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Ray 6 vuotta sitten
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96 muutettua tiedostoa jossa 1302 lisäystä ja 1318 poistoa
  1. 20 20
      examples/audio/audio_module_playing.c
  2. 14 14
      examples/audio/audio_music_stream.c
  3. 30 30
      examples/audio/audio_raw_stream.c
  4. 7 7
      examples/audio/audio_sound_loading.c
  5. 32 32
      examples/core/core_2d_camera.c
  6. 9 9
      examples/core/core_3d_camera_first_person.c
  7. 8 8
      examples/core/core_3d_camera_free.c
  8. 2 2
      examples/core/core_3d_camera_mode.c
  9. 3 3
      examples/core/core_3d_picking.c
  10. 6 6
      examples/core/core_basic_window.c
  11. 48 48
      examples/core/core_custom_logging.c
  12. 10 10
      examples/core/core_drop_files.c
  13. 33 33
      examples/core/core_input_gamepad.c
  14. 20 20
      examples/core/core_input_gestures.c
  15. 4 4
      examples/core/core_input_keys.c
  16. 6 6
      examples/core/core_input_mouse.c
  17. 4 4
      examples/core/core_input_mouse_wheel.c
  18. 12 12
      examples/core/core_input_multitouch.c
  19. 13 13
      examples/core/core_loading_thread.c
  20. 5 5
      examples/core/core_random_values.c
  21. 11 12
      examples/core/core_storage_values.c
  22. 15 15
      examples/core/core_vr_simulator.c
  23. 20 20
      examples/core/core_window_letterbox.c
  24. 7 7
      examples/core/core_world_screen.c
  25. 5 5
      examples/models/models_animation.c
  26. 8 8
      examples/models/models_billboard.c
  27. 29 29
      examples/models/models_box_collisions.c
  28. 9 9
      examples/models/models_cubicmap.c
  29. 17 17
      examples/models/models_first_person_maze.c
  30. 4 4
      examples/models/models_geometric_shapes.c
  31. 6 6
      examples/models/models_heightmap.c
  32. 14 14
      examples/models/models_material_pbr.c
  33. 18 18
      examples/models/models_mesh_generation.c
  34. 39 40
      examples/models/models_mesh_picking.c
  35. 4 4
      examples/models/models_obj_loading.c
  36. 4 4
      examples/models/models_obj_viewer.c
  37. 9 9
      examples/models/models_orthographic_projection.c
  38. 15 15
      examples/models/models_rlgl_solar_system.c
  39. 10 10
      examples/models/models_skybox.c
  40. 3 6
      examples/models/models_yaw_pitch_roll.c
  41. 10 10
      examples/physac/physics_demo.c
  42. 8 8
      examples/physac/physics_friction.c
  43. 9 9
      examples/physac/physics_movement.c
  44. 9 9
      examples/physac/physics_restitution.c
  45. 7 7
      examples/physac/physics_shatter.c
  46. 19 19
      examples/shaders/shaders_custom_uniform.c
  47. 4 4
      examples/shaders/shaders_eratosthenes.c
  48. 24 25
      examples/shaders/shaders_julia_set.c
  49. 8 11
      examples/shaders/shaders_model_shader.c
  50. 5 5
      examples/shaders/shaders_palette_switch.c
  51. 22 22
      examples/shaders/shaders_postprocessing.c
  52. 6 6
      examples/shaders/shaders_raymarching.c
  53. 18 18
      examples/shaders/shaders_shapes_textures.c
  54. 10 9
      examples/shaders/shaders_texture_drawing.c
  55. 11 14
      examples/shaders/shaders_texture_waves.c
  56. 5 5
      examples/shapes/shapes_basic_shapes.c
  57. 17 17
      examples/shapes/shapes_bouncing_ball.c
  58. 43 43
      examples/shapes/shapes_collision_area.c
  59. 10 10
      examples/shapes/shapes_colors_palette.c
  60. 2 2
      examples/shapes/shapes_draw_circle_sector.c
  61. 11 11
      examples/shapes/shapes_draw_rectangle_rounded.c
  62. 15 15
      examples/shapes/shapes_draw_ring.c
  63. 14 14
      examples/shapes/shapes_easings_ball_anim.c
  64. 18 18
      examples/shapes/shapes_easings_box_anim.c
  65. 18 18
      examples/shapes/shapes_easings_rectangle_array.c
  66. 15 15
      examples/shapes/shapes_following_eyes.c
  67. 9 9
      examples/shapes/shapes_lines_bezier.c
  68. 5 5
      examples/shapes/shapes_logo_raylib.c
  69. 4 4
      examples/shapes/shapes_logo_raylib_anim.c
  70. 19 19
      examples/shapes/shapes_rectangle_scaling.c
  71. 8 8
      examples/text/text_bmfont_ttf.c
  72. 24 24
      examples/text/text_font_sdf.c
  73. 4 4
      examples/text/text_format_text.c
  74. 14 14
      examples/text/text_input_box.c
  75. 19 17
      examples/text/text_raylib_fonts.c
  76. 28 28
      examples/text/text_rectangle_bounds.c
  77. 4 3
      examples/text/text_sprite_fonts.c
  78. 28 35
      examples/text/text_ttf_loading.c
  79. 43 46
      examples/text/text_unicode.c
  80. 10 10
      examples/text/text_writing_anim.c
  81. 11 11
      examples/textures/textures_background_scrolling.c
  82. 13 12
      examples/textures/textures_bunnymark.c
  83. 10 10
      examples/textures/textures_image_drawing.c
  84. 14 14
      examples/textures/textures_image_generation.c
  85. 3 3
      examples/textures/textures_image_loading.c
  86. 23 23
      examples/textures/textures_image_processing.c
  87. 14 14
      examples/textures/textures_image_text.c
  88. 3 3
      examples/textures/textures_logo_raylib.c
  89. 9 9
      examples/textures/textures_npatch_drawing.c
  90. 20 20
      examples/textures/textures_particles_blending.c
  91. 15 15
      examples/textures/textures_raw_data.c
  92. 14 14
      examples/textures/textures_rectangle.c
  93. 18 18
      examples/textures/textures_sprite_button.c
  94. 28 28
      examples/textures/textures_sprite_explosion.c
  95. 11 10
      examples/textures/textures_srcrec_dstrec.c
  96. 6 6
      examples/textures/textures_to_image.c

+ 20 - 20
examples/audio/audio_module_playing.c

@@ -23,25 +23,25 @@ typedef struct {
     Color color;
     Color color;
 } CircleWave;
 } CircleWave;
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     SetConfigFlags(FLAG_MSAA_4X_HINT);  // NOTE: Try to enable MSAA 4X
     SetConfigFlags(FLAG_MSAA_4X_HINT);  // NOTE: Try to enable MSAA 4X
-    
+
     InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
     InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
 
 
     InitAudioDevice();                  // Initialize audio device
     InitAudioDevice();                  // Initialize audio device
-    
+
     Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
     Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
                          YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
                          YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
-    
+
     // Creates ome circles for visual effect
     // Creates ome circles for visual effect
     CircleWave circles[MAX_CIRCLES];
     CircleWave circles[MAX_CIRCLES];
-    
+
     for (int i = MAX_CIRCLES - 1; i >= 0; i--)
     for (int i = MAX_CIRCLES - 1; i >= 0; i--)
     {
     {
         circles[i].alpha = 0.0f;
         circles[i].alpha = 0.0f;
@@ -53,7 +53,7 @@ int main()
     }
     }
 
 
     Music xm = LoadMusicStream("resources/chiptun1.mod");
     Music xm = LoadMusicStream("resources/chiptun1.mod");
-    
+
     PlayMusicStream(xm);
     PlayMusicStream(xm);
 
 
     float timePlayed = 0.0f;
     float timePlayed = 0.0f;
@@ -68,34 +68,34 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         UpdateMusicStream(xm);        // Update music buffer with new stream data
         UpdateMusicStream(xm);        // Update music buffer with new stream data
-        
+
         // Restart music playing (stop and play)
         // Restart music playing (stop and play)
-        if (IsKeyPressed(KEY_SPACE)) 
+        if (IsKeyPressed(KEY_SPACE))
         {
         {
             StopMusicStream(xm);
             StopMusicStream(xm);
             PlayMusicStream(xm);
             PlayMusicStream(xm);
         }
         }
-        
-        // Pause/Resume music playing 
+
+        // Pause/Resume music playing
         if (IsKeyPressed(KEY_P))
         if (IsKeyPressed(KEY_P))
         {
         {
             pause = !pause;
             pause = !pause;
-            
+
             if (pause) PauseMusicStream(xm);
             if (pause) PauseMusicStream(xm);
             else ResumeMusicStream(xm);
             else ResumeMusicStream(xm);
         }
         }
-        
+
         // Get timePlayed scaled to bar dimensions
         // Get timePlayed scaled to bar dimensions
         timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
         timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
-        
+
         // Color circles animation
         // Color circles animation
         for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
         for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
         {
         {
             circles[i].alpha += circles[i].speed;
             circles[i].alpha += circles[i].speed;
             circles[i].radius += circles[i].speed*10.0f;
             circles[i].radius += circles[i].speed*10.0f;
-            
+
             if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
             if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
-            
+
             if (circles[i].alpha <= 0.0f)
             if (circles[i].alpha <= 0.0f)
             {
             {
                 circles[i].alpha = 0.0f;
                 circles[i].alpha = 0.0f;
@@ -113,12 +113,12 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             for (int i = MAX_CIRCLES - 1; i >= 0; i--)
             for (int i = MAX_CIRCLES - 1; i >= 0; i--)
             {
             {
                 DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
                 DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
             }
             }
-            
+
             // Draw time bar
             // Draw time bar
             DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
             DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
             DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
             DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
@@ -131,7 +131,7 @@ int main()
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     UnloadMusicStream(xm);          // Unload music stream buffers from RAM
     UnloadMusicStream(xm);          // Unload music stream buffers from RAM
-    
+
     CloseAudioDevice();     // Close audio device (music streaming is automatically stopped)
     CloseAudioDevice();     // Close audio device (music streaming is automatically stopped)
 
 
     CloseWindow();          // Close window and OpenGL context
     CloseWindow();          // Close window and OpenGL context

+ 14 - 14
examples/audio/audio_music_stream.c

@@ -4,7 +4,7 @@
 *
 *
 *   NOTE: This example requires OpenAL Soft library installed
 *   NOTE: This example requires OpenAL Soft library installed
 *
 *
-*   This example has been created using raylib 1.7 (www.raylib.com)
+*   This example has been created using raylib 1.3 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
 *
 *   Copyright (c) 2015 Ramon Santamaria (@raysan5)
 *   Copyright (c) 2015 Ramon Santamaria (@raysan5)
@@ -13,19 +13,19 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
     InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
 
 
     InitAudioDevice();              // Initialize audio device
     InitAudioDevice();              // Initialize audio device
 
 
     Music music = LoadMusicStream("resources/guitar_noodling.ogg");
     Music music = LoadMusicStream("resources/guitar_noodling.ogg");
-    
+
     PlayMusicStream(music);
     PlayMusicStream(music);
 
 
     float timePlayed = 0.0f;
     float timePlayed = 0.0f;
@@ -39,27 +39,27 @@ int main()
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        UpdateMusicStream(music);        // Update music buffer with new stream data
-        
+        UpdateMusicStream(music);   // Update music buffer with new stream data
+
         // Restart music playing (stop and play)
         // Restart music playing (stop and play)
-        if (IsKeyPressed(KEY_SPACE)) 
+        if (IsKeyPressed(KEY_SPACE))
         {
         {
             StopMusicStream(music);
             StopMusicStream(music);
             PlayMusicStream(music);
             PlayMusicStream(music);
         }
         }
-        
-        // Pause/Resume music playing 
+
+        // Pause/Resume music playing
         if (IsKeyPressed(KEY_P))
         if (IsKeyPressed(KEY_P))
         {
         {
             pause = !pause;
             pause = !pause;
-            
+
             if (pause) PauseMusicStream(music);
             if (pause) PauseMusicStream(music);
             else ResumeMusicStream(music);
             else ResumeMusicStream(music);
         }
         }
-        
+
         // Get timePlayed scaled to bar dimensions (400 pixels)
         // Get timePlayed scaled to bar dimensions (400 pixels)
         timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
         timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
-        
+
         if (timePlayed > 400) StopMusicStream(music);
         if (timePlayed > 400) StopMusicStream(music);
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
@@ -74,7 +74,7 @@ int main()
             DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
             DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
             DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
             DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
             DrawRectangleLines(200, 200, 400, 12, GRAY);
             DrawRectangleLines(200, 200, 400, 12, GRAY);
-            
+
             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);
 
 

+ 30 - 30
examples/audio/audio_raw_stream.c

@@ -20,12 +20,12 @@
 #define MAX_SAMPLES               512
 #define MAX_SAMPLES               512
 #define MAX_SAMPLES_PER_UPDATE   4096
 #define MAX_SAMPLES_PER_UPDATE   4096
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
     InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
 
 
@@ -33,30 +33,30 @@ int main()
 
 
     // Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
     // Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
     AudioStream stream = InitAudioStream(22050, 16, 1);
     AudioStream stream = InitAudioStream(22050, 16, 1);
-    
+
     // Buffer for the single cycle waveform we are synthesizing
     // Buffer for the single cycle waveform we are synthesizing
     short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
     short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
 
 
     // Frame buffer, describing the waveform when repeated over the course of a frame
     // Frame buffer, describing the waveform when repeated over the course of a frame
     short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE);
     short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE);
-    
+
     PlayAudioStream(stream);        // Start processing stream buffer (no data loaded currently)
     PlayAudioStream(stream);        // Start processing stream buffer (no data loaded currently)
-    
+
     // Position read in to determine next frequency
     // Position read in to determine next frequency
     Vector2 mousePosition = { -100.0f, -100.0f };
     Vector2 mousePosition = { -100.0f, -100.0f };
-    
+
     // Cycles per second (hz)
     // Cycles per second (hz)
     float frequency = 440.0f;
     float frequency = 440.0f;
-    
+
     // Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
     // Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
     float oldFrequency = 1.0f;
     float oldFrequency = 1.0f;
-    
+
     // Cursor to read and copy the samples of the sine wave buffer
     // Cursor to read and copy the samples of the sine wave buffer
     int readCursor = 0;
     int readCursor = 0;
-    
+
     // Computed size in samples of the sine wave
     // Computed size in samples of the sine wave
     int waveLength = 1;
     int waveLength = 1;
-    
+
     Vector2 position = { 0, 0 };
     Vector2 position = { 0, 0 };
 
 
     SetTargetFPS(30);               // Set our game to run at 30 frames-per-second
     SetTargetFPS(30);               // Set our game to run at 30 frames-per-second
@@ -67,62 +67,62 @@ int main()
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Sample mouse input.
         // Sample mouse input.
         mousePosition = GetMousePosition();
         mousePosition = GetMousePosition();
-        
-        if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) 
+
+        if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
         {
         {
             float fp = (float)(mousePosition.y);
             float fp = (float)(mousePosition.y);
             frequency = 40.0f + (float)(fp);
             frequency = 40.0f + (float)(fp);
         }
         }
-        
+
         // Rewrite the sine wave.
         // Rewrite the sine wave.
         // Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
         // Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
-        if (frequency != oldFrequency) 
+        if (frequency != oldFrequency)
         {
         {
             // Compute wavelength. Limit size in both directions.
             // Compute wavelength. Limit size in both directions.
             int oldWavelength = waveLength;
             int oldWavelength = waveLength;
             waveLength = (int)(22050/frequency);
             waveLength = (int)(22050/frequency);
             if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
             if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
             if (waveLength < 1) waveLength = 1;
             if (waveLength < 1) waveLength = 1;
-            
+
             // Write sine wave.
             // Write sine wave.
             for (int i = 0; i < waveLength*2; i++)
             for (int i = 0; i < waveLength*2; i++)
             {
             {
                 data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
                 data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
             }
             }
-            
+
             // Scale read cursor's position to minimize transition artifacts
             // Scale read cursor's position to minimize transition artifacts
             readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
             readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
             oldFrequency = frequency;
             oldFrequency = frequency;
         }
         }
-        
+
         // Refill audio stream if required
         // Refill audio stream if required
-        if (IsAudioBufferProcessed(stream)) 
+        if (IsAudioBufferProcessed(stream))
         {
         {
             // Synthesize a buffer that is exactly the requested size
             // Synthesize a buffer that is exactly the requested size
             int writeCursor = 0;
             int writeCursor = 0;
-            
-            while (writeCursor < MAX_SAMPLES_PER_UPDATE) 
+
+            while (writeCursor < MAX_SAMPLES_PER_UPDATE)
             {
             {
                 // Start by trying to write the whole chunk at once
                 // Start by trying to write the whole chunk at once
                 int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor;
                 int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor;
-                
+
                 // Limit to the maximum readable size
                 // Limit to the maximum readable size
                 int readLength = waveLength-readCursor;
                 int readLength = waveLength-readCursor;
-                
+
                 if (writeLength > readLength) writeLength = readLength;
                 if (writeLength > readLength) writeLength = readLength;
 
 
                 // Write the slice
                 // Write the slice
                 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;
             }
             }
-            
+
             // Copy finished frame to audio stream
             // Copy finished frame to audio stream
             UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
             UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
         }
         }
@@ -136,13 +136,13 @@ int main()
 
 
             DrawText(FormatText("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
             DrawText(FormatText("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
             DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
             DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
-            
+
             // Draw the current buffer state proportionate to the screen
             // Draw the current buffer state proportionate to the screen
             for (int i = 0; i < screenWidth; i++)
             for (int i = 0; i < screenWidth; i++)
             {
             {
                 position.x = i;
                 position.x = i;
                 position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
                 position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
-                
+
                 DrawPixelV(position, RED);
                 DrawPixelV(position, RED);
             }
             }
 
 
@@ -154,7 +154,7 @@ int main()
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     free(data);                 // Unload sine wave data
     free(data);                 // Unload sine wave data
     free(writeBuf);             // Unload write buffer
     free(writeBuf);             // Unload write buffer
-    
+
     CloseAudioStream(stream);   // Close raw audio stream and delete buffers from RAM
     CloseAudioStream(stream);   // Close raw audio stream and delete buffers from RAM
     CloseAudioDevice();         // Close audio device (music streaming is automatically stopped)
     CloseAudioDevice();         // Close audio device (music streaming is automatically stopped)
 
 

+ 7 - 7
examples/audio/audio_sound_loading.c

@@ -4,21 +4,21 @@
 *
 *
 *   NOTE: This example requires OpenAL Soft library installed
 *   NOTE: This example requires OpenAL Soft library installed
 *
 *
-*   This example has been created using raylib 1.3 (www.raylib.com)
+*   This example has been created using raylib 1.0 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
 *
-*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
 *
 *
 ********************************************************************************************/
 ********************************************************************************************/
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
     InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
 
 
@@ -26,8 +26,8 @@ int main()
 
 
     Sound fxWav = LoadSound("resources/sound.wav");         // Load WAV audio file
     Sound fxWav = LoadSound("resources/sound.wav");         // Load WAV audio file
     Sound fxOgg = LoadSound("resources/tanatana.ogg");      // Load OGG audio file
     Sound fxOgg = LoadSound("resources/tanatana.ogg");      // Load OGG audio file
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 32 - 32
examples/core/core_2d_camera.c

@@ -13,21 +13,21 @@
 
 
 #define MAX_BUILDINGS   100
 #define MAX_BUILDINGS   100
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
-    
+
     Rectangle player = { 400, 280, 40, 40 };
     Rectangle player = { 400, 280, 40, 40 };
     Rectangle buildings[MAX_BUILDINGS];
     Rectangle buildings[MAX_BUILDINGS];
     Color buildColors[MAX_BUILDINGS];
     Color buildColors[MAX_BUILDINGS];
-    
+
     int spacing = 0;
     int spacing = 0;
-    
+
     for (int i = 0; i < MAX_BUILDINGS; i++)
     for (int i = 0; i < MAX_BUILDINGS; i++)
     {
     {
         buildings[i].width = GetRandomValue(50, 200);
         buildings[i].width = GetRandomValue(50, 200);
@@ -36,22 +36,22 @@ int main()
         buildings[i].x = -6000 + spacing;
         buildings[i].x = -6000 + spacing;
 
 
         spacing += buildings[i].width;
         spacing += buildings[i].width;
-        
+
         buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
         buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
     }
     }
-    
-    Camera2D camera;
-    
+
+    Camera2D camera = { 0 };
+
     camera.target = (Vector2){ player.x + 20, player.y + 20 };
     camera.target = (Vector2){ player.x + 20, player.y + 20 };
     camera.offset = (Vector2){ 0, 0 };
     camera.offset = (Vector2){ 0, 0 };
     camera.rotation = 0.0f;
     camera.rotation = 0.0f;
     camera.zoom = 1.0f;
     camera.zoom = 1.0f;
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // 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
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -65,26 +65,26 @@ int main()
             player.x -= 2;              // Player movement
             player.x -= 2;              // Player movement
             camera.offset.x += 2;       // Camera displacement with player movement
             camera.offset.x += 2;       // Camera displacement with player movement
         }
         }
-        
+
         // Camera target follows player
         // Camera target follows player
         camera.target = (Vector2){ player.x + 20, player.y + 20 };
         camera.target = (Vector2){ player.x + 20, player.y + 20 };
-        
+
         // Camera rotation controls
         // Camera rotation controls
         if (IsKeyDown(KEY_A)) camera.rotation--;
         if (IsKeyDown(KEY_A)) camera.rotation--;
         else if (IsKeyDown(KEY_S)) camera.rotation++;
         else if (IsKeyDown(KEY_S)) camera.rotation++;
-        
+
         // Limit camera rotation to 80 degrees (-40 to 40)
         // Limit camera rotation to 80 degrees (-40 to 40)
-        if (camera.rotation > 40) camera.rotation = 40;         
+        if (camera.rotation > 40) camera.rotation = 40;
         else if (camera.rotation < -40) camera.rotation = -40;
         else if (camera.rotation < -40) camera.rotation = -40;
-        
+
         // Camera zoom controls
         // Camera zoom controls
         camera.zoom += ((float)GetMouseWheelMove()*0.05f);
         camera.zoom += ((float)GetMouseWheelMove()*0.05f);
-        
+
         if (camera.zoom > 3.0f) camera.zoom = 3.0f;
         if (camera.zoom > 3.0f) camera.zoom = 3.0f;
         else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
         else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
-        
+
         // Camera reset (zoom and rotation)
         // Camera reset (zoom and rotation)
-        if (IsKeyPressed(KEY_R)) 
+        if (IsKeyPressed(KEY_R))
         {
         {
             camera.zoom = 1.0f;
             camera.zoom = 1.0f;
             camera.rotation = 0.0f;
             camera.rotation = 0.0f;
@@ -94,32 +94,32 @@ int main()
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-        
+
             BeginMode2D(camera);
             BeginMode2D(camera);
 
 
                 DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
                 DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
-                
+
                 for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
                 for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
-                
+
                 DrawRectangleRec(player, RED);
                 DrawRectangleRec(player, RED);
-                
+
                 DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, GREEN);
                 DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, GREEN);
                 DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, GREEN);
                 DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, GREEN);
-                
+
             EndMode2D();
             EndMode2D();
-            
+
             DrawText("SCREEN AREA", 640, 10, 20, RED);
             DrawText("SCREEN AREA", 640, 10, 20, RED);
-            
+
             DrawRectangle(0, 0, screenWidth, 5, RED);
             DrawRectangle(0, 0, screenWidth, 5, RED);
             DrawRectangle(0, 5, 5, screenHeight - 10, RED);
             DrawRectangle(0, 5, 5, screenHeight - 10, RED);
             DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
             DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
             DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
             DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
-            
+
             DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
             DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
             DrawRectangleLines( 10, 10, 250, 113, BLUE);
             DrawRectangleLines( 10, 10, 250, 113, BLUE);
-            
+
             DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
             DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
             DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
             DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
             DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
             DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
@@ -131,7 +131,7 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 9 - 9
examples/core/core_3d_camera_first_person.c

@@ -13,15 +13,15 @@
 
 
 #define MAX_COLUMNS 20
 #define MAX_COLUMNS 20
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
-    
+
     // Define the camera to look into our 3d world (position, target, up vector)
     // Define the camera to look into our 3d world (position, target, up vector)
     Camera camera = { 0 };
     Camera camera = { 0 };
     camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
     camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
@@ -34,14 +34,14 @@ int main()
     float heights[MAX_COLUMNS];
     float heights[MAX_COLUMNS];
     Vector3 positions[MAX_COLUMNS];
     Vector3 positions[MAX_COLUMNS];
     Color colors[MAX_COLUMNS];
     Color colors[MAX_COLUMNS];
-    
+
     for (int i = 0; i < MAX_COLUMNS; i++)
     for (int i = 0; i < MAX_COLUMNS; i++)
     {
     {
         heights[i] = (float)GetRandomValue(1, 12);
         heights[i] = (float)GetRandomValue(1, 12);
         positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
         positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
         colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
         colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
     }
     }
-    
+
     SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
     SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
 
 
     SetTargetFPS(60);                           // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);                           // Set our game to run at 60 frames-per-second
@@ -67,7 +67,7 @@ int main()
                 DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE);     // Draw a blue wall
                 DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE);     // Draw a blue wall
                 DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME);      // Draw a green wall
                 DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME);      // Draw a green wall
                 DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD);      // Draw a yellow wall
                 DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD);      // Draw a yellow wall
-            
+
                 // Draw some cubes around
                 // Draw some cubes around
                 for (int i = 0; i < MAX_COLUMNS; i++)
                 for (int i = 0; i < MAX_COLUMNS; i++)
                 {
                 {
@@ -76,7 +76,7 @@ int main()
                 }
                 }
 
 
             EndMode3D();
             EndMode3D();
-            
+
             DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
             DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
             DrawRectangleLines( 10, 10, 220, 70, BLUE);
             DrawRectangleLines( 10, 10, 220, 70, BLUE);
 
 
@@ -89,7 +89,7 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 8 - 8
examples/core/core_3d_camera_free.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
 
 
@@ -27,9 +27,9 @@ int main()
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.fovy = 45.0f;                                // Camera field-of-view Y
     camera.fovy = 45.0f;                                // Camera field-of-view Y
     camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type
     camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type
-    
+
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-    
+
     SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
     SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
 
 
     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
@@ -41,7 +41,7 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera);          // Update camera
         UpdateCamera(&camera);          // Update camera
-        
+
         if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
         if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
@@ -59,10 +59,10 @@ int main()
                 DrawGrid(10, 1.0f);
                 DrawGrid(10, 1.0f);
 
 
             EndMode3D();
             EndMode3D();
-            
+
             DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
             DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
             DrawRectangleLines( 10, 10, 320, 133, BLUE);
             DrawRectangleLines( 10, 10, 320, 133, BLUE);
-            
+
             DrawText("Free camera default controls:", 20, 20, 10, BLACK);
             DrawText("Free camera default controls:", 20, 20, 10, BLACK);
             DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
             DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
             DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
             DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);

+ 2 - 2
examples/core/core_3d_camera_mode.c

@@ -11,7 +11,7 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -30,7 +30,7 @@ int main()
 
 
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
     Vector3 cubePosition = { 0.0f, 0.0f, 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
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 3 - 3
examples/core/core_3d_picking.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
 
 

+ 6 - 6
examples/core/core_basic_window.c

@@ -21,16 +21,16 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -54,7 +54,7 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 48 - 48
examples/core/core_custom_logging.c

@@ -19,66 +19,66 @@
 // Custom logging funtion
 // Custom logging funtion
 void LogCustom(int msgType, const char *text, va_list args)
 void LogCustom(int msgType, const char *text, va_list args)
 {
 {
-	char timeStr[64];
-	time_t now = time(NULL);
-	struct tm *tm_info = localtime(&now);
-
-	strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
-	printf("[%s] ", timeStr);
-
-	switch (msgType)
-	{
-		case LOG_INFO: printf("[INFO] : "); break;
-		case LOG_ERROR: printf("[ERROR]: "); break;
-		case LOG_WARNING: printf("[WARN] : "); break;
-		case LOG_DEBUG: printf("[DEBUG]: "); break;
-		default: break;
-	}
-    
-	vprintf(text, args);
-	printf("\n");
+    char timeStr[64];
+    time_t now = time(NULL);
+    struct tm *tm_info = localtime(&now);
+
+    strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
+    printf("[%s] ", timeStr);
+
+    switch (msgType)
+    {
+        case LOG_INFO: printf("[INFO] : "); break;
+        case LOG_ERROR: printf("[ERROR]: "); break;
+        case LOG_WARNING: printf("[WARN] : "); break;
+        case LOG_DEBUG: printf("[DEBUG]: "); break;
+        default: break;
+    }
+
+    vprintf(text, args);
+    printf("\n");
 }
 }
 
 
 int main(int argc, char* argv[])
 int main(int argc, char* argv[])
 {
 {
-	// Initialization
-	//--------------------------------------------------------------------------------------
-	int screenWidth = 800;
-	int screenHeight = 450;
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
-	// First thing we do is setting our custom logger to ensure everything raylib logs
-	// will use our own logger instead of its internal one
-	SetTraceLogCallback(LogCustom);
+    // First thing we do is setting our custom logger to ensure everything raylib logs
+    // will use our own logger instead of its internal one
+    SetTraceLogCallback(LogCustom);
 
 
-	InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
+    InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
 
 
-	SetTargetFPS(60);
-	//--------------------------------------------------------------------------------------
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
+    //--------------------------------------------------------------------------------------
 
 
-	// Main game loop
-	while (!WindowShouldClose())    // Detect window close button or ESC key
-	{
-		// Update
-		//----------------------------------------------------------------------------------
-		// TODO: Update your variables here
-		//----------------------------------------------------------------------------------
+    // 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("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
+        DrawText("Check out the console output to see the custom logger in action!", 60, 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;
 }
 }

+ 10 - 10
examples/core/core_drop_files.c

@@ -13,19 +13,19 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
-    
+
     int count = 0;
     int count = 0;
     char **droppedFiles = { 0 };
     char **droppedFiles = { 0 };
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -49,15 +49,15 @@ int main()
             else
             else
             {
             {
                 DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
                 DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
-                
+
                 for (int i = 0; i < count; i++)
                 for (int i = 0; i < count; i++)
                 {
                 {
                     if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
                     if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
                     else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
                     else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
-                    
+
                     DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
                     DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
                 }
                 }
-                
+
                 DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
                 DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
             }
             }
 
 
@@ -68,7 +68,7 @@ int main()
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     ClearDroppedFiles();    // Clear internal buffers
     ClearDroppedFiles();    // Clear internal buffers
-    
+
     CloseWindow();          // Close window and OpenGL context
     CloseWindow();          // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 33 - 33
examples/core/core_input_gamepad.c

@@ -3,15 +3,15 @@
 *   raylib [core] example - Gamepad input
 *   raylib [core] example - Gamepad input
 *
 *
 *   NOTE: This example requires a Gamepad connected to the system
 *   NOTE: This example requires a Gamepad connected to the system
-*         raylib is configured to work with the following gamepads: 
+*         raylib is configured to work with the following gamepads:
 *                - Xbox 360 Controller (Xbox 360, Xbox One)
 *                - Xbox 360 Controller (Xbox 360, Xbox One)
-*                - PLAYSTATION(R)3 Controller 
+*                - PLAYSTATION(R)3 Controller
 *         Check raylib.h for buttons configuration
 *         Check raylib.h for buttons configuration
 *
 *
-*   This example has been created using raylib 1.6 (www.raylib.com)
+*   This example has been created using raylib 2.5 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
 *
-*   Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
 *
 *
 ********************************************************************************************/
 ********************************************************************************************/
 
 
@@ -26,21 +26,21 @@
     #define PS3_NAME_ID         "PLAYSTATION(R)3 Controller"
     #define PS3_NAME_ID         "PLAYSTATION(R)3 Controller"
 #endif
 #endif
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Set MSAA 4X hint before windows creation
 
 
-    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Set MSAA 4X hint before windows creation  
-    
     InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
-    
+
     Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
     Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
     Texture2D texXboxPad = LoadTexture("resources/xbox.png");
     Texture2D texXboxPad = LoadTexture("resources/xbox.png");
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -56,7 +56,7 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             if (IsGamepadAvailable(GAMEPAD_PLAYER1))
             if (IsGamepadAvailable(GAMEPAD_PLAYER1))
             {
             {
                 DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
                 DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
@@ -64,7 +64,7 @@ int main()
                 if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
                 if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
                 {
                 {
                     DrawTexture(texXboxPad, 0, 0, DARKGRAY);
                     DrawTexture(texXboxPad, 0, 0, DARKGRAY);
-                    
+
                     // Draw buttons: xbox home
                     // Draw buttons: xbox home
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
 
 
@@ -75,7 +75,7 @@ int main()
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
-                    
+
                     // Draw buttons: d-pad
                     // Draw buttons: d-pad
                     DrawRectangle(317, 202, 19, 71, BLACK);
                     DrawRectangle(317, 202, 19, 71, BLACK);
                     DrawRectangle(293, 228, 69, 19, BLACK);
                     DrawRectangle(293, 228, 69, 19, BLACK);
@@ -83,7 +83,7 @@ int main()
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
-                    
+
                     // Draw buttons: left-right back
                     // Draw buttons: left-right back
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
@@ -91,21 +91,21 @@ int main()
                     // Draw axis: left joystick
                     // Draw axis: left joystick
                     DrawCircle(259, 152, 39, BLACK);
                     DrawCircle(259, 152, 39, BLACK);
                     DrawCircle(259, 152, 34, LIGHTGRAY);
                     DrawCircle(259, 152, 34, LIGHTGRAY);
-                    DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20), 
+                    DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
                                152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
                                152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
-                    
+
                     // Draw axis: right joystick
                     // Draw axis: right joystick
                     DrawCircle(461, 237, 38, BLACK);
                     DrawCircle(461, 237, 38, BLACK);
                     DrawCircle(461, 237, 33, LIGHTGRAY);
                     DrawCircle(461, 237, 33, LIGHTGRAY);
-                    DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20), 
+                    DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
                                237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
                                237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
 
 
                     // Draw axis: left-right triggers
                     // Draw axis: left-right triggers
                     DrawRectangle(170, 30, 15, 70, GRAY);
                     DrawRectangle(170, 30, 15, 70, GRAY);
-                    DrawRectangle(604, 30, 15, 70, GRAY);              
+                    DrawRectangle(604, 30, 15, 70, GRAY);
                     DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
                     DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
                     DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
                     DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
-                    
+
                     //DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
                     //DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
                     //DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
                     //DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
                 }
                 }
@@ -115,7 +115,7 @@ int main()
 
 
                     // Draw buttons: ps
                     // Draw buttons: ps
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
-                    
+
                     // Draw buttons: basic
                     // Draw buttons: basic
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
@@ -131,7 +131,7 @@ int main()
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
-                    
+
                     // Draw buttons: left-right back buttons
                     // Draw buttons: left-right back buttons
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
                     if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
@@ -139,42 +139,42 @@ int main()
                     // Draw axis: left joystick
                     // Draw axis: left joystick
                     DrawCircle(319, 255, 35, BLACK);
                     DrawCircle(319, 255, 35, BLACK);
                     DrawCircle(319, 255, 31, LIGHTGRAY);
                     DrawCircle(319, 255, 31, LIGHTGRAY);
-                    DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20), 
+                    DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
                                255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
                                255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
-                    
+
                     // Draw axis: right joystick
                     // Draw axis: right joystick
                     DrawCircle(475, 255, 35, BLACK);
                     DrawCircle(475, 255, 35, BLACK);
                     DrawCircle(475, 255, 31, LIGHTGRAY);
                     DrawCircle(475, 255, 31, LIGHTGRAY);
-                    DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20), 
+                    DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
                                255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
                                255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
 
 
                     // Draw axis: left-right triggers
                     // Draw axis: left-right triggers
                     DrawRectangle(169, 48, 15, 70, GRAY);
                     DrawRectangle(169, 48, 15, 70, GRAY);
-                    DrawRectangle(611, 48, 15, 70, GRAY);              
+                    DrawRectangle(611, 48, 15, 70, GRAY);
                     DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
                     DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
                     DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
                     DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
                 }
                 }
                 else
                 else
                 {
                 {
                     DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
                     DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
-                    
+
                     // TODO: Draw generic gamepad
                     // TODO: Draw generic gamepad
                 }
                 }
-                
-                DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON); 
-                
+
+                DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
+
                 for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
                 for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
                 {
                 {
                     DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
                     DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
                 }
                 }
-                
+
                 if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
                 if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
                 else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
                 else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
             }
             }
             else
             else
             {
             {
                 DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
                 DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
-                
+
                 DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
                 DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
             }
             }
 
 
@@ -186,7 +186,7 @@ int main()
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     UnloadTexture(texPs3Pad);
     UnloadTexture(texPs3Pad);
     UnloadTexture(texXboxPad);
     UnloadTexture(texXboxPad);
-    
+
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 20 - 20
examples/core/core_input_gestures.c

@@ -14,27 +14,27 @@
 
 
 #define MAX_GESTURE_STRINGS   20
 #define MAX_GESTURE_STRINGS   20
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
-    
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
     InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
-    
+
     Vector2 touchPosition = { 0, 0 };
     Vector2 touchPosition = { 0, 0 };
     Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
     Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
-    
+
     int gesturesCount = 0;
     int gesturesCount = 0;
     char gestureStrings[MAX_GESTURE_STRINGS][32];
     char gestureStrings[MAX_GESTURE_STRINGS][32];
 
 
     int currentGesture = GESTURE_NONE;
     int currentGesture = GESTURE_NONE;
     int lastGesture = GESTURE_NONE;
     int lastGesture = GESTURE_NONE;
-    
+
     //SetGesturesEnabled(0b0000000000001001);   // Enable only some gestures to be detected
     //SetGesturesEnabled(0b0000000000001001);   // Enable only some gestures to be detected
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -65,14 +65,14 @@ int main()
                     case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
                     case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
                     default: break;
                     default: break;
                 }
                 }
-                
+
                 gesturesCount++;
                 gesturesCount++;
-                
+
                 // Reset gestures strings
                 // Reset gestures strings
                 if (gesturesCount >= MAX_GESTURE_STRINGS)
                 if (gesturesCount >= MAX_GESTURE_STRINGS)
                 {
                 {
                     for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
                     for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
-                    
+
                     gesturesCount = 0;
                     gesturesCount = 0;
                 }
                 }
             }
             }
@@ -84,32 +84,32 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawRectangleRec(touchArea, GRAY);
             DrawRectangleRec(touchArea, GRAY);
             DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
             DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
-            
+
             DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
             DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
-            
+
             for (int i = 0; i < gesturesCount; i++)
             for (int i = 0; i < gesturesCount; i++)
             {
             {
                 if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
                 if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
                 else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
                 else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
-                
+
                 if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
                 if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
                 else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
                 else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
             }
             }
-            
+
             DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
             DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
             DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
             DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
-            
+
             if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
             if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 }
 }

+ 4 - 4
examples/core/core_input_keys.c

@@ -11,18 +11,18 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
 
 
     Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
     Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
 
 
-    SetTargetFPS(60);       // Set target frames-per-second
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 6 - 6
examples/core/core_input_mouse.c

@@ -11,19 +11,19 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
 
 
     Vector2 ballPosition = { -100.0f, -100.0f };
     Vector2 ballPosition = { -100.0f, -100.0f };
     Color ballColor = DARKBLUE;
     Color ballColor = DARKBLUE;
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //---------------------------------------------------------------------------------------
     //---------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -32,7 +32,7 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         ballPosition = GetMousePosition();
         ballPosition = GetMousePosition();
-        
+
         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
         else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
         else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
         else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
         else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;

+ 4 - 4
examples/core/core_input_mouse_wheel.c

@@ -11,19 +11,19 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
 
 
     int boxPositionY = screenHeight/2 - 40;
     int boxPositionY = screenHeight/2 - 40;
     int scrollSpeed = 4;            // Scrolling speed in pixels
     int scrollSpeed = 4;            // Scrolling speed in pixels
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 12 - 12
examples/core/core_input_multitouch.c

@@ -13,31 +13,31 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
 
 
     Vector2 ballPosition = { -100.0f, -100.0f };
     Vector2 ballPosition = { -100.0f, -100.0f };
     Color ballColor = BEIGE;
     Color ballColor = BEIGE;
-    
+
     int touchCounter = 0;
     int touchCounter = 0;
-    Vector2 touchPosition;
+    Vector2 touchPosition = { 0.0f };
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //---------------------------------------------------------------------------------------
     //---------------------------------------------------------------------------------------
-  
+
     // 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
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         ballPosition = GetMousePosition();
         ballPosition = GetMousePosition();
-        
+
         ballColor = BEIGE;
         ballColor = BEIGE;
 
 
         if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
         if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
@@ -47,7 +47,7 @@ int main()
         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
         if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
         if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
         if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
         if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
-        
+
         if (touchCounter > 0) touchCounter--;
         if (touchCounter > 0) touchCounter--;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
@@ -59,15 +59,15 @@ int main()
 
 
             // Multitouch
             // Multitouch
             for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
             for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
-            {              
+            {
                 touchPosition = GetTouchPosition(i);                    // Get the touch point
                 touchPosition = GetTouchPosition(i);                    // Get the touch point
-                
+
                 if ((touchPosition.x >= 0) && (touchPosition.y >= 0))   // Make sure point is not (-1,-1) as this means there is no touch for it
                 if ((touchPosition.x >= 0) && (touchPosition.y >= 0))   // Make sure point is not (-1,-1) as this means there is no touch for it
                 {
                 {
                     // Draw circle and touch index number
                     // Draw circle and touch index number
                     DrawCircleV(touchPosition, 34, ORANGE);
                     DrawCircleV(touchPosition, 34, ORANGE);
                     DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
                     DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
-                } 
+                }
             }
             }
 
 
             // Draw the normal mouse location
             // Draw the normal mouse location

+ 13 - 13
examples/core/core_loading_thread.c

@@ -2,7 +2,7 @@
 *
 *
 *   raylib example - loading thread
 *   raylib example - loading thread
 *
 *
-*   NOTE: This example requires linking with pthreads library, 
+*   NOTE: This example requires linking with pthreads library,
 *   on MinGW, it can be accomplished passing -static parameter to compiler
 *   on MinGW, it can be accomplished passing -static parameter to compiler
 *
 *
 *   This example has been created using raylib 2.5 (www.raylib.com)
 *   This example has been created using raylib 2.5 (www.raylib.com)
@@ -27,21 +27,21 @@ static void *LoadDataThread(void *arg);     // Loading data thread function decl
 
 
 static int dataProgress = 0;                // Data progress accumulator
 static int dataProgress = 0;                // Data progress accumulator
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
-    
+
     pthread_t threadId;             // Loading data thread id
     pthread_t threadId;             // Loading data thread id
 
 
     enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING;
     enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING;
     int framesCounter = 0;
     int framesCounter = 0;
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -90,25 +90,25 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
-            switch (state) 
+
+            switch (state)
             {
             {
                 case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
                 case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
                 case STATE_LOADING:
                 case STATE_LOADING:
                 {
                 {
                     DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
                     DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
                     if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
                     if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
-                    
+
                 } break;
                 } break;
                 case STATE_FINISHED:
                 case STATE_FINISHED:
                 {
                 {
                     DrawRectangle(150, 200, 500, 60, LIME);
                     DrawRectangle(150, 200, 500, 60, LIME);
                     DrawText("DATA LOADED!", 250, 210, 40, GREEN);
                     DrawText("DATA LOADED!", 250, 210, 40, GREEN);
-                    
+
                 } break;
                 } break;
                 default: break;
                 default: break;
             }
             }
-            
+
             DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
             DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
 
 
         EndDrawing();
         EndDrawing();
@@ -130,11 +130,11 @@ static void *LoadDataThread(void *arg)
     clock_t prevTime = clock();     // Previous time
     clock_t prevTime = clock();     // Previous time
 
 
     // We simulate data loading with a time counter for 5 seconds
     // We simulate data loading with a time counter for 5 seconds
-    while (timeCounter < 5000) 
+    while (timeCounter < 5000)
     {
     {
         clock_t currentTime = clock() - prevTime;
         clock_t currentTime = clock() - prevTime;
         timeCounter = currentTime*1000/CLOCKS_PER_SEC;
         timeCounter = currentTime*1000/CLOCKS_PER_SEC;
-        
+
         // We accumulate time over a global variable to be used in
         // We accumulate time over a global variable to be used in
         // main thread as a progress bar
         // main thread as a progress bar
         dataProgress = timeCounter/10;
         dataProgress = timeCounter/10;

+ 5 - 5
examples/core/core_random_values.c

@@ -11,20 +11,20 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
 
 
-    int framesCounter = 0;  // Variable used to count frames
+    int framesCounter = 0;          // Variable used to count frames
 
 
     int randValue = GetRandomValue(-8, 5);   // Get a random integer number between -8 and 5 (both included)
     int randValue = GetRandomValue(-8, 5);   // Get a random integer number between -8 and 5 (both included)
 
 
-    SetTargetFPS(60);       // Set our game to run at 60 frames-per-second
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 11 - 12
examples/core/core_storage_values.c

@@ -14,21 +14,20 @@
 // NOTE: Storage positions must start with 0, directly related to file memory layout
 // NOTE: Storage positions must start with 0, directly related to file memory layout
 typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
 typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
-    
+
     int score = 0;
     int score = 0;
     int hiscore = 0;
     int hiscore = 0;
-    
     int framesCounter = 0;
     int framesCounter = 0;
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -41,7 +40,7 @@ int main()
             score = GetRandomValue(1000, 2000);
             score = GetRandomValue(1000, 2000);
             hiscore = GetRandomValue(2000, 4000);
             hiscore = GetRandomValue(2000, 4000);
         }
         }
-        
+
         if (IsKeyPressed(KEY_ENTER))
         if (IsKeyPressed(KEY_ENTER))
         {
         {
             StorageSaveValue(STORAGE_SCORE, score);
             StorageSaveValue(STORAGE_SCORE, score);
@@ -53,7 +52,7 @@ int main()
             score = StorageLoadValue(STORAGE_SCORE);
             score = StorageLoadValue(STORAGE_SCORE);
             hiscore = StorageLoadValue(STORAGE_HISCORE);
             hiscore = StorageLoadValue(STORAGE_HISCORE);
         }
         }
-        
+
         framesCounter++;
         framesCounter++;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
@@ -65,9 +64,9 @@ int main()
 
 
             DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
             DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
             DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
             DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
-            
+
             DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
             DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
-            
+
             DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
             DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
             DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
             DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
             DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
             DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
@@ -77,7 +76,7 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 15 - 15
examples/core/core_vr_simulator.c

@@ -17,22 +17,22 @@
     #define GLSL_VERSION            100
     #define GLSL_VERSION            100
 #endif
 #endif
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 1080;
-    int screenHeight = 600;
-    
+    const int screenWidth = 1080;
+    const int screenHeight = 600;
+
     // NOTE: screenWidth/screenHeight should match VR device aspect ratio
     // NOTE: screenWidth/screenHeight should match VR device aspect ratio
-    
+
     InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
 
 
     // Init VR simulator (Oculus Rift CV1 parameters)
     // Init VR simulator (Oculus Rift CV1 parameters)
     InitVrSimulator();
     InitVrSimulator();
 
 
     VrDeviceInfo hmd = { 0 };               // VR device parameters (head-mounted-device)
     VrDeviceInfo hmd = { 0 };               // VR device parameters (head-mounted-device)
-    
+
     // Oculus Rift CV1 parameters for simulator
     // Oculus Rift CV1 parameters for simulator
     hmd.hResolution = 2160;                 // HMD horizontal resolution in pixels
     hmd.hResolution = 2160;                 // HMD horizontal resolution in pixels
     hmd.vResolution = 1200;                 // HMD vertical resolution in pixels
     hmd.vResolution = 1200;                 // HMD vertical resolution in pixels
@@ -42,7 +42,7 @@ int main()
     hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
     hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
     hmd.lensSeparationDistance = 0.07f;     // HMD lens separation distance in meters
     hmd.lensSeparationDistance = 0.07f;     // HMD lens separation distance in meters
     hmd.interpupillaryDistance = 0.07f;     // HMD IPD (distance between pupils) in meters
     hmd.interpupillaryDistance = 0.07f;     // HMD IPD (distance between pupils) in meters
-    
+
     // NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders.
     // NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders.
     // Following parameters are an approximation to distortion stereo rendering but results differ from actual device.
     // Following parameters are an approximation to distortion stereo rendering but results differ from actual device.
     hmd.lensDistortionValues[0] = 1.0f;     // HMD lens distortion constant parameter 0
     hmd.lensDistortionValues[0] = 1.0f;     // HMD lens distortion constant parameter 0
@@ -53,12 +53,12 @@ int main()
     hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
     hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
     hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
     hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
     hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
     hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
-    
+
     // Distortion shader (uses device lens distortion and chroma)
     // Distortion shader (uses device lens distortion and chroma)
     Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION));
     Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION));
-    
+
     SetVrConfiguration(hmd, distortion);    // Set Vr device parameters for stereo rendering
     SetVrConfiguration(hmd, distortion);    // Set Vr device parameters for stereo rendering
-    
+
     // Define the camera to look into our 3d world
     // Define the camera to look into our 3d world
     Camera camera;
     Camera camera;
     camera.position = (Vector3){ 5.0f, 2.0f, 5.0f };    // Camera position
     camera.position = (Vector3){ 5.0f, 2.0f, 5.0f };    // Camera position
@@ -66,11 +66,11 @@ int main()
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.fovy = 60.0f;                                // Camera field-of-view Y
     camera.fovy = 60.0f;                                // Camera field-of-view Y
     camera.type = CAMERA_PERSPECTIVE;                   // Camera type
     camera.type = CAMERA_PERSPECTIVE;                   // Camera type
-    
+
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-    
+
     SetCameraMode(camera, CAMERA_FIRST_PERSON);         // Set first person camera mode
     SetCameraMode(camera, CAMERA_FIRST_PERSON);         // Set first person camera mode
-    
+
     SetTargetFPS(90);                   // Set our game to run at 90 frames-per-second
     SetTargetFPS(90);                   // Set our game to run at 90 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
@@ -89,7 +89,7 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             BeginVrDrawing();
             BeginVrDrawing();
 
 
                 BeginMode3D(camera);
                 BeginMode3D(camera);
@@ -100,7 +100,7 @@ int main()
                     DrawGrid(40, 1.0f);
                     DrawGrid(40, 1.0f);
 
 
                 EndMode3D();
                 EndMode3D();
-            
+
             EndVrDrawing();
             EndVrDrawing();
 
 
             DrawFPS(10, 10);
             DrawFPS(10, 10);

+ 20 - 20
examples/core/core_window_letterbox.c

@@ -16,7 +16,7 @@
 #define max(a, b) ((a)>(b)? (a) : (b))
 #define max(a, b) ((a)>(b)? (a) : (b))
 #define min(a, b) ((a)<(b)? (a) : (b))
 #define min(a, b) ((a)<(b)? (a) : (b))
 
 
-int main()
+int main(void)
 {
 {
     const int windowWidth = 800;
     const int windowWidth = 800;
     const int windowHeight = 450;
     const int windowHeight = 450;
@@ -28,63 +28,63 @@ int main()
 
 
     int gameScreenWidth = 640;
     int gameScreenWidth = 640;
     int gameScreenHeight = 480;
     int gameScreenHeight = 480;
-    
+
     // Render texture initialization
     // Render texture initialization
     RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
     RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
     SetTextureFilter(target.texture, FILTER_BILINEAR);  // Texture scale filter to use
     SetTextureFilter(target.texture, FILTER_BILINEAR);  // Texture scale filter to use
-    
+
     Color colors[10] = { 0 };
     Color colors[10] = { 0 };
     for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
     for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     // 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
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         // Compute required framebuffer scaling
         // Compute required framebuffer scaling
         float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
         float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
-        
-        if (IsKeyPressed(KEY_SPACE)) 
+
+        if (IsKeyPressed(KEY_SPACE))
         {
         {
             // Recalculate random colors for the bars
             // Recalculate random colors for the bars
             for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
             for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
         }
         }
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
             ClearBackground(BLACK);
             ClearBackground(BLACK);
-            
+
             // Draw everything in the render texture
             // Draw everything in the render texture
             BeginTextureMode(target);
             BeginTextureMode(target);
-            
+
                 ClearBackground(RAYWHITE);         // Clear render texture background color
                 ClearBackground(RAYWHITE);         // Clear render texture background color
-                
+
                 for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
                 for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
-                
+
                 DrawText("You can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
                 DrawText("You can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
-            
+
             EndTextureMode();
             EndTextureMode();
 
 
             // Draw RenderTexture2D to window, properly scaled
             // Draw RenderTexture2D to window, properly scaled
             DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
             DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
-                           (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5, 
+                           (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
                            (float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
                            (float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
-                           
+
         EndDrawing();
         EndDrawing();
         //--------------------------------------------------------------------------------------
         //--------------------------------------------------------------------------------------
     }
     }
-    
+
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     UnloadRenderTexture(target);    // Unload render texture
     UnloadRenderTexture(target);    // Unload render texture
-    
+
     CloseWindow();                  // Close window and OpenGL context
     CloseWindow();                  // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     return 0;
     return 0;
 }
 }

+ 7 - 7
examples/core/core_world_screen.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
 
 
@@ -29,9 +29,9 @@ int main()
     camera.type = CAMERA_PERSPECTIVE;
     camera.type = CAMERA_PERSPECTIVE;
 
 
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-    
+
     Vector2 cubeScreenPosition;
     Vector2 cubeScreenPosition;
-    
+
     SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
     SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
 
 
     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
@@ -43,7 +43,7 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera);          // Update camera
         UpdateCamera(&camera);          // Update camera
-        
+
         // Calculate cube screen space position (with a little offset to be in top)
         // Calculate cube screen space position (with a little offset to be in top)
         cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
         cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -62,7 +62,7 @@ int main()
                 DrawGrid(10, 1.0f);
                 DrawGrid(10, 1.0f);
 
 
             EndMode3D();
             EndMode3D();
-            
+
             DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
             DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
             DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
             DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
 
 

+ 5 - 5
examples/models/models_animation.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
 
 
@@ -32,7 +32,7 @@ int main()
     Model model = LoadModel("resources/guy/guy.iqm");               // Load the animated model mesh and basic data
     Model model = LoadModel("resources/guy/guy.iqm");               // Load the animated model mesh and basic data
     Texture2D texture = LoadTexture("resources/guy/guytex.png");    // Load model texture and set material
     Texture2D texture = LoadTexture("resources/guy/guytex.png");    // Load model texture and set material
     SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture);  // Set model material map texture
     SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture);  // Set model material map texture
-    
+
     Vector3 position = { 0.0f, 0.0f, 0.0f };            // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };            // Set model position
 
 
     // Load animation data
     // Load animation data
@@ -91,7 +91,7 @@ int main()
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     // Unload model animations data
     // Unload model animations data
     for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
     for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
-    
+
     UnloadModel(model);         // Unload model
     UnloadModel(model);         // Unload model
 
 
     CloseWindow();              // Close window and OpenGL context
     CloseWindow();              // Close window and OpenGL context

+ 8 - 8
examples/models/models_billboard.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
 
 
@@ -27,10 +27,10 @@ int main()
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
     camera.fovy = 45.0f;
     camera.fovy = 45.0f;
     camera.type = CAMERA_PERSPECTIVE;
     camera.type = CAMERA_PERSPECTIVE;
-    
+
     Texture2D bill = LoadTexture("resources/billboard.png");     // Our texture billboard
     Texture2D bill = LoadTexture("resources/billboard.png");     // Our texture billboard
     Vector3 billPosition = { 0.0f, 2.0f, 0.0f };                 // Position where draw billboard
     Vector3 billPosition = { 0.0f, 2.0f, 0.0f };                 // Position where draw billboard
-    
+
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
 
 
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
@@ -51,11 +51,11 @@ int main()
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             BeginMode3D(camera);
             BeginMode3D(camera);
-                
+
                 DrawGrid(10, 1.0f);        // Draw a grid
                 DrawGrid(10, 1.0f);        // Draw a grid
-                
+
                 DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
                 DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
-                
+
             EndMode3D();
             EndMode3D();
 
 
             DrawFPS(10, 10);
             DrawFPS(10, 10);

+ 29 - 29
examples/models/models_box_collisions.c

@@ -11,31 +11,31 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
 
 
     // Define the camera to look into our 3d world
     // Define the camera to look into our 3d world
     Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
     Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
-    
+
     Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
     Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
     Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
     Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
     Color playerColor = GREEN;
     Color playerColor = GREEN;
-    
+
     Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
     Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
     Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
     Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
-    
+
     Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
     Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
     float enemySphereSize = 1.5f;
     float enemySphereSize = 1.5f;
-    
+
     bool collision = false;
     bool collision = false;
 
 
-    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -43,40 +43,40 @@ int main()
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Move player
         // Move player
         if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f;
         if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f;
         else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f;
         else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f;
         else if (IsKeyDown(KEY_DOWN)) playerPosition.z += 0.2f;
         else if (IsKeyDown(KEY_DOWN)) playerPosition.z += 0.2f;
         else if (IsKeyDown(KEY_UP)) playerPosition.z -= 0.2f;
         else if (IsKeyDown(KEY_UP)) playerPosition.z -= 0.2f;
-        
+
         collision = false;
         collision = false;
-        
+
         // Check collisions player vs enemy-box
         // Check collisions player vs enemy-box
         if (CheckCollisionBoxes(
         if (CheckCollisionBoxes(
-            (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, 
-                                     playerPosition.y - playerSize.y/2, 
-                                     playerPosition.z - playerSize.z/2 }, 
+            (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
+                                     playerPosition.y - playerSize.y/2,
+                                     playerPosition.z - playerSize.z/2 },
                           (Vector3){ playerPosition.x + playerSize.x/2,
                           (Vector3){ playerPosition.x + playerSize.x/2,
-                                     playerPosition.y + playerSize.y/2, 
+                                     playerPosition.y + playerSize.y/2,
                                      playerPosition.z + playerSize.z/2 }},
                                      playerPosition.z + playerSize.z/2 }},
-            (BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2, 
-                                     enemyBoxPos.y - enemyBoxSize.y/2, 
-                                     enemyBoxPos.z - enemyBoxSize.z/2 }, 
+            (BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
+                                     enemyBoxPos.y - enemyBoxSize.y/2,
+                                     enemyBoxPos.z - enemyBoxSize.z/2 },
                           (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
                           (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
-                                     enemyBoxPos.y + enemyBoxSize.y/2, 
+                                     enemyBoxPos.y + enemyBoxSize.y/2,
                                      enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
                                      enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
-        
+
         // Check collisions player vs enemy-sphere
         // Check collisions player vs enemy-sphere
         if (CheckCollisionBoxSphere(
         if (CheckCollisionBoxSphere(
-            (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, 
-                                     playerPosition.y - playerSize.y/2, 
-                                     playerPosition.z - playerSize.z/2 }, 
+            (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
+                                     playerPosition.y - playerSize.y/2,
+                                     playerPosition.z - playerSize.z/2 },
                           (Vector3){ playerPosition.x + playerSize.x/2,
                           (Vector3){ playerPosition.x + playerSize.x/2,
-                                     playerPosition.y + playerSize.y/2, 
-                                     playerPosition.z + playerSize.z/2 }}, 
+                                     playerPosition.y + playerSize.y/2,
+                                     playerPosition.z + playerSize.z/2 }},
             enemySpherePos, enemySphereSize)) collision = true;
             enemySpherePos, enemySphereSize)) collision = true;
-        
+
         if (collision) playerColor = RED;
         if (collision) playerColor = RED;
         else playerColor = GREEN;
         else playerColor = GREEN;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -92,18 +92,18 @@ int main()
                 // Draw enemy-box
                 // Draw enemy-box
                 DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
                 DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
                 DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY);
                 DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY);
-                
+
                 // Draw enemy-sphere
                 // Draw enemy-sphere
                 DrawSphere(enemySpherePos, enemySphereSize, GRAY);
                 DrawSphere(enemySpherePos, enemySphereSize, GRAY);
                 DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY);
                 DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY);
-                
+
                 // Draw player
                 // Draw player
                 DrawCubeV(playerPosition, playerSize, playerColor);
                 DrawCubeV(playerPosition, playerSize, playerColor);
 
 
                 DrawGrid(10, 1.0f);        // Draw a grid
                 DrawGrid(10, 1.0f);        // Draw a grid
 
 
             EndMode3D();
             EndMode3D();
-            
+
             DrawText("Move player with cursors to collide", 220, 40, 20, GRAY);
             DrawText("Move player with cursors to collide", 220, 40, 20, GRAY);
 
 
             DrawFPS(10, 10);
             DrawFPS(10, 10);

+ 9 - 9
examples/models/models_cubicmap.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
 
 
@@ -25,18 +25,18 @@ int main()
 
 
     Image image = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
     Image image = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
     Texture2D cubicmap = LoadTextureFromImage(image);       // Convert image to texture to display (VRAM)
     Texture2D cubicmap = LoadTextureFromImage(image);       // Convert image to texture to display (VRAM)
-    
+
     Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
     Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
     Model model = LoadModelFromMesh(mesh);
     Model model = LoadModelFromMesh(mesh);
-    
+
     // NOTE: By default each cube is mapped to one part of texture atlas
     // NOTE: By default each cube is mapped to one part of texture atlas
     Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
     Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
     model.materials[0].maps[MAP_DIFFUSE].texture = texture;             // Set map diffuse texture
     model.materials[0].maps[MAP_DIFFUSE].texture = texture;             // Set map diffuse texture
-    
+
     Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };          // Set model position
     Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };          // Set model position
 
 
     UnloadImage(image);     // Unload cubesmap image from RAM, already uploaded to VRAM
     UnloadImage(image);     // Unload cubesmap image from RAM, already uploaded to VRAM
-    
+
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
 
 
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
@@ -61,10 +61,10 @@ int main()
                 DrawModel(model, mapPosition, 1.0f, WHITE);
                 DrawModel(model, mapPosition, 1.0f, WHITE);
 
 
             EndMode3D();
             EndMode3D();
-            
+
             DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
             DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
             DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
             DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
-            
+
             DrawText("cubicmap image used to", 658, 90, 10, GRAY);
             DrawText("cubicmap image used to", 658, 90, 10, GRAY);
             DrawText("generate map 3d model", 658, 104, 10, GRAY);
             DrawText("generate map 3d model", 658, 104, 10, GRAY);
 
 

+ 17 - 17
examples/models/models_first_person_maze.c

@@ -13,12 +13,12 @@
 
 
 #include <stdlib.h>           // Required for: free()
 #include <stdlib.h>           // Required for: free()
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
 
 
@@ -29,18 +29,18 @@ int main()
     Texture2D cubicmap = LoadTextureFromImage(imMap);       // Convert image to texture to display (VRAM)
     Texture2D cubicmap = LoadTextureFromImage(imMap);       // Convert image to texture to display (VRAM)
     Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
     Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
     Model model = LoadModelFromMesh(mesh);
     Model model = LoadModelFromMesh(mesh);
-    
+
     // NOTE: By default each cube is mapped to one part of texture atlas
     // NOTE: By default each cube is mapped to one part of texture atlas
     Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
     Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
     model.materials[0].maps[MAP_DIFFUSE].texture = texture;             // Set map diffuse texture
     model.materials[0].maps[MAP_DIFFUSE].texture = texture;             // Set map diffuse texture
-    
+
     // Get map image data to be used for collision detection
     // Get map image data to be used for collision detection
     Color *mapPixels = GetImageData(imMap);
     Color *mapPixels = GetImageData(imMap);
     UnloadImage(imMap);             // Unload image from RAM
     UnloadImage(imMap);             // Unload image from RAM
-    
+
     Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };  // Set model position
     Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };  // Set model position
     Vector3 playerPosition = camera.position;       // Set player position
     Vector3 playerPosition = camera.position;       // Set player position
-    
+
     SetCameraMode(camera, CAMERA_FIRST_PERSON);     // Set camera mode
     SetCameraMode(camera, CAMERA_FIRST_PERSON);     // Set camera mode
 
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
@@ -52,23 +52,23 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         Vector3 oldCamPos = camera.position;    // Store old camera position
         Vector3 oldCamPos = camera.position;    // Store old camera position
-        
+
         UpdateCamera(&camera);      // Update camera
         UpdateCamera(&camera);      // Update camera
-        
+
         // Check player collision (we simplify to 2D collision detection)
         // Check player collision (we simplify to 2D collision detection)
         Vector2 playerPos = { camera.position.x, camera.position.z };
         Vector2 playerPos = { camera.position.x, camera.position.z };
         float playerRadius = 0.1f;  // Collision radius (player is modelled as a cilinder for collision)
         float playerRadius = 0.1f;  // Collision radius (player is modelled as a cilinder for collision)
-        
+
         int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f);
         int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f);
         int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f);
         int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f);
-        
+
         // Out-of-limits security check
         // Out-of-limits security check
         if (playerCellX < 0) playerCellX = 0;
         if (playerCellX < 0) playerCellX = 0;
         else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;
         else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;
-        
+
         if (playerCellY < 0) playerCellY = 0;
         if (playerCellY < 0) playerCellY = 0;
         else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
         else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
-        
+
         // Check map collisions using image data and player position
         // Check map collisions using image data and player position
         // TODO: Improvement: Just check player surrounding cells for collision
         // TODO: Improvement: Just check player surrounding cells for collision
         for (int y = 0; y < cubicmap.height; y++)
         for (int y = 0; y < cubicmap.height; y++)
@@ -76,7 +76,7 @@ int main()
             for (int x = 0; x < cubicmap.width; x++)
             for (int x = 0; x < cubicmap.width; x++)
             {
             {
                 if ((mapPixels[y*cubicmap.width + x].r == 255) &&       // Collision: white pixel, only check R channel
                 if ((mapPixels[y*cubicmap.width + x].r == 255) &&       // Collision: white pixel, only check R channel
-                    (CheckCollisionCircleRec(playerPos, playerRadius, 
+                    (CheckCollisionCircleRec(playerPos, playerRadius,
                     (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
                     (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
                 {
                 {
                     // Collision detected, reset camera position
                     // Collision detected, reset camera position
@@ -98,10 +98,10 @@ int main()
                 //DrawCubeV(playerPosition, (Vector3){ 0.2f, 0.4f, 0.2f }, RED);  // Draw player
                 //DrawCubeV(playerPosition, (Vector3){ 0.2f, 0.4f, 0.2f }, RED);  // Draw player
 
 
             EndMode3D();
             EndMode3D();
-            
+
             DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
             DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
             DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
             DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
-            
+
             // Draw player position radar
             // Draw player position radar
             DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
             DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
 
 
@@ -114,7 +114,7 @@ int main()
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     free(mapPixels);            // Unload color array
     free(mapPixels);            // Unload color array
-    
+
     UnloadTexture(cubicmap);    // Unload cubicmap texture
     UnloadTexture(cubicmap);    // Unload cubicmap texture
     UnloadTexture(texture);     // Unload map texture
     UnloadTexture(texture);     // Unload map texture
     UnloadModel(model);         // Unload map model
     UnloadModel(model);         // Unload map model

+ 4 - 4
examples/models/models_geometric_shapes.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
 
 
@@ -28,7 +28,7 @@ int main()
     camera.fovy = 45.0f;
     camera.fovy = 45.0f;
     camera.type = CAMERA_PERSPECTIVE;
     camera.type = CAMERA_PERSPECTIVE;
 
 
-    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 6 - 6
examples/models/models_heightmap.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
 
 
@@ -25,7 +25,7 @@ int main()
 
 
     Image image = LoadImage("resources/heightmap.png");             // Load heightmap image (RAM)
     Image image = LoadImage("resources/heightmap.png");             // Load heightmap image (RAM)
     Texture2D texture = LoadTextureFromImage(image);                // Convert image to texture (VRAM)
     Texture2D texture = LoadTextureFromImage(image);                // Convert image to texture (VRAM)
-    
+
     Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 });    // Generate heightmap mesh (RAM and VRAM)
     Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 });    // Generate heightmap mesh (RAM and VRAM)
     Model model = LoadModelFromMesh(mesh);                          // Load model from generated mesh
     Model model = LoadModelFromMesh(mesh);                          // Load model from generated mesh
 
 
@@ -33,7 +33,7 @@ int main()
     Vector3 mapPosition = { -8.0f, 0.0f, -8.0f };                   // Define model position
     Vector3 mapPosition = { -8.0f, 0.0f, -8.0f };                   // Define model position
 
 
     UnloadImage(image);                     // Unload heightmap image from RAM, already uploaded to VRAM
     UnloadImage(image);                     // Unload heightmap image from RAM, already uploaded to VRAM
-    
+
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
 
 
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
@@ -60,7 +60,7 @@ int main()
                 DrawGrid(20, 1.0f);
                 DrawGrid(20, 1.0f);
 
 
             EndMode3D();
             EndMode3D();
-            
+
             DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
             DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
             DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
             DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
 
 

+ 14 - 14
examples/models/models_material_pbr.c

@@ -25,12 +25,12 @@
 // PBR material loading
 // PBR material loading
 static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
 static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
     SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
     InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
@@ -45,7 +45,7 @@ int main()
 
 
     // Load model and PBR material
     // Load model and PBR material
     Model model = LoadModel("resources/pbr/trooper.obj");
     Model model = LoadModel("resources/pbr/trooper.obj");
-    
+
     // Mesh tangents are generated... and uploaded to GPU
     // Mesh tangents are generated... and uploaded to GPU
     // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
     // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
     MeshTangents(&model.meshes[0]);
     MeshTangents(&model.meshes[0]);
@@ -54,13 +54,13 @@ int main()
 
 
     // Define lights attributes
     // Define lights attributes
     // NOTE: Shader is passed to every light on creation to define shader bindings internally
     // NOTE: Shader is passed to every light on creation to define shader bindings internally
-    Light lights[MAX_LIGHTS] = { 
+    Light lights[MAX_LIGHTS] = {
         CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader),
         CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader),
         CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader),
         CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader),
         CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader),
         CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader),
-        CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader) 
+        CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader)
     };
     };
-    
+
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
 
 
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
@@ -72,7 +72,7 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera);              // Update camera
         UpdateCamera(&camera);              // Update camera
-        
+
         // Send to material PBR shader camera view position
         // Send to material PBR shader camera view position
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
         SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
         SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
@@ -87,7 +87,7 @@ int main()
             BeginMode3D(camera);
             BeginMode3D(camera);
 
 
                 DrawModel(model, Vector3Zero(), 1.0f, WHITE);
                 DrawModel(model, Vector3Zero(), 1.0f, WHITE);
-                
+
                 DrawGrid(10, 1.0f);
                 DrawGrid(10, 1.0f);
 
 
             EndMode3D();
             EndMode3D();
@@ -137,7 +137,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
     mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
     mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
     mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
     mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
     mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
     mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
-    
+
     // Set PBR standard maps
     // Set PBR standard maps
     mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
     mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
     mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
     mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
@@ -185,27 +185,27 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
     mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
     mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
     UnloadTexture(cubemap);
     UnloadTexture(cubemap);
     UnloadTexture(texHDR);
     UnloadTexture(texHDR);
-    
+
     // Unload already used shaders (to create specific textures)
     // Unload already used shaders (to create specific textures)
     UnloadShader(shdrCubemap);
     UnloadShader(shdrCubemap);
     UnloadShader(shdrIrradiance);
     UnloadShader(shdrIrradiance);
     UnloadShader(shdrPrefilter);
     UnloadShader(shdrPrefilter);
     UnloadShader(shdrBRDF);
     UnloadShader(shdrBRDF);
-    
+
     // Set textures filtering for better quality
     // Set textures filtering for better quality
     SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
     SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
     SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
     SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
     SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
     SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
     SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
     SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
     SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
     SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
-    
+
     // Enable sample usage in shader for assigned textures
     // Enable sample usage in shader for assigned textures
     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
-    
+
     int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
     int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
     SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
     SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
 
 

+ 18 - 18
examples/models/models_mesh_generation.c

@@ -11,24 +11,24 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-#define NUM_MODELS  8      // We generate 8 parametric 3d shapes
+#define NUM_MODELS  8      // Parametric 3d shapes to generate
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
-    
+
     // We generate a checked image for texturing
     // We generate a checked image for texturing
     Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
     Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
     Texture2D texture = LoadTextureFromImage(checked);
     Texture2D texture = LoadTextureFromImage(checked);
     UnloadImage(checked);
     UnloadImage(checked);
-    
+
     Model models[NUM_MODELS];
     Model models[NUM_MODELS];
-    
+
     models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
     models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
     models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
     models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
     models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
     models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
@@ -37,7 +37,7 @@ int main()
     models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
     models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
     models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
     models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
     models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
     models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
-    
+
     // Set checked texture as default diffuse component for all models material
     // Set checked texture as default diffuse component for all models material
     for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture;
     for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture;
 
 
@@ -46,12 +46,12 @@ int main()
 
 
     // Model drawing position
     // Model drawing position
     Vector3 position = { 0.0f, 0.0f, 0.0f };
     Vector3 position = { 0.0f, 0.0f, 0.0f };
-    
+
     int currentModel = 0;
     int currentModel = 0;
-    
+
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set a orbital camera mode
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set a orbital camera mode
 
 
-    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -60,14 +60,14 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera);      // Update internal camera and our camera
         UpdateCamera(&camera);      // Update internal camera and our camera
-        
+
         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
         {
         {
             currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
             currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
         }
         }
-        
+
         if (IsKeyPressed(KEY_RIGHT))
         if (IsKeyPressed(KEY_RIGHT))
-        { 
+        {
             currentModel++;
             currentModel++;
             if (currentModel >= NUM_MODELS) currentModel = 0;
             if (currentModel >= NUM_MODELS) currentModel = 0;
         }
         }
@@ -91,11 +91,11 @@ int main()
                 DrawGrid(10, 1.0);
                 DrawGrid(10, 1.0);
 
 
             EndMode3D();
             EndMode3D();
-            
+
             DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
             DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
             DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
             DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
             DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
             DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
-            
+
             switch(currentModel)
             switch(currentModel)
             {
             {
                 case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
                 case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
@@ -115,10 +115,10 @@ int main()
 
 
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     // Unload models data (GPU VRAM)
     // Unload models data (GPU VRAM)
     for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
     for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
-    
+
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 39 - 40
examples/models/models_mesh_picking.c

@@ -15,12 +15,12 @@
 
 
 #define FLT_MAX     340282346638528859811704183484516925440.0f     // Maximum value of a float, from bit pattern 01111111011111111111111111111111
 #define FLT_MAX     340282346638528859811704183484516925440.0f     // Maximum value of a float, from bit pattern 01111111011111111111111111111111
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
 
 
@@ -33,22 +33,22 @@ int main()
     camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type
     camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type
 
 
     Ray ray = { 0 };        // Picking ray
     Ray ray = { 0 };        // Picking ray
-    
+
     Model tower = LoadModel("resources/models/turret.obj");                 // Load OBJ model
     Model tower = LoadModel("resources/models/turret.obj");                 // Load OBJ model
     Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
     Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
     tower.materials[0].maps[MAP_DIFFUSE].texture = texture;                 // Set model diffuse texture
     tower.materials[0].maps[MAP_DIFFUSE].texture = texture;                 // Set model diffuse texture
-    
+
     Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                    // Set model position
     Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                    // Set model position
     BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]);   // Get mesh bounding box
     BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]);   // Get mesh bounding box
     bool hitMeshBBox = false;
     bool hitMeshBBox = false;
     bool hitTriangle = false;
     bool hitTriangle = false;
 
 
     // Test triangle
     // Test triangle
-    Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };    
+    Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
     Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
     Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
     Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
     Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
 
 
-    Vector3 bary = { 0.0f, 0.0f, 0.0f }; 
+    Vector3 bary = { 0.0f, 0.0f, 0.0f };
 
 
     SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
     SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
 
 
@@ -60,7 +60,7 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera);          // Update camera
         UpdateCamera(&camera);          // Update camera
-        
+
         // Display information about closest hit
         // Display information about closest hit
         RayHitInfo nearestHit = { 0 };
         RayHitInfo nearestHit = { 0 };
         char *hitObjectName = "None";
         char *hitObjectName = "None";
@@ -70,10 +70,10 @@ int main()
 
 
         // Get ray and test against ground, triangle, and mesh
         // Get ray and test against ground, triangle, and mesh
         ray = GetMouseRay(GetMousePosition(), camera);
         ray = GetMouseRay(GetMousePosition(), camera);
-        
+
         // Check ray collision aginst ground plane
         // Check ray collision aginst ground plane
         RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
         RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
-        
+
         if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
         if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
         {
         {
             nearestHit = groundHitInfo;
             nearestHit = groundHitInfo;
@@ -83,8 +83,8 @@ int main()
 
 
         // Check ray collision against test triangle
         // Check ray collision against test triangle
         RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
         RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
-        
-        if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) 
+
+        if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
         {
         {
             nearestHit = triHitInfo;
             nearestHit = triHitInfo;
             cursorColor = PURPLE;
             cursorColor = PURPLE;
@@ -92,32 +92,31 @@ int main()
 
 
             bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
             bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
             hitTriangle = true;
             hitTriangle = true;
-        } 
+        }
         else hitTriangle = false;
         else hitTriangle = false;
 
 
         RayHitInfo meshHitInfo = { 0 };
         RayHitInfo meshHitInfo = { 0 };
 
 
         // Check ray collision against bounding box first, before trying the full ray-mesh test
         // Check ray collision against bounding box first, before trying the full ray-mesh test
-        if (CheckCollisionRayBox(ray, towerBBox)) 
+        if (CheckCollisionRayBox(ray, towerBBox))
         {
         {
             hitMeshBBox = true;
             hitMeshBBox = true;
-            
+
             // Check ray collision against model
             // Check ray collision against model
             // NOTE: It considers model.transform matrix!
             // NOTE: It considers model.transform matrix!
-            meshHitInfo = GetCollisionRayModel(ray, &tower);   
-            
-            if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) 
+            meshHitInfo = GetCollisionRayModel(ray, &tower);
+
+            if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
             {
             {
                 nearestHit = meshHitInfo;
                 nearestHit = meshHitInfo;
                 cursorColor = ORANGE;
                 cursorColor = ORANGE;
                 hitObjectName = "Mesh";
                 hitObjectName = "Mesh";
             }
             }
-            
-        } 
-        
-        hitMeshBBox = false; 
+        }
+
+        hitMeshBBox = false;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
@@ -127,10 +126,10 @@ int main()
             BeginMode3D(camera);
             BeginMode3D(camera);
 
 
                 // Draw the tower
                 // Draw the tower
-                // WARNING: If scale is different than 1.0f, 
+                // WARNING: If scale is different than 1.0f,
                 // not considered by GetCollisionRayModel()
                 // not considered by GetCollisionRayModel()
                 DrawModel(tower, towerPos, 1.0f, WHITE);
                 DrawModel(tower, towerPos, 1.0f, WHITE);
-                
+
                 // Draw the test triangle
                 // Draw the test triangle
                 DrawLine3D(ta, tb, PURPLE);
                 DrawLine3D(ta, tb, PURPLE);
                 DrawLine3D(tb, tc, PURPLE);
                 DrawLine3D(tb, tc, PURPLE);
@@ -140,7 +139,7 @@ int main()
                 if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
                 if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
 
 
                 // If we hit something, draw the cursor at the hit point
                 // If we hit something, draw the cursor at the hit point
-                if (nearestHit.hit) 
+                if (nearestHit.hit)
                 {
                 {
                     DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
                     DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
                     DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
                     DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
@@ -149,40 +148,40 @@ int main()
                     normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
                     normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
                     normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
                     normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
                     normalEnd.z = nearestHit.position.z + nearestHit.normal.z;
                     normalEnd.z = nearestHit.position.z + nearestHit.normal.z;
-                    
+
                     DrawLine3D(nearestHit.position, normalEnd, RED);
                     DrawLine3D(nearestHit.position, normalEnd, RED);
                 }
                 }
 
 
                 DrawRay(ray, MAROON);
                 DrawRay(ray, MAROON);
-                
+
                 DrawGrid(10, 10.0f);
                 DrawGrid(10, 10.0f);
 
 
             EndMode3D();
             EndMode3D();
-            
+
             // Draw some debug GUI text
             // Draw some debug GUI text
             DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
             DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
 
 
-            if (nearestHit.hit) 
+            if (nearestHit.hit)
             {
             {
                 int ypos = 70;
                 int ypos = 70;
 
 
                 DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
                 DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
-                
-                DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", 
-                                    nearestHit.position.x, 
-                                    nearestHit.position.y, 
+
+                DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
+                                    nearestHit.position.x,
+                                    nearestHit.position.y,
                                     nearestHit.position.z), 10, ypos + 15, 10, BLACK);
                                     nearestHit.position.z), 10, ypos + 15, 10, BLACK);
-                                    
-                DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", 
-                                    nearestHit.normal.x, 
-                                    nearestHit.normal.y, 
+
+                DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
+                                    nearestHit.normal.x,
+                                    nearestHit.normal.y,
                                     nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
                                     nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
 
 
                 if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f",  bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
                 if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f",  bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
             }
             }
 
 
             DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
             DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
-            
+
             DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
             DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
 
 
             DrawFPS(10, 10);
             DrawFPS(10, 10);
@@ -195,7 +194,7 @@ int main()
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     UnloadModel(tower);         // Unload model
     UnloadModel(tower);         // Unload model
     UnloadTexture(texture);     // Unload texture
     UnloadTexture(texture);     // Unload texture
-    
+
     CloseWindow();              // Close window and OpenGL context
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 4 - 4
examples/models/models_obj_loading.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
 
 
@@ -33,7 +33,7 @@ int main()
     model.materials[0].maps[MAP_DIFFUSE].texture = texture;                 // Set map diffuse texture
     model.materials[0].maps[MAP_DIFFUSE].texture = texture;                 // Set map diffuse texture
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
 
 
-    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 4 - 4
examples/models/models_obj_viewer.c

@@ -13,12 +13,12 @@
 
 
 #include <string.h>        // Required for: strcpy()
 #include <string.h>        // Required for: strcpy()
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib example - obj viewer");
     InitWindow(screenWidth, screenHeight, "raylib example - obj viewer");
 
 
@@ -37,7 +37,7 @@ int main()
 
 
     char objFilename[64] = "turret.obj";
     char objFilename[64] = "turret.obj";
 
 
-    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 9 - 9
examples/models/models_orthographic_projection.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 /*******************************************************************************************
 *
 *
-*   raylib [models] example - Show the difference between perspective and orthographic projection 
+*   raylib [models] example - Show the difference between perspective and orthographic projection
 *
 *
 *   This program is heavily based on the geometric objects example
 *   This program is heavily based on the geometric objects example
 *
 *
@@ -18,19 +18,19 @@
 #define FOVY_PERSPECTIVE    45.0f
 #define FOVY_PERSPECTIVE    45.0f
 #define WIDTH_ORTHOGRAPHIC  10.0f
 #define WIDTH_ORTHOGRAPHIC  10.0f
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
 
 
     // Define the camera to look into our 3d world
     // Define the camera to look into our 3d world
     Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
     Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
 
 
-    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -38,14 +38,14 @@ int main()
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        if (IsKeyPressed(KEY_SPACE)) 
+        if (IsKeyPressed(KEY_SPACE))
         {
         {
-            if (camera.type == CAMERA_PERSPECTIVE) 
+            if (camera.type == CAMERA_PERSPECTIVE)
             {
             {
                 camera.fovy = WIDTH_ORTHOGRAPHIC;
                 camera.fovy = WIDTH_ORTHOGRAPHIC;
                 camera.type = CAMERA_ORTHOGRAPHIC;
                 camera.type = CAMERA_ORTHOGRAPHIC;
-            } 
-            else 
+            }
+            else
             {
             {
                 camera.fovy = FOVY_PERSPECTIVE;
                 camera.fovy = FOVY_PERSPECTIVE;
                 camera.type = CAMERA_PERSPECTIVE;
                 camera.type = CAMERA_PERSPECTIVE;

+ 15 - 15
examples/models/models_rlgl_solar_system.c

@@ -22,13 +22,13 @@ void DrawSphereBasic(Color color);      // Draw sphere without any matrix transf
 //------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------
 // Program main entry point
 // Program main entry point
 //------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     const int screenWidth = 800;
     const int screenWidth = 800;
     const int screenHeight = 450;
     const int screenHeight = 450;
-    
+
     const float sunRadius = 4.0f;
     const float sunRadius = 4.0f;
     const float earthRadius = 0.6f;
     const float earthRadius = 0.6f;
     const float earthOrbitRadius = 8.0f;
     const float earthOrbitRadius = 8.0f;
@@ -44,26 +44,26 @@ int main()
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
     camera.fovy = 45.0f;
     camera.fovy = 45.0f;
     camera.type = CAMERA_PERSPECTIVE;
     camera.type = CAMERA_PERSPECTIVE;
-    
+
     SetCameraMode(camera, CAMERA_FREE);
     SetCameraMode(camera, CAMERA_FREE);
-       
+
     float rotationSpeed = 0.2f;         // General system rotation speed
     float rotationSpeed = 0.2f;         // General system rotation speed
-    
+
     float earthRotation = 0.0f;         // Rotation of earth around itself (days) in degrees
     float earthRotation = 0.0f;         // Rotation of earth around itself (days) in degrees
     float earthOrbitRotation = 0.0f;    // Rotation of earth around the Sun (years) in degrees
     float earthOrbitRotation = 0.0f;    // Rotation of earth around the Sun (years) in degrees
     float moonRotation = 0.0f;          // Rotation of moon around itself
     float moonRotation = 0.0f;          // Rotation of moon around itself
     float moonOrbitRotation = 0.0f;     // Rotation of moon around earth in degrees
     float moonOrbitRotation = 0.0f;     // Rotation of moon around earth in degrees
 
 
-    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
+    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
-    while (!WindowShouldClose())    // Detect window close button or ESC key
+    while (!WindowShouldClose())        // Detect window close button or ESC key
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera);
         UpdateCamera(&camera);
-        
+
         earthRotation += (5.0f*rotationSpeed);
         earthRotation += (5.0f*rotationSpeed);
         earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
         earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
         moonRotation += (2.0f*rotationSpeed);
         moonRotation += (2.0f*rotationSpeed);
@@ -77,12 +77,12 @@ int main()
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             BeginMode3D(camera);
             BeginMode3D(camera);
-            
+
                 rlPushMatrix();
                 rlPushMatrix();
                     rlScalef(sunRadius, sunRadius, sunRadius);          // Scale Sun
                     rlScalef(sunRadius, sunRadius, sunRadius);          // Scale Sun
                     DrawSphereBasic(GOLD);                              // Draw the Sun
                     DrawSphereBasic(GOLD);                              // Draw the Sun
                 rlPopMatrix();
                 rlPopMatrix();
-                
+
                 rlPushMatrix();
                 rlPushMatrix();
                     rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f);    // Rotation for Earth orbit around Sun
                     rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f);    // Rotation for Earth orbit around Sun
                     rlTranslatef(earthOrbitRadius, 0.0f, 0.0f);         // Translation for Earth orbit
                     rlTranslatef(earthOrbitRadius, 0.0f, 0.0f);         // Translation for Earth orbit
@@ -91,19 +91,19 @@ int main()
                     rlPushMatrix();
                     rlPushMatrix();
                         rlRotatef(earthRotation, 0.25, 1.0, 0.0);       // Rotation for Earth itself
                         rlRotatef(earthRotation, 0.25, 1.0, 0.0);       // Rotation for Earth itself
                         rlScalef(earthRadius, earthRadius, earthRadius);// Scale Earth
                         rlScalef(earthRadius, earthRadius, earthRadius);// Scale Earth
-                        
+
                         DrawSphereBasic(BLUE);                          // Draw the Earth
                         DrawSphereBasic(BLUE);                          // Draw the Earth
                     rlPopMatrix();
                     rlPopMatrix();
-                    
+
                     rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f);     // Rotation for Moon orbit around Earth
                     rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f);     // Rotation for Moon orbit around Earth
                     rlTranslatef(moonOrbitRadius, 0.0f, 0.0f);          // Translation for Moon orbit
                     rlTranslatef(moonOrbitRadius, 0.0f, 0.0f);          // Translation for Moon orbit
                     rlRotatef(-moonOrbitRotation, 0.0f, 1.0f, 0.0f);    // Rotation for Moon orbit around Earth inverted
                     rlRotatef(-moonOrbitRotation, 0.0f, 1.0f, 0.0f);    // Rotation for Moon orbit around Earth inverted
                     rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f);          // Rotation for Moon itself
                     rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f);          // Rotation for Moon itself
                     rlScalef(moonRadius, moonRadius, moonRadius);       // Scale Moon
                     rlScalef(moonRadius, moonRadius, moonRadius);       // Scale Moon
-                    
+
                     DrawSphereBasic(LIGHTGRAY);                         // Draw the Moon
                     DrawSphereBasic(LIGHTGRAY);                         // Draw the Moon
                 rlPopMatrix();
                 rlPopMatrix();
-                
+
                 // Some reference elements (not affected by previous matrix transformations)
                 // Some reference elements (not affected by previous matrix transformations)
                 DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, earthOrbitRadius, (Vector3){ 1, 0, 0 }, 90.0f, Fade(RED, 0.5f));
                 DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, earthOrbitRadius, (Vector3){ 1, 0, 0 }, 90.0f, Fade(RED, 0.5f));
                 DrawGrid(20, 1.0f);
                 DrawGrid(20, 1.0f);
@@ -135,7 +135,7 @@ void DrawSphereBasic(Color color)
 {
 {
     int rings = 16;
     int rings = 16;
     int slices = 16;
     int slices = 16;
-    
+
     rlBegin(RL_TRIANGLES);
     rlBegin(RL_TRIANGLES);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
 
 

+ 10 - 10
examples/models/models_skybox.c

@@ -11,22 +11,22 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
     InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
 
 
     // Define the camera to look into our 3d world
     // Define the camera to look into our 3d world
     Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
     Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
 
 
-    // Load skybox model   
+    // Load skybox model
     Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
     Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
     Model skybox = LoadModelFromMesh(cube);
     Model skybox = LoadModelFromMesh(cube);
-    
+
     // Load skybox shader and set required locations
     // Load skybox shader and set required locations
     // NOTE: Some locations are automatically set at shader loading
     // NOTE: Some locations are automatically set at shader loading
 #if defined(PLATFORM_DESKTOP)
 #if defined(PLATFORM_DESKTOP)
@@ -43,17 +43,17 @@ int main()
     Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
     Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
 #endif
 #endif
     SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
     SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
-    
+
     // Load HDR panorama (sphere) texture
     // Load HDR panorama (sphere) texture
     Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
     Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
-    
+
     // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
     // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
     // NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping
     // NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping
     skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
     skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
-    
+
     UnloadTexture(texHDR);      // Texture not required anymore, cubemap already generated
     UnloadTexture(texHDR);      // Texture not required anymore, cubemap already generated
     UnloadShader(shdrCubemap);  // Unload cubemap generation shader, not required anymore
     UnloadShader(shdrCubemap);  // Unload cubemap generation shader, not required anymore
-    
+
     SetCameraMode(camera, CAMERA_FIRST_PERSON);  // Set a first person camera mode
     SetCameraMode(camera, CAMERA_FIRST_PERSON);  // Set a first person camera mode
 
 
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
@@ -76,7 +76,7 @@ int main()
             BeginMode3D(camera);
             BeginMode3D(camera);
 
 
                 DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
                 DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
-                
+
                 DrawGrid(10, 1.0f);
                 DrawGrid(10, 1.0f);
 
 
             EndMode3D();
             EndMode3D();

+ 3 - 6
examples/models/models_yaw_pitch_roll.c

@@ -17,10 +17,7 @@
 // Draw angle gauge controls
 // Draw angle gauge controls
 void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color);
 void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color);
 
 
-//----------------------------------------------------------------------------------
-// Main entry point
-//----------------------------------------------------------------------------------
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -53,10 +50,10 @@ int main()
     float roll = 0.0f;
     float roll = 0.0f;
     float yaw = 0.0f;
     float yaw = 0.0f;
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
-
+    // Main game loop
     while (!WindowShouldClose())    // Detect window close button or ESC key
     while (!WindowShouldClose())    // Detect window close button or ESC key
     {
     {
         // Update
         // Update

+ 10 - 10
examples/physac/physics_demo.c

@@ -10,7 +10,7 @@
 *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
 *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
 *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
 *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
 *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
 *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
-*   
+*
 *   Copyright (c) 2016-2018 Victor Fisac
 *   Copyright (c) 2016-2018 Victor Fisac
 *
 *
 ********************************************************************************************/
 ********************************************************************************************/
@@ -21,12 +21,12 @@
 #define PHYSAC_NO_THREADS
 #define PHYSAC_NO_THREADS
 #include "physac.h"
 #include "physac.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo");
     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo");
@@ -41,13 +41,13 @@ int main()
 
 
     // Create floor rectangle physics body
     // Create floor rectangle physics body
     PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
     PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
-    floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
+    floor->enabled = false;         // Disable body state to convert it to static (no dynamics, but collisions)
 
 
     // Create obstacle circle physics body
     // Create obstacle circle physics body
     PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
     PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
-    circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
-    
-    SetTargetFPS(60);
+    circle->enabled = false;        // Disable body state to convert it to static (no dynamics, but collisions)
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -132,9 +132,9 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     ClosePhysics();       // Unitialize physics
     ClosePhysics();       // Unitialize physics
-    
+
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 8 - 8
examples/physac/physics_friction.c

@@ -10,7 +10,7 @@
 *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
 *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
 *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
 *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
 *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
 *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
-*   
+*
 *   Copyright (c) 2016-2018 Victor Fisac
 *   Copyright (c) 2016-2018 Victor Fisac
 *
 *
 ********************************************************************************************/
 ********************************************************************************************/
@@ -21,12 +21,12 @@
 #define PHYSAC_NO_THREADS
 #define PHYSAC_NO_THREADS
 #include "physac.h"
 #include "physac.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction");
     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction");
@@ -65,7 +65,7 @@ int main()
     bodyB->dynamicFriction = 1;
     bodyB->dynamicFriction = 1;
     SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
     SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -82,7 +82,7 @@ int main()
             bodyA->velocity = (Vector2){ 0, 0 };
             bodyA->velocity = (Vector2){ 0, 0 };
             bodyA->angularVelocity = 0;
             bodyA->angularVelocity = 0;
             SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
             SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
-            
+
             bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f };
             bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f };
             bodyB->velocity = (Vector2){ 0, 0 };
             bodyB->velocity = (Vector2){ 0, 0 };
             bodyB->angularVelocity = 0;
             bodyB->angularVelocity = 0;
@@ -137,9 +137,9 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     ClosePhysics();       // Unitialize physics
     ClosePhysics();       // Unitialize physics
-    
+
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 9 - 9
examples/physac/physics_movement.c

@@ -10,7 +10,7 @@
 *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
 *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
 *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
 *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
 *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
 *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
-*   
+*
 *   Copyright (c) 2016-2018 Victor Fisac
 *   Copyright (c) 2016-2018 Victor Fisac
 *
 *
 ********************************************************************************************/
 ********************************************************************************************/
@@ -23,12 +23,12 @@
 
 
 #define VELOCITY    0.5f
 #define VELOCITY    0.5f
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
@@ -56,9 +56,9 @@ int main()
 
 
     // Create movement physics body
     // Create movement physics body
     PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
     PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
-    body->freezeOrient = true;  // Constrain body rotation to avoid little collision torque amounts
-    
-    SetTargetFPS(60);
+    body->freezeOrient = true;      // Constrain body rotation to avoid little collision torque amounts
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -123,9 +123,9 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     ClosePhysics();       // Unitialize physics
     ClosePhysics();       // Unitialize physics
-    
+
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 9 - 9
examples/physac/physics_restitution.c

@@ -10,7 +10,7 @@
 *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
 *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
 *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
 *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
 *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
 *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
-*   
+*
 *   Copyright (c) 2016-2018 Victor Fisac
 *   Copyright (c) 2016-2018 Victor Fisac
 *
 *
 ********************************************************************************************/
 ********************************************************************************************/
@@ -21,12 +21,12 @@
 #define PHYSAC_NO_THREADS
 #define PHYSAC_NO_THREADS
 #include "physac.h"
 #include "physac.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics restitution");
     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics restitution");
@@ -50,11 +50,11 @@ int main()
     circleB->restitution = 0.5f;
     circleB->restitution = 0.5f;
     PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10);
     PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10);
     circleC->restitution = 1;
     circleC->restitution = 1;
-    
-    SetTargetFPS(60);
 
 
     // Restitution demo needs a very tiny physics time step for a proper simulation
     // Restitution demo needs a very tiny physics time step for a proper simulation
-    SetPhysicsTimeStep(1.0/60.0/100 * 1000);
+    SetPhysicsTimeStep(1.0/60.0/100*1000);
+    
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -119,9 +119,9 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     ClosePhysics();       // Unitialize physics
     ClosePhysics();       // Unitialize physics
-    
+
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 7 - 7
examples/physac/physics_shatter.c

@@ -10,7 +10,7 @@
 *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
 *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
 *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
 *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
 *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
 *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
-*   
+*
 *   Copyright (c) 2016-2018 Victor Fisac
 *   Copyright (c) 2016-2018 Victor Fisac
 *
 *
 ********************************************************************************************/
 ********************************************************************************************/
@@ -21,12 +21,12 @@
 #define PHYSAC_NO_THREADS
 #define PHYSAC_NO_THREADS
 #include "physac.h"
 #include "physac.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
@@ -43,7 +43,7 @@ int main()
     // Create random polygon physics body to shatter
     // Create random polygon physics body to shatter
     CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
     CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -115,9 +115,9 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     ClosePhysics();       // Unitialize physics
     ClosePhysics();       // Unitialize physics
-    
+
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 19 - 19
examples/shaders/shaders_custom_uniform.c

@@ -24,13 +24,13 @@
     #define GLSL_VERSION            100
     #define GLSL_VERSION            100
 #endif
 #endif
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
-    
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
     SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
     SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
@@ -48,20 +48,20 @@ int main()
     model.materials[0].maps[MAP_DIFFUSE].texture = texture;                     // Set model diffuse texture
     model.materials[0].maps[MAP_DIFFUSE].texture = texture;                     // Set model diffuse texture
 
 
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                    // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                    // Set model position
-    
+
     // Load postprocessing shader
     // Load postprocessing shader
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
-    
+
     // Get variable (uniform) location on the shader to connect with the program
     // Get variable (uniform) location on the shader to connect with the program
     // NOTE: If uniform variable could not be found in the shader, function returns -1
     // NOTE: If uniform variable could not be found in the shader, function returns -1
     int swirlCenterLoc = GetShaderLocation(shader, "center");
     int swirlCenterLoc = GetShaderLocation(shader, "center");
-    
+
     float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
     float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
-    
+
     // Create a RenderTexture2D to be used for render to texture
     // Create a RenderTexture2D to be used for render to texture
     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
-    
+
     // Setup orbital camera
     // Setup orbital camera
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
 
 
@@ -80,7 +80,7 @@ int main()
 
 
         // Send new value to the shader to be used on drawing
         // Send new value to the shader to be used on drawing
         SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2);
         SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2);
-        
+
         UpdateCamera(&camera);              // Update camera
         UpdateCamera(&camera);              // Update camera
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
@@ -89,9 +89,9 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             BeginTextureMode(target);       // Enable drawing to texture
             BeginTextureMode(target);       // Enable drawing to texture
-            
+
                 ClearBackground(RAYWHITE);  // Clear texture background
                 ClearBackground(RAYWHITE);  // Clear texture background
 
 
                 BeginMode3D(camera);        // Begin 3d mode drawing
                 BeginMode3D(camera);        // Begin 3d mode drawing
@@ -101,21 +101,21 @@ int main()
                     DrawGrid(10, 1.0f);     // Draw a grid
                     DrawGrid(10, 1.0f);     // Draw a grid
 
 
                 EndMode3D();                // End 3d mode drawing, returns to orthographic 2d mode
                 EndMode3D();                // End 3d mode drawing, returns to orthographic 2d mode
-                
+
                 DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
                 DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
-            
+
             EndTextureMode();               // End drawing to texture (now we have a texture available for next passes)
             EndTextureMode();               // End drawing to texture (now we have a texture available for next passes)
-            
+
             BeginShaderMode(shader);
             BeginShaderMode(shader);
-            
+
                 // 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, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
                 DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
-            
+
             EndShaderMode();
             EndShaderMode();
-            
+
             // Draw some 2d text over drawn texture
             // Draw some 2d text over drawn texture
             DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
             DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
-            
+
             DrawFPS(10, 10);
             DrawFPS(10, 10);
 
 
         EndDrawing();
         EndDrawing();

+ 4 - 4
examples/shaders/shaders_eratosthenes.c

@@ -31,7 +31,7 @@
     #define GLSL_VERSION            100
     #define GLSL_VERSION            100
 #endif
 #endif
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -46,11 +46,11 @@ int main()
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // 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
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -64,7 +64,7 @@ int main()
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             BeginTextureMode(target);   // Enable drawing to texture
             BeginTextureMode(target);   // Enable drawing to texture
-                ClearBackground(BLACK);     // Clear the render texture
+                ClearBackground(BLACK); // Clear the render texture
 
 
                 // Draw a rectangle in shader mode to be used as shader canvas
                 // Draw a rectangle in shader mode to be used as shader canvas
                 // NOTE: Rectangle uses font white character texture coordinates,
                 // NOTE: Rectangle uses font white character texture coordinates,

+ 24 - 25
examples/shaders/shaders_julia_set.c

@@ -26,7 +26,7 @@
 
 
 // A few good julia sets
 // A few good julia sets
 const float POINTS_OF_INTEREST[6][2] =
 const float POINTS_OF_INTEREST[6][2] =
-{ 
+{
     { -0.348827, 0.607167 },
     { -0.348827, 0.607167 },
     { -0.786268, 0.169728 },
     { -0.786268, 0.169728 },
     { -0.8, 0.156 },
     { -0.8, 0.156 },
@@ -35,7 +35,7 @@ const float POINTS_OF_INTEREST[6][2] =
     { -0.70176, -0.3842 },
     { -0.70176, -0.3842 },
 };
 };
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -47,16 +47,16 @@ int main()
     // Load julia set shader
     // Load julia set shader
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION));
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION));
-    
+
     // c constant to use in z^2 + c
     // c constant to use in z^2 + c
     float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] };
     float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] };
-    
+
     // Offset and zoom to draw the julia set at. (centered on screen and default size)
     // Offset and zoom to draw the julia set at. (centered on screen and default size)
     float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 };
     float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 };
     float zoom = 1.0f;
     float zoom = 1.0f;
-    
+
     Vector2 offsetSpeed = { 0.0f, 0.0f };
     Vector2 offsetSpeed = { 0.0f, 0.0f };
-    
+
     // Get variable (uniform) locations on the shader to connect with the program
     // Get variable (uniform) locations on the shader to connect with the program
     // NOTE: If uniform variable could not be found in the shader, function returns -1
     // NOTE: If uniform variable could not be found in the shader, function returns -1
     int cLoc = GetShaderLocation(shader, "c");
     int cLoc = GetShaderLocation(shader, "c");
@@ -64,35 +64,34 @@ int main()
     int offsetLoc = GetShaderLocation(shader, "offset");
     int offsetLoc = GetShaderLocation(shader, "offset");
 
 
     // Tell the shader what the screen dimensions, zoom, offset and c are
     // Tell the shader what the screen dimensions, zoom, offset and c are
-    float screenDims[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
+    float screenDims[2] = { (float)screenWidth, (float)screenHeight };
     SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
     SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
-    
+
     SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
     SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
     SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
     SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
     SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
     SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
 
 
     // Create a RenderTexture2D to be used for render to texture
     // Create a RenderTexture2D to be used for render to texture
     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
-    
-    int incrementSpeed = 0;     // Multiplier of speed to change c value
-    bool showControls = true;   // Show controls
-    bool pause = false;         // Pause animation
 
 
-    SetTargetFPS(60);                       // Set the window to run at 60 frames-per-second
+    int incrementSpeed = 0;         // Multiplier of speed to change c value
+    bool showControls = true;       // Show controls
+    bool pause = false;             // Pause animation
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // 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
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-
         // Press [1 - 6] to reset c to a point of interest
         // Press [1 - 6] to reset c to a point of interest
-        if (IsKeyPressed(KEY_ONE) || 
-            IsKeyPressed(KEY_TWO) || 
-            IsKeyPressed(KEY_THREE) || 
-            IsKeyPressed(KEY_FOUR) || 
-            IsKeyPressed(KEY_FIVE) || 
+        if (IsKeyPressed(KEY_ONE) ||
+            IsKeyPressed(KEY_TWO) ||
+            IsKeyPressed(KEY_THREE) ||
+            IsKeyPressed(KEY_FOUR) ||
+            IsKeyPressed(KEY_FIVE) ||
             IsKeyPressed(KEY_SIX))
             IsKeyPressed(KEY_SIX))
         {
         {
             if (IsKeyPressed(KEY_ONE)) c[0] = POINTS_OF_INTEREST[0][0], c[1] = POINTS_OF_INTEREST[0][1];
             if (IsKeyPressed(KEY_ONE)) c[0] = POINTS_OF_INTEREST[0][0], c[1] = POINTS_OF_INTEREST[0][1];
@@ -107,7 +106,7 @@ int main()
 
 
         if (IsKeyPressed(KEY_SPACE)) pause = !pause;                 // Pause animation (c change)
         if (IsKeyPressed(KEY_SPACE)) pause = !pause;                 // Pause animation (c change)
         if (IsKeyPressed(KEY_F1)) showControls = !showControls;  // Toggle whether or not to show controls
         if (IsKeyPressed(KEY_F1)) showControls = !showControls;  // Toggle whether or not to show controls
-        
+
         if (!pause)
         if (!pause)
         {
         {
             if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
             if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
@@ -121,10 +120,10 @@ int main()
                 if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom*0.003f;
                 if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom*0.003f;
 
 
                 Vector2 mousePos = GetMousePosition();
                 Vector2 mousePos = GetMousePosition();
-                
+
                 offsetSpeed.x = mousePos.x -(float)screenWidth/2;
                 offsetSpeed.x = mousePos.x -(float)screenWidth/2;
                 offsetSpeed.y = mousePos.y -(float)screenHeight/2;
                 offsetSpeed.y = mousePos.y -(float)screenHeight/2;
-                
+
                 // Slowly move camera to targetOffset
                 // Slowly move camera to targetOffset
                 offset[0] += GetFrameTime()*offsetSpeed.x*0.8f;
                 offset[0] += GetFrameTime()*offsetSpeed.x*0.8f;
                 offset[1] += GetFrameTime()*offsetSpeed.y*0.8f;
                 offset[1] += GetFrameTime()*offsetSpeed.y*0.8f;
@@ -148,7 +147,7 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(BLACK);         // Clear the screen of the previous frame.
             ClearBackground(BLACK);         // Clear the screen of the previous frame.
-            
+
             // Using a render texture to draw Julia set
             // Using a render texture to draw Julia set
             BeginTextureMode(target);       // Enable drawing to texture
             BeginTextureMode(target);       // Enable drawing to texture
                 ClearBackground(BLACK);     // Clear the render texture
                 ClearBackground(BLACK);     // Clear the render texture
@@ -165,7 +164,7 @@ int main()
             BeginShaderMode(shader);
             BeginShaderMode(shader);
                 DrawTexture(target.texture, 0, 0, WHITE);
                 DrawTexture(target.texture, 0, 0, WHITE);
             EndShaderMode();
             EndShaderMode();
-                
+
             if (showControls)
             if (showControls)
             {
             {
                 DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);
                 DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);

+ 8 - 11
examples/shaders/shaders_model_shader.c

@@ -24,13 +24,13 @@
     #define GLSL_VERSION            100
     #define GLSL_VERSION            100
 #endif
 #endif
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
-    
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
     SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
     SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
@@ -45,16 +45,16 @@ int main()
 
 
     Model model = LoadModel("resources/models/watermill.obj");                   // Load OBJ model
     Model model = LoadModel("resources/models/watermill.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png");   // Load model texture
     Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png");   // Load model texture
-    
+
     // Load shader for model
     // Load shader for model
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
 
 
     model.materials[0].shader = shader;                     // Set shader effect to 3d model
     model.materials[0].shader = shader;                     // Set shader effect to 3d model
     model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
     model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
-    
+
     Vector3 position = { 0.0f, 0.0f, 0.0f };    // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };    // Set model position
-    
+
     SetCameraMode(camera, CAMERA_FREE);         // Set an orbital camera mode
     SetCameraMode(camera, CAMERA_FREE);         // Set an orbital camera mode
 
 
     SetTargetFPS(60);                           // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);                           // Set our game to run at 60 frames-per-second
@@ -81,11 +81,8 @@ int main()
                 DrawGrid(10, 1.0f);     // Draw a grid
                 DrawGrid(10, 1.0f);     // Draw a grid
 
 
             EndMode3D();
             EndMode3D();
-            
+
             DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
             DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
-            
-            DrawText(FormatText("Camera position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
-            DrawText(FormatText("Camera target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
 
 
             DrawFPS(10, 10);
             DrawFPS(10, 10);
 
 

+ 5 - 5
examples/shaders/shaders_palette_switch.c

@@ -69,12 +69,12 @@ static const char *paletteText[] = {
     "RKBV (2-strip film)"
     "RKBV (2-strip film)"
 };
 };
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch");
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch");
 
 
@@ -117,7 +117,7 @@ int main()
 
 
             BeginShaderMode(shader);
             BeginShaderMode(shader);
 
 
-                for (int i = 0; i < COLORS_PER_PALETTE; i++) 
+                for (int i = 0; i < COLORS_PER_PALETTE; i++)
                 {
                 {
                     // Draw horizontal screen-wide rectangles with increasing "palette index"
                     // Draw horizontal screen-wide rectangles with increasing "palette index"
                     // The used palette index is encoded in the RGB components of the pixel
                     // The used palette index is encoded in the RGB components of the pixel
@@ -129,7 +129,7 @@ int main()
             DrawText("< >", 10, 10, 30, DARKBLUE);
             DrawText("< >", 10, 10, 30, DARKBLUE);
             DrawText("CURRENT PALETTE:", 60, 15, 20, RAYWHITE);
             DrawText("CURRENT PALETTE:", 60, 15, 20, RAYWHITE);
             DrawText(paletteText[currentPalette], 300, 15, 20, RED);
             DrawText(paletteText[currentPalette], 300, 15, 20, RED);
-            
+
             DrawFPS(700, 15);
             DrawFPS(700, 15);
 
 
         EndDrawing();
         EndDrawing();

+ 22 - 22
examples/shaders/shaders_postprocessing.c

@@ -58,31 +58,31 @@ static const char *postproShaderText[] = {
     //"FXAA"
     //"FXAA"
 };
 };
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
-    
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
     SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
     SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
 
 
     // Define the camera to look into our 3d world
     // Define the camera to look into our 3d world
     Camera camera = {{ 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
     Camera camera = {{ 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
-    
+
     Model model = LoadModel("resources/models/church.obj");                 // Load OBJ model
     Model model = LoadModel("resources/models/church.obj");                 // Load OBJ model
     Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
     Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
     model.materials[0].maps[MAP_DIFFUSE].texture = texture;                     // Set model diffuse texture
     model.materials[0].maps[MAP_DIFFUSE].texture = texture;                     // Set model diffuse texture
 
 
     Vector3 position = { 0.0f, 0.0f, 0.0f };                             // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };                             // Set model position
-    
+
     // Load all postpro shaders
     // Load all postpro shaders
     // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
     // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
     // NOTE 2: We load the correct shader depending on GLSL version
     // NOTE 2: We load the correct shader depending on GLSL version
     Shader shaders[MAX_POSTPRO_SHADERS];
     Shader shaders[MAX_POSTPRO_SHADERS];
-    
+
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
     shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
     shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
     shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
@@ -96,12 +96,12 @@ int main()
     shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
     shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
     shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
     shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
     shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
     shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
-    
+
     int currentShader = FX_GRAYSCALE;
     int currentShader = FX_GRAYSCALE;
 
 
     // Create a RenderTexture2D to be used for render to texture
     // Create a RenderTexture2D to be used for render to texture
     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
-    
+
     // Setup orbital camera
     // Setup orbital camera
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
 
 
@@ -114,10 +114,10 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera);              // Update camera
         UpdateCamera(&camera);              // Update camera
-        
+
         if (IsKeyPressed(KEY_RIGHT)) currentShader++;
         if (IsKeyPressed(KEY_RIGHT)) currentShader++;
         else if (IsKeyPressed(KEY_LEFT)) currentShader--;
         else if (IsKeyPressed(KEY_LEFT)) currentShader--;
-        
+
         if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
         if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
         else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
         else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -129,7 +129,7 @@ int main()
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             BeginTextureMode(target);       // Enable drawing to texture
             BeginTextureMode(target);       // Enable drawing to texture
-            
+
                 ClearBackground(RAYWHITE);  // Clear texture background
                 ClearBackground(RAYWHITE);  // Clear texture background
 
 
                 BeginMode3D(camera);        // Begin 3d mode drawing
                 BeginMode3D(camera);        // Begin 3d mode drawing
@@ -139,26 +139,26 @@ int main()
                     DrawGrid(10, 1.0f);     // Draw a grid
                     DrawGrid(10, 1.0f);     // Draw a grid
 
 
                 EndMode3D();                // End 3d mode drawing, returns to orthographic 2d mode
                 EndMode3D();                // End 3d mode drawing, returns to orthographic 2d mode
-                
+
             EndTextureMode();               // End drawing to texture (now we have a texture available for next passes)
             EndTextureMode();               // End drawing to texture (now we have a texture available for next passes)
-            
+
             // Render previously generated texture using selected postpro shader
             // Render previously generated texture using selected postpro shader
             BeginShaderMode(shaders[currentShader]);
             BeginShaderMode(shaders[currentShader]);
-            
+
                 // 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, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
                 DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
-                
+
             EndShaderMode();
             EndShaderMode();
-            
+
             // Draw 2d shapes and text over drawn texture
             // Draw 2d shapes and text over drawn texture
             DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
             DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
-            
+
             DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
             DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
-            
+
             DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
             DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
             DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
             DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
             DrawText("< >", 540, 10, 30, DARKBLUE);
             DrawText("< >", 540, 10, 30, DARKBLUE);
-            
+
             DrawFPS(700, 15);
             DrawFPS(700, 15);
 
 
         EndDrawing();
         EndDrawing();
@@ -167,10 +167,10 @@ int main()
 
 
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     // Unload all postpro shaders
     // Unload all postpro shaders
     for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
     for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
-    
+
     UnloadTexture(texture);         // Unload texture
     UnloadTexture(texture);         // Unload texture
     UnloadModel(model);             // Unload model
     UnloadModel(model);             // Unload model
     UnloadRenderTexture(target);    // Unload render texture
     UnloadRenderTexture(target);    // Unload render texture

+ 6 - 6
examples/shaders/shaders_raymarching.c

@@ -24,13 +24,13 @@
     #define GLSL_VERSION            100
     #define GLSL_VERSION            100
 #endif
 #endif
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
-    
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
 
 
     Camera camera = { 0 };
     Camera camera = { 0 };
@@ -44,7 +44,7 @@ int main()
     // Load raymarching shader
     // Load raymarching shader
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
-    
+
     // Get shader locations for required uniforms
     // Get shader locations for required uniforms
     int viewEyeLoc = GetShaderLocation(shader, "viewEye");
     int viewEyeLoc = GetShaderLocation(shader, "viewEye");
     int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
     int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
@@ -72,7 +72,7 @@ int main()
         float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
         float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
         float cameraUp[3] = { camera.up.x, camera.up.y, camera.up.z };
         float cameraUp[3] = { camera.up.x, camera.up.y, camera.up.z };
 
 
-        float deltaTime = GetFrameTime();  
+        float deltaTime = GetFrameTime();
         runTime += deltaTime;
         runTime += deltaTime;
 
 
         // Set shader required uniform values
         // Set shader required uniform values

+ 18 - 18
examples/shaders/shaders_shapes_textures.c

@@ -24,23 +24,23 @@
     #define GLSL_VERSION            100
     #define GLSL_VERSION            100
 #endif
 #endif
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
-    
+
     Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
     Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
 
 
     // Load shader to be used on some parts drawing
     // Load shader to be used on some parts drawing
-    // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version 
+    // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
     // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -56,19 +56,19 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             // Start drawing with default shader
             // Start drawing with default shader
 
 
             DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
             DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
-            
+
             DrawCircle(80, 120, 35, DARKBLUE);
             DrawCircle(80, 120, 35, DARKBLUE);
             DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
             DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
             DrawCircleLines(80, 340, 80, DARKBLUE);
             DrawCircleLines(80, 340, 80, DARKBLUE);
 
 
-            
+
             // Activate our custom shader to be applied on next shapes/textures drawings
             // Activate our custom shader to be applied on next shapes/textures drawings
             BeginShaderMode(shader);
             BeginShaderMode(shader);
-            
+
                 DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
                 DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
 
 
                 DrawRectangle(250 - 60, 90, 120, 60, RED);
                 DrawRectangle(250 - 60, 90, 120, 60, RED);
@@ -77,29 +77,29 @@ int main()
 
 
             // Activate our default shader for next drawings
             // Activate our default shader for next drawings
             EndShaderMode();
             EndShaderMode();
-            
+
             DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
             DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
-            
+
             DrawTriangle((Vector2){430, 80},
             DrawTriangle((Vector2){430, 80},
                          (Vector2){430 - 60, 150},
                          (Vector2){430 - 60, 150},
                          (Vector2){430 + 60, 150}, VIOLET);
                          (Vector2){430 + 60, 150}, VIOLET);
-                         
+
             DrawTriangleLines((Vector2){430, 160},
             DrawTriangleLines((Vector2){430, 160},
                               (Vector2){430 - 20, 230},
                               (Vector2){430 - 20, 230},
                               (Vector2){430 + 20, 230}, DARKBLUE);
                               (Vector2){430 + 20, 230}, DARKBLUE);
 
 
             DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
             DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
-            
+
             // Activate our custom shader to be applied on next shapes/textures drawings
             // Activate our custom shader to be applied on next shapes/textures drawings
             BeginShaderMode(shader);
             BeginShaderMode(shader);
 
 
                 DrawTexture(fudesumi, 500, -30, WHITE);    // Using custom shader
                 DrawTexture(fudesumi, 500, -30, WHITE);    // Using custom shader
-            
+
             // Activate our default shader for next drawings
             // Activate our default shader for next drawings
             EndShaderMode();
             EndShaderMode();
-            
+
             DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
             DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
@@ -108,7 +108,7 @@ int main()
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     UnloadShader(shader);       // Unload shader
     UnloadShader(shader);       // Unload shader
     UnloadTexture(fudesumi);    // Unload texture
     UnloadTexture(fudesumi);    // Unload texture
-    
+
     CloseWindow();              // Close window and OpenGL context
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 10 - 9
examples/shaders/shaders_texture_drawing.c

@@ -21,12 +21,12 @@
     #define GLSL_VERSION            100
     #define GLSL_VERSION            100
 #endif
 #endif
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
 
 
@@ -41,17 +41,18 @@ int main()
     int timeLoc = GetShaderLocation(shader, "uTime");
     int timeLoc = GetShaderLocation(shader, "uTime");
     SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
     SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
 
 
-    SetTargetFPS(60);
-    //--------------------------------------------------------------------------------------
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
+    // -------------------------------------------------------------------------------------------------------------
 
 
-    while (!WindowShouldClose())
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         time = GetTime();
         time = GetTime();
         SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
         SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
@@ -61,13 +62,13 @@ int main()
             BeginShaderMode(shader);    // Enable our custom shader for next shapes/textures drawings
             BeginShaderMode(shader);    // Enable our custom shader for next shapes/textures drawings
                 DrawTexture(texture, 0, 0, WHITE);  // Drawing BLANK texture, all magic happens on shader
                 DrawTexture(texture, 0, 0, WHITE);  // Drawing BLANK texture, all magic happens on shader
             EndShaderMode();            // Disable our custom shader, return to default shader
             EndShaderMode();            // Disable our custom shader, return to default shader
-            
+
             DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
             DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
 
 
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
-    
+
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     UnloadShader(shader);
     UnloadShader(shader);

+ 11 - 14
examples/shaders/shaders_texture_waves.c

@@ -26,10 +26,7 @@
     #define GLSL_VERSION            100
     #define GLSL_VERSION            100
 #endif
 #endif
 
 
-// -------------------------------------------------------------------------------------------------------------
-// Main Entry point
-// -------------------------------------------------------------------------------------------------------------
-int main() 
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -69,13 +66,13 @@ int main()
 	SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
 	SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
 	SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
 	SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
 
 
-	float seconds = 0.0f;
-    
-    SetTargetFPS(60);
-	// -------------------------------------------------------------------------------------------------------------
-    
+    float seconds = 0.0f;
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
+    // -------------------------------------------------------------------------------------------------------------
+
     // 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
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -86,9 +83,9 @@ int main()
 
 
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-		BeginDrawing();
+        BeginDrawing();
 
 
-			ClearBackground(RAYWHITE);
+            ClearBackground(RAYWHITE);
 
 
 			BeginShaderMode(shader);
 			BeginShaderMode(shader);
             
             
@@ -97,7 +94,7 @@ int main()
                 
                 
 			EndShaderMode();
 			EndShaderMode();
 
 
-		EndDrawing();
+        EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
@@ -109,5 +106,5 @@ int main()
     CloseWindow();              // Close window and OpenGL context
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
-	return 0;
+    return 0;
 }
 }

+ 5 - 5
examples/shapes/shapes_basic_shapes.c

@@ -11,16 +11,16 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 17 - 17
examples/shapes/shapes_bouncing_ball.c

@@ -11,58 +11,58 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //---------------------------------------------------------
     //---------------------------------------------------------
     const int screenWidth = 800;
     const int screenWidth = 800;
     const int screenHeight = 450;
     const int screenHeight = 450;
-    
+
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
-    
-	Vector2 ballPosition = { GetScreenWidth()/2, GetScreenHeight()/2 };
-	Vector2 ballSpeed = { 5.0f, 4.0f };
-	int ballRadius = 20;
-    
+
+    Vector2 ballPosition = { GetScreenWidth()/2, GetScreenHeight()/2 };
+    Vector2 ballSpeed = { 5.0f, 4.0f };
+    int ballRadius = 20;
+
     bool pause = 0;
     bool pause = 0;
     int framesCounter = 0;
     int framesCounter = 0;
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //----------------------------------------------------------
     //----------------------------------------------------------
-    
+
     // 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 (IsKeyPressed(KEY_SPACE)) pause = !pause;
         if (IsKeyPressed(KEY_SPACE)) pause = !pause;
-        
+
         if (!pause)
         if (!pause)
         {
         {
             ballPosition.x += ballSpeed.x;
             ballPosition.x += ballSpeed.x;
             ballPosition.y += ballSpeed.y;
             ballPosition.y += ballSpeed.y;
-            
+
             // Check walls collision for bouncing
             // Check walls collision for bouncing
             if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
             if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
             if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
             if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
         }
         }
         else framesCounter++;
         else framesCounter++;
         //-----------------------------------------------------
         //-----------------------------------------------------
-        
+
         // Draw
         // Draw
         //-----------------------------------------------------
         //-----------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawCircleV(ballPosition, ballRadius, MAROON);
             DrawCircleV(ballPosition, ballRadius, MAROON);
             DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
             DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
-            
+
             // On pause, we draw a blinking message
             // On pause, we draw a blinking message
             if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
             if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
 
 
             DrawFPS(10, 10);
             DrawFPS(10, 10);
-        
+
         EndDrawing();
         EndDrawing();
         //-----------------------------------------------------
         //-----------------------------------------------------
     }
     }
@@ -71,6 +71,6 @@ int main()
     //---------------------------------------------------------
     //---------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //----------------------------------------------------------
     //----------------------------------------------------------
-    
+
     return 0;
     return 0;
 }
 }

+ 43 - 43
examples/shapes/shapes_collision_area.c

@@ -12,89 +12,89 @@
 #include "raylib.h"
 #include "raylib.h"
 #include <stdlib.h>     // Required for abs()
 #include <stdlib.h>     // Required for abs()
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //---------------------------------------------------------
     //---------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
-    
+
     // Box A: Moving box
     // Box A: Moving box
     Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 };
     Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 };
-	int boxASpeedX = 4;
-	
+    int boxASpeedX = 4;
+
     // Box B: Mouse moved box
     // Box B: Mouse moved box
     Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 30, 60, 60 };
     Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 30, 60, 60 };
-    
-    Rectangle boxCollision = { 0 };       // Collision rectangle
-    
+
+    Rectangle boxCollision = { 0 }; // Collision rectangle
+
     int screenUpperLimit = 40;      // Top menu limits
     int screenUpperLimit = 40;      // Top menu limits
-    
-	bool pause = false;             // Movement pause
-	bool collision = false;         // Collision detection
-    
-    SetTargetFPS(60);
+
+    bool pause = false;             // Movement pause
+    bool collision = false;         // Collision detection
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //----------------------------------------------------------
     //----------------------------------------------------------
-    
+
     // 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
         //-----------------------------------------------------
         //-----------------------------------------------------
         // Move box if not paused
         // Move box if not paused
-		if (!pause) boxA.x += boxASpeedX;
-        
+        if (!pause) boxA.x += boxASpeedX;
+
         // Bounce box on x screen limits
         // Bounce box on x screen limits
-		if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
-		
-		// Update player-controlled-box (box02)
-		boxB.x = GetMouseX() - boxB.width/2;
-		boxB.y = GetMouseY() - boxB.height/2;
-		
+        if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
+
+        // Update player-controlled-box (box02)
+        boxB.x = GetMouseX() - boxB.width/2;
+        boxB.y = GetMouseY() - boxB.height/2;
+
         // Make sure Box B does not go out of move area limits
         // Make sure Box B does not go out of move area limits
-		if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
-		else if (boxB.x <= 0) boxB.x = 0;
-		
-		if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
-		else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit;
-        
+        if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
+        else if (boxB.x <= 0) boxB.x = 0;
+
+        if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
+        else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit;
+
         // Check boxes collision
         // Check boxes collision
         collision = CheckCollisionRecs(boxA, boxB);
         collision = CheckCollisionRecs(boxA, boxB);
-		
-		// Get collision rectangle (only on collision)
-		if (collision) boxCollision = GetCollisionRec(boxA, boxB);
-		
+
+        // Get collision rectangle (only on collision)
+        if (collision) boxCollision = GetCollisionRec(boxA, boxB);
+
         // Pause Box A movement
         // Pause Box A movement
-		if (IsKeyPressed(KEY_SPACE)) pause = !pause;
+        if (IsKeyPressed(KEY_SPACE)) pause = !pause;
         //-----------------------------------------------------
         //-----------------------------------------------------
-        
+
         // Draw
         // Draw
         //-----------------------------------------------------
         //-----------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
             DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
 
 
             DrawRectangleRec(boxA, GOLD);
             DrawRectangleRec(boxA, GOLD);
             DrawRectangleRec(boxB, BLUE);
             DrawRectangleRec(boxB, BLUE);
-            
+
             if (collision)
             if (collision)
             {
             {
                 // Draw collision area
                 // Draw collision area
                 DrawRectangleRec(boxCollision, LIME);
                 DrawRectangleRec(boxCollision, LIME);
-                
+
                 // Draw collision message
                 // Draw collision message
                 DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
                 DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
-                
+
                 // Draw collision area
                 // Draw collision area
                 DrawText(FormatText("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
                 DrawText(FormatText("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
-            }     
+            }
 
 
             DrawFPS(10, 10);
             DrawFPS(10, 10);
-        
+
         EndDrawing();
         EndDrawing();
         //-----------------------------------------------------
         //-----------------------------------------------------
     }
     }
@@ -103,6 +103,6 @@ int main()
     //---------------------------------------------------------
     //---------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //----------------------------------------------------------
     //----------------------------------------------------------
-    
+
     return 0;
     return 0;
 }
 }

+ 10 - 10
examples/shapes/shapes_colors_palette.c

@@ -13,7 +13,7 @@
 
 
 #define MAX_COLORS_COUNT    21          // Number of colors available
 #define MAX_COLORS_COUNT    21          // Number of colors available
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -22,14 +22,14 @@ int main()
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - colors palette");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - colors palette");
 
 
-    Color colors[MAX_COLORS_COUNT] = { 
+    Color colors[MAX_COLORS_COUNT] = {
         DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
         DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
         GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
         GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
         GREEN, SKYBLUE, PURPLE, BEIGE };
         GREEN, SKYBLUE, PURPLE, BEIGE };
-                         
-    const char *colorNames[MAX_COLORS_COUNT] = { 
-        "DARKGRAY", "MAROON", "ORANGE", "DARKGREEN", "DARKBLUE", "DARKPURPLE", 
-        "DARKBROWN", "GRAY", "RED", "GOLD", "LIME", "BLUE", "VIOLET", "BROWN", 
+
+    const char *colorNames[MAX_COLORS_COUNT] = {
+        "DARKGRAY", "MAROON", "ORANGE", "DARKGREEN", "DARKBLUE", "DARKPURPLE",
+        "DARKBROWN", "GRAY", "RED", "GOLD", "LIME", "BLUE", "VIOLET", "BROWN",
         "LIGHTGRAY", "PINK", "YELLOW", "GREEN", "SKYBLUE", "PURPLE", "BEIGE" };
         "LIGHTGRAY", "PINK", "YELLOW", "GREEN", "SKYBLUE", "PURPLE", "BEIGE" };
 
 
     Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 };     // Rectangles array
     Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 };     // Rectangles array
@@ -69,19 +69,19 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawText("raylib colors palette", 28, 42, 20, BLACK);
             DrawText("raylib colors palette", 28, 42, 20, BLACK);
             DrawText("press SPACE to see all colors", GetScreenWidth() - 180, GetScreenHeight() - 40, 10, GRAY);
             DrawText("press SPACE to see all colors", GetScreenWidth() - 180, GetScreenHeight() - 40, 10, GRAY);
 
 
             for (int i = 0; i < MAX_COLORS_COUNT; i++)    // Draw all rectangles
             for (int i = 0; i < MAX_COLORS_COUNT; i++)    // Draw all rectangles
             {
             {
                 DrawRectangleRec(colorsRecs[i], Fade(colors[i], colorState[i]? 0.6f : 1.0f));
                 DrawRectangleRec(colorsRecs[i], Fade(colors[i], colorState[i]? 0.6f : 1.0f));
-                
-                if (IsKeyDown(KEY_SPACE) || colorState[i]) 
+
+                if (IsKeyDown(KEY_SPACE) || colorState[i])
                 {
                 {
                     DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + colorsRecs[i].height - 26, colorsRecs[i].width, 20, BLACK);
                     DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + colorsRecs[i].height - 26, colorsRecs[i].width, 20, BLACK);
                     DrawRectangleLinesEx(colorsRecs[i], 6, Fade(BLACK, 0.3f));
                     DrawRectangleLinesEx(colorsRecs[i], 6, Fade(BLACK, 0.3f));
-                    DrawText(colorNames[i], colorsRecs[i].x + colorsRecs[i].width - MeasureText(colorNames[i], 10) - 12, 
+                    DrawText(colorNames[i], colorsRecs[i].x + colorsRecs[i].width - MeasureText(colorNames[i], 10) - 12,
                              colorsRecs[i].y + colorsRecs[i].height - 20, 10, colors[i]);
                              colorsRecs[i].y + colorsRecs[i].height - 20, 10, colors[i]);
                 }
                 }
             }
             }

+ 2 - 2
examples/shapes/shapes_draw_circle_sector.c

@@ -16,7 +16,7 @@
 #define RAYGUI_IMPLEMENTATION
 #define RAYGUI_IMPLEMENTATION
 #include "raygui.h"                 // Required for GUI controls
 #include "raygui.h"                 // Required for GUI controls
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -32,7 +32,7 @@ int main()
     int endAngle = 180;
     int endAngle = 180;
     int segments = 0;
     int segments = 0;
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 11 - 11
examples/shapes/shapes_draw_rectangle_rounded.c

@@ -30,12 +30,12 @@ int main(void)
     int height = 100;
     int height = 100;
     int segments = 0;
     int segments = 0;
     int lineThick = 1;
     int lineThick = 1;
-    
+
     bool drawRect = false;
     bool drawRect = false;
     bool drawRoundedRect = true;
     bool drawRoundedRect = true;
     bool drawRoundedLines = false;
     bool drawRoundedLines = false;
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -45,20 +45,20 @@ int main(void)
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         Rectangle rec = { (GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2, width, height };
         Rectangle rec = { (GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2, width, height };
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-        
+
             DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
             DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
             DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
             DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
 
 
             if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6));
             if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6));
             if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2));
             if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2));
             if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, lineThick, Fade(MAROON, 0.4));
             if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, lineThick, Fade(MAROON, 0.4));
-        
+
             // Draw GUI controls
             // Draw GUI controls
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
             width = GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", width, 0, GetScreenWidth() - 300, true );
             width = GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", width, 0, GetScreenWidth() - 300, true );
@@ -66,22 +66,22 @@ int main(void)
             roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", roundness, 0.0f, 1.0f, true);
             roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", roundness, 0.0f, 1.0f, true);
             lineThick = GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", lineThick, 0, 20, true);
             lineThick = GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", lineThick, 0, 20, true);
             segments = GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", segments, 0, 60, true);
             segments = GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", segments, 0, 60, true);
-            
+
             drawRoundedRect = GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", drawRoundedRect);
             drawRoundedRect = GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", drawRoundedRect);
             drawRoundedLines = GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", drawRoundedLines);
             drawRoundedLines = GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", drawRoundedLines);
             drawRect = GuiCheckBox((Rectangle){ 640, 380, 20, 20}, "DrawRect", drawRect);
             drawRect = GuiCheckBox((Rectangle){ 640, 380, 20, 20}, "DrawRect", drawRect);
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
-            
+
             DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 640, 280, 10, (segments >= 4)? MAROON : DARKGRAY);
             DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 640, 280, 10, (segments >= 4)? MAROON : DARKGRAY);
-            
+
             DrawFPS(10, 10);
             DrawFPS(10, 10);
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------  
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 15 - 15
examples/shapes/shapes_draw_ring.c

@@ -16,7 +16,7 @@
 #define RAYGUI_IMPLEMENTATION
 #define RAYGUI_IMPLEMENTATION
 #include "raygui.h"                 // Required for GUI controls
 #include "raygui.h"                 // Required for GUI controls
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -29,16 +29,16 @@ int main()
 
 
     float innerRadius = 80.0f;
     float innerRadius = 80.0f;
     float outerRadius = 190.0f;
     float outerRadius = 190.0f;
-    
+
     int startAngle = 0;
     int startAngle = 0;
     int endAngle = 360;
     int endAngle = 360;
     int segments = 0;
     int segments = 0;
-    
+
     bool drawRing = true;
     bool drawRing = true;
     bool drawRingLines = false;
     bool drawRingLines = false;
     bool drawCircleLines = false;
     bool drawCircleLines = false;
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -48,13 +48,13 @@ int main()
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         // NOTE: All variables update happens inside GUI control functions
         // NOTE: All variables update happens inside GUI control functions
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
             DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
             DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
             DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
 
 
@@ -66,27 +66,27 @@ int main()
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
             startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", startAngle, -450, 450, true);
             startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", startAngle, -450, 450, true);
             endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", endAngle, -450, 450, true);
             endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", endAngle, -450, 450, true);
-            
+
             innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", innerRadius, 0, 100, true);
             innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", innerRadius, 0, 100, true);
             outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", outerRadius, 0, 200, true);
             outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", outerRadius, 0, 200, true);
-            
+
             segments = GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", segments, 0, 100, true);
             segments = GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", segments, 0, 100, true);
-            
+
             drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing);
             drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing);
             drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines);
             drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines);
             drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines);
             drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines);
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
-            
+
             DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= 4)? MAROON : DARKGRAY);
             DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= 4)? MAROON : DARKGRAY);
-            
+
             DrawFPS(10, 10);
             DrawFPS(10, 10);
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------  
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 14 - 14
examples/shapes/shapes_easings_ball_anim.c

@@ -11,9 +11,9 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-#include "easings.h"            // Required for easing functions
+#include "easings.h"                // Required for easing functions
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -21,16 +21,16 @@ int main()
     const int screenHeight = 450;
     const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
-    
+
     // Ball variable value to be animated with easings
     // Ball variable value to be animated with easings
     int ballPositionX = -100;
     int ballPositionX = -100;
     int ballRadius = 20;
     int ballRadius = 20;
     float ballAlpha = 0.0f;
     float ballAlpha = 0.0f;
-    
+
     int state = 0;
     int state = 0;
     int framesCounter = 0;
     int framesCounter = 0;
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -42,7 +42,7 @@ int main()
         {
         {
             framesCounter++;
             framesCounter++;
             ballPositionX = EaseElasticOut(framesCounter, -100, screenWidth/2 + 100, 120);
             ballPositionX = EaseElasticOut(framesCounter, -100, screenWidth/2 + 100, 120);
-            
+
             if (framesCounter >= 120)
             if (framesCounter >= 120)
             {
             {
                 framesCounter = 0;
                 framesCounter = 0;
@@ -53,7 +53,7 @@ int main()
         {
         {
             framesCounter++;
             framesCounter++;
             ballRadius = EaseElasticIn(framesCounter, 20, 500, 200);
             ballRadius = EaseElasticIn(framesCounter, 20, 500, 200);
-            
+
             if (framesCounter >= 200)
             if (framesCounter >= 200)
             {
             {
                 framesCounter = 0;
                 framesCounter = 0;
@@ -64,7 +64,7 @@ int main()
         {
         {
             framesCounter++;
             framesCounter++;
             ballAlpha = EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
             ballAlpha = EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
-            
+
             if (framesCounter >= 200)
             if (framesCounter >= 200)
             {
             {
                 framesCounter = 0;
                 framesCounter = 0;
@@ -73,7 +73,7 @@ int main()
         }
         }
         else if (state == 3)        // Reset state to play again
         else if (state == 3)        // Reset state to play again
         {
         {
-            if (IsKeyPressed(KEY_ENTER)) 
+            if (IsKeyPressed(KEY_ENTER))
             {
             {
                 // Reset required variables to play again
                 // Reset required variables to play again
                 ballPositionX = -100;
                 ballPositionX = -100;
@@ -82,7 +82,7 @@ int main()
                 state = 0;
                 state = 0;
             }
             }
         }
         }
-        
+
         if (IsKeyPressed(KEY_R)) framesCounter = 0;
         if (IsKeyPressed(KEY_R)) framesCounter = 0;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
@@ -94,15 +94,15 @@ int main()
 
 
             if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
             if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
             DrawCircle(ballPositionX, 200, ballRadius, Fade(RED, 1.0f - ballAlpha));
             DrawCircle(ballPositionX, 200, ballRadius, Fade(RED, 1.0f - ballAlpha));
-            
+
             if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK);
             if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK);
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 18 - 18
examples/shapes/shapes_easings_box_anim.c

@@ -13,7 +13,7 @@
 
 
 #include "easings.h"            // Required for easing functions
 #include "easings.h"            // Required for easing functions
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -21,16 +21,16 @@ int main()
     const int screenHeight = 450;
     const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
-    
+
     // Box variables to be animated with easings
     // Box variables to be animated with easings
     Rectangle rec = { GetScreenWidth()/2, -100, 100, 100 };
     Rectangle rec = { GetScreenWidth()/2, -100, 100, 100 };
     float rotation = 0.0f;
     float rotation = 0.0f;
     float alpha = 1.0f;
     float alpha = 1.0f;
-    
+
     int state = 0;
     int state = 0;
     int framesCounter = 0;
     int framesCounter = 0;
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -43,12 +43,12 @@ int main()
             case 0:     // Move box down to center of screen
             case 0:     // Move box down to center of screen
             {
             {
                 framesCounter++;
                 framesCounter++;
-                
+
                 // NOTE: Remember that 3rd parameter of easing function refers to
                 // NOTE: Remember that 3rd parameter of easing function refers to
                 // desired value variation, do not confuse it with expected final value!
                 // desired value variation, do not confuse it with expected final value!
                 rec.y = EaseElasticOut(framesCounter, -100, GetScreenHeight()/2 + 100, 120);
                 rec.y = EaseElasticOut(framesCounter, -100, GetScreenHeight()/2 + 100, 120);
 
 
-                if (framesCounter >= 120) 
+                if (framesCounter >= 120)
                 {
                 {
                     framesCounter = 0;
                     framesCounter = 0;
                     state = 1;
                     state = 1;
@@ -59,8 +59,8 @@ int main()
                 framesCounter++;
                 framesCounter++;
                 rec.height = EaseBounceOut(framesCounter, 100, -90, 120);
                 rec.height = EaseBounceOut(framesCounter, 100, -90, 120);
                 rec.width = EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120);
                 rec.width = EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120);
-                
-                if (framesCounter >= 120) 
+
+                if (framesCounter >= 120)
                 {
                 {
                     framesCounter = 0;
                     framesCounter = 0;
                     state = 2;
                     state = 2;
@@ -70,8 +70,8 @@ int main()
             {
             {
                 framesCounter++;
                 framesCounter++;
                 rotation = EaseQuadOut(framesCounter, 0.0f, 270.0f, 240);
                 rotation = EaseQuadOut(framesCounter, 0.0f, 270.0f, 240);
-                
-                if (framesCounter >= 240) 
+
+                if (framesCounter >= 240)
                 {
                 {
                     framesCounter = 0;
                     framesCounter = 0;
                     state = 3;
                     state = 3;
@@ -81,8 +81,8 @@ int main()
             {
             {
                 framesCounter++;
                 framesCounter++;
                 rec.height = EaseCircOut(framesCounter, 10, GetScreenWidth(), 120);
                 rec.height = EaseCircOut(framesCounter, 10, GetScreenWidth(), 120);
-                
-                if (framesCounter >= 120) 
+
+                if (framesCounter >= 120)
                 {
                 {
                     framesCounter = 0;
                     framesCounter = 0;
                     state = 4;
                     state = 4;
@@ -92,7 +92,7 @@ int main()
             {
             {
                 framesCounter++;
                 framesCounter++;
                 alpha = EaseSineOut(framesCounter, 1.0f, -1.0f, 160);
                 alpha = EaseSineOut(framesCounter, 1.0f, -1.0f, 160);
-                
+
                 if (framesCounter >= 160)
                 if (framesCounter >= 160)
                 {
                 {
                     framesCounter = 0;
                     framesCounter = 0;
@@ -101,7 +101,7 @@ int main()
             } break;
             } break;
             default: break;
             default: break;
         }
         }
-        
+
         // Reset animation at any moment
         // Reset animation at any moment
         if (IsKeyPressed(KEY_SPACE))
         if (IsKeyPressed(KEY_SPACE))
         {
         {
@@ -112,7 +112,7 @@ int main()
             framesCounter = 0;
             framesCounter = 0;
         }
         }
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
@@ -120,7 +120,7 @@ int main()
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             DrawRectanglePro(rec, (Vector2){ rec.width/2, rec.height/2 }, rotation, Fade(BLACK, alpha));
             DrawRectanglePro(rec, (Vector2){ rec.width/2, rec.height/2 }, rotation, Fade(BLACK, alpha));
-            
+
             DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
             DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
 
 
         EndDrawing();
         EndDrawing();
@@ -128,7 +128,7 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------  
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 18 - 18
examples/shapes/shapes_easings_rectangle_array.c

@@ -2,7 +2,7 @@
 *
 *
 *   raylib [shapes] example - easings rectangle array
 *   raylib [shapes] example - easings rectangle array
 *
 *
-*   NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy 
+*   NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
 *   the library to same directory as example or make sure it's available on include path.
 *   the library to same directory as example or make sure it's available on include path.
 *
 *
 *   This example has been created using raylib 2.0 (www.raylib.com)
 *   This example has been created using raylib 2.0 (www.raylib.com)
@@ -24,17 +24,17 @@
 
 
 #define PLAY_TIME_IN_FRAMES     240                 // At 60 fps = 4 seconds
 #define PLAY_TIME_IN_FRAMES     240                 // At 60 fps = 4 seconds
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
-    
+
     Rectangle recs[MAX_RECS_X*MAX_RECS_Y];
     Rectangle recs[MAX_RECS_X*MAX_RECS_Y];
-    
+
     for (int y = 0; y < MAX_RECS_Y; y++)
     for (int y = 0; y < MAX_RECS_Y; y++)
     {
     {
         for (int x = 0; x < MAX_RECS_X; x++)
         for (int x = 0; x < MAX_RECS_X; x++)
@@ -45,12 +45,12 @@ int main()
             recs[y*MAX_RECS_X + x].height = RECS_HEIGHT;
             recs[y*MAX_RECS_X + x].height = RECS_HEIGHT;
         }
         }
     }
     }
-    
+
     float rotation = 0.0f;
     float rotation = 0.0f;
     int framesCounter = 0;
     int framesCounter = 0;
-    int state = 0;                  // Rectangles animation state: 0-Playing, 1-Finished 
-    
-    SetTargetFPS(60);
+    int state = 0;                  // Rectangles animation state: 0-Playing, 1-Finished
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -62,16 +62,16 @@ int main()
         {
         {
             framesCounter++;
             framesCounter++;
 
 
-            for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) 
+            for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
             {
             {
                 recs[i].height = EaseCircOut(framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES);
                 recs[i].height = EaseCircOut(framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES);
                 recs[i].width = EaseCircOut(framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES);
                 recs[i].width = EaseCircOut(framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES);
-                
+
                 if (recs[i].height < 0) recs[i].height = 0;
                 if (recs[i].height < 0) recs[i].height = 0;
                 if (recs[i].width < 0) recs[i].width = 0;
                 if (recs[i].width < 0) recs[i].width = 0;
-                
+
                 if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1;   // Finish playing
                 if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1;   // Finish playing
-                
+
                 rotation = EaseLinearIn(framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES);
                 rotation = EaseLinearIn(framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES);
             }
             }
         }
         }
@@ -79,13 +79,13 @@ int main()
         {
         {
             // When animation has finished, press space to restart
             // When animation has finished, press space to restart
             framesCounter = 0;
             framesCounter = 0;
-            
-            for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) 
+
+            for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
             {
             {
                 recs[i].height = RECS_HEIGHT;
                 recs[i].height = RECS_HEIGHT;
                 recs[i].width = RECS_WIDTH;
                 recs[i].width = RECS_WIDTH;
             }
             }
-            
+
             state = 0;
             state = 0;
         }
         }
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -110,7 +110,7 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 15 - 15
examples/shapes/shapes_following_eyes.c

@@ -13,7 +13,7 @@
 
 
 #include <math.h>       // Required for: atan2f()
 #include <math.h>       // Required for: atan2f()
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -21,19 +21,19 @@ int main()
     const int screenHeight = 450;
     const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
-    
+
     Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
     Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
     Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 };
     Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 };
     float scleraRadius = 80;
     float scleraRadius = 80;
-    
+
     Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
     Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
     Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2};
     Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2};
     float irisRadius = 24;
     float irisRadius = 24;
-   
-    float angle;  
-    float dx, dy, dxx, dyy; 
-    
-    SetTargetFPS(60);
+
+    float angle = 0.0f;
+    float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -43,13 +43,13 @@ int main()
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         irisLeftPosition = GetMousePosition();
         irisLeftPosition = GetMousePosition();
         irisRightPosition = GetMousePosition();
         irisRightPosition = GetMousePosition();
-        
+
         // Check not inside the left eye sclera
         // Check not inside the left eye sclera
         if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
         if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
         {
         {
             dx = irisLeftPosition.x - scleraLeftPosition.x;
             dx = irisLeftPosition.x - scleraLeftPosition.x;
             dy = irisLeftPosition.y - scleraLeftPosition.y;
             dy = irisLeftPosition.y - scleraLeftPosition.y;
-        
+
             angle = atan2f(dy, dx);
             angle = atan2f(dy, dx);
 
 
             dxx = (scleraRadius - irisRadius)*cosf(angle);
             dxx = (scleraRadius - irisRadius)*cosf(angle);
@@ -64,7 +64,7 @@ int main()
         {
         {
             dx = irisRightPosition.x - scleraRightPosition.x;
             dx = irisRightPosition.x - scleraRightPosition.x;
             dy = irisRightPosition.y - scleraRightPosition.y;
             dy = irisRightPosition.y - scleraRightPosition.y;
-        
+
             angle = atan2f(dy, dx);
             angle = atan2f(dy, dx);
 
 
             dxx = (scleraRadius - irisRadius)*cosf(angle);
             dxx = (scleraRadius - irisRadius)*cosf(angle);
@@ -84,19 +84,19 @@ int main()
             DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
             DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
             DrawCircleV(irisLeftPosition, irisRadius, BROWN);
             DrawCircleV(irisLeftPosition, irisRadius, BROWN);
             DrawCircleV(irisLeftPosition, 10, BLACK);
             DrawCircleV(irisLeftPosition, 10, BLACK);
-            
+
             DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
             DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
             DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
             DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
             DrawCircleV(irisRightPosition, 10, BLACK);
             DrawCircleV(irisRightPosition, 10, BLACK);
-            
+
             DrawFPS(10, 10);
             DrawFPS(10, 10);
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 9 - 9
examples/shapes/shapes_lines_bezier.c

@@ -11,20 +11,20 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
-    
+
     Vector2 start = { 0, 0 };
     Vector2 start = { 0, 0 };
     Vector2 end = { screenWidth, screenHeight };
     Vector2 end = { screenWidth, screenHeight };
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -41,17 +41,17 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
             DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
 
 
             DrawLineBezier(start, end, 2.0f, RED);
             DrawLineBezier(start, end, 2.0f, RED);
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 5 - 5
examples/shapes/shapes_logo_raylib.c

@@ -11,16 +11,16 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 4 - 4
examples/shapes/shapes_logo_raylib_anim.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation");
 
 
@@ -35,7 +35,7 @@ int main()
     int state = 0;                  // Tracking animation states (State Machine)
     int state = 0;                  // Tracking animation states (State Machine)
     float alpha = 1.0f;             // Useful for fading
     float alpha = 1.0f;             // Useful for fading
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 19 - 19
examples/shapes/shapes_rectangle_scaling.c

@@ -15,23 +15,23 @@
 
 
 #define MOUSE_SCALE_MARK_SIZE   12
 #define MOUSE_SCALE_MARK_SIZE   12
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle scaling mouse");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle scaling mouse");
-    
+
     Rectangle rec = { 100, 100, 200, 80 };
     Rectangle rec = { 100, 100, 200, 80 };
-    
+
     Vector2 mousePosition = { 0 };
     Vector2 mousePosition = { 0 };
-    
+
     bool mouseScaleReady = false;
     bool mouseScaleReady = false;
     bool mouseScaleMode = false;
     bool mouseScaleMode = false;
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -40,25 +40,25 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         mousePosition = GetMousePosition();
         mousePosition = GetMousePosition();
-        
-        if (CheckCollisionPointRec(mousePosition, rec) && 
+
+        if (CheckCollisionPointRec(mousePosition, rec) &&
             CheckCollisionPointRec(mousePosition, (Rectangle){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE }))
             CheckCollisionPointRec(mousePosition, (Rectangle){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE }))
         {
         {
             mouseScaleReady = true;
             mouseScaleReady = true;
             if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) mouseScaleMode = true;
             if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) mouseScaleMode = true;
         }
         }
         else mouseScaleReady = false;
         else mouseScaleReady = false;
-        
+
         if (mouseScaleMode)
         if (mouseScaleMode)
         {
         {
             mouseScaleReady = true;
             mouseScaleReady = true;
-            
+
             rec.width = (mousePosition.x - rec.x);
             rec.width = (mousePosition.x - rec.x);
             rec.height = (mousePosition.y - rec.y);
             rec.height = (mousePosition.y - rec.y);
-            
+
             if (rec.width < MOUSE_SCALE_MARK_SIZE) rec.width = MOUSE_SCALE_MARK_SIZE;
             if (rec.width < MOUSE_SCALE_MARK_SIZE) rec.width = MOUSE_SCALE_MARK_SIZE;
             if (rec.height < MOUSE_SCALE_MARK_SIZE) rec.height = MOUSE_SCALE_MARK_SIZE;
             if (rec.height < MOUSE_SCALE_MARK_SIZE) rec.height = MOUSE_SCALE_MARK_SIZE;
-            
+
             if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) mouseScaleMode = false;
             if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) mouseScaleMode = false;
         }
         }
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -68,15 +68,15 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawText("Scale rectangle dragging from bottom-right corner!", 10, 10, 20, GRAY);
             DrawText("Scale rectangle dragging from bottom-right corner!", 10, 10, 20, GRAY);
 
 
             DrawRectangleRec(rec, Fade(GREEN, 0.5f));
             DrawRectangleRec(rec, Fade(GREEN, 0.5f));
-            
-            if (mouseScaleReady) 
+
+            if (mouseScaleReady)
             {
             {
                 DrawRectangleLinesEx(rec, 1, RED);
                 DrawRectangleLinesEx(rec, 1, RED);
-                DrawTriangle((Vector2){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height }, 
+                DrawTriangle((Vector2){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height },
                              (Vector2){ rec.x + rec.width, rec.y + rec.height },
                              (Vector2){ rec.x + rec.width, rec.y + rec.height },
                              (Vector2){ rec.x + rec.width, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE }, RED);
                              (Vector2){ rec.x + rec.width, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE }, RED);
             }
             }
@@ -86,7 +86,7 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 8 - 8
examples/text/text_bmfont_ttf.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading");
     InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading");
 
 
@@ -25,17 +25,17 @@ int main()
     const char msg[256] = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
     const char msg[256] = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
 
 
     // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
     // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
-    
+
     // BMFont (AngelCode) : Font data and image atlas have been generated using external program
     // BMFont (AngelCode) : Font data and image atlas have been generated using external program
     Font fontBm = LoadFont("resources/pixantiqua.fnt");
     Font fontBm = LoadFont("resources/pixantiqua.fnt");
-    
+
     // TTF font : Font data and atlas are generated directly from TTF
     // TTF font : Font data and atlas are generated directly from TTF
     // NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
     // NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
     Font fontTtf = LoadFontEx("resources/pixantiqua.ttf", 32, 0, 250);
     Font fontTtf = LoadFontEx("resources/pixantiqua.ttf", 32, 0, 250);
-    
+
     bool useTtf = false;
     bool useTtf = false;
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -52,7 +52,7 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawText("Press SPACE to use TTF generated font", 20, 20, 20, LIGHTGRAY);
             DrawText("Press SPACE to use TTF generated font", 20, 20, 20, LIGHTGRAY);
 
 
             if (!useTtf)
             if (!useTtf)

+ 24 - 24
examples/text/text_font_sdf.c

@@ -17,17 +17,17 @@
     #define GLSL_VERSION            100
     #define GLSL_VERSION            100
 #endif
 #endif
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts");
     InitWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts");
 
 
     // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
     // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
-    
+
     const char msg[50] = "Signed Distance Fields";
     const char msg[50] = "Signed Distance Fields";
 
 
     // Default font generation from TTF font
     // Default font generation from TTF font
@@ -40,7 +40,7 @@ int main()
     Image atlas = GenImageFontAtlas(fontDefault.chars, 95, 16, 4, 0);
     Image atlas = GenImageFontAtlas(fontDefault.chars, 95, 16, 4, 0);
     fontDefault.texture = LoadTextureFromImage(atlas);
     fontDefault.texture = LoadTextureFromImage(atlas);
     UnloadImage(atlas);
     UnloadImage(atlas);
-    
+
     // SDF font generation from TTF font
     // SDF font generation from TTF font
     Font fontSDF = { 0 };
     Font fontSDF = { 0 };
     fontSDF.baseSize = 16;
     fontSDF.baseSize = 16;
@@ -51,7 +51,7 @@ int main()
     atlas = GenImageFontAtlas(fontSDF.chars, 95, 16, 0, 1);
     atlas = GenImageFontAtlas(fontSDF.chars, 95, 16, 0, 1);
     fontSDF.texture = LoadTextureFromImage(atlas);
     fontSDF.texture = LoadTextureFromImage(atlas);
     UnloadImage(atlas);
     UnloadImage(atlas);
-    
+
     // Load SDF required shader (we use default vertex shader)
     // Load SDF required shader (we use default vertex shader)
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
     Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
     SetTextureFilter(fontSDF.texture, FILTER_BILINEAR);    // Required for SDF font
     SetTextureFilter(fontSDF.texture, FILTER_BILINEAR);    // Required for SDF font
@@ -59,51 +59,51 @@ int main()
     Vector2 fontPosition = { 40, screenHeight/2 - 50 };
     Vector2 fontPosition = { 40, screenHeight/2 - 50 };
     Vector2 textSize = { 0.0f };
     Vector2 textSize = { 0.0f };
     float fontSize = 16.0f;
     float fontSize = 16.0f;
-    int currentFont = 0;    // 0 - fontDefault, 1 - fontSDF
-
-    SetTargetFPS(60);
-    //--------------------------------------------------------------------------------------
+    int currentFont = 0;            // 0 - fontDefault, 1 - fontSDF
     
     
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
+    //--------------------------------------------------------------------------------------
+
     // 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
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         fontSize += GetMouseWheelMove()*8.0f;
         fontSize += GetMouseWheelMove()*8.0f;
-        
+
         if (fontSize < 6) fontSize = 6;
         if (fontSize < 6) fontSize = 6;
-        
+
         if (IsKeyDown(KEY_SPACE)) currentFont = 1;
         if (IsKeyDown(KEY_SPACE)) currentFont = 1;
         else currentFont = 0;
         else currentFont = 0;
-        
+
         if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
         if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
         else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
         else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
-        
+
         fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
         fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
         fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
         fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             if (currentFont == 1)
             if (currentFont == 1)
             {
             {
                 // NOTE: SDF fonts require a custom SDf shader to compute fragment color
                 // NOTE: SDF fonts require a custom SDf shader to compute fragment color
                 BeginShaderMode(shader);    // Activate SDF font shader
                 BeginShaderMode(shader);    // Activate SDF font shader
                     DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, BLACK);
                     DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, BLACK);
                 EndShaderMode();            // Activate our default shader for next drawings
                 EndShaderMode();            // Activate our default shader for next drawings
-                
+
                 DrawTexture(fontSDF.texture, 10, 10, BLACK);
                 DrawTexture(fontSDF.texture, 10, 10, BLACK);
             }
             }
-            else 
+            else
             {
             {
                 DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, BLACK);
                 DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, BLACK);
                 DrawTexture(fontDefault.texture, 10, 10, BLACK);
                 DrawTexture(fontDefault.texture, 10, 10, BLACK);
             }
             }
-            
+
             if (currentFont == 1) DrawText("SDF!", 320, 20, 80, RED);
             if (currentFont == 1) DrawText("SDF!", 320, 20, 80, RED);
             else DrawText("default font", 315, 40, 30, GRAY);
             else DrawText("default font", 315, 40, 30, GRAY);
 
 
@@ -112,7 +112,7 @@ int main()
             DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY);
             DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY);
 
 
             DrawText("PRESS SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, MAROON);
             DrawText("PRESS SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, MAROON);
-      
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
@@ -121,11 +121,11 @@ int main()
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     UnloadFont(fontDefault);    // Default font unloading
     UnloadFont(fontDefault);    // Default font unloading
     UnloadFont(fontSDF);        // SDF font unloading
     UnloadFont(fontSDF);        // SDF font unloading
-    
+
     UnloadShader(shader);       // Unload SDF shader
     UnloadShader(shader);       // Unload SDF shader
-    
+
     CloseWindow();              // Close window and OpenGL context
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     return 0;
     return 0;
 }
 }

+ 4 - 4
examples/text/text_format_text.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [text] example - text formatting");
     InitWindow(screenWidth, screenHeight, "raylib [text] example - text formatting");
 
 
@@ -24,7 +24,7 @@ int main()
     int hiscore = 200450;
     int hiscore = 200450;
     int lives = 5;
     int lives = 5;
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 14 - 14
examples/text/text_input_box.c

@@ -13,12 +13,12 @@
 
 
 #define MAX_INPUT_CHARS     9
 #define MAX_INPUT_CHARS     9
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [text] example - input box");
     InitWindow(screenWidth, screenHeight, "raylib [text] example - input box");
 
 
@@ -30,7 +30,7 @@ int main()
 
 
     int framesCounter = 0;
     int framesCounter = 0;
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -40,27 +40,27 @@ int main()
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         if (CheckCollisionPointRec(GetMousePosition(), textBox)) mouseOnText = true;
         if (CheckCollisionPointRec(GetMousePosition(), textBox)) mouseOnText = true;
         else mouseOnText = false;
         else mouseOnText = false;
-        
+
         if (mouseOnText)
         if (mouseOnText)
         {
         {
             int key = GetKeyPressed();
             int key = GetKeyPressed();
-            
+
             // NOTE: Only allow keys in range [32..125]
             // NOTE: Only allow keys in range [32..125]
             if ((key >= 32) && (key <= 125) && (letterCount < MAX_INPUT_CHARS))
             if ((key >= 32) && (key <= 125) && (letterCount < MAX_INPUT_CHARS))
             {
             {
                 name[letterCount] = (char)key;
                 name[letterCount] = (char)key;
                 letterCount++;
                 letterCount++;
             }
             }
-            
+
             if (IsKeyPressed(KEY_BACKSPACE))
             if (IsKeyPressed(KEY_BACKSPACE))
             {
             {
                 letterCount--;
                 letterCount--;
                 name[letterCount] = '\0';
                 name[letterCount] = '\0';
-                
+
                 if (letterCount < 0) letterCount = 0;
                 if (letterCount < 0) letterCount = 0;
             }
             }
         }
         }
-        
+
         if (mouseOnText) framesCounter++;
         if (mouseOnText) framesCounter++;
         else framesCounter = 0;
         else framesCounter = 0;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -70,15 +70,15 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
             DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
 
 
             DrawRectangleRec(textBox, LIGHTGRAY);
             DrawRectangleRec(textBox, LIGHTGRAY);
             if (mouseOnText) DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, RED);
             if (mouseOnText) DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, RED);
             else DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, DARKGRAY);
             else DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, DARKGRAY);
-            
+
             DrawText(name, textBox.x + 5, textBox.y + 8, 40, MAROON);
             DrawText(name, textBox.x + 5, textBox.y + 8, 40, MAROON);
-            
+
             DrawText(FormatText("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY);
             DrawText(FormatText("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY);
 
 
             if (mouseOnText)
             if (mouseOnText)
@@ -90,13 +90,13 @@ int main()
                 }
                 }
                 else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY);
                 else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY);
             }
             }
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 19 - 17
examples/text/text_raylib_fonts.c

@@ -16,18 +16,18 @@
 
 
 #define MAX_FONTS   8
 #define MAX_FONTS   8
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
     InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
 
 
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
     Font fonts[MAX_FONTS];
     Font fonts[MAX_FONTS];
-    
+
     fonts[0] = LoadFont("resources/fonts/alagard.png");
     fonts[0] = LoadFont("resources/fonts/alagard.png");
     fonts[1] = LoadFont("resources/fonts/pixelplay.png");
     fonts[1] = LoadFont("resources/fonts/pixelplay.png");
     fonts[2] = LoadFont("resources/fonts/mecha.png");
     fonts[2] = LoadFont("resources/fonts/mecha.png");
@@ -36,32 +36,34 @@ int main()
     fonts[5] = LoadFont("resources/fonts/pixantiqua.png");
     fonts[5] = LoadFont("resources/fonts/pixantiqua.png");
     fonts[6] = LoadFont("resources/fonts/alpha_beta.png");
     fonts[6] = LoadFont("resources/fonts/alpha_beta.png");
     fonts[7] = LoadFont("resources/fonts/jupiter_crash.png");
     fonts[7] = LoadFont("resources/fonts/jupiter_crash.png");
-    
-    const char *messages[MAX_FONTS] = { "ALAGARD FONT designed by Hewett Tsoi", 
+
+    const char *messages[MAX_FONTS] = { "ALAGARD FONT designed by Hewett Tsoi",
                                 "PIXELPLAY FONT designed by Aleksander Shevchuk",
                                 "PIXELPLAY FONT designed by Aleksander Shevchuk",
-                                "MECHA FONT designed by Captain Falcon",  
-                                "SETBACK FONT designed by Brian Kent (AEnigma)", 
-                                "ROMULUS FONT designed by Hewett Tsoi", 
+                                "MECHA FONT designed by Captain Falcon",
+                                "SETBACK FONT designed by Brian Kent (AEnigma)",
+                                "ROMULUS FONT designed by Hewett Tsoi",
                                 "PIXANTIQUA FONT designed by Gerhard Grossmann",
                                 "PIXANTIQUA FONT designed by Gerhard Grossmann",
                                 "ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
                                 "ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
                                 "JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" };
                                 "JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" };
-                                
+
     const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 };
     const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 };
-    
+
     Vector2 positions[MAX_FONTS];
     Vector2 positions[MAX_FONTS];
-    
+
     for (int i = 0; i < MAX_FONTS; i++)
     for (int i = 0; i < MAX_FONTS; i++)
     {
     {
         positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2;
         positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2;
         positions[i].y = 60 + fonts[i].baseSize + 45*i;
         positions[i].y = 60 + fonts[i].baseSize + 45*i;
     }
     }
-    
+
     // Small Y position corrections
     // Small Y position corrections
     positions[3].y += 8;
     positions[3].y += 8;
     positions[4].y += 2;
     positions[4].y += 2;
     positions[7].y -= 8;
     positions[7].y -= 8;
-    
+
     Color colors[MAX_FONTS] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
     Color colors[MAX_FONTS] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
+    
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -77,10 +79,10 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY);
             DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY);
             DrawLine(220, 50, 590, 50, DARKGRAY);
             DrawLine(220, 50, 590, 50, DARKGRAY);
-            
+
             for (int i = 0; i < MAX_FONTS; i++)
             for (int i = 0; i < MAX_FONTS; i++)
             {
             {
                 DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]);
                 DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]);
@@ -92,7 +94,7 @@ int main()
 
 
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     // Fonts unloading
     // Fonts unloading
     for (int i = 0; i < MAX_FONTS; i++) UnloadFont(fonts[i]);
     for (int i = 0; i < MAX_FONTS; i++) UnloadFont(fonts[i]);
 
 

+ 28 - 28
examples/text/text_rectangle_bounds.c

@@ -13,36 +13,36 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle");
     InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle");
-    
+
     char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\
     char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\
-	a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod\
-	tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
-    
+    a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod\
+    tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
+
     bool resizing = false;
     bool resizing = false;
     bool wordWrap = true;
     bool wordWrap = true;
-    
+
     Rectangle container = { 25, 25, screenWidth - 50, screenHeight - 250};
     Rectangle container = { 25, 25, screenWidth - 50, screenHeight - 250};
     Rectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
     Rectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
-    
+
     // Minimum width and heigh for the container rectangle
     // Minimum width and heigh for the container rectangle
     const int minWidth = 60;
     const int minWidth = 60;
-    const int minHeight = 60; 
+    const int minHeight = 60;
     const int maxWidth = screenWidth - 50;
     const int maxWidth = screenWidth - 50;
     const int maxHeight = screenHeight - 160;
     const int maxHeight = screenHeight - 160;
-    
+
     Vector2 lastMouse = { 0, 0 };   // Stores last mouse coordinates
     Vector2 lastMouse = { 0, 0 };   // Stores last mouse coordinates
     Color borderColor = MAROON;     // Container border color
     Color borderColor = MAROON;     // Container border color
     Font font = GetFontDefault();   // Get default system font
     Font font = GetFontDefault();   // Get default system font
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -51,34 +51,34 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         if (IsKeyPressed(KEY_SPACE)) wordWrap = !wordWrap;
         if (IsKeyPressed(KEY_SPACE)) wordWrap = !wordWrap;
-        
+
         Vector2 mouse = GetMousePosition();
         Vector2 mouse = GetMousePosition();
-        
+
         // Check if the mouse is inside the container and toggle border color
         // Check if the mouse is inside the container and toggle border color
         if (CheckCollisionPointRec(mouse, container)) borderColor = Fade(MAROON, 0.4f);
         if (CheckCollisionPointRec(mouse, container)) borderColor = Fade(MAROON, 0.4f);
         else if (!resizing) borderColor = MAROON;
         else if (!resizing) borderColor = MAROON;
-        
+
         // Container resizing logic
         // Container resizing logic
-        if (resizing) 
+        if (resizing)
         {
         {
             if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) resizing = false;
             if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) resizing = false;
-            
+
             int width = container.width + (mouse.x - lastMouse.x);
             int width = container.width + (mouse.x - lastMouse.x);
             container.width = (width > minWidth)? ((width < maxWidth)? width : maxWidth) : minWidth;
             container.width = (width > minWidth)? ((width < maxWidth)? width : maxWidth) : minWidth;
-        
+
             int height = container.height + (mouse.y - lastMouse.y);
             int height = container.height + (mouse.y - lastMouse.y);
             container.height = (height > minHeight)? ((height < maxHeight)? height : maxHeight) : minHeight;
             container.height = (height > minHeight)? ((height < maxHeight)? height : maxHeight) : minHeight;
-        } 
-        else 
+        }
+        else
         {
         {
             // Check if we're resizing
             // Check if we're resizing
             if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
             if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
         }
         }
-        
+
         // Move resizer rectangle properly
         // Move resizer rectangle properly
         resizer.x = container.x + container.width - 17;
         resizer.x = container.x + container.width - 17;
         resizer.y = container.y + container.height - 17;
         resizer.y = container.y + container.height - 17;
-        
+
         lastMouse = mouse; // Update mouse
         lastMouse = mouse; // Update mouse
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
@@ -89,10 +89,10 @@ int main()
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             DrawRectangleLinesEx(container, 3, borderColor); // Draw container border
             DrawRectangleLinesEx(container, 3, borderColor); // Draw container border
-            
+
             // Draw text in container (add some padding)
             // Draw text in container (add some padding)
-            DrawTextRec(font, text, 
-                       (Rectangle){ container.x + 4, container.y + 4, container.width - 4, container.height - 4 }, 
+            DrawTextRec(font, text,
+                       (Rectangle){ container.x + 4, container.y + 4, container.width - 4, container.height - 4 },
                        20.0f, 2.0f, wordWrap, GRAY);
                        20.0f, 2.0f, wordWrap, GRAY);
 
 
             DrawRectangleRec(resizer, borderColor);         // Draw the resize box
             DrawRectangleRec(resizer, borderColor);         // Draw the resize box
@@ -106,13 +106,13 @@ int main()
             DrawRectangle(0, screenHeight - 54, screenWidth, 54, GRAY);
             DrawRectangle(0, screenHeight - 54, screenWidth, 54, GRAY);
             DrawText("Click hold & drag the    to resize the container", 155, screenHeight - 38, 20, RAYWHITE);
             DrawText("Click hold & drag the    to resize the container", 155, screenHeight - 38, 20, RAYWHITE);
             DrawRectangleRec((Rectangle){ 382, screenHeight - 34, 12, 12 }, MAROON);
             DrawRectangleRec((Rectangle){ 382, screenHeight - 34, 12, 12 }, MAROON);
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 4 - 3
examples/text/text_sprite_fonts.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts usage");
     InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts usage");
 
 
@@ -40,6 +40,7 @@ int main()
     fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2;
     fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2;
     fontPosition3.y = screenHeight/2 - font3.baseSize/2 + 50;
     fontPosition3.y = screenHeight/2 - font3.baseSize/2 + 50;
 
 
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop

+ 28 - 35
examples/text/text_ttf_loading.c

@@ -11,22 +11,22 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading");
     InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading");
-    
+
     const char msg[50] = "TTF Font";
     const char msg[50] = "TTF Font";
 
 
     // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
     // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
-    
+
     // TTF Font loading with custom generation parameters
     // TTF Font loading with custom generation parameters
     Font font = LoadFontEx("resources/KAISG.ttf", 96, 0, 0);
     Font font = LoadFontEx("resources/KAISG.ttf", 96, 0, 0);
-    
+
     // Generate mipmap levels to use trilinear filtering
     // Generate mipmap levels to use trilinear filtering
     // NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
     // NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
     GenTextureMipmaps(&font.texture);
     GenTextureMipmaps(&font.texture);
@@ -35,25 +35,20 @@ int main()
     Vector2 fontPosition = { 40, screenHeight/2 - 80 };
     Vector2 fontPosition = { 40, screenHeight/2 - 80 };
     Vector2 textSize;
     Vector2 textSize;
 
 
+    // Setup texture scaling filter
     SetTextureFilter(font.texture, FILTER_POINT);
     SetTextureFilter(font.texture, FILTER_POINT);
     int currentFontFilter = 0;      // FILTER_POINT
     int currentFontFilter = 0;      // FILTER_POINT
-    
-    // NOTE: Drag and drop support only available for desktop platforms: Windows, Linux, OSX
-#if defined(PLATFORM_DESKTOP)
-    int count = 0;
-    char **droppedFiles;
-#endif
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     // 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
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         fontSize += GetMouseWheelMove()*4.0f;
         fontSize += GetMouseWheelMove()*4.0f;
-        
+
         // Choose font texture filter method
         // Choose font texture filter method
         if (IsKeyPressed(KEY_ONE))
         if (IsKeyPressed(KEY_ONE))
         {
         {
@@ -71,18 +66,18 @@ int main()
             SetTextureFilter(font.texture, FILTER_TRILINEAR);
             SetTextureFilter(font.texture, FILTER_TRILINEAR);
             currentFontFilter = 2;
             currentFontFilter = 2;
         }
         }
-        
+
         textSize = MeasureTextEx(font, msg, fontSize, 0);
         textSize = MeasureTextEx(font, msg, fontSize, 0);
-        
+
         if (IsKeyDown(KEY_LEFT)) fontPosition.x -= 10;
         if (IsKeyDown(KEY_LEFT)) fontPosition.x -= 10;
         else if (IsKeyDown(KEY_RIGHT)) fontPosition.x += 10;
         else if (IsKeyDown(KEY_RIGHT)) fontPosition.x += 10;
-        
-#if defined(PLATFORM_DESKTOP)
+
         // Load a dropped TTF file dynamically (at current fontSize)
         // Load a dropped TTF file dynamically (at current fontSize)
         if (IsFileDropped())
         if (IsFileDropped())
         {
         {
-            droppedFiles = GetDroppedFiles(&count);
-            
+            int count = 0;
+            char **droppedFiles = GetDroppedFiles(&count);
+
             if (count == 1) // Only support one ttf file dropped
             if (count == 1) // Only support one ttf file dropped
             {
             {
                 UnloadFont(font);
                 UnloadFont(font);
@@ -90,47 +85,45 @@ int main()
                 ClearDroppedFiles();
                 ClearDroppedFiles();
             }
             }
         }
         }
-#endif
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawText("Use mouse wheel to change font size", 20, 20, 10, GRAY);
             DrawText("Use mouse wheel to change font size", 20, 20, 10, GRAY);
             DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, GRAY);
             DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, GRAY);
             DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, GRAY);
             DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, GRAY);
             DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, DARKGRAY);
             DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, DARKGRAY);
 
 
             DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK);
             DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK);
-            
+
             // TODO: It seems texSize measurement is not accurate due to chars offsets...
             // TODO: It seems texSize measurement is not accurate due to chars offsets...
             //DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED);
             //DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED);
-            
+
             DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY);
             DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY);
             DrawText(FormatText("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY);
             DrawText(FormatText("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY);
             DrawText(FormatText("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY);
             DrawText(FormatText("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY);
             DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY);
             DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY);
-            
+
             if (currentFontFilter == 0) DrawText("POINT", 570, 400, 20, BLACK);
             if (currentFontFilter == 0) DrawText("POINT", 570, 400, 20, BLACK);
             else if (currentFontFilter == 1) DrawText("BILINEAR", 570, 400, 20, BLACK);
             else if (currentFontFilter == 1) DrawText("BILINEAR", 570, 400, 20, BLACK);
             else if (currentFontFilter == 2) DrawText("TRILINEAR", 570, 400, 20, BLACK);
             else if (currentFontFilter == 2) DrawText("TRILINEAR", 570, 400, 20, BLACK);
-      
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-#if defined(PLATFORM_DESKTOP)
     ClearDroppedFiles();        // Clear internal buffers
     ClearDroppedFiles();        // Clear internal buffers
-#endif
-    UnloadFont(font);     // Font unloading
-    
+
+    UnloadFont(font);           // Font unloading
+
     CloseWindow();              // Close window and OpenGL context
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     return 0;
     return 0;
 }
 }

+ 43 - 46
examples/text/text_unicode.c

@@ -139,15 +139,12 @@ static void RandomizeEmoji(void);    // Fills the emoji array with random emojis
 // Arrays that holds the random emojis
 // Arrays that holds the random emojis
 struct {
 struct {
     int index;      // Index inside `emojiCodepoints`
     int index;      // Index inside `emojiCodepoints`
-    int message;    // Message index 
+    int message;    // Message index
     Color color;    // Emoji color
     Color color;    // Emoji color
 } emoji[EMOJI_PER_WIDTH*EMOJI_PER_HEIGHT] = { 0 };
 } emoji[EMOJI_PER_WIDTH*EMOJI_PER_HEIGHT] = { 0 };
 
 
 static int hovered = -1, selected = -1;
 static int hovered = -1, selected = -1;
 
 
-//--------------------------------------------------------------------------------------
-// Main entry point
-//--------------------------------------------------------------------------------------
 int main(int argc, char **argv)
 int main(int argc, char **argv)
 {
 {
     // Initialization
     // Initialization
@@ -159,23 +156,23 @@ int main(int argc, char **argv)
     InitWindow(screenWidth, screenHeight, "raylib [text] example - unicode");
     InitWindow(screenWidth, screenHeight, "raylib [text] example - unicode");
 
 
     // Load the font resources
     // Load the font resources
-    // NOTE: fontAsian is for asian languages, 
-    // fontEmoji is the emojis and fontDefault is used for everything else 
+    // NOTE: fontAsian is for asian languages,
+    // fontEmoji is the emojis and fontDefault is used for everything else
     Font fontDefault = LoadFont("resources/dejavu.fnt");
     Font fontDefault = LoadFont("resources/dejavu.fnt");
     Font fontAsian = LoadFont("resources/notoCJK.fnt");
     Font fontAsian = LoadFont("resources/notoCJK.fnt");
     Font fontEmoji = LoadFont("resources/emoji.fnt");
     Font fontEmoji = LoadFont("resources/emoji.fnt");
-    
+
     Vector2 hoveredPos = { 0.0f, 0.0f };
     Vector2 hoveredPos = { 0.0f, 0.0f };
     Vector2 selectedPos = { 0.0f, 0.0f };
     Vector2 selectedPos = { 0.0f, 0.0f };
 
 
     // Set a random set of emojis when starting up
     // Set a random set of emojis when starting up
     RandomizeEmoji();
     RandomizeEmoji();
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     // Main loop
     // Main loop
-    while (!WindowShouldClose())
+    while (!WindowShouldClose())    // Detect window close button or ESC key
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -189,89 +186,89 @@ int main(int argc, char **argv)
             selectedPos = hoveredPos;
             selectedPos = hoveredPos;
             SetClipboardText(messages[emoji[selected].message].text);
             SetClipboardText(messages[emoji[selected].message].text);
         }
         }
-        
+
         Vector2 mouse = GetMousePosition();
         Vector2 mouse = GetMousePosition();
         Vector2 pos = { 28.8f, 10.0f };
         Vector2 pos = { 28.8f, 10.0f };
         hovered = -1;
         hovered = -1;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             // 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 = { pos.x, pos.y, fontEmoji.baseSize, fontEmoji.baseSize };
                 Rectangle emojiRect = { pos.x, pos.y, fontEmoji.baseSize, fontEmoji.baseSize };
-                
+
                 if (!CheckCollisionPointRec(mouse, emojiRect))
                 if (!CheckCollisionPointRec(mouse, emojiRect))
                 {
                 {
                     DrawTextEx(fontEmoji, txt, pos, fontEmoji.baseSize, 1.0, selected == i ? emoji[i].color : Fade(LIGHTGRAY, 0.4f));
                     DrawTextEx(fontEmoji, txt, pos, fontEmoji.baseSize, 1.0, selected == i ? emoji[i].color : Fade(LIGHTGRAY, 0.4f));
                 }
                 }
-                else 
+                else
                 {
                 {
                     DrawTextEx(fontEmoji, txt, pos, fontEmoji.baseSize, 1.0, emoji[i].color );
                     DrawTextEx(fontEmoji, txt, pos, fontEmoji.baseSize, 1.0, emoji[i].color );
                     hovered = i;
                     hovered = i;
                     hoveredPos = pos;
                     hoveredPos = pos;
                 }
                 }
-                
+
                 if ((i != 0) && (i%EMOJI_PER_WIDTH == 0)) { pos.y += fontEmoji.baseSize + 24.25f; pos.x = 28.8f; }
                 if ((i != 0) && (i%EMOJI_PER_WIDTH == 0)) { pos.y += fontEmoji.baseSize + 24.25f; pos.x = 28.8f; }
                 else pos.x += fontEmoji.baseSize + 28.8f;
                 else pos.x += fontEmoji.baseSize + 28.8f;
             }
             }
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
-            
+
             // Draw the message when a emoji is selected
             // Draw the message when a emoji is selected
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
-            if (selected != -1) 
+            if (selected != -1)
             {
             {
                 const int message = emoji[selected].message;
                 const int message = emoji[selected].message;
                 const int horizontalPadding = 20, verticalPadding = 30;
                 const int horizontalPadding = 20, verticalPadding = 30;
                 Font *font = &fontDefault;
                 Font *font = &fontDefault;
-                
+
                 // Set correct font for asian languages
                 // Set correct font for asian languages
-                if (TextIsEqual(messages[message].language, "Chinese") || 
-                    TextIsEqual(messages[message].language, "Korean") || 
+                if (TextIsEqual(messages[message].language, "Chinese") ||
+                    TextIsEqual(messages[message].language, "Korean") ||
                     TextIsEqual(messages[message].language, "Japanese")) font = &fontAsian;
                     TextIsEqual(messages[message].language, "Japanese")) font = &fontAsian;
-                    
+
                 // Calculate size for the message box (approximate the height and width)
                 // Calculate size for the message box (approximate the height and width)
                 Vector2 sz = MeasureTextEx(*font, messages[message].text, font->baseSize, 1.0f);
                 Vector2 sz = MeasureTextEx(*font, messages[message].text, font->baseSize, 1.0f);
-                if (sz.x > 300) { sz.y *= sz.x/300; sz.x = 300; } 
+                if (sz.x > 300) { sz.y *= sz.x/300; sz.x = 300; }
                 else if (sz.x < 160) sz.x = 160;
                 else if (sz.x < 160) sz.x = 160;
-                
+
                 Rectangle msgRect = { selectedPos.x - 38.8f, selectedPos.y, 2 * horizontalPadding + sz.x, 2 * verticalPadding + sz.y };
                 Rectangle msgRect = { selectedPos.x - 38.8f, selectedPos.y, 2 * horizontalPadding + sz.x, 2 * verticalPadding + sz.y };
                 msgRect.y -= msgRect.height;
                 msgRect.y -= msgRect.height;
-                
+
                 // Coordinates for the chat bubble triangle
                 // Coordinates for the chat bubble triangle
                 Vector2 a = { selectedPos.x, msgRect.y + msgRect.height }, b = {a.x + 8, a.y + 10}, c= { a.x + 10, a.y };
                 Vector2 a = { selectedPos.x, msgRect.y + msgRect.height }, b = {a.x + 8, a.y + 10}, c= { a.x + 10, a.y };
-                
+
                 // Don't go outside the screen
                 // Don't go outside the screen
                 if (msgRect.x < 10) msgRect.x += 28;
                 if (msgRect.x < 10) msgRect.x += 28;
-                if (msgRect.y < 10) 
+                if (msgRect.y < 10)
                 {
                 {
                     msgRect.y = selectedPos.y + 84;
                     msgRect.y = selectedPos.y + 84;
                     a.y = msgRect.y;
                     a.y = msgRect.y;
                     c.y = a.y;
                     c.y = a.y;
                     b.y = a.y - 10;
                     b.y = a.y - 10;
-                    
+
                     // Swap values so we can actually render the triangle :(
                     // Swap values so we can actually render the triangle :(
                     Vector2 tmp = a;
                     Vector2 tmp = a;
                     a = b;
                     a = b;
                     b = tmp;
                     b = tmp;
                 }
                 }
                 if (msgRect.x + msgRect.width > screenWidth) msgRect.x -= (msgRect.x + msgRect.width) - screenWidth + 10;
                 if (msgRect.x + msgRect.width > screenWidth) msgRect.x -= (msgRect.x + msgRect.width) - screenWidth + 10;
-                
+
                 // Draw chat bubble
                 // Draw chat bubble
                 DrawRectangleRec(msgRect, emoji[selected].color);
                 DrawRectangleRec(msgRect, emoji[selected].color);
                 DrawTriangle(a, b, c, emoji[selected].color);
                 DrawTriangle(a, b, c, emoji[selected].color);
-                
+
                 // Draw the main text message
                 // Draw the main text message
                 Rectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
                 Rectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
                 DrawTextRec(*font, messages[message].text, textRect, font->baseSize, 1.0f, true, WHITE);
                 DrawTextRec(*font, messages[message].text, textRect, font->baseSize, 1.0f, true, WHITE);
-                
+
                 // Draw the info text below the main message
                 // Draw the info text below the main message
                 int size = strlen(messages[message].text);
                 int size = strlen(messages[message].text);
                 unsigned int len = TextCountCodepoints(messages[message].text);
                 unsigned int len = TextCountCodepoints(messages[message].text);
@@ -281,25 +278,25 @@ int main(int argc, char **argv)
                 DrawText(info, pos.x, pos.y, 10, RAYWHITE);
                 DrawText(info, pos.x, pos.y, 10, RAYWHITE);
             }
             }
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
-            
+
             // Draw the info text
             // Draw the info text
             DrawText("These emojis have something to tell you, click each to find out!", (screenWidth - 650)/2, screenHeight - 40, 20, GRAY);
             DrawText("These emojis have something to tell you, click each to find out!", (screenWidth - 650)/2, screenHeight - 40, 20, GRAY);
             DrawText("Each emoji is a unicode character from a font, not a texture... Press [SPACEBAR] to refresh", (screenWidth - 484)/2, screenHeight - 16, 10, GRAY);
             DrawText("Each emoji is a unicode character from a font, not a texture... Press [SPACEBAR] to refresh", (screenWidth - 484)/2, screenHeight - 16, 10, GRAY);
-            
-		EndDrawing();
+
+        EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-	}
-    
+    }
+
     // De-Initialization
     // De-Initialization
-    //-------------------------------------------------------------------------------------- 
+    //--------------------------------------------------------------------------------------
     UnloadFont(fontDefault);    // Unload font resource
     UnloadFont(fontDefault);    // Unload font resource
     UnloadFont(fontAsian);      // Unload font resource
     UnloadFont(fontAsian);      // Unload font resource
     UnloadFont(fontEmoji);      // Unload font resource
     UnloadFont(fontEmoji);      // Unload font resource
-    
-	CloseWindow();              // Close window and OpenGL context
-    //-------------------------------------------------------------------------------------- 
 
 
-	return 0;
+    CloseWindow();              // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
 }
 }
 
 
 // Fills the emoji array with random emoji (only those emojis present in fontEmoji)
 // Fills the emoji array with random emoji (only those emojis present in fontEmoji)
@@ -307,16 +304,16 @@ 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;
-        
+
         // Generate a random color for this emoji
         // Generate a random color for this emoji
         Vector3 hsv = {(start*(i + 1))%360, 0.6f, 0.85f};
         Vector3 hsv = {(start*(i + 1))%360, 0.6f, 0.85f};
         emoji[i].color = Fade(ColorFromHSV(hsv), 0.8f);
         emoji[i].color = Fade(ColorFromHSV(hsv), 0.8f);
-        
+
         // Set a random message for this emoji
         // Set a random message for this emoji
         emoji[i].message = GetRandomValue(0, SIZEOF(messages) - 1);
         emoji[i].message = GetRandomValue(0, SIZEOF(messages) - 1);
     }
     }

+ 10 - 10
examples/text/text_writing_anim.c

@@ -11,20 +11,20 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing anim");
     InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing anim");
-    
+
     const char message[128] = "This sample illustrates a text writing\nanimation effect! Check it out! ;)";
     const char message[128] = "This sample illustrates a text writing\nanimation effect! Check it out! ;)";
-    
+
     int framesCounter = 0;
     int framesCounter = 0;
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -34,7 +34,7 @@ int main()
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         if (IsKeyDown(KEY_SPACE)) framesCounter += 8;
         if (IsKeyDown(KEY_SPACE)) framesCounter += 8;
         else framesCounter++;
         else framesCounter++;
-        
+
         if (IsKeyPressed(KEY_ENTER)) framesCounter = 0;
         if (IsKeyPressed(KEY_ENTER)) framesCounter = 0;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
@@ -45,7 +45,7 @@ int main()
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             DrawText(TextSubtext(message, 0, framesCounter/10), 210, 160, 20, MAROON);
             DrawText(TextSubtext(message, 0, framesCounter/10), 210, 160, 20, MAROON);
-            
+
             DrawText("PRESS [ENTER] to RESTART!", 240, 260, 20, LIGHTGRAY);
             DrawText("PRESS [ENTER] to RESTART!", 240, 260, 20, LIGHTGRAY);
             DrawText("PRESS [SPACE] to SPEED UP!", 239, 300, 20, LIGHTGRAY);
             DrawText("PRESS [SPACE] to SPEED UP!", 239, 300, 20, LIGHTGRAY);
 
 
@@ -54,7 +54,7 @@ int main()
     }
     }
 
 
     // De-Initialization
     // De-Initialization
-    //--------------------------------------------------------------------------------------   
+    //--------------------------------------------------------------------------------------
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 11 - 11
examples/textures/textures_background_scrolling.c

@@ -11,26 +11,26 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - background scrolling");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - background scrolling");
-    
+
     // NOTE: Be careful, background width must be equal or bigger than screen width
     // NOTE: Be careful, background width must be equal or bigger than screen width
     // if not, texture should be draw more than two times for scrolling effect
     // if not, texture should be draw more than two times for scrolling effect
     Texture2D background = LoadTexture("resources/cyberpunk_street_background.png");
     Texture2D background = LoadTexture("resources/cyberpunk_street_background.png");
     Texture2D midground = LoadTexture("resources/cyberpunk_street_midground.png");
     Texture2D midground = LoadTexture("resources/cyberpunk_street_midground.png");
     Texture2D foreground = LoadTexture("resources/cyberpunk_street_foreground.png");
     Texture2D foreground = LoadTexture("resources/cyberpunk_street_foreground.png");
-    
+
     float scrollingBack = 0;
     float scrollingBack = 0;
     float scrollingMid = 0;
     float scrollingMid = 0;
     float scrollingFore = 0;
     float scrollingFore = 0;
-    
-    SetTargetFPS(60);
+
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -41,7 +41,7 @@ int main()
         scrollingBack -= 0.1f;
         scrollingBack -= 0.1f;
         scrollingMid -= 0.5f;
         scrollingMid -= 0.5f;
         scrollingFore -= 1.0f;
         scrollingFore -= 1.0f;
-        
+
         // NOTE: Texture is scaled twice its size, so it sould be considered on scrolling
         // NOTE: Texture is scaled twice its size, so it sould be considered on scrolling
         if (scrollingBack <= -background.width*2) scrollingBack = 0;
         if (scrollingBack <= -background.width*2) scrollingBack = 0;
         if (scrollingMid <= -midground.width*2) scrollingMid = 0;
         if (scrollingMid <= -midground.width*2) scrollingMid = 0;
@@ -58,15 +58,15 @@ int main()
             // NOTE: Texture is scaled twice its size
             // NOTE: Texture is scaled twice its size
             DrawTextureEx(background, (Vector2){ scrollingBack, 20 }, 0.0f, 2.0f, WHITE);
             DrawTextureEx(background, (Vector2){ scrollingBack, 20 }, 0.0f, 2.0f, WHITE);
             DrawTextureEx(background, (Vector2){ background.width*2 + scrollingBack, 20 }, 0.0f, 2.0f, WHITE);
             DrawTextureEx(background, (Vector2){ background.width*2 + scrollingBack, 20 }, 0.0f, 2.0f, WHITE);
-            
+
             // Draw midground image twice
             // Draw midground image twice
             DrawTextureEx(midground, (Vector2){ scrollingMid, 20 }, 0.0f, 2.0f, WHITE);
             DrawTextureEx(midground, (Vector2){ scrollingMid, 20 }, 0.0f, 2.0f, WHITE);
             DrawTextureEx(midground, (Vector2){ midground.width*2 + scrollingMid, 20 }, 0.0f, 2.0f, WHITE);
             DrawTextureEx(midground, (Vector2){ midground.width*2 + scrollingMid, 20 }, 0.0f, 2.0f, WHITE);
-            
+
             // Draw foreground image twice
             // Draw foreground image twice
             DrawTextureEx(foreground, (Vector2){ scrollingFore, 70 }, 0.0f, 2.0f, WHITE);
             DrawTextureEx(foreground, (Vector2){ scrollingFore, 70 }, 0.0f, 2.0f, WHITE);
             DrawTextureEx(foreground, (Vector2){ foreground.width*2 + scrollingFore, 70 }, 0.0f, 2.0f, WHITE);
             DrawTextureEx(foreground, (Vector2){ foreground.width*2 + scrollingFore, 70 }, 0.0f, 2.0f, WHITE);
-            
+
             DrawText("BACKGROUND SCROLLING & PARALLAX", 10, 10, 20, RED);
             DrawText("BACKGROUND SCROLLING & PARALLAX", 10, 10, 20, RED);
             DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, RAYWHITE);
             DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, RAYWHITE);
 
 

+ 13 - 12
examples/textures/textures_bunnymark.c

@@ -25,7 +25,7 @@ typedef struct Bunny {
     Color color;
     Color color;
 } Bunny;
 } Bunny;
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -34,13 +34,14 @@ int main()
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
 
 
+    // Load bunny texture
     Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png");
     Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png");
 
 
-    Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny));          // Bunnies array
+    Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny));    // Bunnies array
 
 
-    int bunniesCount = 0;    // Bunnies counter
+    int bunniesCount = 0;           // Bunnies counter
 
 
-    SetTargetFPS(60);
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -56,8 +57,8 @@ int main()
                 bunnies[bunniesCount].position = GetMousePosition();
                 bunnies[bunniesCount].position = GetMousePosition();
                 bunnies[bunniesCount].speed.x = (float)GetRandomValue(-250, 250)/60.0f;
                 bunnies[bunniesCount].speed.x = (float)GetRandomValue(-250, 250)/60.0f;
                 bunnies[bunniesCount].speed.y = (float)GetRandomValue(-250, 250)/60.0f;
                 bunnies[bunniesCount].speed.y = (float)GetRandomValue(-250, 250)/60.0f;
-                bunnies[bunniesCount].color = (Color){ GetRandomValue(50, 240), 
-                                                       GetRandomValue(80, 240), 
+                bunnies[bunniesCount].color = (Color){ GetRandomValue(50, 240),
+                                                       GetRandomValue(80, 240),
                                                        GetRandomValue(100, 240), 255 };
                                                        GetRandomValue(100, 240), 255 };
                 bunniesCount++;
                 bunniesCount++;
             }
             }
@@ -69,9 +70,9 @@ int main()
             bunnies[i].position.x += bunnies[i].speed.x;
             bunnies[i].position.x += bunnies[i].speed.x;
             bunnies[i].position.y += bunnies[i].speed.y;
             bunnies[i].position.y += bunnies[i].speed.y;
 
 
-            if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) || 
+            if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) ||
                 ((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
                 ((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
-            if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) || 
+            if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) ||
                 ((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
                 ((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
         }
         }
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -84,9 +85,9 @@ int main()
 
 
             for (int i = 0; i < bunniesCount; i++)
             for (int i = 0; i < bunniesCount; i++)
             {
             {
-                // NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS), 
+                // NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
                 // a draw call is launched and buffer starts being filled again;
                 // a draw call is launched and buffer starts being filled again;
-                // before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU... 
+                // before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU...
                 // Process of sending data is costly and it could happen that GPU data has not been completely
                 // Process of sending data is costly and it could happen that GPU data has not been completely
                 // processed for drawing while new data is tried to be sent (updating current in-use buffers)
                 // processed for drawing while new data is tried to be sent (updating current in-use buffers)
                 // it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies
                 // it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies
@@ -96,7 +97,7 @@ int main()
             DrawRectangle(0, 0, screenWidth, 40, BLACK);
             DrawRectangle(0, 0, screenWidth, 40, BLACK);
             DrawText(FormatText("bunnies: %i", bunniesCount), 120, 10, 20, GREEN);
             DrawText(FormatText("bunnies: %i", bunniesCount), 120, 10, 20, GREEN);
             DrawText(FormatText("batched draw calls: %i", 1 + bunniesCount/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON);
             DrawText(FormatText("batched draw calls: %i", 1 + bunniesCount/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON);
-            
+
             DrawFPS(10, 10);
             DrawFPS(10, 10);
 
 
         EndDrawing();
         EndDrawing();
@@ -106,7 +107,7 @@ int main()
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     free(bunnies);              // Unload bunnies data array
     free(bunnies);              // Unload bunnies data array
-    
+
     UnloadTexture(texBunny);    // Unload bunny texture
     UnloadTexture(texBunny);    // Unload bunny texture
 
 
     CloseWindow();              // Close window and OpenGL context
     CloseWindow();              // Close window and OpenGL context

+ 10 - 10
examples/textures/textures_image_drawing.c

@@ -13,12 +13,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
 
 
@@ -28,26 +28,26 @@ int main()
     ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 });      // Crop an image piece
     ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 });      // Crop an image piece
     ImageFlipHorizontal(&cat);                              // Flip cropped image horizontally
     ImageFlipHorizontal(&cat);                              // Flip cropped image horizontally
     ImageResize(&cat, 150, 200);                            // Resize flipped-cropped image
     ImageResize(&cat, 150, 200);                            // Resize flipped-cropped image
-    
+
     Image parrots = LoadImage("resources/parrots.png");     // Load image in CPU memory (RAM)
     Image parrots = LoadImage("resources/parrots.png");     // Load image in CPU memory (RAM)
-    
+
     // Draw one image over the other with a scaling of 1.5f
     // Draw one image over the other with a scaling of 1.5f
     ImageDraw(&parrots, cat, (Rectangle){ 0, 0, cat.width, cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f });
     ImageDraw(&parrots, cat, (Rectangle){ 0, 0, cat.width, cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f });
     ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
     ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
-    
+
     UnloadImage(cat);       // Unload image from RAM
     UnloadImage(cat);       // Unload image from RAM
-    
+
     // Load custom font for frawing on image
     // Load custom font for frawing on image
     Font font = LoadFont("resources/custom_jupiter_crash.png");
     Font font = LoadFont("resources/custom_jupiter_crash.png");
-    
+
     // Draw over image using custom font
     // Draw over image using custom font
     ImageDrawTextEx(&parrots, (Vector2){ 300, 230 }, font, "PARROTS & CAT", font.baseSize, -2, WHITE);
     ImageDrawTextEx(&parrots, (Vector2){ 300, 230 }, font, "PARROTS & CAT", font.baseSize, -2, WHITE);
-    
+
     UnloadFont(font); // Unload custom spritefont (already drawn used on image)
     UnloadFont(font); // Unload custom spritefont (already drawn used on image)
 
 
     Texture2D texture = LoadTextureFromImage(parrots);      // Image converted to texture, uploaded to GPU memory (VRAM)
     Texture2D texture = LoadTextureFromImage(parrots);      // Image converted to texture, uploaded to GPU memory (VRAM)
     UnloadImage(parrots);   // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
     UnloadImage(parrots);   // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
-    
+
     SetTargetFPS(60);
     SetTargetFPS(60);
     //---------------------------------------------------------------------------------------
     //---------------------------------------------------------------------------------------
 
 

+ 14 - 14
examples/textures/textures_image_generation.c

@@ -13,12 +13,12 @@
 
 
 #define NUM_TEXTURES  7      // Currently we have 7 generation algorithms
 #define NUM_TEXTURES  7      // Currently we have 7 generation algorithms
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation");
 
 
@@ -38,7 +38,7 @@ int main()
     textures[4] = LoadTextureFromImage(whiteNoise);
     textures[4] = LoadTextureFromImage(whiteNoise);
     textures[5] = LoadTextureFromImage(perlinNoise);
     textures[5] = LoadTextureFromImage(perlinNoise);
     textures[6] = LoadTextureFromImage(cellular);
     textures[6] = LoadTextureFromImage(cellular);
-    
+
     // Unload image data (CPU RAM)
     // Unload image data (CPU RAM)
     UnloadImage(verticalGradient);
     UnloadImage(verticalGradient);
     UnloadImage(horizontalGradient);
     UnloadImage(horizontalGradient);
@@ -49,10 +49,10 @@ int main()
     UnloadImage(cellular);
     UnloadImage(cellular);
 
 
     int currentTexture = 0;
     int currentTexture = 0;
-    
+
     SetTargetFPS(60);
     SetTargetFPS(60);
     //---------------------------------------------------------------------------------------
     //---------------------------------------------------------------------------------------
-    
+
     // Main game loop
     // Main game loop
     while (!WindowShouldClose())
     while (!WindowShouldClose())
     {
     {
@@ -67,15 +67,15 @@ int main()
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawTexture(textures[currentTexture], 0, 0, WHITE);
             DrawTexture(textures[currentTexture], 0, 0, WHITE);
-            
+
             DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
             DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
             DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
             DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
             DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
             DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
-            
+
             switch(currentTexture)
             switch(currentTexture)
             {
             {
                 case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
                 case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
@@ -87,19 +87,19 @@ int main()
                 case 6: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break;
                 case 6: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break;
                 default: break;
                 default: break;
             }
             }
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-       
+
     // Unload textures data (GPU VRAM)
     // Unload textures data (GPU VRAM)
     for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);
     for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);
-    
+
     CloseWindow();                // Close window and OpenGL context
     CloseWindow();                // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     return 0;
     return 0;
 }
 }

+ 3 - 3
examples/textures/textures_image_loading.c

@@ -13,12 +13,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading");
 
 

+ 23 - 23
examples/textures/textures_image_processing.c

@@ -13,19 +13,19 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-#include <stdlib.h>     // Required for: free()
+#include <stdlib.h>             // Required for: free()
 
 
 #define NUM_PROCESSES    8
 #define NUM_PROCESSES    8
 
 
-typedef enum { 
-    NONE = 0, 
-    COLOR_GRAYSCALE, 
-    COLOR_TINT, 
-    COLOR_INVERT, 
-    COLOR_CONTRAST, 
-    COLOR_BRIGHTNESS, 
-    FLIP_VERTICAL, 
-    FLIP_HORIZONTAL 
+typedef enum {
+    NONE = 0,
+    COLOR_GRAYSCALE,
+    COLOR_TINT,
+    COLOR_INVERT,
+    COLOR_CONTRAST,
+    COLOR_BRIGHTNESS,
+    FLIP_VERTICAL,
+    FLIP_HORIZONTAL
 } ImageProcess;
 } ImageProcess;
 
 
 static const char *processText[] = {
 static const char *processText[] = {
@@ -39,12 +39,12 @@ static const char *processText[] = {
     "FLIP HORIZONTAL"
     "FLIP HORIZONTAL"
 };
 };
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");
 
 
@@ -58,9 +58,9 @@ int main()
     bool textureReload = false;
     bool textureReload = false;
 
 
     Rectangle selectRecs[NUM_PROCESSES];
     Rectangle selectRecs[NUM_PROCESSES];
-    
+
     for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f };
     for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f };
-    
+
     SetTargetFPS(60);
     SetTargetFPS(60);
     //---------------------------------------------------------------------------------------
     //---------------------------------------------------------------------------------------
 
 
@@ -81,14 +81,14 @@ int main()
             if (currentProcess < 0) currentProcess = 7;
             if (currentProcess < 0) currentProcess = 7;
             textureReload = true;
             textureReload = true;
         }
         }
-        
+
         if (textureReload)
         if (textureReload)
         {
         {
             UnloadImage(image);                         // Unload current image data
             UnloadImage(image);                         // Unload current image data
             image = LoadImage("resources/parrots.png"); // Re-load image data
             image = LoadImage("resources/parrots.png"); // Re-load image data
 
 
-            // NOTE: Image processing is a costly CPU process to be done every frame, 
-            // If image processing is required in a frame-basis, it should be done 
+            // NOTE: Image processing is a costly CPU process to be done every frame,
+            // If image processing is required in a frame-basis, it should be done
             // with a texture and by shaders
             // with a texture and by shaders
             switch (currentProcess)
             switch (currentProcess)
             {
             {
@@ -101,11 +101,11 @@ int main()
                 case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break;
                 case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break;
                 default: break;
                 default: break;
             }
             }
-            
+
             Color *pixels = GetImageData(image);        // Get pixel data from image (RGBA 32bit)
             Color *pixels = GetImageData(image);        // Get pixel data from image (RGBA 32bit)
             UpdateTexture(texture, pixels);             // Update texture with new image data
             UpdateTexture(texture, pixels);             // Update texture with new image data
             free(pixels);                               // Unload pixels data from RAM
             free(pixels);                               // Unload pixels data from RAM
-            
+
             textureReload = false;
             textureReload = false;
         }
         }
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -115,9 +115,9 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
             DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
-            
+
             // Draw rectangles
             // Draw rectangles
             for (int i = 0; i < NUM_PROCESSES; i++)
             for (int i = 0; i < NUM_PROCESSES; i++)
             {
             {
@@ -128,7 +128,7 @@ int main()
 
 
             DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
             DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
             DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
             DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }

+ 14 - 14
examples/textures/textures_image_text.c

@@ -11,28 +11,28 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [texture] example - image text drawing");
     InitWindow(screenWidth, screenHeight, "raylib [texture] example - image text drawing");
     
     
+    Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
+
     // TTF Font loading with custom generation parameters
     // TTF Font loading with custom generation parameters
     Font font = LoadFontEx("resources/KAISG.ttf", 64, 0, 0);
     Font font = LoadFontEx("resources/KAISG.ttf", 64, 0, 0);
-    
-    Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
 
 
     // Draw over image using custom font
     // Draw over image using custom font
     ImageDrawTextEx(&parrots, (Vector2){ 20.0f, 20.0f }, font, "[Parrots font drawing]", (float)font.baseSize, 0.0f, RED);
     ImageDrawTextEx(&parrots, (Vector2){ 20.0f, 20.0f }, font, "[Parrots font drawing]", (float)font.baseSize, 0.0f, RED);
 
 
     Texture2D texture = LoadTextureFromImage(parrots);  // Image converted to texture, uploaded to GPU memory (VRAM)
     Texture2D texture = LoadTextureFromImage(parrots);  // Image converted to texture, uploaded to GPU memory (VRAM)
     UnloadImage(parrots);   // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
     UnloadImage(parrots);   // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
-    
+
     Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
     Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
-    
+
     bool showFont = false;
     bool showFont = false;
 
 
     SetTargetFPS(60);
     SetTargetFPS(60);
@@ -57,15 +57,15 @@ int main()
             {
             {
                 // Draw texture with text already drawn inside
                 // Draw texture with text already drawn inside
                 DrawTextureV(texture, position, WHITE);
                 DrawTextureV(texture, position, WHITE);
-                
+
                 // Draw text directly using sprite font
                 // Draw text directly using sprite font
-                DrawTextEx(font, "[Parrots font drawing]", (Vector2){ position.x + 20, 
+                DrawTextEx(font, "[Parrots font drawing]", (Vector2){ position.x + 20,
                            position.y + 20 + 280 }, (float)font.baseSize, 0.0f, WHITE);
                            position.y + 20 + 280 }, (float)font.baseSize, 0.0f, WHITE);
             }
             }
             else DrawTexture(font.texture, screenWidth/2 - font.texture.width/2, 50, BLACK);
             else DrawTexture(font.texture, screenWidth/2 - font.texture.width/2, 50, BLACK);
-            
+
             DrawText("PRESS SPACE to SEE USED SPRITEFONT ", 290, 420, 10, DARKGRAY);
             DrawText("PRESS SPACE to SEE USED SPRITEFONT ", 290, 420, 10, DARKGRAY);
-        
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
@@ -73,9 +73,9 @@ int main()
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     UnloadTexture(texture);     // Texture unloading
     UnloadTexture(texture);     // Texture unloading
-        
-    UnloadFont(font);     // Unload custom spritefont
-    
+
+    UnloadFont(font);           // Unload custom spritefont
+
     CloseWindow();              // Close window and OpenGL context
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 3 - 3
examples/textures/textures_logo_raylib.c

@@ -11,12 +11,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing");
 
 

+ 9 - 9
examples/textures/textures_npatch_drawing.c

@@ -15,18 +15,18 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - N-patch drawing");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - N-patch drawing");
 
 
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
     Texture2D nPatchTexture = LoadTexture("resources/ninepatch_button.png");
     Texture2D nPatchTexture = LoadTexture("resources/ninepatch_button.png");
-    
+
     Vector2 mousePosition = { 0 };
     Vector2 mousePosition = { 0 };
     Vector2 origin = { 0.0f, 0.0f };
     Vector2 origin = { 0.0f, 0.0f };
 
 
@@ -39,13 +39,13 @@ int main()
     // A 9-patch (NPT_9PATCH) changes its sizes in both axis
     // A 9-patch (NPT_9PATCH) changes its sizes in both axis
     NPatchInfo ninePatchInfo1 = { (Rectangle){ 0.0f, 0.0f, 64.0f, 64.0f }, 12, 40, 12, 12, NPT_9PATCH };
     NPatchInfo ninePatchInfo1 = { (Rectangle){ 0.0f, 0.0f, 64.0f, 64.0f }, 12, 40, 12, 12, NPT_9PATCH };
     NPatchInfo ninePatchInfo2 = { (Rectangle){ 0.0f, 128.0f, 64.0f, 64.0f }, 16, 16, 16, 16, NPT_9PATCH };
     NPatchInfo ninePatchInfo2 = { (Rectangle){ 0.0f, 128.0f, 64.0f, 64.0f }, 16, 16, 16, 16, NPT_9PATCH };
-    
+
     // A horizontal 3-patch (NPT_3PATCH_HORIZONTAL) changes its sizes along the x axis only
     // A horizontal 3-patch (NPT_3PATCH_HORIZONTAL) changes its sizes along the x axis only
     NPatchInfo h3PatchInfo = { (Rectangle){ 0.0f,  64.0f, 64.0f, 64.0f }, 8, 8, 8, 8, NPT_3PATCH_HORIZONTAL };
     NPatchInfo h3PatchInfo = { (Rectangle){ 0.0f,  64.0f, 64.0f, 64.0f }, 8, 8, 8, 8, NPT_3PATCH_HORIZONTAL };
-    
+
     // A vertical 3-patch (NPT_3PATCH_VERTICAL) changes its sizes along the y axis only
     // A vertical 3-patch (NPT_3PATCH_VERTICAL) changes its sizes along the y axis only
     NPatchInfo v3PatchInfo = { (Rectangle){ 0.0f, 192.0f, 64.0f, 64.0f }, 6, 6, 6, 6, NPT_3PATCH_VERTICAL };
     NPatchInfo v3PatchInfo = { (Rectangle){ 0.0f, 192.0f, 64.0f, 64.0f }, 6, 6, 6, 6, NPT_3PATCH_VERTICAL };
-    
+
     SetTargetFPS(60);
     SetTargetFPS(60);
     //---------------------------------------------------------------------------------------
     //---------------------------------------------------------------------------------------
 
 
@@ -55,7 +55,7 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         mousePosition = GetMousePosition();
         mousePosition = GetMousePosition();
-        
+
         // Resize the n-patches based on mouse position
         // Resize the n-patches based on mouse position
         dstRec1.width = mousePosition.x - dstRec1.x;
         dstRec1.width = mousePosition.x - dstRec1.x;
         dstRec1.height = mousePosition.y - dstRec1.y;
         dstRec1.height = mousePosition.y - dstRec1.y;
@@ -86,7 +86,7 @@ int main()
             DrawTextureNPatch(nPatchTexture, ninePatchInfo1, dstRec1, origin, 0.0f, WHITE);
             DrawTextureNPatch(nPatchTexture, ninePatchInfo1, dstRec1, origin, 0.0f, WHITE);
             DrawTextureNPatch(nPatchTexture, h3PatchInfo, dstRecH, origin, 0.0f, WHITE);
             DrawTextureNPatch(nPatchTexture, h3PatchInfo, dstRecH, origin, 0.0f, WHITE);
             DrawTextureNPatch(nPatchTexture, v3PatchInfo, dstRecV, origin, 0.0f, WHITE);
             DrawTextureNPatch(nPatchTexture, v3PatchInfo, dstRecV, origin, 0.0f, WHITE);
-            
+
             // Draw the source texture
             // Draw the source texture
             DrawRectangleLines(5, 88, 74, 266, BLUE);
             DrawRectangleLines(5, 88, 74, 266, BLUE);
             DrawTexture(nPatchTexture, 10, 93, WHITE);
             DrawTexture(nPatchTexture, 10, 93, WHITE);

+ 20 - 20
examples/textures/textures_particles_blending.c

@@ -23,18 +23,18 @@ typedef struct {
     bool active;        // NOTE: Use it to activate/deactive particle
     bool active;        // NOTE: Use it to activate/deactive particle
 } Particle;
 } Particle;
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
-    
+
     // Particles pool, reuse them!
     // Particles pool, reuse them!
-    Particle mouseTail[MAX_PARTICLES]; 
-    
+    Particle mouseTail[MAX_PARTICLES];
+
     // Initialize particles
     // Initialize particles
     for (int i = 0; i < MAX_PARTICLES; i++)
     for (int i = 0; i < MAX_PARTICLES; i++)
     {
     {
@@ -45,13 +45,13 @@ int main()
         mouseTail[i].rotation = (float)GetRandomValue(0, 360);
         mouseTail[i].rotation = (float)GetRandomValue(0, 360);
         mouseTail[i].active = false;
         mouseTail[i].active = false;
     }
     }
-    
+
     float gravity = 3.0f;
     float gravity = 3.0f;
 
 
     Texture2D smoke = LoadTexture("resources/smoke.png");
     Texture2D smoke = LoadTexture("resources/smoke.png");
-    
+
     int blending = BLEND_ALPHA;
     int blending = BLEND_ALPHA;
-    
+
     SetTargetFPS(60);
     SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
@@ -60,7 +60,7 @@ int main()
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Activate one particle every frame and Update active particles
         // Activate one particle every frame and Update active particles
         // NOTE: Particles initial position should be mouse position when activated
         // NOTE: Particles initial position should be mouse position when activated
         // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
         // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
@@ -82,13 +82,13 @@ int main()
             {
             {
                 mouseTail[i].position.y += gravity;
                 mouseTail[i].position.y += gravity;
                 mouseTail[i].alpha -= 0.01f;
                 mouseTail[i].alpha -= 0.01f;
-                
+
                 if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
                 if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
-                
+
                 mouseTail[i].rotation += 5.0f;
                 mouseTail[i].rotation += 5.0f;
             }
             }
         }
         }
-        
+
         if (IsKeyPressed(KEY_SPACE))
         if (IsKeyPressed(KEY_SPACE))
         {
         {
             if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE;
             if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE;
@@ -101,25 +101,25 @@ int main()
         BeginDrawing();
         BeginDrawing();
 
 
             ClearBackground(DARKGRAY);
             ClearBackground(DARKGRAY);
-            
+
             BeginBlendMode(blending);
             BeginBlendMode(blending);
 
 
                 // Draw active particles
                 // Draw active particles
                 for (int i = 0; i < MAX_PARTICLES; i++)
                 for (int i = 0; i < MAX_PARTICLES; i++)
                 {
                 {
-                    if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0.0f, 0.0f, (float)smoke.width, (float)smoke.height }, 
+                    if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0.0f, 0.0f, (float)smoke.width, (float)smoke.height },
                                                            (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
                                                            (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
                                                            (Vector2){ (float)(smoke.width*mouseTail[i].size/2.0f), (float)(smoke.height*mouseTail[i].size/2.0f) }, mouseTail[i].rotation,
                                                            (Vector2){ (float)(smoke.width*mouseTail[i].size/2.0f), (float)(smoke.height*mouseTail[i].size/2.0f) }, mouseTail[i].rotation,
                                                            Fade(mouseTail[i].color, mouseTail[i].alpha));
                                                            Fade(mouseTail[i].color, mouseTail[i].alpha));
                 }
                 }
-            
+
             EndBlendMode();
             EndBlendMode();
-            
+
             DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);
             DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);
-            
+
             if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
             if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
             else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);
             else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);
-            
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
@@ -127,7 +127,7 @@ int main()
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     UnloadTexture(smoke);
     UnloadTexture(smoke);
-    
+
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 15 - 15
examples/textures/textures_raw_data.c

@@ -13,31 +13,31 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-#include <stdlib.h>     // Required for malloc() and free()
+#include <stdlib.h>         // Required for: malloc() and free()
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
 
 
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
- 
+
     // Load RAW image data (512x512, 32bit RGBA, no file header)
     // Load RAW image data (512x512, 32bit RGBA, no file header)
     Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
     Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
-    Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw);   // Upload CPU (RAM) image to GPU (VRAM)
-    UnloadImage(fudesumiRaw);                              // Unload CPU (RAM) image data
-    
+    Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw);  // Upload CPU (RAM) image to GPU (VRAM)
+    UnloadImage(fudesumiRaw);                                // Unload CPU (RAM) image data
+
     // Generate a checked texture by code (1024x1024 pixels)
     // Generate a checked texture by code (1024x1024 pixels)
     int width = 960;
     int width = 960;
     int height = 480;
     int height = 480;
-    
+
     // Dynamic memory allocation to store pixels data (Color type)
     // Dynamic memory allocation to store pixels data (Color type)
     Color *pixels = (Color *)malloc(width*height*sizeof(Color));
     Color *pixels = (Color *)malloc(width*height*sizeof(Color));
-    
+
     for (int y = 0; y < height; y++)
     for (int y = 0; y < height; y++)
     {
     {
         for (int x = 0; x < width; x++)
         for (int x = 0; x < width; x++)
@@ -46,14 +46,14 @@ int main()
             else pixels[y*width + x] = GOLD;
             else pixels[y*width + x] = GOLD;
         }
         }
     }
     }
-    
+
     // Load pixels data into an image structure and create texture
     // Load pixels data into an image structure and create texture
     Image checkedIm = LoadImageEx(pixels, width, height);
     Image checkedIm = LoadImageEx(pixels, width, height);
     Texture2D checked = LoadTextureFromImage(checkedIm);
     Texture2D checked = LoadTextureFromImage(checkedIm);
-    UnloadImage(checkedIm);     // Unload CPU (RAM) image data
-    
+    UnloadImage(checkedIm);         // Unload CPU (RAM) image data
+
     // Dynamic memory must be freed after using it
     // Dynamic memory must be freed after using it
-    free(pixels);               // Unload CPU (RAM) pixels data
+    free(pixels);                   // Unload CPU (RAM) pixels data
     //---------------------------------------------------------------------------------------
     //---------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -76,7 +76,7 @@ int main()
             DrawText("CHECKED TEXTURE ", 84, 85, 30, BROWN);
             DrawText("CHECKED TEXTURE ", 84, 85, 30, BROWN);
             DrawText("GENERATED by CODE", 72, 148, 30, BROWN);
             DrawText("GENERATED by CODE", 72, 148, 30, BROWN);
             DrawText("and RAW IMAGE LOADING", 46, 210, 30, BROWN);
             DrawText("and RAW IMAGE LOADING", 46, 210, 30, BROWN);
-            
+
             DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
             DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
 
 
         EndDrawing();
         EndDrawing();

+ 14 - 14
examples/textures/textures_rectangle.c

@@ -14,12 +14,12 @@
 #define MAX_FRAME_SPEED     15
 #define MAX_FRAME_SPEED     15
 #define MIN_FRAME_SPEED      1
 #define MIN_FRAME_SPEED      1
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle");
     InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle");
 
 
@@ -29,10 +29,10 @@ int main()
     Vector2 position = { 350.0f, 280.0f };
     Vector2 position = { 350.0f, 280.0f };
     Rectangle frameRec = { 0.0f, 0.0f, (float)scarfy.width/6, (float)scarfy.height };
     Rectangle frameRec = { 0.0f, 0.0f, (float)scarfy.width/6, (float)scarfy.height };
     int currentFrame = 0;
     int currentFrame = 0;
-    
+
     int framesCounter = 0;
     int framesCounter = 0;
-    int framesSpeed = 8;           // Number of spritesheet frames shown by second
-    
+    int framesSpeed = 8;            // Number of spritesheet frames shown by second
+
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
@@ -42,20 +42,20 @@ int main()
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         framesCounter++;
         framesCounter++;
-        
+
         if (framesCounter >= (60/framesSpeed))
         if (framesCounter >= (60/framesSpeed))
         {
         {
             framesCounter = 0;
             framesCounter = 0;
             currentFrame++;
             currentFrame++;
-            
+
             if (currentFrame > 5) currentFrame = 0;
             if (currentFrame > 5) currentFrame = 0;
-            
+
             frameRec.x = (float)currentFrame*(float)scarfy.width/6;
             frameRec.x = (float)currentFrame*(float)scarfy.width/6;
         }
         }
-        
+
         if (IsKeyPressed(KEY_RIGHT)) framesSpeed++;
         if (IsKeyPressed(KEY_RIGHT)) framesSpeed++;
         else if (IsKeyPressed(KEY_LEFT)) framesSpeed--;
         else if (IsKeyPressed(KEY_LEFT)) framesSpeed--;
-        
+
         if (framesSpeed > MAX_FRAME_SPEED) framesSpeed = MAX_FRAME_SPEED;
         if (framesSpeed > MAX_FRAME_SPEED) framesSpeed = MAX_FRAME_SPEED;
         else if (framesSpeed < MIN_FRAME_SPEED) framesSpeed = MIN_FRAME_SPEED;
         else if (framesSpeed < MIN_FRAME_SPEED) framesSpeed = MIN_FRAME_SPEED;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -69,17 +69,17 @@ int main()
             DrawTexture(scarfy, 15, 40, WHITE);
             DrawTexture(scarfy, 15, 40, WHITE);
             DrawRectangleLines(15, 40, scarfy.width, scarfy.height, LIME);
             DrawRectangleLines(15, 40, scarfy.width, scarfy.height, LIME);
             DrawRectangleLines(15 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED);
             DrawRectangleLines(15 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED);
-            
+
             DrawText("FRAME SPEED: ", 165, 210, 10, DARKGRAY);
             DrawText("FRAME SPEED: ", 165, 210, 10, DARKGRAY);
             DrawText(FormatText("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY);
             DrawText(FormatText("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY);
             DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 240, 10, DARKGRAY);
             DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 240, 10, DARKGRAY);
-            
+
             for (int i = 0; i < MAX_FRAME_SPEED; i++)
             for (int i = 0; i < MAX_FRAME_SPEED; i++)
             {
             {
                 if (i < framesSpeed) DrawRectangle(250 + 21*i, 205, 20, 20, RED);
                 if (i < framesSpeed) DrawRectangle(250 + 21*i, 205, 20, 20, RED);
                 DrawRectangleLines(250 + 21*i, 205, 20, 20, MAROON);
                 DrawRectangleLines(250 + 21*i, 205, 20, 20, MAROON);
             }
             }
-            
+
             DrawTextureRec(scarfy, frameRec, position, WHITE);  // Draw part of the texture
             DrawTextureRec(scarfy, frameRec, position, WHITE);  // Draw part of the texture
 
 
             DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
             DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);

+ 18 - 18
examples/textures/textures_sprite_button.c

@@ -13,35 +13,35 @@
 
 
 #define NUM_FRAMES  3       // Number of frames (rectangles) for the button sprite texture
 #define NUM_FRAMES  3       // Number of frames (rectangles) for the button sprite texture
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     const int screenWidth = 800;
     const int screenWidth = 800;
     const int screenHeight = 450;
     const int screenHeight = 450;
-    
+
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button");
 
 
     InitAudioDevice();      // Initialize audio device
     InitAudioDevice();      // Initialize audio device
-    
+
     Sound fxButton = LoadSound("resources/buttonfx.wav");   // Load button sound
     Sound fxButton = LoadSound("resources/buttonfx.wav");   // Load button sound
     Texture2D button = LoadTexture("resources/button.png"); // Load button texture
     Texture2D button = LoadTexture("resources/button.png"); // Load button texture
-    
+
     // Define frame rectangle for drawing
     // Define frame rectangle for drawing
     int frameHeight = button.height/NUM_FRAMES;
     int frameHeight = button.height/NUM_FRAMES;
     Rectangle sourceRec = { 0, 0, button.width, frameHeight };
     Rectangle sourceRec = { 0, 0, button.width, frameHeight };
-    
+
     // Define button bounds on screen
     // Define button bounds on screen
     Rectangle btnBounds = { screenWidth/2 - button.width/2, screenHeight/2 - button.height/NUM_FRAMES/2, button.width, frameHeight };
     Rectangle btnBounds = { screenWidth/2 - button.width/2, screenHeight/2 - button.height/NUM_FRAMES/2, button.width, frameHeight };
-    
+
     int btnState = 0;               // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
     int btnState = 0;               // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
     bool btnAction = false;         // Button action should be activated
     bool btnAction = false;         // Button action should be activated
-    
+
     Vector2 mousePoint = { 0.0f, 0.0f };
     Vector2 mousePoint = { 0.0f, 0.0f };
-    
+
     SetTargetFPS(60);
     SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     // Main game loop
     // Main game loop
     while (!WindowShouldClose())    // Detect window close button or ESC key
     while (!WindowShouldClose())    // Detect window close button or ESC key
     {
     {
@@ -49,7 +49,7 @@ int main()
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         mousePoint = GetMousePosition();
         mousePoint = GetMousePosition();
         btnAction = false;
         btnAction = false;
-        
+
         // Check button state
         // Check button state
         if (CheckCollisionPointRec(mousePoint, btnBounds))
         if (CheckCollisionPointRec(mousePoint, btnBounds))
         {
         {
@@ -59,26 +59,26 @@ int main()
             if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) btnAction = true;
             if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) btnAction = true;
         }
         }
         else btnState = 0;
         else btnState = 0;
-        
+
         if (btnAction)
         if (btnAction)
         {
         {
             PlaySound(fxButton);
             PlaySound(fxButton);
-            
+
             // TODO: Any desired action
             // TODO: Any desired action
         }
         }
-        
+
         // Calculate button frame rectangle to draw depending on button state
         // Calculate button frame rectangle to draw depending on button state
         sourceRec.y = btnState*frameHeight;
         sourceRec.y = btnState*frameHeight;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             DrawTextureRec(button, sourceRec, (Vector2){ btnBounds.x, btnBounds.y }, WHITE); // Draw button frame
             DrawTextureRec(button, sourceRec, (Vector2){ btnBounds.x, btnBounds.y }, WHITE); // Draw button frame
-        
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
@@ -89,9 +89,9 @@ int main()
     UnloadSound(fxButton);  // Unload sound
     UnloadSound(fxButton);  // Unload sound
 
 
     CloseAudioDevice();     // Close audio device
     CloseAudioDevice();     // Close audio device
-    
+
     CloseWindow();          // Close window and OpenGL context
     CloseWindow();          // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     return 0;
     return 0;
 }
 }

+ 28 - 28
examples/textures/textures_sprite_explosion.c

@@ -11,23 +11,23 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-#define NUM_FRAMES  8
-#define NUM_LINES   6
+#define NUM_FRAMES      8
+#define NUM_LINES       6
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     const int screenWidth = 800;
     const int screenWidth = 800;
     const int screenHeight = 450;
     const int screenHeight = 450;
-    
+
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
-    
+
     InitAudioDevice();
     InitAudioDevice();
-    
+
     // Load explosion sound
     // Load explosion sound
     Sound fxBoom = LoadSound("resources/boom.wav");
     Sound fxBoom = LoadSound("resources/boom.wav");
-    
+
     // Load explosion texture
     // Load explosion texture
     Texture2D explosion = LoadTexture("resources/explosion.png");
     Texture2D explosion = LoadTexture("resources/explosion.png");
     
     
@@ -36,72 +36,72 @@ int main()
     int frameHeight = explosion.height/NUM_LINES;   // Sprite one frame rectangle height
     int frameHeight = explosion.height/NUM_LINES;   // Sprite one frame rectangle height
     int currentFrame = 0;
     int currentFrame = 0;
     int currentLine = 0;
     int currentLine = 0;
-    
+
     Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
     Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
     Vector2 position = { 0, 0 };
     Vector2 position = { 0, 0 };
-    
+
     bool active = false;
     bool active = false;
     int framesCounter = 0;
     int framesCounter = 0;
-    
+
     SetTargetFPS(120);
     SetTargetFPS(120);
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     // 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
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Check for mouse button pressed and activate explosion (if not active)
         // Check for mouse button pressed and activate explosion (if not active)
         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !active)
         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !active)
         {
         {
             position = GetMousePosition();
             position = GetMousePosition();
             active = true;
             active = true;
-            
+
             position.x -= frameWidth/2;
             position.x -= frameWidth/2;
             position.y -= frameHeight/2;
             position.y -= frameHeight/2;
-            
+
             PlaySound(fxBoom);
             PlaySound(fxBoom);
         }
         }
-        
+
         // Compute explosion animation frames
         // Compute explosion animation frames
         if (active)
         if (active)
         {
         {
             framesCounter++;
             framesCounter++;
-            
+
             if (framesCounter > 2)
             if (framesCounter > 2)
             {
             {
                 currentFrame++;
                 currentFrame++;
-                
+
                 if (currentFrame >= NUM_FRAMES)
                 if (currentFrame >= NUM_FRAMES)
                 {
                 {
                     currentFrame = 0;
                     currentFrame = 0;
                     currentLine++;
                     currentLine++;
-                    
+
                     if (currentLine >= NUM_LINES)
                     if (currentLine >= NUM_LINES)
                     {
                     {
                         currentLine = 0;
                         currentLine = 0;
                         active = false;
                         active = false;
                     }
                     }
                 }
                 }
-            
+
                 framesCounter = 0;
                 framesCounter = 0;
             }
             }
         }
         }
-        
+
         frameRec.x = frameWidth*currentFrame;
         frameRec.x = frameWidth*currentFrame;
         frameRec.y = frameHeight*currentLine;
         frameRec.y = frameHeight*currentLine;
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             // Draw explosion required frame rectangle
             // Draw explosion required frame rectangle
             if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
             if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
-        
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
@@ -109,12 +109,12 @@ int main()
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     UnloadTexture(explosion);   // Unload texture
     UnloadTexture(explosion);   // Unload texture
-    UnloadSound(fxBoom);          // Unload sound
-    
+    UnloadSound(fxBoom);        // Unload sound
+
     CloseAudioDevice();
     CloseAudioDevice();
-    
+
     CloseWindow();              // Close window and OpenGL context
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     return 0;
     return 0;
 }
 }

+ 11 - 10
examples/textures/textures_srcrec_dstrec.c

@@ -11,32 +11,33 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
     InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
 
 
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
+    
     Texture2D scarfy = LoadTexture("resources/scarfy.png");        // Texture loading
     Texture2D scarfy = LoadTexture("resources/scarfy.png");        // Texture loading
 
 
     int frameWidth = scarfy.width/6;
     int frameWidth = scarfy.width/6;
     int frameHeight = scarfy.height;
     int frameHeight = scarfy.height;
-    
-    // NOTE: Source rectangle (part of the texture to use for drawing)
+
+    // Source rectangle (part of the texture to use for drawing)
     Rectangle sourceRec = { 0.0f, 0.0f, frameWidth, frameHeight };
     Rectangle sourceRec = { 0.0f, 0.0f, frameWidth, frameHeight };
 
 
-    // NOTE: Destination rectangle (screen rectangle where drawing part of texture)
+    // Destination rectangle (screen rectangle where drawing part of texture)
     Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 };
     Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 };
 
 
-    // NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size
+    // Origin of the texture (rotation/scale point), it's relative to destination rectangle size
     Vector2 origin = { frameWidth, frameHeight };
     Vector2 origin = { frameWidth, frameHeight };
-    
+
     int rotation = 0;
     int rotation = 0;
-    
+
     SetTargetFPS(60);
     SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
@@ -63,7 +64,7 @@ int main()
 
 
             DrawLine((int)destRec.x, 0, (int)destRec.x, screenHeight, GRAY);
             DrawLine((int)destRec.x, 0, (int)destRec.x, screenHeight, GRAY);
             DrawLine(0, (int)destRec.y, screenWidth, (int)destRec.y, GRAY);
             DrawLine(0, (int)destRec.y, screenWidth, (int)destRec.y, GRAY);
-            
+
             DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
             DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
 
 
         EndDrawing();
         EndDrawing();

+ 6 - 6
examples/textures/textures_to_image.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 /*******************************************************************************************
 *
 *
-*   raylib [textures] example - Retrieve image data from texture: GetTextureData() 
+*   raylib [textures] example - Retrieve image data from texture: GetTextureData()
 *
 *
 *   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
 *   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
 *
 *
@@ -13,12 +13,12 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-int main()
+int main(void)
 {
 {
     // Initialization
     // Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
+    const int screenWidth = 800;
+    const int screenHeight = 450;
 
 
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image");
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image");
 
 
@@ -27,10 +27,10 @@ int main()
     Image image = LoadImage("resources/raylib_logo.png");  // Load image data into CPU memory (RAM)
     Image image = LoadImage("resources/raylib_logo.png");  // Load image data into CPU memory (RAM)
     Texture2D texture = LoadTextureFromImage(image);       // Image converted to texture, GPU memory (RAM -> VRAM)
     Texture2D texture = LoadTextureFromImage(image);       // Image converted to texture, GPU memory (RAM -> VRAM)
     UnloadImage(image);                                    // Unload image data from CPU memory (RAM)
     UnloadImage(image);                                    // Unload image data from CPU memory (RAM)
-    
+
     image = GetTextureData(texture);                       // Retrieve image data from GPU memory (VRAM -> RAM)
     image = GetTextureData(texture);                       // Retrieve image data from GPU memory (VRAM -> RAM)
     UnloadTexture(texture);                                // Unload texture from GPU memory (VRAM)
     UnloadTexture(texture);                                // Unload texture from GPU memory (VRAM)
-    
+
     texture = LoadTextureFromImage(image);                 // Recreate texture from retrieved image data (RAM -> VRAM)
     texture = LoadTextureFromImage(image);                 // Recreate texture from retrieved image data (RAM -> VRAM)
     UnloadImage(image);                                    // Unload retrieved image data from CPU memory (RAM)
     UnloadImage(image);                                    // Unload retrieved image data from CPU memory (RAM)
     //---------------------------------------------------------------------------------------
     //---------------------------------------------------------------------------------------