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Remove trailing spaces

pull/5310/head
Ray 1週間前
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0fbc4272d0
7個のファイルの変更24行の追加24行の削除
  1. +1
    -1
      examples/examples_template.c
  2. +1
    -1
      examples/shaders/shaders_normalmap_rendering.c
  3. +1
    -1
      examples/shapes/shapes_bullet_hell.c
  4. +18
    -18
      examples/shapes/shapes_starfield_effect.c
  5. +1
    -1
      src/platforms/rcore_desktop_sdl.c
  6. +1
    -1
      src/platforms/rcore_desktop_win32.c
  7. +1
    -1
      src/rcore.c

+ 1
- 1
examples/examples_template.c ファイルの表示

@ -36,7 +36,7 @@
10. Have fun!
The following files must be updated when adding a new example,
The following files must be updated when adding a new example,
but it can be automatically done using the raylib provided tool: rexm
So, no worries if just the .c/.png are provided when adding the example.

+ 1
- 1
examples/shaders/shaders_normalmap_rendering.c ファイルの表示

@ -49,7 +49,7 @@ int main(void)
camera.projection = CAMERA_PERSPECTIVE;
// Load basic normal map lighting shader
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/normalmap.vs", GLSL_VERSION),
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/normalmap.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/normalmap.fs", GLSL_VERSION));
// Get some required shader locations

+ 1
- 1
examples/shapes/shapes_bullet_hell.c ファイルの表示

@ -197,7 +197,7 @@ int main(void)
bullets[i].color);
}
}
}
}
else
{
// Draw bullets using DrawCircle(), less performant

+ 18
- 18
examples/shapes/shapes_starfield_effect.c ファイルの表示

@ -32,18 +32,18 @@ int main(void)
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - starfield effect");
Color bgColor = ColorLerp(DARKBLUE, BLACK, 0.69f);
// Speed at which we fly forward
float speed = 10.0f/9.0f;
// We're either drawing lines or circles
bool drawLines = true;
Vector3 stars[STAR_COUNT] = { 0 };
Vector2 starsScreenPos[STAR_COUNT] = { 0 };
// Setup the stars with a random position
for (int i = 0; i < STAR_COUNT; i++)
{
@ -65,22 +65,22 @@ int main(void)
if ((int)mouseMove != 0) speed += 2.0f*mouseMove/9.0f;
if (speed < 0.0f) speed = 0.1f;
else if (speed > 2.0f) speed = 2.0f;
// Toggle lines / points with space bar
if (IsKeyPressed(KEY_SPACE)) drawLines = !drawLines;
float dt = GetFrameTime();
for (int i = 0; i < STAR_COUNT; i++)
for (int i = 0; i < STAR_COUNT; i++)
{
// Update star's timer
stars[i].z -= dt*speed;
// Calculate the screen position
starsScreenPos[i] = (Vector2){
screenWidth*0.5f + stars[i].x/stars[i].z,
screenHeight*0.5f + stars[i].y/stars[i].z,
};
// If the star is too old, or offscreen, it dies and we make a new random one
if ((stars[i].z < 0.0f) || (starsScreenPos[i].x < 0) || (starsScreenPos[i].y < 0.0f) ||
(starsScreenPos[i].x > screenWidth) || (starsScreenPos[i].y > screenHeight))
@ -97,14 +97,14 @@ int main(void)
BeginDrawing();
ClearBackground(bgColor);
for (int i = 0; i < STAR_COUNT; i++)
{
if (drawLines)
{
// Get the time a little while ago for this star, but clamp it
float t = Clamp(stars[i].z + 1.0f/32.0f, 0.0f, 1.0f);
// If it's different enough from the current time, we proceed
if ((t - stars[i].z) > 1e-3)
{
@ -113,26 +113,26 @@ int main(void)
screenWidth*0.5f + stars[i].x/t,
screenHeight*0.5f + stars[i].y/t,
};
// Draw a line connecting the old point to the current point
DrawLineV(startPos, starsScreenPos[i], RAYWHITE);
}
}
else
else
{
// Make the radius grow as the star ages
float radius = Lerp(stars[i].z, 1.0f, 5.0f);
// Draw the circle
DrawCircleV(starsScreenPos[i], radius, RAYWHITE);
}
}
DrawText(TextFormat("[MOUSE WHEEL] Current Speed: %.0f", 9.0f*speed/2.0f), 10, 40, 20, RAYWHITE);
DrawText(TextFormat("[SPACE] Current draw mode: %s", drawLines ? "Lines" : "Circles"), 10, 70, 20, RAYWHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

+ 1
- 1
src/platforms/rcore_desktop_sdl.c ファイルの表示

@ -1243,7 +1243,7 @@ void EnableCursor(void)
SDL_SetRelativeMouseMode(SDL_FALSE);
#if defined(USING_VERSION_SDL3)
// NOTE: SDL_ShowCursor() has been split into three functions:
// NOTE: SDL_ShowCursor() has been split into three functions:
// SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
SDL_ShowCursor();
#else

+ 1
- 1
src/platforms/rcore_desktop_win32.c ファイルの表示

@ -1139,7 +1139,7 @@ void ShowCursor(void)
// Hides mouse cursor
void HideCursor(void)
{
// NOTE: We use SetCursor() instead of ShowCursor() because
// NOTE: We use SetCursor() instead of ShowCursor() because
// it makes it easy to only hide the cursor while it's inside the client area
SetCursor(NULL);
CORE.Input.Mouse.cursorHidden = true;

+ 1
- 1
src/rcore.c ファイルの表示

@ -709,7 +709,7 @@ void InitWindow(int width, int height, const char *title)
//--------------------------------------------------------------
// Initialize rlgl default data (buffers and shaders)
// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
// NOTE: Current fbo size stored as globals in rlgl for convenience
rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
isGpuReady = true; // Flag to note GPU has been initialized successfully

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