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Fix warning: illegal character encoding in string literal

[email protected] 7 years ago
parent
commit
df74607479
1 changed files with 33 additions and 33 deletions
  1. 33 33
      examples/models/models_yaw_pitch_roll.c

+ 33 - 33
examples/models/models_yaw_pitch_roll.c

@@ -5,7 +5,7 @@
 *   This example has been created using raylib 1.8 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
-*   Example based on Berni work on Raspberry Pi: 
+*   Example based on Berni work on Raspberry Pi:
 *   http://forum.raylib.com/index.php?p=/discussion/124/line-versus-triangle-drawing-order
 *
 *   Copyright (c) 2017 Ramon Santamaria (@raysan5)
@@ -30,25 +30,25 @@ int main()
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
 
-    Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png"); 
+    Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png");
     Texture2D texBackground = LoadTexture("resources/background.png");
-    Texture2D texPitch = LoadTexture("resources/pitch.png");   
+    Texture2D texPitch = LoadTexture("resources/pitch.png");
     Texture2D texPlane = LoadTexture("resources/plane.png");
 
     RenderTexture2D framebuffer = LoadRenderTexture(192, 192);
-    
+
     // Model loading
     Model model = LoadModel("resources/plane.obj");      // Load OBJ model
     model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
-    
+
     GenTextureMipmaps(&model.material.maps[MAP_DIFFUSE].texture);
-    
+
     Camera camera = { 0 };
     camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
     camera.target = (Vector3){ 0.0f, 12.0f, 0.0f };     // Camera looking at point
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.fovy = 30.0f;                                // Camera field-of-view Y
-    
+
     float pitch = 0.0f;
     float roll = 0.0f;
     float yaw = 0.0f;
@@ -61,7 +61,7 @@ int main()
     {
         // Update
         //----------------------------------------------------------------------------------
-        
+
         // Plane roll (x-axis) controls
         if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
         else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
@@ -70,7 +70,7 @@ int main()
             if (roll > 0.0f) roll -= 0.5f;
             else if (roll < 0.0f) roll += 0.5f;
         }
-        
+
         // Plane yaw (y-axis) controls
         if (IsKeyDown(KEY_S)) yaw += 1.0f;
         else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
@@ -79,7 +79,7 @@ int main()
             if (yaw > 0.0f) yaw -= 0.5f;
             else if (yaw < 0.0f) yaw += 0.5f;
         }
-        
+
         // Plane pitch (z-axis) controls
         if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
         else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
@@ -88,7 +88,7 @@ int main()
             if (pitch > 0.3f) pitch -= 0.3f;
             else if (pitch < -0.3f) pitch += 0.3f;
         }
-        
+
         // Wraps the phase of an angle to fit between -180 and +180 degrees
         int pitchOffset = pitch;
         while (pitchOffset > 180) pitchOffset -= 360;
@@ -96,20 +96,20 @@ int main()
         pitchOffset *= 10;
 
         Matrix transform = MatrixIdentity();
-    
+
         transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
         transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch));
         transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
-        
+
         model.transform = transform;
         //----------------------------------------------------------------------------------
 
         // Draw
         //----------------------------------------------------------------------------------
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
-        
+
             // Draw framebuffer texture (Ahrs Display)
             int centerX = framebuffer.texture.width/2;
             int centerY = framebuffer.texture.height/2;
@@ -126,11 +126,11 @@ int main()
                 DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
                                (Rectangle){ centerX, centerY, texPitch.width*scaleFactor, texPitch.height*scaleFactor },
                                (Vector2){ texPitch.width/2*scaleFactor, texPitch.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
-            
+
                 DrawTexturePro(texPlane, (Rectangle){ 0, 0, texPlane.width, texPlane.height },
-                               (Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor }, 
+                               (Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor },
                                (Vector2){ texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
-                                
+
                 EndBlendMode();
 
             EndTextureMode();
@@ -147,7 +147,7 @@ int main()
             DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED);
             DrawAngleGauge(texAngleGauge, 190, 70, pitch, "pitch", GREEN);
             DrawAngleGauge(texAngleGauge, 300, 70, yaw, "yaw", SKYBLUE);
-            
+
             DrawRectangle(30, 360, 260, 70, Fade(SKYBLUE, 0.5f));
             DrawRectangleLines(30, 360, 260, 70, Fade(DARKBLUE, 0.5f));
             DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 370, 10, DARKGRAY);
@@ -155,31 +155,31 @@ int main()
             DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 410, 10, DARKGRAY);
 
             // Draw framebuffer texture
-            DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height }, 
+            DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height },
                            (Vector2){ screenWidth - framebuffer.texture.width - 20, 20 }, Fade(WHITE, 0.8f));
-            
+
             DrawRectangleLines(screenWidth - framebuffer.texture.width - 20, 20, framebuffer.texture.width, framebuffer.texture.height, DARKGRAY);
-        
+
         EndDrawing();
         //----------------------------------------------------------------------------------
     }
 
     // De-Initialization
     //--------------------------------------------------------------------------------------
-    
+
     // Unload all loaded data
     UnloadModel(model);
-    
+
     UnloadRenderTexture(framebuffer);
-    
-    UnloadTexture(texAngleGauge); 
+
+    UnloadTexture(texAngleGauge);
     UnloadTexture(texBackground);
-    UnloadTexture(texPitch);  
+    UnloadTexture(texPitch);
     UnloadTexture(texPlane);
-    
+
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
-    
+
     return 0;
 }
 
@@ -192,7 +192,7 @@ void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[
     int textSize = 20;
 
     DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color);
-  
-    DrawText(FormatText("%5.1f°", angle), x - MeasureText(FormatText("%5.1f°", angle), textSize) / 2, y + 10, textSize, DARKGRAY); 
-    DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);  
-}
+
+    DrawText(FormatText("%5.1f", angle), x - MeasureText(FormatText("%5.1f", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
+    DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);
+}