesSinceTapback = Clamp(framesSinceTapback, 0.0, fftData->fftHistoryLen - 1);
 
 
-    int historyPosition = (fftData->historyPos - 1 - (int)framesSinceTapback) % fftData->fftHistoryLen;
-    if (historyPosition < 0)
-        historyPosition += fftData->fftHistoryLen;
+    int historyPosition = (fftData->historyPos - 1 - (int)framesSinceTapback)%fftData->fftHistoryLen;
+    if (historyPosition < 0) historyPosition += fftData->fftHistoryLen;
 
 
     const float *amplitude = fftData->fftHistory[historyPosition];
     const float *amplitude = fftData->fftHistory[historyPosition];
-    for (int bin = 0; bin < BUFFER_SIZE; bin++) {
-        ImageDrawPixel(fftImage, bin, FFT_ROW, ColorFromNormalized((Vector4){ amplitude[bin], UNUSED_CHANNEL, UNUSED_CHANNEL, UNUSED_CHANNEL }));
-    }
+    for (int bin = 0; bin < BUFFER_SIZE; bin++) ImageDrawPixel(fftImage, bin, FFT_ROW, ColorFromNormalized((Vector4){ amplitude[bin], UNUSED_CHANNEL, UNUSED_CHANNEL, UNUSED_CHANNEL }));
 }
 }

+ 10 - 10
examples/audio/audio_music_stream.c

@@ -35,10 +35,10 @@ int main(void)
 
 
     float timePlayed = 0.0f;        // Time played normalized [0.0f..1.0f]
     float timePlayed = 0.0f;        // Time played normalized [0.0f..1.0f]
     bool pause = false;             // Music playing paused
     bool pause = false;             // Music playing paused
-    
+
     float pan = 0.0f;               // Default audio pan center [-1.0f..1.0f]
     float pan = 0.0f;               // Default audio pan center [-1.0f..1.0f]
     SetMusicPan(music, pan);
     SetMusicPan(music, pan);
-    
+
     float volume = 0.8f;            // Default audio volume [0.0f..1.0f]
     float volume = 0.8f;            // Default audio volume [0.0f..1.0f]
     SetMusicVolume(music, volume);
     SetMusicVolume(music, volume);
 
 
@@ -67,29 +67,29 @@ int main(void)
             if (pause) PauseMusicStream(music);
             if (pause) PauseMusicStream(music);
             else ResumeMusicStream(music);
             else ResumeMusicStream(music);
         }
         }
-        
+
         // Set audio pan
         // Set audio pan
-        if (IsKeyDown(KEY_LEFT)) 
+        if (IsKeyDown(KEY_LEFT))
         {
         {
             pan -= 0.05f;
             pan -= 0.05f;
             if (pan < -1.0f) pan = -1.0f;
             if (pan < -1.0f) pan = -1.0f;
             SetMusicPan(music, pan);
             SetMusicPan(music, pan);
         }
         }
-        else if (IsKeyDown(KEY_RIGHT)) 
+        else if (IsKeyDown(KEY_RIGHT))
         {
         {
             pan += 0.05f;
             pan += 0.05f;
             if (pan > 1.0f) pan = 1.0f;
             if (pan > 1.0f) pan = 1.0f;
             SetMusicPan(music, pan);
             SetMusicPan(music, pan);
         }
         }
-        
+
         // Set audio volume
         // Set audio volume
-        if (IsKeyDown(KEY_DOWN)) 
+        if (IsKeyDown(KEY_DOWN))
         {
         {
             volume -= 0.05f;
             volume -= 0.05f;
             if (volume < 0.0f) volume = 0.0f;
             if (volume < 0.0f) volume = 0.0f;
             SetMusicVolume(music, volume);
             SetMusicVolume(music, volume);
         }
         }
-        else if (IsKeyDown(KEY_UP)) 
+        else if (IsKeyDown(KEY_UP))
         {
         {
             volume += 0.05f;
             volume += 0.05f;
             if (volume > 1.0f) volume = 1.0f;
             if (volume > 1.0f) volume = 1.0f;
@@ -109,7 +109,7 @@ int main(void)
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
             DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
-            
+
             DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, DARKBLUE);
             DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, DARKBLUE);
             DrawRectangle(300, 100, 200, 12, LIGHTGRAY);
             DrawRectangle(300, 100, 200, 12, LIGHTGRAY);
             DrawRectangleLines(300, 100, 200, 12, GRAY);
             DrawRectangleLines(300, 100, 200, 12, GRAY);
@@ -121,7 +121,7 @@ int main(void)
 
 
             DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
             DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
             DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
             DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
-            
+
             DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, DARKGREEN);
             DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, DARKGREEN);
             DrawRectangle(300, 360, 200, 12, LIGHTGRAY);
             DrawRectangle(300, 360, 200, 12, LIGHTGRAY);
             DrawRectangleLines(300, 360, 200, 12, GRAY);
             DrawRectangleLines(300, 360, 200, 12, GRAY);

+ 1 - 1
examples/audio/audio_raw_stream.c

@@ -166,7 +166,7 @@ int main(void)
                 memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
                 memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
 
 
                 // Update cursors and loop audio
                 // Update cursors and loop audio
-                readCursor = (readCursor + writeLength) % waveLength;
+                readCursor = (readCursor + writeLength)%waveLength;
 
 
                 writeCursor += writeLength;
                 writeCursor += writeLength;
             }
             }

+ 1 - 1
examples/audio/audio_sound_positioning.c

@@ -95,7 +95,7 @@ int main(void)
 
 
     CloseWindow();          // Close window and OpenGL context
     CloseWindow();          // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     return 0;
     return 0;
 }
 }
 
 

+ 7 - 5
examples/core/core_highdpi_testbed.c

@@ -27,9 +27,10 @@ int main(void)
     const int screenWidth = 800;
     const int screenWidth = 800;
     const int screenHeight = 450;
     const int screenHeight = 450;
 
 
+    SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
     InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
 
 
-    // TODO: Load resources / Initialize variables at this point
+    int gridSpacing = 40;   // Grid spacing in pixels
 
 
     SetTargetFPS(60);
     SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -48,11 +49,12 @@ int main(void)
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
-            // TODO: Draw everything that requires to be drawn at this point
+            // Draw grid
+            for (int h = 0; h < 20; h++) DrawLine(0, h*gridSpacing, GetRenderWidth(), h*gridSpacing, LIGHTGRAY);
+            for (int v = 0; v < 40; v++) DrawLine(v*gridSpacing, 0, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
 
 
-            DrawLineEx((Vector2){ 0, 0 }, (Vector2){ screenWidth, screenHeight }, 2.0f, RED);
-            DrawLineEx((Vector2){ 0, screenHeight }, (Vector2){ screenWidth, 0 }, 2.0f, RED);
-            DrawText("example base code template", 260, 400, 20, LIGHTGRAY);
+            // Draw UI info
+            DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 10, 10, 20, BLACK);
 
 
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------

+ 1 - 1
examples/core/core_input_gestures_testbed.c

@@ -202,7 +202,7 @@ int main(void)
             DrawText("Log", (int)gestureLogPosition.x, (int)gestureLogPosition.y, 20, BLACK);
             DrawText("Log", (int)gestureLogPosition.x, (int)gestureLogPosition.y, 20, BLACK);
 
 
             // Loop in both directions to print the gesture log array in the inverted order (and looping around if the index started somewhere in the middle)
             // Loop in both directions to print the gesture log array in the inverted order (and looping around if the index started somewhere in the middle)
-            for (i = 0, ii = gestureLogIndex; i < GESTURE_LOG_SIZE; i++, ii = (ii + 1) % GESTURE_LOG_SIZE) DrawText(gestureLog[ii], (int)gestureLogPosition.x, (int)gestureLogPosition.y + 410 - i*20, 20, (i == 0 ? gestureColor : LIGHTGRAY));
+            for (i = 0, ii = gestureLogIndex; i < GESTURE_LOG_SIZE; i++, ii = (ii + 1)%GESTURE_LOG_SIZE) DrawText(gestureLog[ii], (int)gestureLogPosition.x, (int)gestureLogPosition.y + 410 - i*20, 20, (i == 0 ? gestureColor : LIGHTGRAY));
             Color logButton1Color, logButton2Color;
             Color logButton1Color, logButton2Color;
             switch (logMode)
             switch (logMode)
             {
             {

+ 2 - 2
examples/core/core_input_multitouch.c

@@ -46,7 +46,7 @@ int main(void)
         // Clamp touch points available ( set the maximum touch points allowed )
         // 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
         // Get touch points positions
-        for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
+        for (int i = 0; i < tCount; i++) touchPositions[i] = GetTouchPosition(i);
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
         // Draw
         // Draw
@@ -55,7 +55,7 @@ int main(void)
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
-            for (int i = 0; i < tCount; ++i)
+            for (int i = 0; i < tCount; i++)
             {
             {
                 // Make sure point is not (0, 0) as this means there is no touch for it
                 // Make sure point is not (0, 0) as this means there is no touch for it
                 if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
                 if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))

+ 1 - 1
examples/core/core_monitor_detector.c

@@ -142,7 +142,7 @@ int main(void)
                     Vector2 windowPosition = (Vector2){ (GetWindowPosition().x + monitorOffsetX)*monitorScale  + 140, GetWindowPosition().y*monitorScale + 80 };
                     Vector2 windowPosition = (Vector2){ (GetWindowPosition().x + monitorOffsetX)*monitorScale  + 140, GetWindowPosition().y*monitorScale + 80 };
 
 
                     // Draw window position based on monitors
                     // Draw window position based on monitors
-                    DrawRectangleV(windowPosition, (Vector2){screenWidth * monitorScale, screenHeight * monitorScale}, Fade(GREEN, 0.5));
+                    DrawRectangleV(windowPosition, (Vector2){screenWidth*monitorScale, screenHeight*monitorScale}, Fade(GREEN, 0.5));
                 }
                 }
                 else DrawRectangleLinesEx(rec, 5, GRAY);
                 else DrawRectangleLinesEx(rec, 5, GRAY);
             }
             }

+ 2 - 2
examples/core/core_undo_redo.c

@@ -187,7 +187,7 @@ int main(void)
             if (lastUndoIndex > firstUndoIndex)
             if (lastUndoIndex > firstUndoIndex)
             {
             {
                 for (int i = firstUndoIndex; i < currentUndoIndex; i++)
                 for (int i = firstUndoIndex; i < currentUndoIndex; i++)
-                    DrawRectangleRec((Rectangle){gridPosition.x + states[i].cell.x * GRID_CELL_SIZE, gridPosition.y + states[i].cell.y * GRID_CELL_SIZE,
+                    DrawRectangleRec((Rectangle){gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
                         GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
                         GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
             }
             }
             else if (firstUndoIndex > lastUndoIndex)
             else if (firstUndoIndex > lastUndoIndex)
@@ -195,7 +195,7 @@ int main(void)
                 if ((currentUndoIndex < MAX_UNDO_STATES) && (currentUndoIndex > lastUndoIndex))
                 if ((currentUndoIndex < MAX_UNDO_STATES) && (currentUndoIndex > lastUndoIndex))
                 {
                 {
                     for (int i = firstUndoIndex; i < currentUndoIndex; i++)
                     for (int i = firstUndoIndex; i < currentUndoIndex; i++)
-                        DrawRectangleRec((Rectangle) { gridPosition.x + states[i].cell.x * GRID_CELL_SIZE, gridPosition.y + states[i].cell.y * GRID_CELL_SIZE,
+                        DrawRectangleRec((Rectangle) { gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
                             GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
                             GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
                 }
                 }
                 else
                 else

+ 114 - 144
examples/core/core_viewport_scaling.c

@@ -17,11 +17,9 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-// For itteration purposes and teaching example
-#define RESOLUTION_COUNT 4
+#define RESOLUTION_COUNT    4   // For iteration purposes and teaching example
 
 
-enum ViewportType
-{
+typedef enum {
     // Only upscale, useful for pixel art
     // Only upscale, useful for pixel art
     KEEP_ASPECT_INTEGER,
     KEEP_ASPECT_INTEGER,
     KEEP_HEIGHT_INTEGER,
     KEEP_HEIGHT_INTEGER,
@@ -32,24 +30,28 @@ enum ViewportType
     KEEP_WIDTH,
     KEEP_WIDTH,
     // For itteration purposes and as a teaching example
     // For itteration purposes and as a teaching example
     VIEWPORT_TYPE_COUNT,
     VIEWPORT_TYPE_COUNT,
+} ViewportType;
+
+// For displaying on GUI
+const char *ViewportTypeNames[VIEWPORT_TYPE_COUNT] = {
+    "KEEP_ASPECT_INTEGER",
+    "KEEP_HEIGHT_INTEGER",
+    "KEEP_WIDTH_INTEGER",
+    "KEEP_ASPECT",
+    "KEEP_HEIGHT",
+    "KEEP_WIDTH",
 };
 };
 
 
 //--------------------------------------------------------------------------------------
 //--------------------------------------------------------------------------------------
 // Module Functions Declaration
 // Module Functions Declaration
 //--------------------------------------------------------------------------------------
 //--------------------------------------------------------------------------------------
 static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
 static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
-
 static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
 static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
-
 static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
 static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
-
 static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
 static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
-
 static void KeepHeightCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
 static void KeepHeightCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
-
 static void KeepWidthCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
 static void KeepWidthCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
-
-static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target);
+static void ResizeRenderSize(ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target);
 
 
 // Example how to calculate position on RenderTexture
 // Example how to calculate position on RenderTexture
 static Vector2 Screen2RenderTexturePosition(Vector2 point, Rectangle *textureRect, Rectangle *scaledRect);
 static Vector2 Screen2RenderTexturePosition(Vector2 point, Rectangle *textureRect, Rectangle *scaledRect);
@@ -61,91 +63,89 @@ int main(void)
 {
 {
     // Initialization
     // Initialization
     //---------------------------------------------------------
     //---------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    SetConfigFlags(FLAG_WINDOW_RESIZABLE);
+    InitWindow(screenWidth, screenHeight, "raylib [core] example - viewport scaling");
+
     // Preset resolutions that could be created by subdividing screen resolution
     // Preset resolutions that could be created by subdividing screen resolution
     Vector2 resolutionList[RESOLUTION_COUNT] = {
     Vector2 resolutionList[RESOLUTION_COUNT] = {
-        (Vector2){64, 64},
-        (Vector2){256, 240},
-        (Vector2){320, 180},
+        (Vector2){ 64, 64 },
+        (Vector2){ 256, 240 },
+        (Vector2){ 320, 180 },
         // 4K doesn't work with integer scaling but included for example purposes with non-integer scaling
         // 4K doesn't work with integer scaling but included for example purposes with non-integer scaling
-        (Vector2){3840, 2160},
+        (Vector2){ 3840, 2160 },
     };
     };
-    int resolutionIndex = 0;
 
 
-    int screenWidth = 800;
-    int screenHeight = 450;
+    int resolutionIndex = 0;
     int gameWidth = 64;
     int gameWidth = 64;
     int gameHeight = 64;
     int gameHeight = 64;
 
 
-    RenderTexture2D target = (RenderTexture2D){0};
-    Rectangle sourceRect = (Rectangle){0};
-    Rectangle destRect = (Rectangle){0};
-
-    // For displaying on GUI
-    const char *ViewportTypeNames[VIEWPORT_TYPE_COUNT] = {
-        "KEEP_ASPECT_INTEGER",
-        "KEEP_HEIGHT_INTEGER",
-        "KEEP_WIDTH_INTEGER",
-        "KEEP_ASPECT",
-        "KEEP_HEIGHT",
-        "KEEP_WIDTH",
-    };
-    enum ViewportType viewportType = KEEP_ASPECT_INTEGER;
+    RenderTexture2D target = (RenderTexture2D){ 0 };
+    Rectangle sourceRect = (Rectangle){ 0 };
+    Rectangle destRect = (Rectangle){ 0 };
 
 
-    SetConfigFlags(FLAG_WINDOW_RESIZABLE);
-    InitWindow(screenWidth, screenHeight, "raylib [core] example - viewport scaling");
+    ViewportType viewportType = KEEP_ASPECT_INTEGER;
     ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
     ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
 
 
+    // Button rectangles
+    Rectangle decreaseResolutionButton = (Rectangle){ 200, 30, 10, 10 };
+    Rectangle increaseResolutionButton = (Rectangle){ 215, 30, 10, 10 };
+    Rectangle decreaseTypeButton = (Rectangle){ 200, 45, 10, 10 };
+    Rectangle increaseTypeButton = (Rectangle){ 215, 45, 10, 10 };
+
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //----------------------------------------------------------
     //----------------------------------------------------------
 
 
-    // Button rectangles
-    Rectangle decreaseResolutionButton = (Rectangle){200, 30, 10, 10};
-    Rectangle increaseResolutionButton = (Rectangle){215, 30, 10, 10};
-    Rectangle decreaseTypeButton = (Rectangle){200, 45, 10, 10};
-    Rectangle increaseTypeButton = (Rectangle){215, 45, 10, 10};
     // Main game loop
     // Main game loop
     while (!WindowShouldClose())    // Detect window close button or ESC key
     while (!WindowShouldClose())    // Detect window close button or ESC key
     {
     {
         // Update
         // Update
-        //-----------------------------------------------------
-        if (IsWindowResized()){
-            ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
-        }
+        //----------------------------------------------------------------------------------
+        if (IsWindowResized()) ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
+
         Vector2 mousePosition = GetMousePosition();
         Vector2 mousePosition = GetMousePosition();
         bool mousePressed = IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
         bool mousePressed = IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
 
 
         // Check buttons and rescale
         // Check buttons and rescale
-        if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed){
-            resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1) % RESOLUTION_COUNT;
+        if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed)
+        {
+            resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1)%RESOLUTION_COUNT;
             gameWidth = resolutionList[resolutionIndex].x;
             gameWidth = resolutionList[resolutionIndex].x;
             gameHeight = resolutionList[resolutionIndex].y;
             gameHeight = resolutionList[resolutionIndex].y;
             ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
             ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
         }
         }
-        if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed){
-            resolutionIndex = (resolutionIndex + 1) % RESOLUTION_COUNT;
+
+        if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed)
+        {
+            resolutionIndex = (resolutionIndex + 1)%RESOLUTION_COUNT;
             gameWidth = resolutionList[resolutionIndex].x;
             gameWidth = resolutionList[resolutionIndex].x;
             gameHeight = resolutionList[resolutionIndex].y;
             gameHeight = resolutionList[resolutionIndex].y;
             ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
             ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
         }
         }
-        if (CheckCollisionPointRec(mousePosition, decreaseTypeButton) && mousePressed){
-            viewportType = (viewportType + VIEWPORT_TYPE_COUNT - 1) % VIEWPORT_TYPE_COUNT;
+
+        if (CheckCollisionPointRec(mousePosition, decreaseTypeButton) && mousePressed)
+        {
+            viewportType = (viewportType + VIEWPORT_TYPE_COUNT - 1)%VIEWPORT_TYPE_COUNT;
             ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
             ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
         }
         }
-        if (CheckCollisionPointRec(mousePosition, increaseTypeButton) && mousePressed){
-            viewportType = (viewportType + 1) % VIEWPORT_TYPE_COUNT;
+
+        if (CheckCollisionPointRec(mousePosition, increaseTypeButton) && mousePressed)
+        {
+            viewportType = (viewportType + 1)%VIEWPORT_TYPE_COUNT;
             ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
             ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
         }
         }
 
 
         Vector2 textureMousePosition = Screen2RenderTexturePosition(mousePosition, &sourceRect, &destRect);
         Vector2 textureMousePosition = Screen2RenderTexturePosition(mousePosition, &sourceRect, &destRect);
+        //----------------------------------------------------------------------------------
 
 
         // Draw
         // Draw
-        //-----------------------------------------------------
+        //----------------------------------------------------------------------------------
         // Draw our scene to the render texture
         // Draw our scene to the render texture
         BeginTextureMode(target);
         BeginTextureMode(target);
             ClearBackground(WHITE);
             ClearBackground(WHITE);
-            DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.f, LIME);
-
-
+            DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.0f, LIME);
         EndTextureMode();
         EndTextureMode();
 
 
         // Draw render texture to main framebuffer
         // Draw render texture to main framebuffer
@@ -153,9 +153,7 @@ int main(void)
             ClearBackground(BLACK);
             ClearBackground(BLACK);
 
 
             // Draw our render texture with rotation applied
             // Draw our render texture with rotation applied
-            const Vector2 ORIGIN_POSITION = (Vector2){ 0.0f, 0.0f };
-            const float ROTATION = 0.f;
-            DrawTexturePro(target.texture, sourceRect, destRect, ORIGIN_POSITION, ROTATION, WHITE);
+            DrawTexturePro(target.texture, sourceRect, destRect, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
 
 
             // Draw Native resolution (GUI or anything)
             // Draw Native resolution (GUI or anything)
             // Draw info box
             // Draw info box
@@ -167,15 +165,10 @@ int main(void)
             DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK);
             DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK);
 
 
             DrawText(TextFormat("Type: %s", ViewportTypeNames[viewportType]), 15, 45, 10, BLACK);
             DrawText(TextFormat("Type: %s", ViewportTypeNames[viewportType]), 15, 45, 10, BLACK);
-            Vector2 scaleRatio = (Vector2){destRect.width / sourceRect.width, destRect.height / -sourceRect.height};
-            if (scaleRatio.x < 0.001f || scaleRatio.y < 0.001f)
-            {
-                DrawText(TextFormat("Scale ratio: INVALID"), 15, 60, 10, BLACK);
-            }
-            else
-            {
-                DrawText(TextFormat("Scale ratio: %.2f x %.2f", scaleRatio.x, scaleRatio.y), 15, 60, 10, BLACK);
-            }
+            Vector2 scaleRatio = (Vector2){destRect.width/sourceRect.width, -destRect.height/sourceRect.height};
+            if (scaleRatio.x < 0.001f || scaleRatio.y < 0.001f) DrawText(TextFormat("Scale ratio: INVALID"), 15, 60, 10, BLACK);
+            else DrawText(TextFormat("Scale ratio: %.2f x %.2f", scaleRatio.x, scaleRatio.y), 15, 60, 10, BLACK);
+
             DrawText(TextFormat("Source size: %.2f x %.2f", sourceRect.width, -sourceRect.height), 15, 75, 10, BLACK);
             DrawText(TextFormat("Source size: %.2f x %.2f", sourceRect.width, -sourceRect.height), 15, 75, 10, BLACK);
             DrawText(TextFormat("Destination size: %.2f x %.2f", destRect.width, destRect.height), 15, 90, 10, BLACK);
             DrawText(TextFormat("Destination size: %.2f x %.2f", destRect.width, destRect.height), 15, 90, 10, BLACK);
 
 
@@ -190,13 +183,13 @@ int main(void)
             DrawText(">", increaseResolutionButton.x + 3, increaseResolutionButton.y + 1, 10, BLACK);
             DrawText(">", increaseResolutionButton.x + 3, increaseResolutionButton.y + 1, 10, BLACK);
 
 
         EndDrawing();
         EndDrawing();
-        //-----------------------------------------------------
+        //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //---------------------------------------------------------
+    //----------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
-    //----------------------------------------------------------
+    //----------------------------------------------------------------------------------
 
 
     return 0;
     return 0;
 }
 }
@@ -206,54 +199,54 @@ int main(void)
 //--------------------------------------------------------------------------------------
 //--------------------------------------------------------------------------------------
 static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 {
 {
-    sourceRect->x = 0.f;
+    sourceRect->x = 0.0f;
     sourceRect->y = (float)gameHeight;
     sourceRect->y = (float)gameHeight;
     sourceRect->width = (float)gameWidth;
     sourceRect->width = (float)gameWidth;
     sourceRect->height = (float)-gameHeight;
     sourceRect->height = (float)-gameHeight;
 
 
     const int ratio_x = (screenWidth/gameWidth);
     const int ratio_x = (screenWidth/gameWidth);
     const int ratio_y = (screenHeight/gameHeight);
     const int ratio_y = (screenHeight/gameHeight);
-    const float resizeRatio = (float)(ratio_x < ratio_y ? ratio_x : ratio_y);
+    const float resizeRatio = (float)((ratio_x < ratio_y)? ratio_x : ratio_y);
 
 
-    destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
-    destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
-    destRect->width = (float)(int)(gameWidth * resizeRatio);
-    destRect->height = (float)(int)(gameHeight * resizeRatio);
+    destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
+    destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
+    destRect->width = (float)(int)(gameWidth*resizeRatio);
+    destRect->height = (float)(int)(gameHeight*resizeRatio);
 }
 }
 
 
 static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 {
 {
     const float resizeRatio = (float)(screenHeight/gameHeight);
     const float resizeRatio = (float)(screenHeight/gameHeight);
-    sourceRect->x = 0.f;
-    sourceRect->y = 0.f;
-    sourceRect->width = (float)(int)(screenWidth / resizeRatio);
+    sourceRect->x = 0.0f;
+    sourceRect->y = 0.0f;
+    sourceRect->width = (float)(int)(screenWidth/resizeRatio);
     sourceRect->height = (float)-gameHeight;
     sourceRect->height = (float)-gameHeight;
 
 
-    destRect->x = (float)(int)((screenWidth - (sourceRect->width * resizeRatio)) * 0.5);
-    destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
-    destRect->width = (float)(int)(sourceRect->width * resizeRatio);
-    destRect->height = (float)(int)(gameHeight * resizeRatio);
+    destRect->x = (float)(int)((screenWidth - (sourceRect->width*resizeRatio))*0.5f);
+    destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
+    destRect->width = (float)(int)(sourceRect->width*resizeRatio);
+    destRect->height = (float)(int)(gameHeight*resizeRatio);
 }
 }
 
 
 static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 {
 {
     const float resizeRatio = (float)(screenWidth/gameWidth);
     const float resizeRatio = (float)(screenWidth/gameWidth);
-    sourceRect->x = 0.f;
-    sourceRect->y = 0.f;
+    sourceRect->x = 0.0f;
+    sourceRect->y = 0.0f;
     sourceRect->width = (float)gameWidth;
     sourceRect->width = (float)gameWidth;
-    sourceRect->height = (float)(int)(screenHeight / resizeRatio);
+    sourceRect->height = (float)(int)(screenHeight/resizeRatio);
 
 
-    destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
-    destRect->y = (float)(int)((screenHeight - (sourceRect->height * resizeRatio)) * 0.5);
-    destRect->width = (float)(int)(gameWidth * resizeRatio);
-    destRect->height = (float)(int)(sourceRect->height * resizeRatio);
+    destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
+    destRect->y = (float)(int)((screenHeight - (sourceRect->height*resizeRatio))*0.5f);
+    destRect->width = (float)(int)(gameWidth*resizeRatio);
+    destRect->height = (float)(int)(sourceRect->height*resizeRatio);
 
 
-    sourceRect->height *= -1.f;
+    sourceRect->height *= -1.0f;
 }
 }
 
 
 static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 {
 {
-    sourceRect->x = 0.f;
+    sourceRect->x = 0.0f;
     sourceRect->y = (float)gameHeight;
     sourceRect->y = (float)gameHeight;
     sourceRect->width = (float)gameWidth;
     sourceRect->width = (float)gameWidth;
     sourceRect->height = (float)-gameHeight;
     sourceRect->height = (float)-gameHeight;
@@ -262,81 +255,58 @@ static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth,
     const float ratio_y = ((float)screenHeight/(float)gameHeight);
     const float ratio_y = ((float)screenHeight/(float)gameHeight);
     const float resizeRatio = (ratio_x < ratio_y ? ratio_x : ratio_y);
     const float resizeRatio = (ratio_x < ratio_y ? ratio_x : ratio_y);
 
 
-    destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
-    destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
-    destRect->width = (float)(int)(gameWidth * resizeRatio);
-    destRect->height = (float)(int)(gameHeight * resizeRatio);
+    destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
+    destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
+    destRect->width = (float)(int)(gameWidth*resizeRatio);
+    destRect->height = (float)(int)(gameHeight*resizeRatio);
 }
 }
 
 
 static void KeepHeightCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 static void KeepHeightCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 {
 {
     const float resizeRatio = ((float)screenHeight/(float)gameHeight);
     const float resizeRatio = ((float)screenHeight/(float)gameHeight);
-    sourceRect->x = 0.f;
-    sourceRect->y = 0.f;
-    sourceRect->width = (float)(int)((float)screenWidth / resizeRatio);
+    sourceRect->x = 0.0f;
+    sourceRect->y = 0.0f;
+    sourceRect->width = (float)(int)((float)screenWidth/resizeRatio);
     sourceRect->height = (float)-gameHeight;
     sourceRect->height = (float)-gameHeight;
 
 
-    destRect->x = (float)(int)((screenWidth - (sourceRect->width * resizeRatio)) * 0.5);
-    destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
-    destRect->width = (float)(int)(sourceRect->width * resizeRatio);
-    destRect->height = (float)(int)(gameHeight * resizeRatio);
+    destRect->x = (float)(int)((screenWidth - (sourceRect->width*resizeRatio))*0.5f);
+    destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
+    destRect->width = (float)(int)(sourceRect->width*resizeRatio);
+    destRect->height = (float)(int)(gameHeight*resizeRatio);
 }
 }
 
 
 static void KeepWidthCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 static void KeepWidthCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
 {
 {
     const float resizeRatio = ((float)screenWidth/(float)gameWidth);
     const float resizeRatio = ((float)screenWidth/(float)gameWidth);
-    sourceRect->x = 0.f;
-    sourceRect->y = 0.f;
+    sourceRect->x = 0.0f;
+    sourceRect->y = 0.0f;
     sourceRect->width = (float)gameWidth;
     sourceRect->width = (float)gameWidth;
-    sourceRect->height = (float)(int)((float)screenHeight / resizeRatio);
+    sourceRect->height = (float)(int)((float)screenHeight/resizeRatio);
 
 
-    destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
-    destRect->y = (float)(int)((screenHeight - (sourceRect->height * resizeRatio)) * 0.5);
-    destRect->width = (float)(int)(gameWidth * resizeRatio);
-    destRect->height = (float)(int)(sourceRect->height * resizeRatio);
+    destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
+    destRect->y = (float)(int)((screenHeight - (sourceRect->height*resizeRatio))*0.5f);
+    destRect->width = (float)(int)(gameWidth*resizeRatio);
+    destRect->height = (float)(int)(sourceRect->height*resizeRatio);
 
 
     sourceRect->height *= -1.f;
     sourceRect->height *= -1.f;
 }
 }
 
 
-static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target)
+static void ResizeRenderSize(ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target)
 {
 {
     *screenWidth = GetScreenWidth();
     *screenWidth = GetScreenWidth();
     *screenHeight = GetScreenHeight();
     *screenHeight = GetScreenHeight();
 
 
     switch(viewportType)
     switch(viewportType)
     {
     {
-        case KEEP_ASPECT_INTEGER:
-        {
-            KeepAspectCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
-            break;
-        }
-        case KEEP_HEIGHT_INTEGER:
-        {
-            KeepHeightCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
-            break;
-        }
-        case KEEP_WIDTH_INTEGER:
-        {
-            KeepWidthCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
-            break;
-        }
-        case KEEP_ASPECT:
-        {
-            KeepAspectCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
-            break;
-        }
-        case KEEP_HEIGHT:
-        {
-            KeepHeightCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
-            break;
-        }
-        case KEEP_WIDTH:
-        {
-            KeepWidthCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
-            break;
-        }
-        default: {}
+        case KEEP_ASPECT_INTEGER: KeepAspectCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
+        case KEEP_HEIGHT_INTEGER: KeepHeightCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
+        case KEEP_WIDTH_INTEGER: KeepWidthCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
+        case KEEP_ASPECT: KeepAspectCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
+        case KEEP_HEIGHT: KeepHeightCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
+        case KEEP_WIDTH: KeepWidthCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
+        default: break;
     }
     }
+
     UnloadRenderTexture(*target);
     UnloadRenderTexture(*target);
     *target = LoadRenderTexture(sourceRect->width, -sourceRect->height);
     *target = LoadRenderTexture(sourceRect->width, -sourceRect->height);
 }
 }
@@ -345,7 +315,7 @@ static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, i
 static Vector2 Screen2RenderTexturePosition(Vector2 point, Rectangle *textureRect, Rectangle *scaledRect)
 static Vector2 Screen2RenderTexturePosition(Vector2 point, Rectangle *textureRect, Rectangle *scaledRect)
 {
 {
     Vector2 relativePosition = {point.x - scaledRect->x, point.y - scaledRect->y};
     Vector2 relativePosition = {point.x - scaledRect->x, point.y - scaledRect->y};
-    Vector2 ratio = {textureRect->width / scaledRect->width, -textureRect->height / scaledRect->height};
+    Vector2 ratio = {textureRect->width/scaledRect->width, -textureRect->height/scaledRect->height};
 
 
-    return (Vector2){relativePosition.x * ratio.x, relativePosition.y * ratio.x};
+    return (Vector2){relativePosition.x*ratio.x, relativePosition.y*ratio.x};
 }
 }

+ 2 - 1
examples/core/core_window_flags.c

@@ -97,7 +97,8 @@ int main(void)
         if (IsWindowState(FLAG_WINDOW_MINIMIZED))
         if (IsWindowState(FLAG_WINDOW_MINIMIZED))
         {
         {
             framesCounter++;
             framesCounter++;
-            if (framesCounter >= 240) {
+            if (framesCounter >= 240)
+            {
                 RestoreWindow(); // Restore window after 3 seconds
                 RestoreWindow(); // Restore window after 3 seconds
                 framesCounter = 0;
                 framesCounter = 0;
             }
             }

+ 1 - 1
examples/models/models_loading_vox.c

@@ -138,7 +138,7 @@ int main(void)
             GetMouseWheelMove()*-2.0f); // Move to target (zoom)
             GetMouseWheelMove()*-2.0f); // Move to target (zoom)
 
 
         // Cycle between models on mouse click
         // Cycle between models on mouse click
-        if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
+        if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
 
 
         // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
         // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };

+ 3 - 3
examples/shaders/shaders_basic_pbr.c

@@ -254,9 +254,9 @@ int main(void)
                 {
                 {
                     Color lightColor = (Color){
                     Color lightColor = (Color){
                         (unsigned char)(lights[i].color[0]*255),
                         (unsigned char)(lights[i].color[0]*255),
-                        (unsigned char)(lights[i].color[1] * 255),
-                        (unsigned char)(lights[i].color[2] * 255),
-                        (unsigned char)(lights[i].color[3] * 255) };
+                        (unsigned char)(lights[i].color[1]*255),
+                        (unsigned char)(lights[i].color[2]*255),
+                        (unsigned char)(lights[i].color[3]*255) };
 
 
                     if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
                     if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
                     else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
                     else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));

+ 1 - 1
examples/shaders/shaders_color_correction.c

@@ -138,7 +138,7 @@ int main(void)
 
 
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    for (int i = 0; i < MAX_TEXTURES; ++i) UnloadTexture(texture[i]);
+    for (int i = 0; i < MAX_TEXTURES; i++) UnloadTexture(texture[i]);
     UnloadShader(shdrColorCorrection);
     UnloadShader(shdrColorCorrection);
 
 
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context

+ 1 - 1
examples/shaders/shaders_hybrid_rendering.c

@@ -138,7 +138,7 @@ int main(void)
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
             DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
-            
+
             DrawFPS(10, 10);
             DrawFPS(10, 10);
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------

+ 1 - 1
examples/shapes/shapes_bullet_hell.c

@@ -107,7 +107,7 @@ int main(void)
 
 
                     float bulletDirection = baseDirection + (degreesPerRow*row);
                     float bulletDirection = baseDirection + (degreesPerRow*row);
 
 
-                    // Bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
+                    // Bullet speed*bullet direction, this will determine how much pixels will be incremented/decremented
                     // from the bullet position every frame. Since the bullets doesn't change its direction and speed,
                     // from the bullet position every frame. Since the bullets doesn't change its direction and speed,
                     // only need to calculate it at the spawning time
                     // only need to calculate it at the spawning time
                     // 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise
                     // 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise

+ 38 - 63
examples/shapes/shapes_clock_of_clocks.c

@@ -14,9 +14,6 @@
 *   Copyright (c) 2025 JP Mortiboys (@themushroompirates)
 *   Copyright (c) 2025 JP Mortiboys (@themushroompirates)
 *
 *
 ********************************************************************************************/
 ********************************************************************************************/
-#if defined(WIN32)
-#define _CRT_SECURE_NO_WARNINGS
-#endif
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
@@ -63,24 +60,16 @@ int main(void)
         /* 8 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR },
         /* 8 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR },
         /* 9 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,HH,BR },
         /* 9 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,HH,BR },
     };
     };
+
     // Time for the hands to move to the new position (in seconds); this must be <1s
     // Time for the hands to move to the new position (in seconds); this must be <1s
-    const float handsMoveDuration = .5f;
+    const float handsMoveDuration = 0.5f;
 
 
-    // We store the previous seconds value so we can see if the time has changed
     int prevSeconds = -1;
     int prevSeconds = -1;
-
-    // This represents the real position where the hands are right now
     Vector2 currentAngles[6][24] = { 0 };
     Vector2 currentAngles[6][24] = { 0 };
-
-    // This is the position where the hands were moving from
     Vector2 srcAngles[6][24] = { 0 };
     Vector2 srcAngles[6][24] = { 0 };
-    // This is the position where the hands are moving to
     Vector2 dstAngles[6][24] = { 0 };
     Vector2 dstAngles[6][24] = { 0 };
 
 
-    // Current animation timer
     float handsMoveTimer = 0.0f;
     float handsMoveTimer = 0.0f;
-
-    // 12 or 24 hour mode
     int hourMode = 24;
     int hourMode = 24;
 
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
@@ -91,7 +80,6 @@ int main(void)
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-
         // Get the current time
         // Get the current time
         time_t rawtime;
         time_t rawtime;
         struct tm *timeinfo;
         struct tm *timeinfo;
@@ -99,30 +87,26 @@ int main(void)
         time(&rawtime);
         time(&rawtime);
         timeinfo = localtime(&rawtime);
         timeinfo = localtime(&rawtime);
 
 
-        if (timeinfo->tm_sec != prevSeconds) {
+        if (timeinfo->tm_sec != prevSeconds)
+        {
             // The time has changed, so we need to move the hands to the new positions
             // The time has changed, so we need to move the hands to the new positions
             prevSeconds = timeinfo->tm_sec;
             prevSeconds = timeinfo->tm_sec;
 
 
             // Format the current time so we can access the individual digits
             // Format the current time so we can access the individual digits
-            const char *clockDigits = TextFormat("%02d%02d%02d", timeinfo->tm_hour % hourMode, timeinfo->tm_min, timeinfo->tm_sec);
+            const char *clockDigits = TextFormat("%02d%02d%02d", timeinfo->tm_hour%hourMode, timeinfo->tm_min, timeinfo->tm_sec);
 
 
             // Fetch where we want all the hands to be
             // Fetch where we want all the hands to be
-            for (int digit = 0; digit < 6; digit++) {
-                for (int cell = 0; cell < 24; cell++) {
+            for (int digit = 0; digit < 6; digit++)
+            {
+                for (int cell = 0; cell < 24; cell++)
+                {
                     srcAngles[digit][cell] = currentAngles[digit][cell];
                     srcAngles[digit][cell] = currentAngles[digit][cell];
-                    dstAngles[digit][cell] = digitAngles[ clockDigits[digit] - '0' ][cell];
+                    dstAngles[digit][cell] = digitAngles[clockDigits[digit] - '0'][cell];
 
 
                     // Quick exception for 12h mode
                     // Quick exception for 12h mode
-                    if (digit == 0 && hourMode == 12 && clockDigits[0] == '0') {
-                        dstAngles[digit][cell] = ZZ;
-                    }
-
-                    if (srcAngles[digit][cell].x > dstAngles[digit][cell].x) {
-                        srcAngles[digit][cell].x -= 360.0f;
-                    }
-                    if (srcAngles[digit][cell].y > dstAngles[digit][cell].y) {
-                        srcAngles[digit][cell].y -= 360.0f;
-                    }
+                    if ((digit == 0) && (hourMode == 12) && (clockDigits[0] == '0')) dstAngles[digit][cell] = ZZ;
+                    if (srcAngles[digit][cell].x > dstAngles[digit][cell].x) srcAngles[digit][cell].x -= 360.0f;
+                    if (srcAngles[digit][cell].y > dstAngles[digit][cell].y) srcAngles[digit][cell].y -= 360.0f;
                 }
                 }
             }
             }
 
 
@@ -131,37 +115,29 @@ int main(void)
         }
         }
 
 
         // Now let's animate all the hands if we need to
         // Now let's animate all the hands if we need to
-        if (handsMoveTimer < handsMoveDuration) {
+        if (handsMoveTimer < handsMoveDuration)
+        {
             // Increase the timer but don't go above the maximum
             // Increase the timer but don't go above the maximum
             handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration);
             handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration);
 
 
-            // Calculate the % completion of the animation
-            float t = handsMoveTimer / handsMoveDuration;
+            // Calculate the%completion of the animation
+            float t = handsMoveTimer/handsMoveDuration;
 
 
             // A little cheeky smoothstep
             // A little cheeky smoothstep
-            t = t * t * (3.0f - 2.0f * t);
+            t = t*t*(3.0f - 2.0f*t);
 
 
-            for (int digit = 0; digit < 6; digit++) {
-                for (int cell = 0; cell < 24; cell++) {
+            for (int digit = 0; digit < 6; digit++)
+            {
+                for (int cell = 0; cell < 24; cell++)
+                {
                     currentAngles[digit][cell].x = Lerp(srcAngles[digit][cell].x, dstAngles[digit][cell].x, t);
                     currentAngles[digit][cell].x = Lerp(srcAngles[digit][cell].x, dstAngles[digit][cell].x, t);
                     currentAngles[digit][cell].y = Lerp(srcAngles[digit][cell].y, dstAngles[digit][cell].y, t);
                     currentAngles[digit][cell].y = Lerp(srcAngles[digit][cell].y, dstAngles[digit][cell].y, t);
                 }
                 }
             }
             }
-
-            if (handsMoveTimer == handsMoveDuration) {
-                // The animation has now finished
-            }
         }
         }
 
 
         // Handle input
         // Handle input
-
-        // Toggle between 12 and 24 hour mode with space
-        if (IsKeyPressed(KEY_SPACE)) {
-            hourMode = 36 - hourMode;
-        }
-
-
-
+        if (IsKeyPressed(KEY_SPACE)) hourMode = 36 - hourMode; // Toggle between 12 and 24 hour mode with space
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
         // Draw
         // Draw
@@ -174,19 +150,22 @@ int main(void)
 
 
             float xOffset = 4.0f;
             float xOffset = 4.0f;
 
 
-            for (int digit = 0; digit < 6; digit++) {
-
-                for (int row = 0; row < 6; row++) {
-                    for (int col = 0; col < 4; col++) {
+            for (int digit = 0; digit < 6; digit++)
+            {
+                for (int row = 0; row < 6; row++)
+                {
+                    for (int col = 0; col < 4; col++)
+                    {
                         Vector2 centre = (Vector2){
                         Vector2 centre = (Vector2){
-                            xOffset + col*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f,
-                            100 + row*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f
+                            xOffset + col*(clockFaceSize+clockFaceSpacing) + clockFaceSize*0.5f,
+                            100 + row*(clockFaceSize+clockFaceSpacing) + clockFaceSize*0.5f
                         };
                         };
-                        DrawRing(centre, clockFaceSize * 0.5f - 2.0f, clockFaceSize * 0.5f, 0, 360, 24, DARKGRAY);
+
+                        DrawRing(centre, clockFaceSize*0.5f - 2.0f, clockFaceSize*0.5f, 0, 360, 24, DARKGRAY);
 
 
                         // Big hand
                         // Big hand
                         DrawRectanglePro(
                         DrawRectanglePro(
-                            (Rectangle){centre.x, centre.y, clockFaceSize*.5f+4.0f, 4.0f},
+                            (Rectangle){centre.x, centre.y, clockFaceSize*0.5f+4.0f, 4.0f},
                             (Vector2){ 2.0f, 2.0f },
                             (Vector2){ 2.0f, 2.0f },
                             currentAngles[digit][row*4+col].x,
                             currentAngles[digit][row*4+col].x,
                             handsColor
                             handsColor
@@ -194,7 +173,7 @@ int main(void)
 
 
                         // Little hand
                         // Little hand
                         DrawRectanglePro(
                         DrawRectanglePro(
-                            (Rectangle){centre.x, centre.y, clockFaceSize*.5f+2.0f, 4.0f},
+                            (Rectangle){centre.x, centre.y, clockFaceSize*0.5f+2.0f, 4.0f},
                             (Vector2){ 2.0f, 2.0f },
                             (Vector2){ 2.0f, 2.0f },
                             currentAngles[digit][row*4+col].y,
                             currentAngles[digit][row*4+col].y,
                             handsColor
                             handsColor
@@ -202,27 +181,23 @@ int main(void)
                     }
                     }
                 }
                 }
 
 
-                xOffset += (clockFaceSize+clockFaceSpacing) * 4;
-                if (digit % 2 == 1) {
-
+                xOffset += (clockFaceSize+clockFaceSpacing)*4;
+                if (digit%2 == 1)
+                {
                     DrawRing((Vector2){xOffset + 4.0f, 160.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
                     DrawRing((Vector2){xOffset + 4.0f, 160.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
                     DrawRing((Vector2){xOffset + 4.0f, 225.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
                     DrawRing((Vector2){xOffset + 4.0f, 225.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
-
                     xOffset += sectionSpacing;
                     xOffset += sectionSpacing;
-
                 }
                 }
             }
             }
 
 
             DrawFPS(10, 10);
             DrawFPS(10, 10);
 
 
-
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-
     CloseWindow();          // Close window and OpenGL context
     CloseWindow();          // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 1 - 1
examples/shapes/shapes_double_pendulum.c

@@ -76,7 +76,7 @@ int main(void)
         float step = dt/SIMULATION_STEPS, step2 = step*step;
         float step = dt/SIMULATION_STEPS, step2 = step*step;
 
 
         // Update Physics - larger steps = better approximation
         // Update Physics - larger steps = better approximation
-        for (int i = 0; i < SIMULATION_STEPS; ++i)
+        for (int i = 0; i < SIMULATION_STEPS; i++)
         {
         {
             float delta = theta1 - theta2;
             float delta = theta1 - theta2;
             float sinD = sinf(delta), cosD = cosf(delta), cos2D = cosf(2*delta);
             float sinD = sinf(delta), cosD = cosf(delta), cos2D = cosf(2*delta);

+ 9 - 9
examples/shapes/shapes_math_angle_rotation.c

@@ -31,7 +31,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math angle rotation");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math angle rotation");
     SetTargetFPS(60);
     SetTargetFPS(60);
 
 
-    Vector2 center = { screenWidth / 2.0f, screenHeight / 2.0f };
+    Vector2 center = { screenWidth/2.0f, screenHeight/2.0f };
     const float lineLength = 150.0f;
     const float lineLength = 150.0f;
 
 
     // Predefined angles for fixed lines
     // Predefined angles for fixed lines
@@ -60,9 +60,9 @@ int main(void)
             // Draw fixed-angle lines with colorful gradient
             // Draw fixed-angle lines with colorful gradient
             for (int i = 0; i < numAngles; i++)
             for (int i = 0; i < numAngles; i++)
             {
             {
-                float rad = angles[i] * DEG2RAD;
-                Vector2 end = { center.x + cosf(rad) * lineLength,
-                                center.y + sinf(rad) * lineLength };
+                float rad = angles[i]*DEG2RAD;
+                Vector2 end = { center.x + cosf(rad)*lineLength,
+                                center.y + sinf(rad)*lineLength };
 
 
                 // Gradient color from green → cyan → blue → magenta
                 // Gradient color from green → cyan → blue → magenta
                 Color col;
                 Color col;
@@ -78,15 +78,15 @@ int main(void)
                 DrawLineEx(center, end, 5.0f, col);
                 DrawLineEx(center, end, 5.0f, col);
 
 
                 // Draw angle label slightly offset along the line
                 // Draw angle label slightly offset along the line
-                Vector2 textPos = { center.x + cosf(rad) * (lineLength + 20),
-                                    center.y + sinf(rad) * (lineLength + 20) };
+                Vector2 textPos = { center.x + cosf(rad)*(lineLength + 20),
+                                    center.y + sinf(rad)*(lineLength + 20) };
                 DrawText(TextFormat("%d°", angles[i]), (int)textPos.x, (int)textPos.y, 20, col);
                 DrawText(TextFormat("%d°", angles[i]), (int)textPos.x, (int)textPos.y, 20, col);
             }
             }
 
 
             // Draw animated rotating line with changing color
             // Draw animated rotating line with changing color
-            float animRad = totalAngle * DEG2RAD;
-            Vector2 animEnd = { center.x + cosf(animRad) * lineLength,
-                                center.y + sinf(animRad) * lineLength };
+            float animRad = totalAngle*DEG2RAD;
+            Vector2 animEnd = { center.x + cosf(animRad)*lineLength,
+                                center.y + sinf(animRad)*lineLength };
 
 
             // Cycle through HSV colors for animated line
             // Cycle through HSV colors for animated line
             Color animCol = ColorFromHSV(fmodf(totalAngle, 360.0f), 0.8f, 0.9f);
             Color animCol = ColorFromHSV(fmodf(totalAngle, 360.0f), 0.8f, 0.9f);

+ 9 - 8
examples/shapes/shapes_math_sine_cosine.c

@@ -40,8 +40,8 @@ int main(void)
 
 
     Vector2 sinePoints[WAVE_POINTS];
     Vector2 sinePoints[WAVE_POINTS];
     Vector2 cosPoints[WAVE_POINTS];
     Vector2 cosPoints[WAVE_POINTS];
-    Vector2 center = { (screenWidth/2.0f) - 30.f, screenHeight/2.0f };
-    Rectangle start = { 20.f, screenHeight - 120.f , 200.0f, 100.0f};
+    Vector2 center = { (screenWidth/2.0f) - 30.0f, screenHeight/2.0f };
+    Rectangle start = { 20.0f, screenHeight - 120.f , 200.0f, 100.0f};
     float radius = 130.0f;
     float radius = 130.0f;
     float angle = 0.0f;
     float angle = 0.0f;
     bool pause = false;
     bool pause = false;
@@ -98,7 +98,7 @@ int main(void)
             // Base circle and axes
             // Base circle and axes
             DrawCircleLinesV(center, radius, GRAY);
             DrawCircleLinesV(center, radius, GRAY);
             DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY);
             DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY);
-            DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.f, GRAY);
+            DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.0f, GRAY);
 
 
             // Wave graph axes
             // Wave graph axes
             DrawLineEx((Vector2){ start.x , start.y }, (Vector2){ start.x , start.y + start.height }, 2.0f, GRAY);
             DrawLineEx((Vector2){ start.x , start.y }, (Vector2){ start.x , start.y + start.height }, 2.0f, GRAY);
@@ -135,19 +135,19 @@ int main(void)
             DrawText(TextFormat("Cotangent %.2f", cotangent), 640, 250, 6, ORANGE);
             DrawText(TextFormat("Cotangent %.2f", cotangent), 640, 250, 6, ORANGE);
 
 
             // Complementary angle (beige)
             // Complementary angle (beige)
-            DrawCircleSectorLines(center, radius*0.6f , -angle, -90.f , 36.0f, BEIGE);
+            DrawCircleSectorLines(center, radius*0.6f , -angle, -90.0f , 36.0f, BEIGE);
             DrawText(TextFormat("Complementary  %0.f°",complementary), 640, 150, 6, BEIGE);
             DrawText(TextFormat("Complementary  %0.f°",complementary), 640, 150, 6, BEIGE);
 
 
             // Supplementary angle (darkblue)
             // Supplementary angle (darkblue)
-            DrawCircleSectorLines(center, radius*0.5f , -angle, -180.f , 36.0f, DARKBLUE);
+            DrawCircleSectorLines(center, radius*0.5f , -angle, -180.0f , 36.0f, DARKBLUE);
             DrawText(TextFormat("Supplementary  %0.f°",supplementary), 640, 130, 6, DARKBLUE);
             DrawText(TextFormat("Supplementary  %0.f°",supplementary), 640, 130, 6, DARKBLUE);
 
 
             // Explementary angle (pink)
             // Explementary angle (pink)
-            DrawCircleSectorLines(center, radius*0.4f , -angle, -360.f , 36.0f, PINK);
+            DrawCircleSectorLines(center, radius*0.4f , -angle, -360.0f , 36.0f, PINK);
             DrawText(TextFormat("Explementary  %0.f°",explementary), 640, 170, 6, PINK);
             DrawText(TextFormat("Explementary  %0.f°",explementary), 640, 170, 6, PINK);
 
 
             // Current angle - arc (lime), radius (black), endpoint (black)
             // Current angle - arc (lime), radius (black), endpoint (black)
-            DrawCircleSectorLines(center, radius*0.7f , -angle, 0.f, 36.0f, LIME);
+            DrawCircleSectorLines(center, radius*0.7f , -angle, 0.0f, 36.0f, LIME);
             DrawLineEx((Vector2){ center.x , center.y }, point, 2.0f, BLACK);
             DrawLineEx((Vector2){ center.x , center.y }, point, 2.0f, BLACK);
             DrawCircleV(point, 4.0f, BLACK);
             DrawCircleV(point, 4.0f, BLACK);
 
 
@@ -156,11 +156,12 @@ int main(void)
             GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(GRAY));
             GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(GRAY));
             GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
             GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
             GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(LIME));
             GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(LIME));
-            GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.f);
+            GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.0f);
 
 
             // Angle values panel
             // Angle values panel
             GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
             GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
+
             DrawFPS(10, 10);
             DrawFPS(10, 10);
 
 
         EndDrawing();
         EndDrawing();

+ 1 - 1
examples/shapes/shapes_mouse_trail.c

@@ -71,7 +71,7 @@ int main(void)
                 if ((trailPositions[i].x != 0.0f) || (trailPositions[i].y != 0.0f))
                 if ((trailPositions[i].x != 0.0f) || (trailPositions[i].y != 0.0f))
                 {
                 {
                     // Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
                     // Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
-                    float ratio = (float)(MAX_TRAIL_LENGTH - i) / MAX_TRAIL_LENGTH;
+                    float ratio = (float)(MAX_TRAIL_LENGTH - i)/MAX_TRAIL_LENGTH;
 
 
                     // Fade effect: oldest positions are more transparent
                     // Fade effect: oldest positions are more transparent
                     // Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio
                     // Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio

+ 1 - 1
examples/shapes/shapes_rectangle_advanced.c

@@ -184,7 +184,7 @@ static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, fl
             }
             }
 
 
             // End one even segments
             // End one even segments
-            if ( segments % 2)
+            if ( segments%2)
             {
             {
                 rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
                 rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
                 rlVertex2f(center.x, center.y);
                 rlVertex2f(center.x, center.y);

+ 1 - 1
examples/shapes/shapes_recursive_tree.c

@@ -112,7 +112,7 @@ int main(void)
             GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f", angle), &angle, 0, 180);
             GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f", angle), &angle, 0, 180);
             GuiSliderBar((Rectangle){ 640, 70, 120, 20 }, "Length", TextFormat("%.0f", length), &length, 12.0f, 240.0f);
             GuiSliderBar((Rectangle){ 640, 70, 120, 20 }, "Length", TextFormat("%.0f", length), &length, 12.0f, 240.0f);
             GuiSliderBar((Rectangle){ 640, 100, 120, 20}, "Decay", TextFormat("%.2f", branchDecay), &branchDecay, 0.1f, 0.78f);
             GuiSliderBar((Rectangle){ 640, 100, 120, 20}, "Decay", TextFormat("%.2f", branchDecay), &branchDecay, 0.1f, 0.78f);
-            GuiSliderBar((Rectangle){ 640, 130, 120, 20 }, "Depth", TextFormat("%.0f", treeDepth), &treeDepth, 1.0f, 10.f);
+            GuiSliderBar((Rectangle){ 640, 130, 120, 20 }, "Depth", TextFormat("%.0f", treeDepth), &treeDepth, 1.0f, 10.0f);
             GuiSliderBar((Rectangle){ 640, 160, 120, 20}, "Thick", TextFormat("%.0f", thick), &thick, 1, 8);
             GuiSliderBar((Rectangle){ 640, 160, 120, 20}, "Thick", TextFormat("%.0f", thick), &thick, 1, 8);
             GuiCheckBox((Rectangle){ 640, 190, 20, 20 }, "Bezier", &bezier);
             GuiCheckBox((Rectangle){ 640, 190, 20, 20 }, "Bezier", &bezier);
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------

+ 5 - 11
examples/shapes/shapes_rlgl_color_wheel.c

@@ -122,11 +122,11 @@ int main(void)
             }
             }
 
 
             float distance = Vector2Distance(center, circlePosition)/pointScale;
             float distance = Vector2Distance(center, circlePosition)/pointScale;
-            float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f) / 2.0f);
+            float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f)/2.0f);
 
 
             if (distance > 1.0f)
             if (distance > 1.0f)
             {
             {
-                circlePosition = Vector2Add((Vector2){ sinf(angle*(PI * 2.0f)) * pointScale, -cosf(angle*(PI*2.0f))*pointScale }, center);
+                circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI*2.0f))*pointScale }, center);
             }
             }
         }
         }
 
 
@@ -152,21 +152,15 @@ int main(void)
         // If the slider or the wheel was clicked, update the current color
         // If the slider or the wheel was clicked, update the current color
         if (settingColor || sliderClicked)
         if (settingColor || sliderClicked)
         {
         {
-            if (settingColor) {
-                circlePosition = GetMousePosition();
-            }
+            if (settingColor) circlePosition = GetMousePosition();
 
 
-            float distance = Vector2Distance(center, circlePosition) / pointScale;
+            float distance = Vector2Distance(center, circlePosition)/pointScale;
 
 
             float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f)/2.0f);
             float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f)/2.0f);
-            if (settingColor && distance > 1.0f) {
-                circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI* 2.0f))*pointScale }, center);
-            }
+            if (settingColor && distance > 1.0f) circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI* 2.0f))*pointScale }, center);
 
 
             float angle360 = angle*360.0f;
             float angle360 = angle*360.0f;
-
             float valueActual = Clamp(distance, 0.0f, 1.0f);
             float valueActual = Clamp(distance, 0.0f, 1.0f);
-
             color = ColorLerp((Color){ (int)(value*255.0f), (int)(value*255.0f), (int)(value*255.0f), 255 }, ColorFromHSV(angle360, Clamp(distance, 0.0f, 1.0f), 1.0f), valueActual);
             color = ColorLerp((Color){ (int)(value*255.0f), (int)(value*255.0f), (int)(value*255.0f), 255 }, ColorFromHSV(angle360, Clamp(distance, 0.0f, 1.0f), 1.0f), valueActual);
         }
         }
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------

+ 1 - 1
examples/shapes/shapes_simple_particles.c

@@ -95,7 +95,7 @@ int main(void)
         }
         }
         else
         else
         {
         {
-            for (int i = 0; i <= emissionRate; ++i) EmitParticle(&circularBuffer, emitterPosition, currentType);
+            for (int i = 0; i <= emissionRate; i++) EmitParticle(&circularBuffer, emitterPosition, currentType);
         }
         }
 
 
         // Update the parameters of each particle
         // Update the parameters of each particle

+ 2 - 2
examples/shapes/shapes_triangle_strip.c

@@ -34,7 +34,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - triangle strip");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - triangle strip");
 
 
     Vector2 points[122] = { 0 };
     Vector2 points[122] = { 0 };
-    Vector2 center = { (screenWidth/2.0f) - 125.f, screenHeight/2.0f };
+    Vector2 center = { (screenWidth/2.0f) - 125.0f, screenHeight/2.0f };
     float segments = 6.0f;
     float segments = 6.0f;
     float insideRadius = 100.0f;
     float insideRadius = 100.0f;
     float outsideRadius = 150.0f;
     float outsideRadius = 150.0f;
@@ -92,7 +92,7 @@ int main(void)
 
 
             // Draw GUI controls
             // Draw GUI controls
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
-            GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Segments", TextFormat("%.0f", segments), &segments, 6.0f, 60.f);
+            GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Segments", TextFormat("%.0f", segments), &segments, 6.0f, 60.0f);
             GuiCheckBox((Rectangle){ 640, 70, 20, 20 }, "Outline", &outline);
             GuiCheckBox((Rectangle){ 640, 70, 20, 20 }, "Outline", &outline);
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
 
 

+ 2 - 2
examples/text/text_3d_drawing.c

@@ -231,7 +231,7 @@ int main(void)
             if (multicolor)
             if (multicolor)
             {
             {
                 // Fill color array with random colors
                 // Fill color array with random colors
-                for (int i = 0; i < TEXT_MAX_LAYERS; ++i)
+                for (int i = 0; i < TEXT_MAX_LAYERS; i++)
                 {
                 {
                     multi[i] = GenerateRandomColor(0.5f, 0.8f);
                     multi[i] = GenerateRandomColor(0.5f, 0.8f);
                     multi[i].a = GetRandomValue(0, 255);
                     multi[i].a = GetRandomValue(0, 255);
@@ -296,7 +296,7 @@ int main(void)
                         rlRotatef(90.0f, 1.0f, 0.0f, 0.0f);
                         rlRotatef(90.0f, 1.0f, 0.0f, 0.0f);
                         rlRotatef(90.0f, 0.0f, 0.0f, -1.0f);
                         rlRotatef(90.0f, 0.0f, 0.0f, -1.0f);
 
 
-                        for (int i = 0; i < layers; ++i)
+                        for (int i = 0; i < layers; i++)
                         {
                         {
                             Color clr = light;
                             Color clr = light;
                             if (multicolor) clr = multi[i];
                             if (multicolor) clr = multi[i];

+ 1 - 1
examples/text/text_inline_styling.c

@@ -186,7 +186,7 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
             else increaseX += ((float)font.glyphs[index].advanceX*scaleFactor + spacing);
             else increaseX += ((float)font.glyphs[index].advanceX*scaleFactor + spacing);
 
 
             // Draw background rectangle color (if required)
             // Draw background rectangle color (if required)
-            if (colBack.a > 0) DrawRectangleRec((Rectangle) { position.x + textOffsetX, position.y + textOffsetY - backRecPadding, increaseX, fontSize + 2 * backRecPadding }, colBack);
+            if (colBack.a > 0) DrawRectangleRec((Rectangle) { position.x + textOffsetX, position.y + textOffsetY - backRecPadding, increaseX, fontSize + 2*backRecPadding }, colBack);
 
 
             if ((codepoint != ' ') && (codepoint != '\t'))
             if ((codepoint != ' ') && (codepoint != '\t'))
             {
             {

+ 2 - 2
examples/text/text_unicode_emojis.c

@@ -210,7 +210,7 @@ int main(void)
 
 
             // Draw random emojis in the background
             // Draw random emojis in the background
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
-            for (int i = 0; i < SIZEOF(emoji); ++i)
+            for (int i = 0; i < SIZEOF(emoji); i++)
             {
             {
                 const char *txt = &emojiCodepoints[emoji[i].index];
                 const char *txt = &emojiCodepoints[emoji[i].index];
                 Rectangle emojiRect = { position.x, position.y, (float)fontEmoji.baseSize, (float)fontEmoji.baseSize };
                 Rectangle emojiRect = { position.x, position.y, (float)fontEmoji.baseSize, (float)fontEmoji.baseSize };
@@ -316,7 +316,7 @@ static void RandomizeEmoji(void)
     hovered = selected = -1;
     hovered = selected = -1;
     int start = GetRandomValue(45, 360);
     int start = GetRandomValue(45, 360);
 
 
-    for (int i = 0; i < SIZEOF(emoji); ++i)
+    for (int i = 0; i < SIZEOF(emoji); i++)
     {
     {
         // 0-179 emoji codepoints (from emoji char array) each 4bytes + null char
         // 0-179 emoji codepoints (from emoji char array) each 4bytes + null char
         emoji[i].index = GetRandomValue(0, 179)*5;
         emoji[i].index = GetRandomValue(0, 179)*5;

+ 15 - 10
examples/text/text_words_alignment.c

@@ -70,27 +70,32 @@ int main(void)
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-
-        if (IsKeyPressed(KEY_LEFT)) {
+        if (IsKeyPressed(KEY_LEFT))
+        {
             hAlign = hAlign - 1;
             hAlign = hAlign - 1;
             if (hAlign < 0) hAlign = 0;
             if (hAlign < 0) hAlign = 0;
         }
         }
-        if (IsKeyPressed(KEY_RIGHT)) {
+
+        if (IsKeyPressed(KEY_RIGHT))
+        {
             hAlign = hAlign + 1;
             hAlign = hAlign + 1;
             if (hAlign > 2) hAlign = 2;
             if (hAlign > 2) hAlign = 2;
         }
         }
-        if (IsKeyPressed(KEY_UP)) {
+
+        if (IsKeyPressed(KEY_UP))
+        {
             vAlign = vAlign - 1;
             vAlign = vAlign - 1;
             if (vAlign < 0) vAlign = 0;
             if (vAlign < 0) vAlign = 0;
         }
         }
-        if (IsKeyPressed(KEY_DOWN)) {
+
+        if (IsKeyPressed(KEY_DOWN))
+        {
             vAlign = vAlign + 1;
             vAlign = vAlign + 1;
             if (vAlign > 2) vAlign = 2;
             if (vAlign > 2) vAlign = 2;
         }
         }
 
 
         // One word per second
         // One word per second
-        wordIndex = (int)GetTime() % wordCount;
-
+        wordIndex = (int)GetTime()%wordCount;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
         // Draw
         // Draw
@@ -108,9 +113,9 @@ int main(void)
             Vector2 textSize = MeasureTextEx(font, words[wordIndex], fontSize, fontSize*.1f);
             Vector2 textSize = MeasureTextEx(font, words[wordIndex], fontSize, fontSize*.1f);
 
 
             // Calculate the top-left text position based on the rectangle and alignment
             // Calculate the top-left text position based on the rectangle and alignment
-            Vector2 textPos = (Vector2) {
-                textContainerRect.x + Lerp(0.0f, textContainerRect.width  - textSize.x, ((float)hAlign) * 0.5f),
-                textContainerRect.y + Lerp(0.0f, textContainerRect.height - textSize.y, ((float)vAlign) * 0.5f)
+            Vector2 textPos = (Vector2){
+                textContainerRect.x + Lerp(0.0f, textContainerRect.width  - textSize.x, ((float)hAlign)*0.5f),
+                textContainerRect.y + Lerp(0.0f, textContainerRect.height - textSize.y, ((float)vAlign)*0.5f)
             };
             };
 
 
             // Draw the text
             // Draw the text

+ 1 - 1
examples/textures/textures_mouse_painting.c

@@ -179,7 +179,7 @@ int main(void)
         ClearBackground(RAYWHITE);
         ClearBackground(RAYWHITE);
 
 
         // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
         // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
-        DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2) { 0, 0 }, WHITE);
+        DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2) { 0, 0 }, WHITE);
 
 
         // Draw drawing circle for reference
         // Draw drawing circle for reference
         if (mousePos.y > 50)
         if (mousePos.y > 50)

+ 1 - 1
examples/textures/textures_sprite_stacking.c

@@ -56,7 +56,7 @@ int main(void)
         // Add a positive/negative offset to spin right/left at different speeds
         // Add a positive/negative offset to spin right/left at different speeds
         if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) rotationSpeed -= speedChange;
         if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) rotationSpeed -= speedChange;
         if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) rotationSpeed += speedChange;
         if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) rotationSpeed += speedChange;
- 
+
         rotation += rotationSpeed*GetFrameTime();
         rotation += rotationSpeed*GetFrameTime();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 

+ 1 - 1
examples/textures/textures_tiled_drawing.c

@@ -100,7 +100,7 @@ int main(void)
             }
             }
 
 
             // Check to see which color was clicked and set it as the active color
             // Check to see which color was clicked and set it as the active color
-            for (int i = 0; i < MAX_COLORS; ++i)
+            for (int i = 0; i < MAX_COLORS; i++)
             {
             {
                 if (CheckCollisionPointRec(mouse, colorRec[i]))
                 if (CheckCollisionPointRec(mouse, colorRec[i]))
                 {
                 {