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Declaration hides another variable same name

pull/5394/head
Jordi Santonja Blanes před 2 měsíci
rodič
revize
5cc085c4bd
1 změnil soubory, kde provedl 11 přidání a 11 odebrání
  1. +11
    -11
      examples/shaders/shaders_game_of_life.c

+ 11
- 11
examples/shaders/shaders_game_of_life.c Zobrazit soubor

@ -92,7 +92,7 @@ int main(void)
int preset = -1; // No button pressed for preset int preset = -1; // No button pressed for preset
int mode = MODE_RUN; // Starting mode: running int mode = MODE_RUN; // Starting mode: running
bool buttonZoomIn = false; // Button states: false not pressed
bool buttonZoomIn = false; // Button states: false not pressed
bool buttonZomOut = false; bool buttonZomOut = false;
bool buttonFaster = false; bool buttonFaster = false;
bool buttonSlower = false; bool buttonSlower = false;
@ -107,18 +107,18 @@ int main(void)
const float resolution[2] = { (float)worldWidth, (float)worldHeight }; const float resolution[2] = { (float)worldWidth, (float)worldHeight };
SetShaderValue(shdrGameOfLife, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); SetShaderValue(shdrGameOfLife, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
// Define two textures: the current world and the previous world
// Define two textures: the current world and the previous world
RenderTexture2D world1 = LoadRenderTexture(worldWidth, worldHeight); RenderTexture2D world1 = LoadRenderTexture(worldWidth, worldHeight);
RenderTexture2D world2 = LoadRenderTexture(worldWidth, worldHeight); RenderTexture2D world2 = LoadRenderTexture(worldWidth, worldHeight);
BeginTextureMode(world2); BeginTextureMode(world2);
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
EndTextureMode(); EndTextureMode();
Image pattern = LoadImage("resources/game_of_life/r_pentomino.png");
UpdateTextureRec(world2.texture, (Rectangle){ worldWidth/2.0f, worldHeight/2.0f, (float)(pattern.width), (float)(pattern.height) }, pattern.data);
UnloadImage(pattern);
Image startPattern = LoadImage("resources/game_of_life/r_pentomino.png");
UpdateTextureRec(world2.texture, (Rectangle) { worldWidth / 2.0f, worldHeight / 2.0f, (float)(startPattern.width), (float)(startPattern.height) }, startPattern.data);
UnloadImage(startPattern);
// Pointers to the two textures, to be swapped
// Pointers to the two textures, to be swapped
RenderTexture2D *currentWorld = &world2; RenderTexture2D *currentWorld = &world2;
RenderTexture2D *previousWorld = &world1; RenderTexture2D *previousWorld = &world1;
@ -135,11 +135,11 @@ int main(void)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
frame++; frame++;
// Change zoom: both by buttons or by mouse wheel
// Change zoom: both by buttons or by mouse wheel
float mouseWheelMove = GetMouseWheelMove(); float mouseWheelMove = GetMouseWheelMove();
if (buttonZoomIn || (buttonZomOut && (zoom > 1)) || (mouseWheelMove != 0.0f)) if (buttonZoomIn || (buttonZomOut && (zoom > 1)) || (mouseWheelMove != 0.0f))
{ {
FreeImageToDraw(&imageToDraw); // Zoom change: free the image to draw to be recreated again
FreeImageToDraw(&imageToDraw); // Zoom change: free the image to draw to be recreated again
const float centerX = offsetX + (windowWidth/2.0f)/zoom; const float centerX = offsetX + (windowWidth/2.0f)/zoom;
const float centerY = offsetY + (windowHeight/2.0f)/zoom; const float centerY = offsetY + (windowHeight/2.0f)/zoom;
@ -159,9 +159,9 @@ int main(void)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if ((mode == MODE_RUN) || (mode == MODE_PAUSE)) if ((mode == MODE_RUN) || (mode == MODE_PAUSE))
{ {
FreeImageToDraw(&imageToDraw); // Free the image to draw: no longer needed in these modes
FreeImageToDraw(&imageToDraw); // Free the image to draw: no longer needed in these modes
// Pan with mouse left button
// Pan with mouse left button
static Vector2 previousMousePosition = { 0.0f, 0.0f }; static Vector2 previousMousePosition = { 0.0f, 0.0f };
const Vector2 mousePosition = GetMousePosition(); const Vector2 mousePosition = GetMousePosition();
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && (mousePosition.x < windowWidth)) if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && (mousePosition.x < windowWidth))
@ -182,7 +182,7 @@ int main(void)
if (offsetY + sizeInWorldY >= worldHeight) if (offsetY + sizeInWorldY >= worldHeight)
sizeInWorldY = worldHeight - (int)floorf(offsetY); sizeInWorldY = worldHeight - (int)floorf(offsetY);
// Create image to draw if not created yet
// Create image to draw if not created yet
if (imageToDraw == NULL) if (imageToDraw == NULL)
{ {
RenderTexture2D worldOnScreen = LoadRenderTexture(sizeInWorldX, sizeInWorldY); RenderTexture2D worldOnScreen = LoadRenderTexture(sizeInWorldX, sizeInWorldY);

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