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Replace tabs with spaces and update year of copyright notices (#927)

* Update year of copyright notices

* Fix mistake in comment

* Fix typo ("algorythms")

* Replace tabs with spaces

* Remove trailing whitespace and fix mistake in comment

* Fix ExportImageAsCode missing comment rectangle corner

* Replace tab with spaces

* Replace tabs with spaces
Leandro Gabriel 6 years ago
parent
commit
89c16baf18

+ 26 - 26
examples/core/core_basic_window.cpp

@@ -23,40 +23,40 @@
 
 
 int main(int argc, char* argv[])
 int main(int argc, char* argv[])
 {
 {
-	// Initialization
-	//--------------------------------------------------------------------------------------
-	int screenWidth = 800;
-	int screenHeight = 450;
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
 
 
-	InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
+    InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
 
 
-	SetTargetFPS(60);
-	//--------------------------------------------------------------------------------------
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
 
 
-	// Main game loop
-	while (!WindowShouldClose())    // Detect window close button or ESC key
-	{
-		// Update
-		//----------------------------------------------------------------------------------
-		// TODO: Update your variables here
-		//----------------------------------------------------------------------------------
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        // TODO: Update your variables here
+        //----------------------------------------------------------------------------------
 
 
-		// Draw
-		//----------------------------------------------------------------------------------
-		BeginDrawing();
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
 
 
-		ClearBackground(RAYWHITE);
+        ClearBackground(RAYWHITE);
 
 
-		DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+        DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
 
 
-		EndDrawing();
-		//----------------------------------------------------------------------------------
-	}
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
 
 
-	// De-Initialization
-	//--------------------------------------------------------------------------------------   
-	CloseWindow();        // Close window and OpenGL context
+    // De-Initialization
+    //--------------------------------------------------------------------------------------   
+    CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
-	return 0;
+    return 0;
 }
 }

+ 155 - 155
examples/network/network_ping_pong.c

@@ -48,178 +48,178 @@ char          recvBuffer[512];
 // Attempt to connect to the network (Either TCP, or UDP)
 // Attempt to connect to the network (Either TCP, or UDP)
 void NetworkConnect()
 void NetworkConnect()
 {
 {
-	// If the server is configured as UDP, ignore connection requests
-	if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
-		ping      = true;
-		connected = true;
-	} else {
-		// If the client is connected, run the server code to check for a connection
-		if (client_connected) {
-			int active = CheckSockets(socket_set, 0);
-			if (active != 0) {
-				TraceLog(LOG_DEBUG,
-						 "There are currently %d socket(s) with data to be processed.", active);
-			}
-			if (active > 0) {
-				if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
-					AddSocket(socket_set, connection);
-					ping      = true;
-					connected = true;
-				}
-			}
-		} else {
-			// Check if we're connected every _delay_ seconds
-			elapsed += GetFrameTime();
-			if (elapsed > delay) {
-				if (IsSocketConnected(client_res->socket)) {
-					client_connected = true;
-				}
-				elapsed = 0.0f;
-			}
-		}
-	}
+    // If the server is configured as UDP, ignore connection requests
+    if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
+        ping      = true;
+        connected = true;
+    } else {
+        // If the client is connected, run the server code to check for a connection
+        if (client_connected) {
+            int active = CheckSockets(socket_set, 0);
+            if (active != 0) {
+                TraceLog(LOG_DEBUG,
+                         "There are currently %d socket(s) with data to be processed.", active);
+            }
+            if (active > 0) {
+                if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
+                    AddSocket(socket_set, connection);
+                    ping      = true;
+                    connected = true;
+                }
+            }
+        } else {
+            // Check if we're connected every _delay_ seconds
+            elapsed += GetFrameTime();
+            if (elapsed > delay) {
+                if (IsSocketConnected(client_res->socket)) {
+                    client_connected = true;
+                }
+                elapsed = 0.0f;
+            }
+        }
+    }
 }
 }
 
 
 // Once connected to the network, check the sockets for pending information
 // Once connected to the network, check the sockets for pending information
 // and when information is ready, send either a Ping or a Pong.
 // and when information is ready, send either a Ping or a Pong.
 void NetworkUpdate()
 void NetworkUpdate()
 {
 {
-	// CheckSockets
-	//
-	// If any of the sockets in the socket_set are pending (received data, or requests)
-	// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
-	int active = CheckSockets(socket_set, 0);
-	if (active != 0) {
-		TraceLog(LOG_DEBUG,
-				 "There are currently %d socket(s) with data to be processed.", active);
-	}
+    // CheckSockets
+    //
+    // If any of the sockets in the socket_set are pending (received data, or requests)
+    // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
+    int active = CheckSockets(socket_set, 0);
+    if (active != 0) {
+        TraceLog(LOG_DEBUG,
+                 "There are currently %d socket(s) with data to be processed.", active);
+    }
 
 
-	// IsSocketReady
-	//
-	// If the socket is ready, attempt to receive data from the socket
-	int bytesRecv = 0;
-	if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
-		if (IsSocketReady(client_res->socket)) {
-			bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
-		}
-		if (IsSocketReady(server_res->socket)) {
-			bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
-		}
-	} else {
-		if (IsSocketReady(connection)) {
-			bytesRecv = SocketReceive(connection, recvBuffer, msglen);
-		}
-	}
+    // IsSocketReady
+    //
+    // If the socket is ready, attempt to receive data from the socket
+    int bytesRecv = 0;
+    if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
+        if (IsSocketReady(client_res->socket)) {
+            bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
+        }
+        if (IsSocketReady(server_res->socket)) {
+            bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
+        }
+    } else {
+        if (IsSocketReady(connection)) {
+            bytesRecv = SocketReceive(connection, recvBuffer, msglen);
+        }
+    }
 
 
-	// If we received data, was that data a "Ping!" or a "Pong!"
-	if (bytesRecv > 0) {
-		if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
-		if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
-	}
+    // If we received data, was that data a "Ping!" or a "Pong!"
+    if (bytesRecv > 0) {
+        if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
+        if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
+    }
 
 
-	// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
-	elapsed += GetFrameTime();
-	if (elapsed > delay) {
-		if (ping) {
-			ping = false;
-			if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
-				SocketSend(client_res->socket, pingmsg, msglen);
-			} else {
-				SocketSend(client_res->socket, pingmsg, msglen);
-			}
-		} else if (pong) {
-			pong = false;
-			if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
-				SocketSend(client_res->socket, pongmsg, msglen);
-			} else {
-				SocketSend(client_res->socket, pongmsg, msglen);
-			}
-		}
-		elapsed = 0.0f;
-	}
+    // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
+    elapsed += GetFrameTime();
+    if (elapsed > delay) {
+        if (ping) {
+            ping = false;
+            if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
+                SocketSend(client_res->socket, pingmsg, msglen);
+            } else {
+                SocketSend(client_res->socket, pingmsg, msglen);
+            }
+        } else if (pong) {
+            pong = false;
+            if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
+                SocketSend(client_res->socket, pongmsg, msglen);
+            } else {
+                SocketSend(client_res->socket, pongmsg, msglen);
+            }
+        }
+        elapsed = 0.0f;
+    }
 }
 }
 
 
 int main()
 int main()
 {
 {
-	// Setup
-	int screenWidth  = 800;
-	int screenHeight = 450;
-	InitWindow(
-		screenWidth, screenHeight, "raylib [network] example - ping pong");
-	SetTargetFPS(60);
-	SetTraceLogLevel(LOG_DEBUG);
+    // Setup
+    int screenWidth  = 800;
+    int screenHeight = 450;
+    InitWindow(
+        screenWidth, screenHeight, "raylib [network] example - ping pong");
+    SetTargetFPS(60);
+    SetTraceLogLevel(LOG_DEBUG);
 
 
-	// Networking
-	InitNetwork();
+    // Networking
+    InitNetwork();
 
 
-	//  Create the server
-	//
-	//  Performs
-	//      getaddrinfo
-	//      socket
-	//      setsockopt
-	//      bind
-	//      listen
-	server_res = AllocSocketResult();
-	if (!SocketCreate(&server_cfg, server_res)) {
-		TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
-				 server_res->status, server_res->socket->status);
-	} else {
-		if (!SocketBind(&server_cfg, server_res)) {
-			TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
-					 server_res->status, server_res->socket->status);
-		} else {
-			if (!(server_cfg.type == SOCKET_UDP)) {
-				if (!SocketListen(&server_cfg, server_res)) {
-					TraceLog(LOG_WARNING,
-							 "Failed to start listen server: status %d, errno %d",
-							 server_res->status, server_res->socket->status);
-				}
-			}
-		}
-	}
+    // Create the server
+    //
+    // Performs
+    //     getaddrinfo
+    //     socket
+    //     setsockopt
+    //     bind
+    //     listen
+    server_res = AllocSocketResult();
+    if (!SocketCreate(&server_cfg, server_res)) {
+        TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
+                 server_res->status, server_res->socket->status);
+    } else {
+        if (!SocketBind(&server_cfg, server_res)) {
+            TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
+                     server_res->status, server_res->socket->status);
+        } else {
+            if (!(server_cfg.type == SOCKET_UDP)) {
+                if (!SocketListen(&server_cfg, server_res)) {
+                    TraceLog(LOG_WARNING,
+                             "Failed to start listen server: status %d, errno %d",
+                             server_res->status, server_res->socket->status);
+                }
+            }
+        }
+    }
 
 
-	// Create the client
-	//
-	//  Performs
-	//      getaddrinfo
-	//      socket
-	//      setsockopt
-	//      connect (TCP only)
-	client_res = AllocSocketResult();
-	if (!SocketCreate(&client_cfg, client_res)) {
-		TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
-				 client_res->status, client_res->socket->status);
-	} else {
-		if (!(client_cfg.type == SOCKET_UDP)) {
-			if (!SocketConnect(&client_cfg, client_res)) {
-				TraceLog(LOG_WARNING,
-						 "Failed to connect to server: status %d, errno %d",
-						 client_res->status, client_res->socket->status);
-			}
-		}
-	}
+    // Create the client
+    //
+    // Performs
+    //     getaddrinfo
+    //     socket
+    //     setsockopt
+    //     connect (TCP only)
+    client_res = AllocSocketResult();
+    if (!SocketCreate(&client_cfg, client_res)) {
+        TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
+                 client_res->status, client_res->socket->status);
+    } else {
+        if (!(client_cfg.type == SOCKET_UDP)) {
+            if (!SocketConnect(&client_cfg, client_res)) {
+                TraceLog(LOG_WARNING,
+                         "Failed to connect to server: status %d, errno %d",
+                         client_res->status, client_res->socket->status);
+            }
+        }
+    }
 
 
-	//  Create & Add sockets to the socket set
-	socket_set = AllocSocketSet(3);
-	msglen     = strlen(pingmsg) + 1;
-	memset(recvBuffer, '\0', sizeof(recvBuffer));
-	AddSocket(socket_set, server_res->socket);
-	AddSocket(socket_set, client_res->socket);
+    // Create & Add sockets to the socket set
+    socket_set = AllocSocketSet(3);
+    msglen     = strlen(pingmsg) + 1;
+    memset(recvBuffer, '\0', sizeof(recvBuffer));
+    AddSocket(socket_set, server_res->socket);
+    AddSocket(socket_set, client_res->socket);
 
 
-	// Main game loop
-	while (!WindowShouldClose()) {
-		BeginDrawing();
-		ClearBackground(RAYWHITE);
-		if (connected) {
-			NetworkUpdate();
-		} else {
-			NetworkConnect();
-		}
-		EndDrawing();
-	}
+    // Main game loop
+    while (!WindowShouldClose()) {
+        BeginDrawing();
+        ClearBackground(RAYWHITE);
+        if (connected) {
+            NetworkUpdate();
+        } else {
+            NetworkConnect();
+        }
+        EndDrawing();
+    }
 
 
-	// Cleanup
-	CloseWindow();
-	return 0;
+    // Cleanup
+    CloseWindow();
+    return 0;
 }
 }

+ 28 - 28
examples/network/network_resolve_host.c

@@ -28,30 +28,30 @@ uint16_t port = 0;
 
 
 int main()
 int main()
 {
 {
-	// Setup
-	int screenWidth  = 800;
-	int screenHeight = 450;
-	InitWindow(
-		screenWidth, screenHeight, "raylib [network] example - ping pong");
-	SetTargetFPS(60);
+    // Setup
+    int screenWidth  = 800;
+    int screenHeight = 450;
+    InitWindow(
+        screenWidth, screenHeight, "raylib [network] example - ping pong");
+    SetTargetFPS(60);
 
 
-	SetTraceLogLevel(LOG_DEBUG);
+    SetTraceLogLevel(LOG_DEBUG);
 
 
-	// Networking
-	InitNetwork(); 
-	 
+    // Networking
+    InitNetwork();
+     
     AddressInformation* addr = AllocAddressList(1);
     AddressInformation* addr = AllocAddressList(1);
-	int count = ResolveHost(
-        NULL, 
-        "5210", 
-        ADDRESS_TYPE_IPV4, 
+    int count = ResolveHost(
+        NULL,
+        "5210",
+        ADDRESS_TYPE_IPV4,
         0                               // Uncomment any of these flags
         0                               // Uncomment any of these flags
         //  ADDRESS_INFO_NUMERICHOST    // or try them in conjunction to
         //  ADDRESS_INFO_NUMERICHOST    // or try them in conjunction to
         //  ADDRESS_INFO_NUMERICSERV    // specify custom behaviour from 
         //  ADDRESS_INFO_NUMERICSERV    // specify custom behaviour from 
         //  ADDRESS_INFO_DNS_ONLY       // the function getaddrinfo()
         //  ADDRESS_INFO_DNS_ONLY       // the function getaddrinfo()
         //  ADDRESS_INFO_ALL            //
         //  ADDRESS_INFO_ALL            //
         //  ADDRESS_INFO_FQDN           // e.g. ADDRESS_INFO_CANONNAME | ADDRESS_INFO_NUMERICSERV
         //  ADDRESS_INFO_FQDN           // e.g. ADDRESS_INFO_CANONNAME | ADDRESS_INFO_NUMERICSERV
-        , 
+        ,
         addr
         addr
     );
     );
 
 
@@ -61,20 +61,20 @@ int main()
         TraceLog(LOG_INFO, "Resolved to ip %s::%d\n", buffer, port);
         TraceLog(LOG_INFO, "Resolved to ip %s::%d\n", buffer, port);
     }
     }
 
 
-	// Main game loop
-	while (!WindowShouldClose())
-	{
-		// Draw
-		BeginDrawing();
+    // Main game loop
+    while (!WindowShouldClose())
+    {
+        // Draw
+        BeginDrawing();
 
 
-		// Clear
-		ClearBackground(RAYWHITE);
+        // Clear
+        ClearBackground(RAYWHITE);
 
 
-		// End draw
-		EndDrawing();
-	}
+        // End draw
+        EndDrawing();
+    }
 
 
-	// Cleanup
-	CloseWindow();
-	return 0;
+    // Cleanup
+    CloseWindow();
+    return 0;
 }
 }

+ 87 - 87
examples/network/network_tcp_client.c

@@ -43,109 +43,109 @@ char          recvBuffer[512];
 // Attempt to connect to the network (Either TCP, or UDP)
 // Attempt to connect to the network (Either TCP, or UDP)
 void NetworkConnect()
 void NetworkConnect()
 {
 {
-	// Check if we're connected every _delay_ seconds
-	elapsed += GetFrameTime();
-	if (elapsed > delay) {
-		if (IsSocketConnected(client_res->socket)) { connected = true; }
-		elapsed = 0.0f;
-	}
+    // Check if we're connected every _delay_ seconds
+    elapsed += GetFrameTime();
+    if (elapsed > delay) {
+        if (IsSocketConnected(client_res->socket)) { connected = true; }
+        elapsed = 0.0f;
+    }
 }
 }
 
 
 // Once connected to the network, check the sockets for pending information
 // Once connected to the network, check the sockets for pending information
 // and when information is ready, send either a Ping or a Pong.
 // and when information is ready, send either a Ping or a Pong.
 void NetworkUpdate()
 void NetworkUpdate()
 {
 {
-	// CheckSockets
-	//
-	// If any of the sockets in the socket_set are pending (received data, or requests)
-	// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
-	int active = CheckSockets(socket_set, 0);
-	if (active != 0) {
-		TraceLog(LOG_DEBUG,
-				 "There are currently %d socket(s) with data to be processed.", active);
-	}
+    // CheckSockets
+    //
+    // If any of the sockets in the socket_set are pending (received data, or requests)
+    // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
+    int active = CheckSockets(socket_set, 0);
+    if (active != 0) {
+        TraceLog(LOG_DEBUG,
+                 "There are currently %d socket(s) with data to be processed.", active);
+    }
 
 
-	// IsSocketReady
-	//
-	// If the socket is ready, attempt to receive data from the socket
-	int bytesRecv = 0;
-	if (IsSocketReady(client_res->socket)) {
-		bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
-	}
+    // IsSocketReady
+    //
+    // If the socket is ready, attempt to receive data from the socket
+    int bytesRecv = 0;
+    if (IsSocketReady(client_res->socket)) {
+        bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
+    }
 
 
-	// If we received data, was that data a "Ping!" or a "Pong!"
-	if (bytesRecv > 0) {
-		if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
-		if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
-	}
+    // If we received data, was that data a "Ping!" or a "Pong!"
+    if (bytesRecv > 0) {
+        if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
+        if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
+    }
 
 
-	// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
-	elapsed += GetFrameTime();
-	if (elapsed > delay) {
-		if (ping) {
-			ping = false;
-			SocketSend(client_res->socket, pingmsg, msglen);
-		} else if (pong) {
-			pong = false;
-			SocketSend(client_res->socket, pongmsg, msglen);
-		}
-		elapsed = 0.0f;
-	}
+    // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
+    elapsed += GetFrameTime();
+    if (elapsed > delay) {
+        if (ping) {
+            ping = false;
+            SocketSend(client_res->socket, pingmsg, msglen);
+        } else if (pong) {
+            pong = false;
+            SocketSend(client_res->socket, pongmsg, msglen);
+        }
+        elapsed = 0.0f;
+    }
 }
 }
 
 
 int main()
 int main()
 {
 {
-	// Setup
-	int screenWidth  = 800;
-	int screenHeight = 450;
-	InitWindow(
-		screenWidth, screenHeight, "raylib [network] example - tcp client");
-	SetTargetFPS(60);
-	SetTraceLogLevel(LOG_DEBUG);
+    // Setup
+    int screenWidth  = 800;
+    int screenHeight = 450;
+    InitWindow(
+        screenWidth, screenHeight, "raylib [network] example - tcp client");
+    SetTargetFPS(60);
+    SetTraceLogLevel(LOG_DEBUG);
 
 
-	// Networking
-	InitNetwork();
+    // Networking
+    InitNetwork();
 
 
-	// Create the client
-	//
-	//  Performs
-	//      getaddrinfo
-	//      socket
-	//      setsockopt
-	//      connect (TCP only)
-	client_res = AllocSocketResult();
-	if (!SocketCreate(&client_cfg, client_res)) {
-		TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
-				 client_res->status, client_res->socket->status);
-	} else {
-		if (!(client_cfg.type == SOCKET_UDP)) {
-			if (!SocketConnect(&client_cfg, client_res)) {
-				TraceLog(LOG_WARNING,
-						 "Failed to connect to server: status %d, errno %d",
-						 client_res->status, client_res->socket->status);
-			}
-		}
-	}
+    // Create the client
+    //
+    //  Performs
+    //      getaddrinfo
+    //      socket
+    //      setsockopt
+    //      connect (TCP only)
+    client_res = AllocSocketResult();
+    if (!SocketCreate(&client_cfg, client_res)) {
+        TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
+                 client_res->status, client_res->socket->status);
+    } else {
+        if (!(client_cfg.type == SOCKET_UDP)) {
+            if (!SocketConnect(&client_cfg, client_res)) {
+                TraceLog(LOG_WARNING,
+                         "Failed to connect to server: status %d, errno %d",
+                         client_res->status, client_res->socket->status);
+            }
+        }
+    }
 
 
-	//  Create & Add sockets to the socket set
-	socket_set = AllocSocketSet(1);
-	msglen     = strlen(pingmsg) + 1;
-	memset(recvBuffer, '\0', sizeof(recvBuffer));
-	AddSocket(socket_set, client_res->socket);
+    //  Create & Add sockets to the socket set
+    socket_set = AllocSocketSet(1);
+    msglen     = strlen(pingmsg) + 1;
+    memset(recvBuffer, '\0', sizeof(recvBuffer));
+    AddSocket(socket_set, client_res->socket);
 
 
-	// Main game loop
-	while (!WindowShouldClose()) {
-		BeginDrawing();
-		ClearBackground(RAYWHITE);
-		if (connected) {
-			NetworkUpdate();
-		} else {
-			NetworkConnect();
-		}
-		EndDrawing();
-	}
+    // Main game loop
+    while (!WindowShouldClose()) {
+        BeginDrawing();
+        ClearBackground(RAYWHITE);
+        if (connected) {
+            NetworkUpdate();
+        } else {
+            NetworkConnect();
+        }
+        EndDrawing();
+    }
 
 
-	// Cleanup
-	CloseWindow();
-	return 0;
+    // Cleanup
+    CloseWindow();
+    return 0;
 }
 }

+ 99 - 99
examples/network/network_tcp_server.c

@@ -45,121 +45,121 @@ char          recvBuffer[512];
 // Attempt to connect to the network (Either TCP, or UDP)
 // Attempt to connect to the network (Either TCP, or UDP)
 void NetworkConnect()
 void NetworkConnect()
 {
 {
-	int active = CheckSockets(socket_set, 0);
-	if (active != 0) {
-		TraceLog(LOG_DEBUG,
-				 "There are currently %d socket(s) with data to be processed.", active);
-	}
-	if (active > 0) {
-		if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
-			AddSocket(socket_set, connection);
-			ping      = true;
-			connected = true;
-		}
-	}
+    int active = CheckSockets(socket_set, 0);
+    if (active != 0) {
+        TraceLog(LOG_DEBUG,
+                 "There are currently %d socket(s) with data to be processed.", active);
+    }
+    if (active > 0) {
+        if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
+            AddSocket(socket_set, connection);
+            ping      = true;
+            connected = true;
+        }
+    }
 }
 }
 
 
 // Once connected to the network, check the sockets for pending information
 // Once connected to the network, check the sockets for pending information
 // and when information is ready, send either a Ping or a Pong.
 // and when information is ready, send either a Ping or a Pong.
 void NetworkUpdate()
 void NetworkUpdate()
 {
 {
-	// CheckSockets
-	//
-	// If any of the sockets in the socket_set are pending (received data, or requests)
-	// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
-	int active = CheckSockets(socket_set, 0);
-	if (active != 0) {
-		TraceLog(LOG_DEBUG,
-				 "There are currently %d socket(s) with data to be processed.", active);
-	}
+    // CheckSockets
+    //
+    // If any of the sockets in the socket_set are pending (received data, or requests)
+    // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
+    int active = CheckSockets(socket_set, 0);
+    if (active != 0) {
+        TraceLog(LOG_DEBUG,
+                 "There are currently %d socket(s) with data to be processed.", active);
+    }
 
 
-	// IsSocketReady
-	//
-	// If the socket is ready, attempt to receive data from the socket
-	int bytesRecv = 0;
-	if (IsSocketReady(connection)) {
-		bytesRecv = SocketReceive(connection, recvBuffer, msglen);
-	}
+    // IsSocketReady
+    //
+    // If the socket is ready, attempt to receive data from the socket
+    int bytesRecv = 0;
+    if (IsSocketReady(connection)) {
+        bytesRecv = SocketReceive(connection, recvBuffer, msglen);
+    }
 
 
-	// If we received data, was that data a "Ping!" or a "Pong!"
-	if (bytesRecv > 0) {
-		if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
-		if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
-	}
+    // If we received data, was that data a "Ping!" or a "Pong!"
+    if (bytesRecv > 0) {
+        if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
+        if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
+    }
 
 
-	// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
-	elapsed += GetFrameTime();
-	if (elapsed > delay) {
-		if (ping) {
-			ping = false;
-			SocketSend(connection, pingmsg, msglen);
-		} else if (pong) {
-			pong = false;
-			SocketSend(connection, pongmsg, msglen);
-		}
-		elapsed = 0.0f;
-	}
+    // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
+    elapsed += GetFrameTime();
+    if (elapsed > delay) {
+        if (ping) {
+            ping = false;
+            SocketSend(connection, pingmsg, msglen);
+        } else if (pong) {
+            pong = false;
+            SocketSend(connection, pongmsg, msglen);
+        }
+        elapsed = 0.0f;
+    }
 }
 }
 
 
 int main()
 int main()
 {
 {
-	// Setup
-	int screenWidth  = 800;
-	int screenHeight = 450;
-	InitWindow(
-		screenWidth, screenHeight, "raylib [network] example - tcp server");
-	SetTargetFPS(60);
-	SetTraceLogLevel(LOG_DEBUG);
+    // Setup
+    int screenWidth  = 800;
+    int screenHeight = 450;
+    InitWindow(
+        screenWidth, screenHeight, "raylib [network] example - tcp server");
+    SetTargetFPS(60);
+    SetTraceLogLevel(LOG_DEBUG);
 
 
-	// Networking
-	InitNetwork();
+    // Networking
+    InitNetwork();
 
 
-	//  Create the server
-	//
-	//  Performs
-	//      getaddrinfo
-	//      socket
-	//      setsockopt
-	//      bind
-	//      listen
-	server_res = AllocSocketResult();
-	if (!SocketCreate(&server_cfg, server_res)) {
-		TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
-				 server_res->status, server_res->socket->status);
-	} else {
-		if (!SocketBind(&server_cfg, server_res)) {
-			TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
-					 server_res->status, server_res->socket->status);
-		} else {
-			if (!(server_cfg.type == SOCKET_UDP)) {
-				if (!SocketListen(&server_cfg, server_res)) {
-					TraceLog(LOG_WARNING,
-							 "Failed to start listen server: status %d, errno %d",
-							 server_res->status, server_res->socket->status);
-				}
-			}
-		}
-	}
+    //  Create the server
+    //
+    //  Performs
+    //      getaddrinfo
+    //      socket
+    //      setsockopt
+    //      bind
+    //      listen
+    server_res = AllocSocketResult();
+    if (!SocketCreate(&server_cfg, server_res)) {
+        TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
+                 server_res->status, server_res->socket->status);
+    } else {
+        if (!SocketBind(&server_cfg, server_res)) {
+            TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
+                     server_res->status, server_res->socket->status);
+        } else {
+            if (!(server_cfg.type == SOCKET_UDP)) {
+                if (!SocketListen(&server_cfg, server_res)) {
+                    TraceLog(LOG_WARNING,
+                             "Failed to start listen server: status %d, errno %d",
+                             server_res->status, server_res->socket->status);
+                }
+            }
+        }
+    }
 
 
-	//  Create & Add sockets to the socket set
-	socket_set = AllocSocketSet(2);
-	msglen     = strlen(pingmsg) + 1;
-	memset(recvBuffer, '\0', sizeof(recvBuffer));
-	AddSocket(socket_set, server_res->socket);
+    //  Create & Add sockets to the socket set
+    socket_set = AllocSocketSet(2);
+    msglen     = strlen(pingmsg) + 1;
+    memset(recvBuffer, '\0', sizeof(recvBuffer));
+    AddSocket(socket_set, server_res->socket);
 
 
-	// Main game loop
-	while (!WindowShouldClose()) {
-		BeginDrawing();
-		ClearBackground(RAYWHITE);
-		if (connected) {
-			NetworkUpdate();
-		} else {
-			NetworkConnect();
-		}
-		EndDrawing();
-	}
+    // Main game loop
+    while (!WindowShouldClose()) {
+        BeginDrawing();
+        ClearBackground(RAYWHITE);
+        if (connected) {
+            NetworkUpdate();
+        } else {
+            NetworkConnect();
+        }
+        EndDrawing();
+    }
 
 
-	// Cleanup
-	CloseWindow();
-	return 0;
+    // Cleanup
+    CloseWindow();
+    return 0;
 }
 }

+ 81 - 81
examples/network/network_test.c

@@ -27,80 +27,80 @@
 
 
 void test_network_initialise()
 void test_network_initialise()
 {
 {
-	assert(InitNetwork() == true);
+    assert(InitNetwork() == true);
 }
 }
 
 
 void test_socket_result()
 void test_socket_result()
 {
 {
-	SocketResult *result = AllocSocketResult();
-	assert(result != NULL);
-	FreeSocketResult(&result);
-	assert(result == NULL);
+    SocketResult *result = AllocSocketResult();
+    assert(result != NULL);
+    FreeSocketResult(&result);
+    assert(result == NULL);
 }
 }
 
 
 void test_socket()
 void test_socket()
 {
 {
-	Socket *socket = AllocSocket();
-	assert(socket != NULL);
-	FreeSocket(&socket);
-	assert(socket == NULL);
+    Socket *socket = AllocSocket();
+    assert(socket != NULL);
+    FreeSocket(&socket);
+    assert(socket == NULL);
 }
 }
 
 
 void test_resolve_ip()
 void test_resolve_ip()
 {
 {
-	const char *host = "8.8.8.8";
-	const char *port = "8080";
-	char        ip[ADDRESS_IPV6_ADDRSTRLEN];
+    const char *host = "8.8.8.8";
+    const char *port = "8080";
+    char        ip[ADDRESS_IPV6_ADDRSTRLEN];
     char        service[ADDRESS_MAXSERV];
     char        service[ADDRESS_MAXSERV];
 
 
-	memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
-	ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
-	TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
-	assert(strcmp(ip, "8.8.8.8") == 0);
-
-	memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
-	ResolveIP(host, port, NAME_INFO_DEFAULT, ip, service);
-	TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
-	assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
-
-	memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
-	ResolveIP(host, port, NAME_INFO_NOFQDN, ip, service);
-	TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
-	assert(strcmp(ip, "google-public-dns-a") == 0);
-
-	memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
-	ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
-	TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
-	assert(strcmp(ip, "8.8.8.8") == 0);
-
-	memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
-	ResolveIP(host, port, NAME_INFO_NAMEREQD, ip, service);
-	TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
-	assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
-
-	memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
-	ResolveIP(host, port, NAME_INFO_NUMERICSERV, ip, service);
-	TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
-	assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
-
-	memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
-	ResolveIP(host, port, NAME_INFO_DGRAM, ip, service);
-	TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
-	assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
+    memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
+    ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
+    TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
+    assert(strcmp(ip, "8.8.8.8") == 0);
+
+    memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
+    ResolveIP(host, port, NAME_INFO_DEFAULT, ip, service);
+    TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
+    assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
+
+    memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
+    ResolveIP(host, port, NAME_INFO_NOFQDN, ip, service);
+    TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
+    assert(strcmp(ip, "google-public-dns-a") == 0);
+
+    memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
+    ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
+    TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
+    assert(strcmp(ip, "8.8.8.8") == 0);
+
+    memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
+    ResolveIP(host, port, NAME_INFO_NAMEREQD, ip, service);
+    TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
+    assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
+
+    memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
+    ResolveIP(host, port, NAME_INFO_NUMERICSERV, ip, service);
+    TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
+    assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
+
+    memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
+    ResolveIP(host, port, NAME_INFO_DGRAM, ip, service);
+    TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
+    assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
 }
 }
 
 
 void test_resolve_host()
 void test_resolve_host()
 {
 {
-	const char *        address = "localhost";
-	const char *        port    = "80";
-	AddressInformation *addr    = AllocAddressList(3);
-	int count = ResolveHost(address, port, ADDRESS_TYPE_ANY, 0, addr); 
-
-	assert(GetAddressFamily(addr[0]) == ADDRESS_TYPE_IPV6);
-	assert(GetAddressFamily(addr[1]) == ADDRESS_TYPE_IPV4);
-	assert(GetAddressSocketType(addr[0]) == 0);
-	assert(GetAddressProtocol(addr[0]) == 0);
-	// for (size_t i = 0; i < count; i++) { PrintAddressInfo(addr[i]); }
+    const char *        address = "localhost";
+    const char *        port    = "80";
+    AddressInformation *addr    = AllocAddressList(3);
+    int count = ResolveHost(address, port, ADDRESS_TYPE_ANY, 0, addr); 
+
+    assert(GetAddressFamily(addr[0]) == ADDRESS_TYPE_IPV6);
+    assert(GetAddressFamily(addr[1]) == ADDRESS_TYPE_IPV4);
+    assert(GetAddressSocketType(addr[0]) == 0);
+    assert(GetAddressProtocol(addr[0]) == 0);
+    // for (size_t i = 0; i < count; i++) { PrintAddressInfo(addr[i]); }
 }
 }
 
 
 void test_address()
 void test_address()
@@ -113,36 +113,36 @@ void test_address_list()
 
 
 void test_socket_create()
 void test_socket_create()
 {
 {
-	SocketConfig  server_cfg = {.host = "127.0.0.1", .port = "8080", .server = true, .nonblocking = true};
-	Socket *      socket     = AllocSocket();
-	SocketResult *server_res = AllocSocketResult();
-	SocketSet *   socket_set = AllocSocketSet(1);
-	assert(SocketCreate(&server_cfg, server_res));
-	assert(AddSocket(socket_set, server_res->socket));
-	assert(SocketListen(&server_cfg, server_res));
+    SocketConfig  server_cfg = {.host = "127.0.0.1", .port = "8080", .server = true, .nonblocking = true};
+    Socket *      socket     = AllocSocket();
+    SocketResult *server_res = AllocSocketResult();
+    SocketSet *   socket_set = AllocSocketSet(1);
+    assert(SocketCreate(&server_cfg, server_res));
+    assert(AddSocket(socket_set, server_res->socket));
+    assert(SocketListen(&server_cfg, server_res));
 }
 }
 
 
 int main()
 int main()
 {
 {
-	int screenWidth  = 800;
-	int screenHeight = 450;
-	InitWindow(
-		screenWidth, screenHeight, "raylib [network] example - network test");
-	SetTargetFPS(60);
-
-	// Run the tests
-	test_network_initialise();
-	test_resolve_host();
+    int screenWidth  = 800;
+    int screenHeight = 450;
+    InitWindow(
+        screenWidth, screenHeight, "raylib [network] example - network test");
+    SetTargetFPS(60);
+
+    // Run the tests
+    test_network_initialise();
+    test_resolve_host();
     // test_socket_create();
     // test_socket_create();
 
 
-	// Main game loop
-	while (!WindowShouldClose()) {
-		BeginDrawing();
-		ClearBackground(RAYWHITE);
-		DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
-		EndDrawing();
-	}
-	CloseWindow();
+    // Main game loop
+    while (!WindowShouldClose()) {
+        BeginDrawing();
+        ClearBackground(RAYWHITE);
+        DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+        EndDrawing();
+    }
+    CloseWindow();
 
 
-	return 0;
+    return 0;
 }
 }

+ 70 - 70
examples/network/network_udp_client.c

@@ -43,86 +43,86 @@ char          recvBuffer[512];
 // and when information is ready, send either a Ping or a Pong.
 // and when information is ready, send either a Ping or a Pong.
 void NetworkUpdate()
 void NetworkUpdate()
 {
 {
-	// CheckSockets
-	//
-	// If any of the sockets in the socket_set are pending (received data, or requests)
-	// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
-	int active = CheckSockets(socket_set, 0);
-	if (active != 0) {
-		TraceLog(LOG_DEBUG,
-				 "There are currently %d socket(s) with data to be processed.", active);
-	}
+    // CheckSockets
+    //
+    // If any of the sockets in the socket_set are pending (received data, or requests)
+    // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
+    int active = CheckSockets(socket_set, 0);
+    if (active != 0) {
+        TraceLog(LOG_DEBUG,
+                 "There are currently %d socket(s) with data to be processed.", active);
+    }
 
 
-	// IsSocketReady
-	//
-	// If the socket is ready, attempt to receive data from the socket
-	int bytesRecv = 0;
-	if (IsSocketReady(client_res->socket)) {
-		bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
-	}
+    // IsSocketReady
+    //
+    // If the socket is ready, attempt to receive data from the socket
+    int bytesRecv = 0;
+    if (IsSocketReady(client_res->socket)) {
+        bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
+    }
 
 
-	// If we received data, was that data a "Ping!" or a "Pong!"
-	if (bytesRecv > 0) {
-		if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
-		if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
-	}
+    // If we received data, was that data a "Ping!" or a "Pong!"
+    if (bytesRecv > 0) {
+        if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
+        if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
+    }
 
 
-	// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
-	elapsed += GetFrameTime();
-	if (elapsed > delay) {
-		if (ping) {
-			ping = false;
-			SocketSend(client_res->socket, pingmsg, msglen);
-		} else if (pong) {
-			pong = false;
-			SocketSend(client_res->socket, pongmsg, msglen);
-		}
-		elapsed = 0.0f;
-	}
+    // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
+    elapsed += GetFrameTime();
+    if (elapsed > delay) {
+        if (ping) {
+            ping = false;
+            SocketSend(client_res->socket, pingmsg, msglen);
+        } else if (pong) {
+            pong = false;
+            SocketSend(client_res->socket, pongmsg, msglen);
+        }
+        elapsed = 0.0f;
+    }
 }
 }
 
 
 int main()
 int main()
 {
 {
-	// Setup
-	int screenWidth  = 800;
-	int screenHeight = 450;
-	InitWindow(
-		screenWidth, screenHeight, "raylib [network] example - udp client");
-	SetTargetFPS(60);
-	SetTraceLogLevel(LOG_DEBUG);
+    // Setup
+    int screenWidth  = 800;
+    int screenHeight = 450;
+    InitWindow(
+        screenWidth, screenHeight, "raylib [network] example - udp client");
+    SetTargetFPS(60);
+    SetTraceLogLevel(LOG_DEBUG);
 
 
-	// Networking
-	InitNetwork();
+    // Networking
+    InitNetwork();
 
 
-	// Create the client
-	//
-	//  Performs
-	//      getaddrinfo
-	//      socket
-	//      setsockopt
-	//      connect (TCP only)
-	client_res = AllocSocketResult();
-	if (!SocketCreate(&client_cfg, client_res)) {
-		TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
-				 client_res->status, client_res->socket->status);
-	}
+    // Create the client
+    //
+    //  Performs
+    //      getaddrinfo
+    //      socket
+    //      setsockopt
+    //      connect (TCP only)
+    client_res = AllocSocketResult();
+    if (!SocketCreate(&client_cfg, client_res)) {
+        TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
+                 client_res->status, client_res->socket->status);
+    }
 
 
-	//  Create & Add sockets to the socket set
-	socket_set = AllocSocketSet(1);
-	msglen     = strlen(pingmsg) + 1;
-	ping       = true;
-	memset(recvBuffer, '\0', sizeof(recvBuffer));
-	AddSocket(socket_set, client_res->socket);
+    //  Create & Add sockets to the socket set
+    socket_set = AllocSocketSet(1);
+    msglen     = strlen(pingmsg) + 1;
+    ping       = true;
+    memset(recvBuffer, '\0', sizeof(recvBuffer));
+    AddSocket(socket_set, client_res->socket);
 
 
-	// Main game loop
-	while (!WindowShouldClose()) {
-		BeginDrawing();
-		ClearBackground(RAYWHITE);
-		NetworkUpdate();
-		EndDrawing();
-	}
+    // Main game loop
+    while (!WindowShouldClose()) {
+        BeginDrawing();
+        ClearBackground(RAYWHITE);
+        NetworkUpdate();
+        EndDrawing();
+    }
 
 
-	// Cleanup
-	CloseWindow();
-	return 0;
+    // Cleanup
+    CloseWindow();
+    return 0;
 }
 }

+ 76 - 76
examples/network/network_udp_server.c

@@ -43,92 +43,92 @@ char          recvBuffer[512];
 // and when information is ready, send either a Ping or a Pong.
 // and when information is ready, send either a Ping or a Pong.
 void NetworkUpdate()
 void NetworkUpdate()
 {
 {
-	// CheckSockets
-	//
-	// If any of the sockets in the socket_set are pending (received data, or requests)
-	// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
-	int active = CheckSockets(socket_set, 0);
-	if (active != 0) {
-		TraceLog(LOG_DEBUG,
-				 "There are currently %d socket(s) with data to be processed.", active);
-	}
+    // CheckSockets
+    //
+    // If any of the sockets in the socket_set are pending (received data, or requests)
+    // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
+    int active = CheckSockets(socket_set, 0);
+    if (active != 0) {
+        TraceLog(LOG_DEBUG,
+                 "There are currently %d socket(s) with data to be processed.", active);
+    }
 
 
-	// IsSocketReady
-	//
-	// If the socket is ready, attempt to receive data from the socket
-	//  int bytesRecv = 0;
-	//  if (IsSocketReady(server_res->socket)) {
-	//      bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
-	//  }
-	int bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
+    // IsSocketReady
+    //
+    // If the socket is ready, attempt to receive data from the socket
+    //  int bytesRecv = 0;
+    //  if (IsSocketReady(server_res->socket)) {
+    //      bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
+    //  }
+    int bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
 
 
-	// If we received data, was that data a "Ping!" or a "Pong!"
-	if (bytesRecv > 0) {
-		if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
-		if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
-	}
+    // If we received data, was that data a "Ping!" or a "Pong!"
+    if (bytesRecv > 0) {
+        if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
+        if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
+    }
 
 
-	// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
-	elapsed += GetFrameTime();
-	if (elapsed > delay) {
-		if (ping) {
-			ping = false;
-			SocketSend(server_res->socket, pingmsg, msglen);
-		} else if (pong) {
-			pong = false;
-			SocketSend(server_res->socket, pongmsg, msglen);
-		}
-		elapsed = 0.0f;
-	}
+    // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
+    elapsed += GetFrameTime();
+    if (elapsed > delay) {
+        if (ping) {
+            ping = false;
+            SocketSend(server_res->socket, pingmsg, msglen);
+        } else if (pong) {
+            pong = false;
+            SocketSend(server_res->socket, pongmsg, msglen);
+        }
+        elapsed = 0.0f;
+    }
 }
 }
 
 
 int main()
 int main()
 {
 {
-	// Setup
-	int screenWidth  = 800;
-	int screenHeight = 450;
-	InitWindow(
-		screenWidth, screenHeight, "raylib [network] example - udp server");
-	SetTargetFPS(60);
-	SetTraceLogLevel(LOG_DEBUG);
+    // Setup
+    int screenWidth  = 800;
+    int screenHeight = 450;
+    InitWindow(
+        screenWidth, screenHeight, "raylib [network] example - udp server");
+    SetTargetFPS(60);
+    SetTraceLogLevel(LOG_DEBUG);
 
 
-	// Networking
-	InitNetwork();
+    // Networking
+    InitNetwork();
 
 
-	//  Create the server
-	//
-	//  Performs
-	//      getaddrinfo
-	//      socket
-	//      setsockopt
-	//      bind
-	//      listen
-	server_res = AllocSocketResult();
-	if (!SocketCreate(&server_cfg, server_res)) {
-		TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
-				 server_res->status, server_res->socket->status);
-	} else {
-		if (!SocketBind(&server_cfg, server_res)) {
-			TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
-					 server_res->status, server_res->socket->status);
-		}
-	}
+    //  Create the server
+    //
+    //  Performs
+    //      getaddrinfo
+    //      socket
+    //      setsockopt
+    //      bind
+    //      listen
+    server_res = AllocSocketResult();
+    if (!SocketCreate(&server_cfg, server_res)) {
+        TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
+                 server_res->status, server_res->socket->status);
+    } else {
+        if (!SocketBind(&server_cfg, server_res)) {
+            TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
+                     server_res->status, server_res->socket->status);
+        }
+    }
 
 
-	//  Create & Add sockets to the socket set
-	socket_set = AllocSocketSet(1);
-	msglen     = strlen(pingmsg) + 1;
-	memset(recvBuffer, '\0', sizeof(recvBuffer));
-	AddSocket(socket_set, server_res->socket);
+    //  Create & Add sockets to the socket set
+    socket_set = AllocSocketSet(1);
+    msglen     = strlen(pingmsg) + 1;
+    memset(recvBuffer, '\0', sizeof(recvBuffer));
+    AddSocket(socket_set, server_res->socket);
 
 
-	// Main game loop
-	while (!WindowShouldClose()) {
-		BeginDrawing();
-		ClearBackground(RAYWHITE);
-		NetworkUpdate();
-		EndDrawing();
-	}
+    // Main game loop
+    while (!WindowShouldClose()) {
+        BeginDrawing();
+        ClearBackground(RAYWHITE);
+        NetworkUpdate();
+        EndDrawing();
+    }
 
 
-	// Cleanup
-	CloseWindow();
-	return 0;
+    // Cleanup
+    CloseWindow();
+    return 0;
 }
 }

+ 18 - 18
examples/others/raudio_standalone.c

@@ -58,29 +58,29 @@
 // Check if a key has been pressed
 // Check if a key has been pressed
 static int kbhit(void)
 static int kbhit(void)
 {
 {
-	struct termios oldt, newt;
-	int ch;
-	int oldf;
+    struct termios oldt, newt;
+    int ch;
+    int oldf;
 
 
-	tcgetattr(STDIN_FILENO, &oldt);
-	newt = oldt;
-	newt.c_lflag &= ~(ICANON | ECHO);
-	tcsetattr(STDIN_FILENO, TCSANOW, &newt);
-	oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
-	fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);
+    tcgetattr(STDIN_FILENO, &oldt);
+    newt = oldt;
+    newt.c_lflag &= ~(ICANON | ECHO);
+    tcsetattr(STDIN_FILENO, TCSANOW, &newt);
+    oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
+    fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);
 
 
-	ch = getchar();
+    ch = getchar();
 
 
-	tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
-	fcntl(STDIN_FILENO, F_SETFL, oldf);
+    tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
+    fcntl(STDIN_FILENO, F_SETFL, oldf);
 
 
-	if (ch != EOF)
-	{
-		ungetc(ch, stdin);
-		return 1;
-	}
+    if (ch != EOF)
+    {
+        ungetc(ch, stdin);
+        return 1;
+    }
 
 
-	return 0;
+    return 0;
 }
 }
 
 
 // Get pressed character
 // Get pressed character

+ 30 - 30
examples/shaders/shaders_texture_waves.c

@@ -33,38 +33,38 @@ int main(void)
     const int screenWidth = 800;
     const int screenWidth = 800;
     const int screenHeight = 450;
     const int screenHeight = 450;
 
 
-	InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
-	
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
+    
     // Load texture texture to apply shaders
     // Load texture texture to apply shaders
-	Texture2D texture = LoadTexture("resources/space.png");
-	
+    Texture2D texture = LoadTexture("resources/space.png");
+    
     // Load shader and setup location points and values
     // Load shader and setup location points and values
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
 
 
-	int secondsLoc = GetShaderLocation(shader, "secondes");
-	int freqXLoc = GetShaderLocation(shader, "freqX");
-	int freqYLoc = GetShaderLocation(shader, "freqY");
-	int ampXLoc = GetShaderLocation(shader, "ampX");
-	int ampYLoc = GetShaderLocation(shader, "ampY");
-	int speedXLoc = GetShaderLocation(shader, "speedX");
-	int speedYLoc = GetShaderLocation(shader, "speedY");
+    int secondsLoc = GetShaderLocation(shader, "secondes");
+    int freqXLoc = GetShaderLocation(shader, "freqX");
+    int freqYLoc = GetShaderLocation(shader, "freqY");
+    int ampXLoc = GetShaderLocation(shader, "ampX");
+    int ampYLoc = GetShaderLocation(shader, "ampY");
+    int speedXLoc = GetShaderLocation(shader, "speedX");
+    int speedYLoc = GetShaderLocation(shader, "speedY");
 
 
     // Shader uniform values that can be updated at any time
     // Shader uniform values that can be updated at any time
-	float freqX = 25.0f;
-	float freqY = 25.0f;
-	float ampX = 5.0f;
-	float ampY = 5.0f;
-	float speedX = 8.0f;
-	float speedY = 8.0f;
+    float freqX = 25.0f;
+    float freqY = 25.0f;
+    float ampX = 5.0f;
+    float ampY = 5.0f;
+    float speedX = 8.0f;
+    float speedY = 8.0f;
 
 
     float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
     float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
-	SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
-	SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
-	SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
-	SetShaderValue(shader, ampXLoc, &ampX, UNIFORM_FLOAT);
-	SetShaderValue(shader, ampYLoc, &ampY, UNIFORM_FLOAT);
-	SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
-	SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
+    SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
+    SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
+    SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
+    SetShaderValue(shader, ampXLoc, &ampX, UNIFORM_FLOAT);
+    SetShaderValue(shader, ampYLoc, &ampY, UNIFORM_FLOAT);
+    SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
+    SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
 
 
     float seconds = 0.0f;
     float seconds = 0.0f;
 
 
@@ -76,9 +76,9 @@ int main(void)
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-		seconds += GetFrameTime();
+        seconds += GetFrameTime();
         
         
-		SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
+        SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
         // Draw
         // Draw
@@ -87,12 +87,12 @@ int main(void)
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
-			BeginShaderMode(shader);
+            BeginShaderMode(shader);
             
             
-				DrawTexture(texture, 0, 0, WHITE);
-				DrawTexture(texture, texture.width, 0, WHITE);
+                DrawTexture(texture, 0, 0, WHITE);
+                DrawTexture(texture, texture.width, 0, WHITE);
                 
                 
-			EndShaderMode();
+            EndShaderMode();
 
 
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------

+ 2 - 2
games/just_do/just_do.c

@@ -50,8 +50,8 @@ void UpdateDrawFrame(void);     // Update and Draw one frame
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
 int main(void)
 int main(void)
 {
 {
-	// Initialization (Note windowTitle is unused on Android)
-	//---------------------------------------------------------
+    // Initialization (Note windowTitle is unused on Android)
+    //---------------------------------------------------------
     InitWindow(screenWidth, screenHeight, "JUST DO [GGJ15]");
     InitWindow(screenWidth, screenHeight, "JUST DO [GGJ15]");
 
 
     // Load global data here (assets that must be available in all screens, i.e. fonts)
     // Load global data here (assets that must be available in all screens, i.e. fonts)

+ 2 - 2
games/koala_seasons/koala_seasons.c

@@ -48,8 +48,8 @@ void UpdateDrawFrame(void);     // Update and Draw one frame
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
 int main(void) 
 int main(void) 
 {
 {
-	// Initialization (Note windowTitle is unused on Android)
-	//---------------------------------------------------------
+    // Initialization (Note windowTitle is unused on Android)
+    //---------------------------------------------------------
     InitWindow(screenWidth, screenHeight, "KOALA SEASONS");
     InitWindow(screenWidth, screenHeight, "KOALA SEASONS");
 
 
     // Load global data here (assets that must be available in all screens, i.e. fonts)
     // Load global data here (assets that must be available in all screens, i.e. fonts)

+ 4 - 4
games/light_my_ritual/light_my_ritual.c

@@ -53,8 +53,8 @@ void UpdateDrawFrame(void);         // Update and Draw one frame
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
 int main(void)
 int main(void)
 {
 {
-	// Initialization (Note windowTitle is unused on Android)
-	//---------------------------------------------------------
+    // Initialization (Note windowTitle is unused on Android)
+    //---------------------------------------------------------
     InitWindow(screenWidth, screenHeight, "LIGHT MY RITUAL! [GGJ16]");
     InitWindow(screenWidth, screenHeight, "LIGHT MY RITUAL! [GGJ16]");
 
 
     // Global data loading (assets that must be available in all screens, i.e. fonts)
     // Global data loading (assets that must be available in all screens, i.e. fonts)
@@ -69,7 +69,7 @@ int main(void)
     UnloadImage(image);                         // Unload image from CPU memory (RAM)
     UnloadImage(image);                         // Unload image from CPU memory (RAM)
     
     
     font = LoadFont("resources/font_arcadian.png");
     font = LoadFont("resources/font_arcadian.png");
-	//doors = LoadTexture("resources/textures/doors.png");
+    //doors = LoadTexture("resources/textures/doors.png");
     //sndDoor = LoadSound("resources/audio/door.ogg");
     //sndDoor = LoadSound("resources/audio/door.ogg");
     
     
     music = LoadMusicStream("resources/audio/ambient.ogg");
     music = LoadMusicStream("resources/audio/ambient.ogg");
@@ -270,7 +270,7 @@ void UpdateDrawFrame(void)
             case GAMEPLAY: DrawGameplayScreen(); break;
             case GAMEPLAY: DrawGameplayScreen(); break;
             default: break;
             default: break;
         }
         }
-	
+    
         if (onTransition) DrawTransition();
         if (onTransition) DrawTransition();
     
     
         //DrawFPS(10, 10);
         //DrawFPS(10, 10);

+ 3 - 3
games/skully_escape/player.c

@@ -271,11 +271,11 @@ static void DrawLifes(void)
 {
 {
     if (player.numLifes != 0)
     if (player.numLifes != 0)
     {
     {
-    	Vector2 position = { 20, GetScreenHeight() - texLife.height - 20 };
-		
+        Vector2 position = { 20, GetScreenHeight() - texLife.height - 20 };
+        
         for(int i = 0; i < player.numLifes; i++)
         for(int i = 0; i < player.numLifes; i++)
         {
         {
-        	DrawTexture(texLife, position.x + i*texLife.width, position.y, Fade(RAYWHITE, 0.7f));
+            DrawTexture(texLife, position.x + i*texLife.width, position.y, Fade(RAYWHITE, 0.7f));
         }
         }
     }
     }
 }
 }

+ 6 - 6
games/skully_escape/skully_escape.c

@@ -52,8 +52,8 @@ void UpdateDrawFrame(void);         // Update and Draw one frame
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
 int main(void)
 int main(void)
 {
 {
-	// Initialization (Note windowTitle is unused on Android)
-	//---------------------------------------------------------
+    // Initialization (Note windowTitle is unused on Android)
+    //---------------------------------------------------------
     InitWindow(screenWidth, screenHeight, "SKULLY ESCAPE [KING GAMEJAM 2015]");
     InitWindow(screenWidth, screenHeight, "SKULLY ESCAPE [KING GAMEJAM 2015]");
 
 
     // Global data loading (assets that must be available in all screens, i.e. fonts)
     // Global data loading (assets that must be available in all screens, i.e. fonts)
@@ -63,10 +63,10 @@ int main(void)
     PlayMusicStream(music);
     PlayMusicStream(music);
     
     
     font = LoadFont("resources/textures/alagard.png");
     font = LoadFont("resources/textures/alagard.png");
-	doors = LoadTexture("resources/textures/doors.png");
+    doors = LoadTexture("resources/textures/doors.png");
     sndDoor = LoadSound("resources/audio/door.ogg");
     sndDoor = LoadSound("resources/audio/door.ogg");
     sndScream = LoadSound("resources/audio/scream.ogg");
     sndScream = LoadSound("resources/audio/scream.ogg");
-	
+    
     InitPlayer();
     InitPlayer();
     
     
     // Setup and Init first screen
     // Setup and Init first screen
@@ -90,7 +90,7 @@ int main(void)
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     
     
     // Unload all global loaded data (i.e. fonts) here!
     // Unload all global loaded data (i.e. fonts) here!
-	UnloadPlayer();
+    UnloadPlayer();
     UnloadFont(font);
     UnloadFont(font);
     UnloadTexture(doors);
     UnloadTexture(doors);
     UnloadSound(sndDoor);
     UnloadSound(sndDoor);
@@ -397,7 +397,7 @@ void UpdateDrawFrame(void)
             case ENDING: DrawEndingScreen(); break;
             case ENDING: DrawEndingScreen(); break;
             default: break;
             default: break;
         }
         }
-	
+    
         if (onTransition) DrawTransition();
         if (onTransition) DrawTransition();
     
     
         //DrawFPS(10, 10);
         //DrawFPS(10, 10);

+ 3 - 3
games/transmission/transmission.c

@@ -70,7 +70,7 @@ int main(void)
     fontMission = LoadFontEx("resources/fonts/traveling_typewriter.ttf", 64, 0, 250);
     fontMission = LoadFontEx("resources/fonts/traveling_typewriter.ttf", 64, 0, 250);
     texButton = LoadTexture("resources/textures/title_ribbon.png");
     texButton = LoadTexture("resources/textures/title_ribbon.png");
     
     
-	// UI BUTTON
+    // UI BUTTON
     recButton.width = texButton.width;
     recButton.width = texButton.width;
     recButton.height = texButton.height;
     recButton.height = texButton.height;
     recButton.x = screenWidth - recButton.width;
     recButton.x = screenWidth - recButton.width;
@@ -121,7 +121,7 @@ int main(void)
     
     
     UnloadFont(fontMission);
     UnloadFont(fontMission);
     UnloadTexture(texButton);
     UnloadTexture(texButton);
-	
+    
     CloseAudioDevice();     // Close audio context
     CloseAudioDevice();     // Close audio context
     
     
     CloseWindow();          // Close window and OpenGL context
     CloseWindow();          // Close window and OpenGL context
@@ -438,7 +438,7 @@ bool IsButtonPressed()
         }
         }
     }
     }
     else fadeButton = 0.80f;
     else fadeButton = 0.80f;
-	
+    
     return false;
     return false;
 }
 }
 
 

+ 3 - 3
games/wave_collector/wave_collector.c

@@ -58,8 +58,8 @@ static void UpdateDrawFrame(void);          // Update and Draw one frame
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
 int main(int argc, char *argv[])
 int main(int argc, char *argv[])
 {
 {
-	// Initialization
-	//---------------------------------------------------------
+    // Initialization
+    //---------------------------------------------------------
 #if defined(PLATFORM_DESKTOP)
 #if defined(PLATFORM_DESKTOP)
     // TODO: Support for dropped files on the exe
     // TODO: Support for dropped files on the exe
     
     
@@ -299,7 +299,7 @@ static void UpdateDrawFrame(void)
             case ENDING: DrawEndingScreen(); break;
             case ENDING: DrawEndingScreen(); break;
             default: break;
             default: break;
         }
         }
-	
+    
         // Draw full screen rectangle in front of everything
         // Draw full screen rectangle in front of everything
         if (onTransition) DrawTransition();
         if (onTransition) DrawTransition();
     
     

+ 28 - 28
projects/4coder/main.c

@@ -2,38 +2,38 @@
 #include "raylib.h"
 #include "raylib.h"
 
 
 int main() {
 int main() {
-	int screenWidth = 800;
-	int screenHeight = 450;
+    int screenWidth = 800;
+    int screenHeight = 450;
 
 
-	InitWindow(screenWidth, screenHeight, "raylib");
+    InitWindow(screenWidth, screenHeight, "raylib");
 
 
-	Camera cam;
-	cam.position = (Vector3){ 0.f, 10.f, 8.f };
-	cam.target = (Vector3){ 0.f, 0.f, 0.f };
-	cam.up = (Vector3){ 0.f, 1.f, 0.f };
-	cam.fovy = 60.f;
-	cam.type = CAMERA_PERSPECTIVE;
+    Camera cam;
+    cam.position = (Vector3){ 0.f, 10.f, 8.f };
+    cam.target = (Vector3){ 0.f, 0.f, 0.f };
+    cam.up = (Vector3){ 0.f, 1.f, 0.f };
+    cam.fovy = 60.f;
+    cam.type = CAMERA_PERSPECTIVE;
 
 
-	Vector3 cubePos = { 0.f, 0.f, 0.f };
+    Vector3 cubePos = { 0.f, 0.f, 0.f };
 
 
-	SetTargetFPS(60);
+    SetTargetFPS(60);
 
 
-	while (!WindowShouldClose()) {
-		cam.position.x = sin(GetTime()) * 10.f;
-		cam.position.z = cos(GetTime()) * 10.f;
+    while (!WindowShouldClose()) {
+        cam.position.x = sin(GetTime()) * 10.f;
+        cam.position.z = cos(GetTime()) * 10.f;
 
 
-		BeginDrawing();
-			ClearBackground(RAYWHITE);
-			BeginMode3D(cam);
-				DrawCube(cubePos, 2.f, 2.f, 2.f, RED);
-				DrawCubeWires(cubePos, 2.f, 2.f, 2.f, MAROON);
-				DrawGrid(10, 1.f);
-			EndMode3D();
-			DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
-			DrawFPS(10, 10);
-		EndDrawing();
-	}
-	
-	CloseWindow();
-	return 0;
+        BeginDrawing();
+            ClearBackground(RAYWHITE);
+            BeginMode3D(cam);
+                DrawCube(cubePos, 2.f, 2.f, 2.f, RED);
+                DrawCubeWires(cubePos, 2.f, 2.f, 2.f, MAROON);
+                DrawGrid(10, 1.f);
+            EndMode3D();
+            DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
+            DrawFPS(10, 10);
+        EndDrawing();
+    }
+    
+    CloseWindow();
+    return 0;
 }
 }

+ 25 - 25
projects/VSCode/main.c

@@ -25,21 +25,21 @@ int main()
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-	const int screenWidth = 800;
-	const int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
-	InitWindow(screenWidth, screenHeight, "raylib");
+    InitWindow(screenWidth, screenHeight, "raylib");
 
 
-	Camera camera = { 0 };
-	camera.position = (Vector3){ 10.0f, 10.0f, 8.0f };
-	camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
-	camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
-	camera.fovy = 60.0f;
-	camera.type = CAMERA_PERSPECTIVE;
-	
-	SetCameraMode(camera, CAMERA_ORBITAL);
+    Camera camera = { 0 };
+    camera.position = (Vector3){ 10.0f, 10.0f, 8.0f };
+    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+    camera.fovy = 60.0f;
+    camera.type = CAMERA_PERSPECTIVE;
+    
+    SetCameraMode(camera, CAMERA_ORBITAL);
 
 
-	Vector3 cubePosition = { 0.0f };
+    Vector3 cubePosition = { 0.0f };
 
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -49,30 +49,30 @@ int main()
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-		UpdateCamera(&camera);
+        UpdateCamera(&camera);
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-		BeginDrawing();
+        BeginDrawing();
 
 
-			ClearBackground(RAYWHITE);
+            ClearBackground(RAYWHITE);
 
 
-			BeginMode3D(camera);
+            BeginMode3D(camera);
 
 
-				DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
-				DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
-				DrawGrid(10, 1.0f);
+                DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
+                DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
+                DrawGrid(10, 1.0f);
 
 
-			EndMode3D();
+            EndMode3D();
 
 
-			DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
+            DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
 
 
-			DrawFPS(10, 10);
+            DrawFPS(10, 10);
 
 
-		EndDrawing();
-		//----------------------------------------------------------------------------------
-	}
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
 
 
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------

+ 2 - 2
src/easings.h

@@ -135,7 +135,7 @@ EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (
 EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
 EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
 {
 {
     if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
     if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
-	return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
+    return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
 }
 }
 
 
 // Exponential Easing functions
 // Exponential Easing functions
@@ -147,7 +147,7 @@ EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
     if (t == d) return (b + c);
     if (t == d) return (b + c);
     if ((t/=d/2.0f) < 1.0f) return (c/2.0f*pow(2.0f, 10.0f*(t - 1.0f)) + b);
     if ((t/=d/2.0f) < 1.0f) return (c/2.0f*pow(2.0f, 10.0f*(t - 1.0f)) + b);
 
 
-	return (c/2.0f*(-pow(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
+    return (c/2.0f*(-pow(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
 }
 }
 
 
 // Back Easing functions
 // Back Easing functions

+ 4 - 4
src/models.c

@@ -2480,11 +2480,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
     // Simple way to check for collision, just checking distance between two points
     // Simple way to check for collision, just checking distance between two points
     // Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
     // Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
     /*
     /*
-    float dx = centerA.x - centerB.x;      // X distance between centers    
-    float dy = centerA.y - centerB.y;      // Y distance between centers    
-    float dz = centerA.z - centerB.z;      // Y distance between centers    
+    float dx = centerA.x - centerB.x;      // X distance between centers
+    float dy = centerA.y - centerB.y;      // Y distance between centers
+    float dz = centerA.z - centerB.z;      // Z distance between centers
 
 
-    float distance = sqrtf(dx*dx + dy*dy + dz*dz);  // Distance between centers    
+    float distance = sqrtf(dx*dx + dy*dy + dz*dz);  // Distance between centers
 
 
     if (distance <= (radiusA + radiusB)) collision = true;
     if (distance <= (radiusA + radiusB)) collision = true;
     */
     */

+ 1 - 1
src/raylib.h

@@ -33,7 +33,7 @@
 *       [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
 *       [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
 *       [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
 *       [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
 *       [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
 *       [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
-*       [textures] stb_image_resize (Sean Barret) for image resizing algorythms
+*       [textures] stb_image_resize (Sean Barret) for image resizing algorithms
 *       [textures] stb_perlin (Sean Barret) for Perlin noise image generation
 *       [textures] stb_perlin (Sean Barret) for Perlin noise image generation
 *       [text] stb_truetype (Sean Barret) for ttf fonts loading
 *       [text] stb_truetype (Sean Barret) for ttf fonts loading
 *       [text] stb_rect_pack (Sean Barret) for rectangles packing
 *       [text] stb_rect_pack (Sean Barret) for rectangles packing

+ 38 - 38
src/raymath.h

@@ -20,7 +20,7 @@
 *
 *
 *   LICENSE: zlib/libpng
 *   LICENSE: zlib/libpng
 *
 *
-*   Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2015-2019 Ramon Santamaria (@raysan5)
 *
 *
 *   This software is provided "as-is", without any express or implied warranty. In no event
 *   This software is provided "as-is", without any express or implied warranty. In no event
 *   will the authors be held liable for any damages arising from the use of this software.
 *   will the authors be held liable for any damages arising from the use of this software.
@@ -148,7 +148,7 @@ RMDEF float Clamp(float value, float min, float max)
     return res > max ? max : res;
     return res > max ? max : res;
 }
 }
 
 
-// Calculate linear interpolation between two vectors
+// Calculate linear interpolation between two floats
 RMDEF float Lerp(float start, float end, float amount)
 RMDEF float Lerp(float start, float end, float amount)
 {
 {
     return start + amount*(end - start);
     return start + amount*(end - start);
@@ -225,8 +225,8 @@ RMDEF Vector2 Vector2Scale(Vector2 v, float scale)
 // Multiply vector by vector
 // Multiply vector by vector
 RMDEF Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2)
 RMDEF Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2)
 {
 {
-	Vector2 result = { v1.x*v2.x, v1.y*v2.y };
-	return result;
+    Vector2 result = { v1.x*v2.x, v1.y*v2.y };
+    return result;
 }
 }
 
 
 // Negate vector
 // Negate vector
@@ -246,8 +246,8 @@ RMDEF Vector2 Vector2Divide(Vector2 v, float div)
 // Divide vector by vector
 // Divide vector by vector
 RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2)
 RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2)
 {
 {
-	Vector2 result = { v1.x/v2.x, v1.y/v2.y };
-	return result;
+    Vector2 result = { v1.x/v2.x, v1.y/v2.y };
+    return result;
 }
 }
 
 
 // Normalize provided vector
 // Normalize provided vector
@@ -388,15 +388,15 @@ RMDEF Vector3 Vector3Negate(Vector3 v)
 // Divide vector by a float value
 // Divide vector by a float value
 RMDEF Vector3 Vector3Divide(Vector3 v, float div)
 RMDEF Vector3 Vector3Divide(Vector3 v, float div)
 {
 {
-	Vector3 result = { v.x / div, v.y / div, v.z / div };
-	return result;
+    Vector3 result = { v.x / div, v.y / div, v.z / div };
+    return result;
 }
 }
 
 
 // Divide vector by vector
 // Divide vector by vector
 RMDEF Vector3 Vector3DivideV(Vector3 v1, Vector3 v2)
 RMDEF Vector3 Vector3DivideV(Vector3 v1, Vector3 v2)
 {
 {
-	Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
-	return result;
+    Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
+    return result;
 }
 }
 
 
 // Normalize provided vector
 // Normalize provided vector
@@ -1159,7 +1159,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
     // Above lines are equivalent to:
     // Above lines are equivalent to:
     //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
     //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
 
 
-	return result;
+    return result;
 }
 }
 
 
 // Returns a quaternion for a given rotation matrix
 // Returns a quaternion for a given rotation matrix
@@ -1320,21 +1320,21 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
 // Returns he quaternion equivalent to Euler angles
 // Returns he quaternion equivalent to Euler angles
 RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
 RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
 {
 {
-	Quaternion q = { 0 };
+    Quaternion q = { 0 };
 
 
-	float x0 = cosf(roll*0.5f);
-	float x1 = sinf(roll*0.5f);
-	float y0 = cosf(pitch*0.5f);
-	float y1 = sinf(pitch*0.5f);
-	float z0 = cosf(yaw*0.5f);
-	float z1 = sinf(yaw*0.5f);
+    float x0 = cosf(roll*0.5f);
+    float x1 = sinf(roll*0.5f);
+    float y0 = cosf(pitch*0.5f);
+    float y1 = sinf(pitch*0.5f);
+    float z0 = cosf(yaw*0.5f);
+    float z1 = sinf(yaw*0.5f);
 
 
-	q.x = x1*y0*z0 - x0*y1*z1;
-	q.y = x0*y1*z0 + x1*y0*z1;
-	q.z = x0*y0*z1 - x1*y1*z0;
-	q.w = x0*y0*z0 + x1*y1*z1;
+    q.x = x1*y0*z0 - x0*y1*z1;
+    q.y = x0*y1*z0 + x1*y0*z1;
+    q.z = x0*y0*z1 - x1*y1*z0;
+    q.w = x0*y0*z0 + x1*y1*z1;
 
 
-	return q;
+    return q;
 }
 }
 
 
 // Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
 // Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
@@ -1343,21 +1343,21 @@ RMDEF Vector3 QuaternionToEuler(Quaternion q)
 {
 {
     Vector3 result = { 0 };
     Vector3 result = { 0 };
 
 
-	// roll (x-axis rotation)
-	float x0 = 2.0f*(q.w*q.x + q.y*q.z);
-	float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
-	result.x = atan2f(x0, x1)*RAD2DEG;
-
-	// pitch (y-axis rotation)
-	float y0 = 2.0f*(q.w*q.y - q.z*q.x);
-	y0 = y0 > 1.0f ? 1.0f : y0;
-	y0 = y0 < -1.0f ? -1.0f : y0;
-	result.y = asinf(y0)*RAD2DEG;
-
-	// yaw (z-axis rotation)
-	float z0 = 2.0f*(q.w*q.z + q.x*q.y);
-	float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
-	result.z = atan2f(z0, z1)*RAD2DEG;
+    // roll (x-axis rotation)
+    float x0 = 2.0f*(q.w*q.x + q.y*q.z);
+    float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
+    result.x = atan2f(x0, x1)*RAD2DEG;
+
+    // pitch (y-axis rotation)
+    float y0 = 2.0f*(q.w*q.y - q.z*q.x);
+    y0 = y0 > 1.0f ? 1.0f : y0;
+    y0 = y0 < -1.0f ? -1.0f : y0;
+    result.y = asinf(y0)*RAD2DEG;
+
+    // yaw (z-axis rotation)
+    float z0 = 2.0f*(q.w*q.z + q.x*q.y);
+    float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
+    result.z = atan2f(z0, z1)*RAD2DEG;
 
 
     return result;
     return result;
 }
 }

+ 1 - 1
src/rglfw.c

@@ -46,7 +46,7 @@
     #define _GLFW_USE_RETINA        // To have windows use the full resolution of Retina displays
     #define _GLFW_USE_RETINA        // To have windows use the full resolution of Retina displays
 #endif
 #endif
 #if defined(__TINYC__)
 #if defined(__TINYC__)
-    #define _WIN32_WINNT_WINXP		0x0501
+    #define _WIN32_WINNT_WINXP      0x0501
 #endif
 #endif
 
 
 // NOTE: _GLFW_MIR experimental platform not supported at this moment
 // NOTE: _GLFW_MIR experimental platform not supported at this moment

+ 3 - 2
src/textures.c

@@ -823,14 +823,15 @@ void ExportImageAsCode(Image image, const char *fileName)
 
 
     FILE *txtFile = fopen(fileName, "wt");
     FILE *txtFile = fopen(fileName, "wt");
 
 
-    fprintf(txtFile, "\n//////////////////////////////////////////////////////////////////////////////////////\n");
+    fprintf(txtFile, "\n");
+    fprintf(txtFile, "////////////////////////////////////////////////////////////////////////////////////////\n");
     fprintf(txtFile, "//                                                                                    //\n");
     fprintf(txtFile, "//                                                                                    //\n");
     fprintf(txtFile, "// ImageAsCode exporter v1.0 - Image pixel data exported as an array of bytes         //\n");
     fprintf(txtFile, "// ImageAsCode exporter v1.0 - Image pixel data exported as an array of bytes         //\n");
     fprintf(txtFile, "//                                                                                    //\n");
     fprintf(txtFile, "//                                                                                    //\n");
     fprintf(txtFile, "// more info and bugs-report:  github.com/raysan5/raylib                              //\n");
     fprintf(txtFile, "// more info and bugs-report:  github.com/raysan5/raylib                              //\n");
     fprintf(txtFile, "// feedback and support:       ray[at]raylib.com                                      //\n");
     fprintf(txtFile, "// feedback and support:       ray[at]raylib.com                                      //\n");
     fprintf(txtFile, "//                                                                                    //\n");
     fprintf(txtFile, "//                                                                                    //\n");
-    fprintf(txtFile, "// Copyright (c) 2018 Ramon Santamaria (@raysan5)                                     //\n");
+    fprintf(txtFile, "// Copyright (c) 2019 Ramon Santamaria (@raysan5)                                     //\n");
     fprintf(txtFile, "//                                                                                    //\n");
     fprintf(txtFile, "//                                                                                    //\n");
     fprintf(txtFile, "////////////////////////////////////////////////////////////////////////////////////////\n\n");
     fprintf(txtFile, "////////////////////////////////////////////////////////////////////////////////////////\n\n");