Remove trailing spaces
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parent
f46514b855
commit
3e1cd487df
11 changed files with 337 additions and 325 deletions
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@ -834,7 +834,7 @@ void CloseWindow(void)
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CORE.Window.gbmDevice = NULL;
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CORE.Window.gbmDevice = NULL;
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}
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}
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if(CORE.Window.crtc)
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if (CORE.Window.crtc)
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{
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{
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if (CORE.Window.connector)
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if (CORE.Window.connector)
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{
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{
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@ -5253,7 +5253,7 @@ static void *EventThread(void *arg)
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while (!CORE.Window.shouldClose)
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while (!CORE.Window.shouldClose)
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{
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{
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// Try to read data from the device and only continue if successful
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// Try to read data from the device and only continue if successful
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while(read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
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while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
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{
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{
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// Relative movement parsing
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// Relative movement parsing
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if (event.type == EV_REL)
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if (event.type == EV_REL)
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@ -1178,13 +1178,15 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
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angle += stepLength;
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angle += stepLength;
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}
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}
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}
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}
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// And now the remaining 4 lines
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// And now the remaining 4 lines
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for(int i = 0; i < 8; i += 2)
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for (int i = 0; i < 8; i += 2)
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{
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[i].x, point[i].y);
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rlVertex2f(point[i].x, point[i].y);
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rlVertex2f(point[i + 1].x, point[i + 1].y);
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rlVertex2f(point[i + 1].x, point[i + 1].y);
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}
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}
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rlEnd();
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rlEnd();
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}
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}
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}
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}
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@ -3072,39 +3072,43 @@ void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangl
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// NOTE: For tilling a whole texture DrawTextureQuad() is better
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// NOTE: For tilling a whole texture DrawTextureQuad() is better
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void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, float scale, Color tint)
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void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, float scale, Color tint)
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{
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{
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if(texture.id <= 0 || scale <= 0.0f) return; // Wanna see a infinite loop?!...just delete this line!
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if (texture.id <= 0 || scale <= 0.0f) return; // Wanna see a infinite loop?!...just delete this line!
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int tileWidth = sourceRec.width*scale, tileHeight = sourceRec.height*scale;
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int tileWidth = sourceRec.width*scale, tileHeight = sourceRec.height*scale;
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if(destRec.width < tileWidth && destRec.height < tileHeight)
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if (destRec.width < tileWidth && destRec.height < tileHeight)
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{
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{
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// Can fit only one tile
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// Can fit only one tile
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
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(Rectangle){destRec.x, destRec.y, destRec.width, destRec.height}, origin, rotation, tint);
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(Rectangle){destRec.x, destRec.y, destRec.width, destRec.height}, origin, rotation, tint);
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}
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}
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else if(destRec.width <= tileWidth)
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else if (destRec.width <= tileWidth)
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{
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{
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// Tiled vertically (one column)
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// Tiled vertically (one column)
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int dy = 0;
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int dy = 0;
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for(;dy+tileHeight < destRec.height; dy += tileHeight) {
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for (;dy+tileHeight < destRec.height; dy += tileHeight)
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{
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, sourceRec.height}, (Rectangle){destRec.x, destRec.y + dy, destRec.width, tileHeight}, origin, rotation, tint);
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, sourceRec.height}, (Rectangle){destRec.x, destRec.y + dy, destRec.width, tileHeight}, origin, rotation, tint);
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}
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}
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// Fit last tile
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// Fit last tile
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if(dy < destRec.height) {
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if (dy < destRec.height)
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{
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
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(Rectangle){destRec.x, destRec.y + dy, destRec.width, destRec.height - dy}, origin, rotation, tint);
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(Rectangle){destRec.x, destRec.y + dy, destRec.width, destRec.height - dy}, origin, rotation, tint);
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}
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}
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}
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}
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else if(destRec.height <= tileHeight)
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else if (destRec.height <= tileHeight)
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{
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{
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// Tiled horizontally (one row)
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// Tiled horizontally (one row)
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int dx = 0;
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int dx = 0;
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for(;dx+tileWidth < destRec.width; dx += tileWidth) {
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for (;dx+tileWidth < destRec.width; dx += tileWidth)
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{
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height}, (Rectangle){destRec.x + dx, destRec.y, tileWidth, destRec.height}, origin, rotation, tint);
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height}, (Rectangle){destRec.x + dx, destRec.y, tileWidth, destRec.height}, origin, rotation, tint);
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}
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}
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// Fit last tile
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// Fit last tile
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if(dx < destRec.width) {
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if (dx < destRec.width)
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{
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
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(Rectangle){destRec.x + dx, destRec.y, destRec.width - dx, destRec.height}, origin, rotation, tint);
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(Rectangle){destRec.x + dx, destRec.y, destRec.width - dx, destRec.height}, origin, rotation, tint);
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}
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}
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@ -3113,28 +3117,34 @@ void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec,
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{
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{
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// Tiled both horizontally and vertically (rows and columns)
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// Tiled both horizontally and vertically (rows and columns)
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int dx = 0;
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int dx = 0;
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for(;dx+tileWidth < destRec.width; dx += tileWidth) {
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for (;dx+tileWidth < destRec.width; dx += tileWidth)
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{
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int dy = 0;
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int dy = 0;
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for(;dy+tileHeight < destRec.height; dy += tileHeight) {
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for (;dy+tileHeight < destRec.height; dy += tileHeight)
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{
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DrawTexturePro(texture, sourceRec, (Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, tileHeight}, origin, rotation, tint);
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DrawTexturePro(texture, sourceRec, (Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, tileHeight}, origin, rotation, tint);
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}
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}
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if(dy < destRec.height) {
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if (dy < destRec.height)
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{
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
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(Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, destRec.height - dy}, origin, rotation, tint);
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(Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, destRec.height - dy}, origin, rotation, tint);
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}
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}
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}
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}
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// Fit last column of tiles
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// Fit last column of tiles
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if(dx < destRec.width) {
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if (dx < destRec.width)
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{
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int dy = 0;
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int dy = 0;
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for(;dy+tileHeight < destRec.height; dy += tileHeight) {
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for (;dy+tileHeight < destRec.height; dy += tileHeight)
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{
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, sourceRec.height},
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, sourceRec.height},
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(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, tileHeight}, origin, rotation, tint);
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(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, tileHeight}, origin, rotation, tint);
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}
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}
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// Draw final tile in the bottom right corner
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// Draw final tile in the bottom right corner
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if(dy < destRec.height) {
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if (dy < destRec.height)
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{
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
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(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, destRec.height - dy}, origin, rotation, tint);
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(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, destRec.height - dy}, origin, rotation, tint);
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}
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}
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