gofmt -s -w -l .

This commit is contained in:
JupiterRider 2023-02-11 16:34:47 +01:00
parent 2243b93c92
commit f3d7d84178
9 changed files with 298 additions and 298 deletions

View file

@ -17,9 +17,9 @@ import (
* *
********************************************************************************************/ ********************************************************************************************/
//------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
//------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------
func main() { func main() {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -31,7 +31,7 @@ func DrawScene() {
rl.DrawPlane(rl.Vector3{0, 0, 0}, rl.Vector2{50, 50}, rl.Beige) // Simple world plane rl.DrawPlane(rl.Vector3{0, 0, 0}, rl.Vector2{50, 50}, rl.Beige) // Simple world plane
for x := -float32(count * spacing); x <= count*spacing; x += spacing { for x := -float32(count * spacing); x <= count*spacing; x += spacing {
for z :=-float32(count * spacing); z <= count*spacing; z += spacing { for z := -float32(count * spacing); z <= count*spacing; z += spacing {
rl.DrawCube(rl.Vector3{x, 1.5, z}, 1, 1, 1, rl.Lime) rl.DrawCube(rl.Vector3{x, 1.5, z}, 1, 1, 1, rl.Lime)
rl.DrawCube(rl.Vector3{x, 0.5, z}, 0.25, 1, 0.25, rl.Brown) rl.DrawCube(rl.Vector3{x, 0.5, z}, 0.25, 1, 0.25, rl.Brown)
} }
@ -42,9 +42,9 @@ func DrawScene() {
rl.DrawCube(cameraPlayer2.Position, 1, 1, 1, rl.Blue) rl.DrawCube(cameraPlayer2.Position, 1, 1, 1, rl.Blue)
} }
//------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
//------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------
func main() { func main() {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -14,7 +14,7 @@ func main() {
camera.Position = rl.NewVector3(10.0, 10.0, 10.0) // Camera position camera.Position = rl.NewVector3(10.0, 10.0, 10.0) // Camera position
camera.Target = rl.NewVector3(0.0, 0.0, 0.0) // Camera looking at point camera.Target = rl.NewVector3(0.0, 0.0, 0.0) // Camera looking at point
camera.Up = rl.NewVector3(0.0, 1.0, 0.0) // Camera up vector (rotation towards target) camera.Up = rl.NewVector3(0.0, 1.0, 0.0) // Camera up vector (rotation towards target)
camera.Fovy = 45.0 // Camera field-of-view Y camera.Fovy = 45.0 // Camera field-of-view Y
cubePosition := rl.NewVector3(0.0, 0.0, 0.0) cubePosition := rl.NewVector3(0.0, 0.0, 0.0)
cubeScreenPosition := rl.Vector2{} cubeScreenPosition := rl.Vector2{}

View file

@ -1,277 +1,277 @@
package main package main
/******************************************************************************************* /*******************************************************************************************
* *
* raylib - sample game: arkanoid * raylib - sample game: arkanoid
* *
* Sample game Marc Palau and Ramon Santamaria * Sample game Marc Palau and Ramon Santamaria
* *
* This game has been created using raylib v1.3 (www.raylib.com) * This game has been created using raylib v1.3 (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)
* *
* Ported to raylib-go by Nehpe (@nehpe), July 2019 * Ported to raylib-go by Nehpe (@nehpe), July 2019
* *
********************************************************************************************/ ********************************************************************************************/
import ( import (
"math" "math"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
const ( const (
PLAYER_MAX_LIFE = 5 PLAYER_MAX_LIFE = 5
LINES_OF_BRICKS = 5 LINES_OF_BRICKS = 5
BRICKS_PER_LINE = 20 BRICKS_PER_LINE = 20
) )
type Player struct { type Player struct {
position rl.Vector2 position rl.Vector2
size rl.Vector2 size rl.Vector2
life int life int
} }
type Ball struct { type Ball struct {
position rl.Vector2 position rl.Vector2
speed rl.Vector2 speed rl.Vector2
radius float32 radius float32
active bool active bool
} }
type Brick struct { type Brick struct {
position rl.Vector2 position rl.Vector2
active bool active bool
} }
const ( const (
screenWidth = 800 screenWidth = 800
screenHeight = 450 screenHeight = 450
) )
type Game struct { type Game struct {
gameOver bool gameOver bool
pause bool pause bool
player Player player Player
ball Ball ball Ball
brick [LINES_OF_BRICKS][BRICKS_PER_LINE]Brick brick [LINES_OF_BRICKS][BRICKS_PER_LINE]Brick
brickSize rl.Vector2 brickSize rl.Vector2
} }
func main() { func main() {
rl.InitWindow(screenWidth, screenHeight, "sample game: arkanoid") rl.InitWindow(screenWidth, screenHeight, "sample game: arkanoid")
// Init game // Init game
game := NewGame() game := NewGame()
game.gameOver = true game.gameOver = true
rl.SetTargetFPS(60) rl.SetTargetFPS(60)
for !rl.WindowShouldClose() { for !rl.WindowShouldClose() {
game.Update() game.Update()
game.Draw() game.Draw()
} }
rl.CloseWindow() rl.CloseWindow()
} }
// For android // For android
func init() { func init() {
rl.SetCallbackFunc(main) rl.SetCallbackFunc(main)
} }
// NewGame - Create a new game instance // NewGame - Create a new game instance
func NewGame() (g Game) { func NewGame() (g Game) {
g.Init() g.Init()
return return
} }
// Init - initialize game // Init - initialize game
func (g *Game) Init() { func (g *Game) Init() {
g.brickSize = rl.Vector2{float32(rl.GetScreenWidth() / BRICKS_PER_LINE), 40} g.brickSize = rl.Vector2{float32(rl.GetScreenWidth() / BRICKS_PER_LINE), 40}
// Initialize player // Initialize player
g.player.position = rl.Vector2{float32(screenWidth / 2), float32(screenHeight * 7 / 8)} g.player.position = rl.Vector2{float32(screenWidth / 2), float32(screenHeight * 7 / 8)}
g.player.size = rl.Vector2{float32(screenWidth / 10), 20} g.player.size = rl.Vector2{float32(screenWidth / 10), 20}
g.player.life = PLAYER_MAX_LIFE g.player.life = PLAYER_MAX_LIFE
// Initialize ball // Initialize ball
g.ball.position = rl.Vector2{float32(screenWidth / 2), float32(screenHeight*7/8 - 30)} g.ball.position = rl.Vector2{float32(screenWidth / 2), float32(screenHeight*7/8 - 30)}
g.ball.speed = rl.Vector2{0, 0} g.ball.speed = rl.Vector2{0, 0}
g.ball.radius = 7 g.ball.radius = 7
g.ball.active = false g.ball.active = false
initialDownPosition := int(50) initialDownPosition := int(50)
for i := 0; i < LINES_OF_BRICKS; i++ { for i := 0; i < LINES_OF_BRICKS; i++ {
for j := 0; j < BRICKS_PER_LINE; j++ { for j := 0; j < BRICKS_PER_LINE; j++ {
g.brick[i][j].position = rl.Vector2{float32(j)*g.brickSize.X + g.brickSize.X/2, float32(i)*g.brickSize.Y + float32(initialDownPosition)} g.brick[i][j].position = rl.Vector2{float32(j)*g.brickSize.X + g.brickSize.X/2, float32(i)*g.brickSize.Y + float32(initialDownPosition)}
g.brick[i][j].active = true g.brick[i][j].active = true
} }
} }
} }
// Update - update game state // Update - update game state
func (g *Game) Update() { func (g *Game) Update() {
if !g.gameOver { if !g.gameOver {
if rl.IsKeyPressed(rl.KeyP) { if rl.IsKeyPressed(rl.KeyP) {
g.pause = !g.pause g.pause = !g.pause
} }
if !g.pause { if !g.pause {
if rl.IsKeyDown(rl.KeyLeft) || rl.IsKeyDown(rl.KeyA) { if rl.IsKeyDown(rl.KeyLeft) || rl.IsKeyDown(rl.KeyA) {
g.player.position.X -= 5 g.player.position.X -= 5
} }
if (g.player.position.X - g.player.size.X/2) <= 0 { if (g.player.position.X - g.player.size.X/2) <= 0 {
g.player.position.X = g.player.size.X / 2 g.player.position.X = g.player.size.X / 2
} }
if rl.IsKeyDown(rl.KeyRight) || rl.IsKeyDown(rl.KeyD) { if rl.IsKeyDown(rl.KeyRight) || rl.IsKeyDown(rl.KeyD) {
g.player.position.X += 5 g.player.position.X += 5
} }
if (g.player.position.X + g.player.size.X/2) >= screenWidth { if (g.player.position.X + g.player.size.X/2) >= screenWidth {
g.player.position.X = screenWidth - g.player.size.X/2 g.player.position.X = screenWidth - g.player.size.X/2
} }
if !g.ball.active { if !g.ball.active {
if rl.IsKeyPressed(rl.KeySpace) { if rl.IsKeyPressed(rl.KeySpace) {
g.ball.active = true g.ball.active = true
g.ball.speed = rl.Vector2{0, -5} g.ball.speed = rl.Vector2{0, -5}
} }
} }
if g.ball.active { if g.ball.active {
g.ball.position.X += g.ball.speed.X g.ball.position.X += g.ball.speed.X
g.ball.position.Y += g.ball.speed.Y g.ball.position.Y += g.ball.speed.Y
} else { } else {
g.ball.position = rl.Vector2{g.player.position.X, screenHeight*7/8 - 30} g.ball.position = rl.Vector2{g.player.position.X, screenHeight*7/8 - 30}
} }
// Collision logic: ball vs walls // Collision logic: ball vs walls
if ((g.ball.position.X + g.ball.radius) >= screenWidth) || ((g.ball.position.X - g.ball.radius) <= 0) { if ((g.ball.position.X + g.ball.radius) >= screenWidth) || ((g.ball.position.X - g.ball.radius) <= 0) {
g.ball.speed.X *= -1 g.ball.speed.X *= -1
} }
if (g.ball.position.Y - g.ball.radius) <= 0 { if (g.ball.position.Y - g.ball.radius) <= 0 {
g.ball.speed.Y *= -1 g.ball.speed.Y *= -1
} }
if (g.ball.position.Y + g.ball.radius) >= screenHeight { if (g.ball.position.Y + g.ball.radius) >= screenHeight {
g.ball.speed = rl.Vector2{0, 0} g.ball.speed = rl.Vector2{0, 0}
g.ball.active = false g.ball.active = false
g.player.life-- g.player.life--
} }
if (rl.CheckCollisionCircleRec(g.ball.position, g.ball.radius, if (rl.CheckCollisionCircleRec(g.ball.position, g.ball.radius,
rl.Rectangle{g.player.position.X - g.player.size.X/2, g.player.position.Y - g.player.size.Y/2, g.player.size.X, g.player.size.Y})) { rl.Rectangle{g.player.position.X - g.player.size.X/2, g.player.position.Y - g.player.size.Y/2, g.player.size.X, g.player.size.Y})) {
if g.ball.speed.Y > 0 { if g.ball.speed.Y > 0 {
g.ball.speed.Y *= -1 g.ball.speed.Y *= -1
g.ball.speed.X = (g.ball.position.X - g.player.position.X) / (g.player.size.X / 2) * 5 g.ball.speed.X = (g.ball.position.X - g.player.position.X) / (g.player.size.X / 2) * 5
} }
} }
// Collision logic: ball vs bricks // Collision logic: ball vs bricks
for i := 0; i < LINES_OF_BRICKS; i++ { for i := 0; i < LINES_OF_BRICKS; i++ {
for j := 0; j < BRICKS_PER_LINE; j++ { for j := 0; j < BRICKS_PER_LINE; j++ {
if g.brick[i][j].active { if g.brick[i][j].active {
if ((g.ball.position.Y - g.ball.radius) <= (g.brick[i][j].position.Y + g.brickSize.Y/2)) && if ((g.ball.position.Y - g.ball.radius) <= (g.brick[i][j].position.Y + g.brickSize.Y/2)) &&
((g.ball.position.Y - g.ball.radius) > (g.brick[i][j].position.Y + g.brickSize.Y/2 + g.ball.speed.Y)) && ((g.ball.position.Y - g.ball.radius) > (g.brick[i][j].position.Y + g.brickSize.Y/2 + g.ball.speed.Y)) &&
((float32(math.Abs(float64(g.ball.position.X - g.brick[i][j].position.X)))) < (g.brickSize.X/2 + g.ball.radius*2/3)) && ((float32(math.Abs(float64(g.ball.position.X - g.brick[i][j].position.X)))) < (g.brickSize.X/2 + g.ball.radius*2/3)) &&
(g.ball.speed.Y < 0) { (g.ball.speed.Y < 0) {
// Hit below // Hit below
g.brick[i][j].active = false g.brick[i][j].active = false
g.ball.speed.Y *= -1 g.ball.speed.Y *= -1
} else if ((g.ball.position.Y + g.ball.radius) >= (g.brick[i][j].position.Y - g.brickSize.Y/2)) && } else if ((g.ball.position.Y + g.ball.radius) >= (g.brick[i][j].position.Y - g.brickSize.Y/2)) &&
((g.ball.position.Y + g.ball.radius) < (g.brick[i][j].position.Y - g.brickSize.Y/2 + g.ball.speed.Y)) && ((g.ball.position.Y + g.ball.radius) < (g.brick[i][j].position.Y - g.brickSize.Y/2 + g.ball.speed.Y)) &&
((float32(math.Abs(float64(g.ball.position.X - g.brick[i][j].position.X)))) < (g.brickSize.X/2 + g.ball.radius*2/3)) && ((float32(math.Abs(float64(g.ball.position.X - g.brick[i][j].position.X)))) < (g.brickSize.X/2 + g.ball.radius*2/3)) &&
(g.ball.speed.Y > 0) { (g.ball.speed.Y > 0) {
// Hit above // Hit above
g.brick[i][j].active = false g.brick[i][j].active = false
g.ball.speed.Y *= -1 g.ball.speed.Y *= -1
} else if ((g.ball.position.X + g.ball.radius) >= (g.brick[i][j].position.X - g.brickSize.X/2)) && } else if ((g.ball.position.X + g.ball.radius) >= (g.brick[i][j].position.X - g.brickSize.X/2)) &&
((g.ball.position.X + g.ball.radius) < (g.brick[i][j].position.X - g.brickSize.X/2 + g.ball.speed.X)) && ((g.ball.position.X + g.ball.radius) < (g.brick[i][j].position.X - g.brickSize.X/2 + g.ball.speed.X)) &&
((float32(math.Abs(float64(g.ball.position.Y - g.brick[i][j].position.Y)))) < (g.brickSize.Y/2 + g.ball.radius*2/3)) && ((float32(math.Abs(float64(g.ball.position.Y - g.brick[i][j].position.Y)))) < (g.brickSize.Y/2 + g.ball.radius*2/3)) &&
(g.ball.speed.X > 0) { (g.ball.speed.X > 0) {
// Hit left // Hit left
g.brick[i][j].active = false g.brick[i][j].active = false
g.ball.speed.X *= -1 g.ball.speed.X *= -1
} else if ((g.ball.position.X - g.ball.radius) <= (g.brick[i][j].position.X + g.brickSize.X/2)) && } else if ((g.ball.position.X - g.ball.radius) <= (g.brick[i][j].position.X + g.brickSize.X/2)) &&
((g.ball.position.X - g.ball.radius) > (g.brick[i][j].position.X + g.brickSize.X/2 + g.ball.speed.X)) && ((g.ball.position.X - g.ball.radius) > (g.brick[i][j].position.X + g.brickSize.X/2 + g.ball.speed.X)) &&
((float32(math.Abs(float64(g.ball.position.Y - g.brick[i][j].position.Y)))) < (g.brickSize.Y/2 + g.ball.radius*2/3)) && ((float32(math.Abs(float64(g.ball.position.Y - g.brick[i][j].position.Y)))) < (g.brickSize.Y/2 + g.ball.radius*2/3)) &&
(g.ball.speed.X < 0) { (g.ball.speed.X < 0) {
// Hit right // Hit right
g.brick[i][j].active = false g.brick[i][j].active = false
g.ball.speed.X *= -1 g.ball.speed.X *= -1
} }
} }
} }
} }
} }
// Game over logic // Game over logic
if g.player.life <= 0 { if g.player.life <= 0 {
g.gameOver = true g.gameOver = true
} else { } else {
g.gameOver = true g.gameOver = true
for i := 0; i < LINES_OF_BRICKS; i++ { for i := 0; i < LINES_OF_BRICKS; i++ {
for j := 0; j < BRICKS_PER_LINE; j++ { for j := 0; j < BRICKS_PER_LINE; j++ {
if g.brick[i][j].active { if g.brick[i][j].active {
g.gameOver = false g.gameOver = false
} }
} }
} }
} }
} else { } else {
if rl.IsKeyPressed(rl.KeyEnter) { if rl.IsKeyPressed(rl.KeyEnter) {
g.Init() g.Init()
g.gameOver = false g.gameOver = false
} }
} }
} }
// Draw - draw game // Draw - draw game
func (g *Game) Draw() { func (g *Game) Draw() {
rl.BeginDrawing() rl.BeginDrawing()
rl.ClearBackground(rl.White) rl.ClearBackground(rl.White)
if !g.gameOver { if !g.gameOver {
// Draw player bar // Draw player bar
rl.DrawRectangle(int32(g.player.position.X-g.player.size.X/2), int32(g.player.position.Y-g.player.size.Y/2), int32(g.player.size.X), int32(g.player.size.Y), rl.Black) rl.DrawRectangle(int32(g.player.position.X-g.player.size.X/2), int32(g.player.position.Y-g.player.size.Y/2), int32(g.player.size.X), int32(g.player.size.Y), rl.Black)
// Draw player lives // Draw player lives
for i := 0; i < g.player.life; i++ { for i := 0; i < g.player.life; i++ {
rl.DrawRectangle(int32(20+40*i), screenHeight-30, 35, 10, rl.LightGray) rl.DrawRectangle(int32(20+40*i), screenHeight-30, 35, 10, rl.LightGray)
} }
// Draw Ball // Draw Ball
rl.DrawCircleV(g.ball.position, g.ball.radius, rl.Maroon) rl.DrawCircleV(g.ball.position, g.ball.radius, rl.Maroon)
for i := 0; i < LINES_OF_BRICKS; i++ { for i := 0; i < LINES_OF_BRICKS; i++ {
for j := 0; j < BRICKS_PER_LINE; j++ { for j := 0; j < BRICKS_PER_LINE; j++ {
if g.brick[i][j].active { if g.brick[i][j].active {
if (i+j)%2 == 0 { if (i+j)%2 == 0 {
rl.DrawRectangle(int32(g.brick[i][j].position.X-g.brickSize.X/2), int32(g.brick[i][j].position.Y-g.brickSize.Y/2), int32(g.brickSize.X), int32(g.brickSize.Y), rl.Gray) rl.DrawRectangle(int32(g.brick[i][j].position.X-g.brickSize.X/2), int32(g.brick[i][j].position.Y-g.brickSize.Y/2), int32(g.brickSize.X), int32(g.brickSize.Y), rl.Gray)
} else { } else {
rl.DrawRectangle(int32(g.brick[i][j].position.X-g.brickSize.X/2), int32(g.brick[i][j].position.Y-g.brickSize.Y/2), int32(g.brickSize.X), int32(g.brickSize.Y), rl.DarkGray) rl.DrawRectangle(int32(g.brick[i][j].position.X-g.brickSize.X/2), int32(g.brick[i][j].position.Y-g.brickSize.Y/2), int32(g.brickSize.X), int32(g.brickSize.Y), rl.DarkGray)
} }
} }
} }
} }
if g.pause { if g.pause {
rl.DrawText("GAME PAUSED", screenWidth/2-rl.MeasureText("GAME PAUSED", 40)/2, screenHeight/2+screenHeight/4-40, 40, rl.Gray) rl.DrawText("GAME PAUSED", screenWidth/2-rl.MeasureText("GAME PAUSED", 40)/2, screenHeight/2+screenHeight/4-40, 40, rl.Gray)
} }
} else { } else {
str := "PRESS [ENTER] TO PLAY AGAIN" str := "PRESS [ENTER] TO PLAY AGAIN"
x := int(rl.GetScreenWidth()/2) - int(rl.MeasureText(str, 20)/2) x := int(rl.GetScreenWidth()/2) - int(rl.MeasureText(str, 20)/2)
y := rl.GetScreenHeight()/2 - 50 y := rl.GetScreenHeight()/2 - 50
rl.DrawText(str, int32(x), int32(y), 20, rl.Gray) rl.DrawText(str, int32(x), int32(y), 20, rl.Gray)
} }
rl.EndDrawing() rl.EndDrawing()
} }

View file

@ -3,8 +3,8 @@ package main
import ( import (
"fmt" "fmt"
rl "github.com/gen2brain/raylib-go/raylib" gui "github.com/gen2brain/raylib-go/raygui"
gui "github.com/gen2brain/raylib-go/raygui" rl "github.com/gen2brain/raylib-go/raylib"
) )
func main() { func main() {

View file

@ -46,9 +46,9 @@ import (
//#define RAYGUI_CUSTOM_ICONS // It requires providing gui_icons.h in the same directory //#define RAYGUI_CUSTOM_ICONS // It requires providing gui_icons.h in the same directory
//#include "gui_icons.h" // External icons data provided, it can be generated with rGuiIcons tool //#include "gui_icons.h" // External icons data provided, it can be generated with rGuiIcons tool
//------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
//------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------
func main() { func main() {
// Initialization // Initialization
//--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------

View file

@ -24,9 +24,9 @@ import (
* *
**********************************************************************************************/ **********************************************************************************************/
//------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
//------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------
func main() { func main() {
// Initialization // Initialization
//--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------

View file

@ -30,9 +30,9 @@ import (
* *
**********************************************************************************************/ **********************************************************************************************/
//------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
//------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------
func main() { func main() {
// Initialization // Initialization
@ -85,10 +85,10 @@ func main() {
if showContentArea { if showContentArea {
rl.DrawRectangle( rl.DrawRectangle(
int32(panelRec.X+panelScroll.X), int32(panelRec.X+panelScroll.X),
int32(panelRec.Y+panelScroll.Y), int32(panelRec.Y+panelScroll.Y),
int32(panelContentRec.Width), int32(panelContentRec.Width),
int32(panelContentRec.Height), int32(panelContentRec.Height),
rl.Fade(rl.Red, 0.1), rl.Fade(rl.Red, 0.1),
) )
} }
@ -140,7 +140,7 @@ func DrawStyleEditControls() {
gui.Spinner(rl.Rectangle{670, 240, 90, 20}, "", &style, 0, 14, false) gui.Spinner(rl.Rectangle{670, 240, 90, 20}, "", &style, 0, 14, false)
gui.SetStyle(gui.SCROLLBAR, gui.SLIDER_PADDING, style) gui.SetStyle(gui.SCROLLBAR, gui.SLIDER_PADDING, style)
style = boolToint32( gui.CheckBox(rl.Rectangle{565, 280, 20, 20}, "ARROWS_VISIBLE", int32Tobool(gui.GetStyle(gui.SCROLLBAR, gui.ARROWS_VISIBLE)))) style = boolToint32(gui.CheckBox(rl.Rectangle{565, 280, 20, 20}, "ARROWS_VISIBLE", int32Tobool(gui.GetStyle(gui.SCROLLBAR, gui.ARROWS_VISIBLE))))
gui.SetStyle(gui.SCROLLBAR, gui.ARROWS_VISIBLE, style) gui.SetStyle(gui.SCROLLBAR, gui.ARROWS_VISIBLE, style)
style = gui.GetStyle(gui.SCROLLBAR, gui.SLIDER_PADDING) style = gui.GetStyle(gui.SCROLLBAR, gui.SLIDER_PADDING)
@ -159,7 +159,7 @@ func DrawStyleEditControls() {
} else { } else {
text = "SCROLLBAR: RIGHT" text = "SCROLLBAR: RIGHT"
} }
style = boolToint32( gui.Toggle(rl.Rectangle{560, 110, 200, 35}, text, int32Tobool(gui.GetStyle(gui.LISTVIEW, gui.SCROLLBAR_SIDE)))) style = boolToint32(gui.Toggle(rl.Rectangle{560, 110, 200, 35}, text, int32Tobool(gui.GetStyle(gui.LISTVIEW, gui.SCROLLBAR_SIDE))))
gui.SetStyle(gui.LISTVIEW, gui.SCROLLBAR_SIDE, style) gui.SetStyle(gui.LISTVIEW, gui.SCROLLBAR_SIDE, style)
//---------------------------------------------------------- //----------------------------------------------------------

View file

@ -422,7 +422,7 @@ func genSource(w io.Writer, data []byte) error {
return nil return nil
} }
//genBin generates go-bindata file // genBin generates go-bindata file
func genBin(base string) error { func genBin(base string) error {
cfg := bindata.NewConfig() cfg := bindata.NewConfig()
cfg.NoCompress = true cfg.NoCompress = true