Formatting review and examples review

This commit is contained in:
Ray 2025-01-12 18:02:36 +01:00
parent 4bceddd4de
commit 2f6230e366
16 changed files with 30 additions and 125 deletions

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@ -344,12 +344,13 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
# --preload-file resources # specify a resources folder for data compilation # --preload-file resources # specify a resources folder for data compilation
# --source-map-base # allow debugging in browser with source map # --source-map-base # allow debugging in browser with source map
# --shell-file shell.html # define a custom shell .html and output extension # --shell-file shell.html # define a custom shell .html and output extension
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0
# Using GLFW3 library (instead of RGFW)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB) ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
LDFLAGS += -sUSE_GLFW=3 LDFLAGS += -sUSE_GLFW=3
endif endif
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1
# Build using asyncify # Build using asyncify
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
LDFLAGS += -sASYNCIFY LDFLAGS += -sASYNCIFY

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@ -280,12 +280,13 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
# --preload-file resources # specify a resources folder for data compilation # --preload-file resources # specify a resources folder for data compilation
# --source-map-base # allow debugging in browser with source map # --source-map-base # allow debugging in browser with source map
# --shell-file shell.html # define a custom shell .html and output extension # --shell-file shell.html # define a custom shell .html and output extension
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
# Using GLFW3 library (instead of RGFW)
ifeq ($(PLATFORM),PLATFORM_WEB) ifeq ($(PLATFORM),PLATFORM_WEB)
LDFLAGS += -sUSE_GLFW=3 LDFLAGS += -sUSE_GLFW=3
endif endif
LDFLAGS += -sEXPORTED_RUNTIME_METHODS=ccall -s
# Build using asyncify # Build using asyncify
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
LDFLAGS += -sASYNCIFY LDFLAGS += -sASYNCIFY

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@ -1,83 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Gamepad information
*
* NOTE: This example requires a Gamepad connected to the system
* Check raylib.h for buttons configuration
*
* Example originally created with raylib 4.6, last time updated with raylib 4.6
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad information");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0, y = 5; i < 4; i++) // MAX_GAMEPADS = 4
{
if (IsGamepadAvailable(i))
{
DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 10, BLACK);
y += 11;
DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 10, BLACK);
y += 11;
for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
{
DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 10, BLACK);
y += 11;
}
for (int button = 0; button < 32; button++)
{
DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 10, BLACK);
y += 11;
}
}
}
DrawFPS(GetScreenWidth() - 100, 100);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}

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@ -115,26 +115,10 @@ int main(void)
// Move player according to pressed button // Move player according to pressed button
switch (pressedButton) switch (pressedButton)
{ {
case BUTTON_UP: case BUTTON_UP: playerPosition.y -= playerSpeed*GetFrameTime(); break;
{ case BUTTON_LEFT: playerPosition.x -= playerSpeed*GetFrameTime(); break;
playerPosition.y -= playerSpeed*GetFrameTime(); case BUTTON_RIGHT: playerPosition.x += playerSpeed*GetFrameTime(); break;
break; case BUTTON_DOWN: playerPosition.y += playerSpeed*GetFrameTime(); break;
}
case BUTTON_LEFT:
{
playerPosition.x -= playerSpeed*GetFrameTime();
break;
}
case BUTTON_RIGHT:
{
playerPosition.x += playerSpeed*GetFrameTime();
break;
}
case BUTTON_DOWN:
{
playerPosition.y += playerSpeed*GetFrameTime();
break;
}
default: break; default: break;
}; };

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@ -174,7 +174,6 @@ static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, i
int pressSize = MeasureText("Press", fontSize); int pressSize = MeasureText("Press", fontSize);
int keySize = MeasureText(key, fontSize); int keySize = MeasureText(key, fontSize);
int textSize = MeasureText(text, fontSize); int textSize = MeasureText(text, fontSize);
int totalSize = pressSize + 2*spaceSize + keySize + 2*spaceSize + textSize;
int textSizeCurrent = 0; int textSizeCurrent = 0;
DrawText("Press", posX, posY, fontSize, color); DrawText("Press", posX, posY, fontSize, color);

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@ -22,7 +22,7 @@
#define MIN_POINTS 1000 // 1 thousand #define MIN_POINTS 1000 // 1 thousand
// Generate mesh using points // Generate mesh using points
Mesh GenMeshPoints(int numPoints); static Mesh GenMeshPoints(int numPoints);
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
@ -147,7 +147,7 @@ int main()
} }
// Generate a spherical point cloud // Generate a spherical point cloud
Mesh GenMeshPoints(int numPoints) static Mesh GenMeshPoints(int numPoints)
{ {
Mesh mesh = { Mesh mesh = {
.triangleCount = 1, .triangleCount = 1,
@ -159,9 +159,9 @@ Mesh GenMeshPoints(int numPoints)
// https://en.wikipedia.org/wiki/Spherical_coordinate_system // https://en.wikipedia.org/wiki/Spherical_coordinate_system
for (int i = 0; i < numPoints; i++) for (int i = 0; i < numPoints; i++)
{ {
float theta = PI*rand()/RAND_MAX; float theta = ((float)PI*rand())/RAND_MAX;
float phi = 2.0f*PI*rand()/RAND_MAX; float phi = (2.0f*PI*rand())/RAND_MAX;
float r = 10.0f*rand()/RAND_MAX; float r = (10.0f*rand())/RAND_MAX;
mesh.vertices[i*3 + 0] = r*sin(theta)*cos(phi); mesh.vertices[i*3 + 0] = r*sin(theta)*cos(phi);
mesh.vertices[i*3 + 1] = r*sin(theta)*sin(phi); mesh.vertices[i*3 + 1] = r*sin(theta)*sin(phi);

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@ -74,7 +74,7 @@ int main(void)
// Projection from XYZW to XYZ from perspective point (0, 0, 0, 3) // Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
// NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0 // NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
float c = 3/(3 - p.w); float c = 3.0f/(3.0f - p.w);
p.x = c * p.x; p.x = c * p.x;
p.y = c * p.y; p.y = c * p.y;
p.z = c * p.z; p.z = c * p.z;
@ -95,7 +95,7 @@ int main(void)
for (int i = 0; i < 16; i++) for (int i = 0; i < 16; i++)
{ {
// Draw spheres to indicate the W value // Draw spheres to indicate the W value
DrawSphere(transformed[i], fabsf(wValues[i]*0.1), RED); DrawSphere(transformed[i], fabsf(wValues[i]*0.1f), RED);
for (int j = 0; j < 16; j++) for (int j = 0; j < 16; j++)
{ {

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@ -51,7 +51,7 @@ int main(void)
if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode; if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
if(angleMode == 0 && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition(); if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
if (angleMode == 0) if (angleMode == 0)
{ {

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@ -24,7 +24,6 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; const int screenWidth = 800;
const int screenHeight = 450; const int screenHeight = 450;
@ -60,8 +59,6 @@ int main(void)
UnloadImage(imageBlue); UnloadImage(imageBlue);
UnloadImage(backgroundImage); UnloadImage(backgroundImage);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height}; Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f}; Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
@ -70,11 +67,17 @@ int main(void)
Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 }; Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 }; Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Draw
//----------------------------------------------------------------------------------
// TODO...
//----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();