From 43396137ec2d51f4f21079c50cc63ad2c3bdf8c3 Mon Sep 17 00:00:00 2001 From: RobinsAviary Date: Fri, 14 Nov 2025 18:59:05 -0500 Subject: [PATCH] formatting --- examples/shapes/shapes_rlgl_color_wheel.c | 36 +++++++++++------------ 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/examples/shapes/shapes_rlgl_color_wheel.c b/examples/shapes/shapes_rlgl_color_wheel.c index b21c9dc8a..55cfa9c29 100644 --- a/examples/shapes/shapes_rlgl_color_wheel.c +++ b/examples/shapes/shapes_rlgl_color_wheel.c @@ -46,7 +46,7 @@ int main(void) float value = 1.0f; // The center of the screen - Vector2 center = { (float)screenWidth / 2.0f, (float)screenHeight / 2.0f }; + Vector2 center = { (float)screenWidth/2.0f, (float)screenHeight/2.0f }; // The location of the color wheel Vector2 circlePosition = center; @@ -121,12 +121,12 @@ int main(void) circlePosition = Vector2Add(Vector2Multiply(Vector2Subtract(circlePosition, center), (Vector2){ 0.975f, 0.975f }), center); } - float distance = Vector2Distance(center, circlePosition) / pointScale; - float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition)) / PI + 1.0f) / 2.0f); + float distance = Vector2Distance(center, circlePosition)/pointScale; + float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f) / 2.0f); if (distance > 1.0f) { - circlePosition = Vector2Add((Vector2){ sinf(angle * (PI * 2.0f)) * pointScale, -cosf(angle * (PI * 2.0f)) * pointScale }, center); + circlePosition = Vector2Add((Vector2){ sinf(angle*(PI * 2.0f)) * pointScale, -cosf(angle*(PI*2.0f))*pointScale }, center); } } @@ -150,17 +150,17 @@ int main(void) circlePosition = GetMousePosition(); float distance = Vector2Distance(center, circlePosition) / pointScale; - float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition)) / PI + 1.0f) / 2.0f); - float angle360 = angle * 360.0f; + float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f)/2.0f); + float angle360 = angle*360.0f; if (distance > 1.0f) { - circlePosition = Vector2Add((Vector2){ sinf(angle * (PI * 2.0f)) * pointScale, -cosf(angle * (PI * 2.0f)) * pointScale }, center); + circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI* 2.0f))*pointScale }, center); } float valueActual = Clamp(distance, 0.0f, 1.0f); - color = ColorLerp((Color){ (int)(value * 255.0f), (int)(value * 255.0f), (int)(value * 255.0f), 255 }, ColorFromHSV(angle360, Clamp(distance, 0.0f, 1.0f), 1.0f), valueActual); + color = ColorLerp((Color){ (int)(value*255.0f), (int)(value*255.0f), (int)(value*255.0f), 255 }, ColorFromHSV(angle360, Clamp(distance, 0.0f, 1.0f), 1.0f), valueActual); } // Update render mode accordingly @@ -179,9 +179,9 @@ int main(void) rlBegin(renderType); for (unsigned int i = 0; i < triangleCount; i++) { - float angleOffset = ((PI * 2.0f) / (float)triangleCount); - float angle = angleOffset * (float)i; - float angleOffsetCalculated = ((float)i + 1) * angleOffset; + float angleOffset = ((PI*2.0f)/(float)triangleCount); + float angle = angleOffset*(float)i; + float angleOffsetCalculated = ((float)i + 1)*angleOffset; Vector2 scale = (Vector2){ pointScale, pointScale }; Vector2 offset = Vector2Multiply((Vector2){ sinf(angle), -cosf(angle) }, scale); @@ -190,8 +190,8 @@ int main(void) Vector2 position = Vector2Add(center, offset); Vector2 position2 = Vector2Add(center, offset2); - float angleNonRadian = (angle / (2.0f * PI)) * 360.0f; - float angleNonRadianOffset = (angleOffset / (2.0f * PI)) * 360.0f; + float angleNonRadian = (angle/(2.0f*PI))*360.0f; + float angleNonRadianOffset = (angleOffset/(2.0f*PI))*360.0f; Color currentColor = ColorFromHSV(angleNonRadian, 1.0f, 1.0f); Color offsetColor = ColorFromHSV(angleNonRadian + angleNonRadianOffset, 1.0f, 1.0f); @@ -229,7 +229,7 @@ int main(void) // Make the handle slightly more visible overtop darker colors Color handleColor = BLACK; - if (Vector2Distance(center, circlePosition) / pointScale <= 0.5f && value <= 0.5f) + if (Vector2Distance(center, circlePosition)/pointScale <= 0.5f && value <= 0.5f) { handleColor = DARKGRAY; } @@ -265,13 +265,13 @@ int main(void) // If the slider was clicked, update the current color if (sliderClicked) { - float distance = Vector2Distance(center, circlePosition) / pointScale; - float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition)) / PI + 1.0f) / 2.0f); - float angle360 = angle * 360.0f; + float distance = Vector2Distance(center, circlePosition)/pointScale; + float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f)/2.0f); + float angle360 = angle*360.0f; float valueActual = Clamp(distance, 0.0f, 1.0f); - color = ColorLerp((Color){ (int)(value * 255.0f), (int)(value * 255.0f), (int)(value * 255.0f), 255 }, ColorFromHSV(angle360, Clamp(distance, 0.0f, 1.0f), 1.0f), valueActual); + color = ColorLerp((Color){ (int)(value*255.0f), (int)(value*255.0f), (int)(value*255.0f), 255 }, ColorFromHSV(angle360, Clamp(distance, 0.0f, 1.0f), 1.0f), valueActual); } // Draw FPS next to outlined color preview