Remove trailing spaces

This commit is contained in:
Ray 2020-11-03 23:47:33 +01:00
parent f46514b855
commit 3e1cd487df
11 changed files with 337 additions and 325 deletions

View file

@ -834,7 +834,7 @@ void CloseWindow(void)
CORE.Window.gbmDevice = NULL;
}
if(CORE.Window.crtc)
if (CORE.Window.crtc)
{
if (CORE.Window.connector)
{
@ -5253,7 +5253,7 @@ static void *EventThread(void *arg)
while (!CORE.Window.shouldClose)
{
// Try to read data from the device and only continue if successful
while(read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
{
// Relative movement parsing
if (event.type == EV_REL)

View file

@ -1178,13 +1178,15 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
angle += stepLength;
}
}
// And now the remaining 4 lines
for(int i = 0; i < 8; i += 2)
for (int i = 0; i < 8; i += 2)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[i].x, point[i].y);
rlVertex2f(point[i + 1].x, point[i + 1].y);
}
rlEnd();
}
}

View file

@ -3072,39 +3072,43 @@ void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangl
// NOTE: For tilling a whole texture DrawTextureQuad() is better
void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, float scale, Color tint)
{
if(texture.id <= 0 || scale <= 0.0f) return; // Wanna see a infinite loop?!...just delete this line!
if (texture.id <= 0 || scale <= 0.0f) return; // Wanna see a infinite loop?!...just delete this line!
int tileWidth = sourceRec.width*scale, tileHeight = sourceRec.height*scale;
if(destRec.width < tileWidth && destRec.height < tileHeight)
if (destRec.width < tileWidth && destRec.height < tileHeight)
{
// Can fit only one tile
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
(Rectangle){destRec.x, destRec.y, destRec.width, destRec.height}, origin, rotation, tint);
}
else if(destRec.width <= tileWidth)
else if (destRec.width <= tileWidth)
{
// Tiled vertically (one column)
int dy = 0;
for(;dy+tileHeight < destRec.height; dy += tileHeight) {
for (;dy+tileHeight < destRec.height; dy += tileHeight)
{
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);
}
// Fit last tile
if(dy < destRec.height) {
if (dy < destRec.height)
{
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
(Rectangle){destRec.x, destRec.y + dy, destRec.width, destRec.height - dy}, origin, rotation, tint);
}
}
else if(destRec.height <= tileHeight)
else if (destRec.height <= tileHeight)
{
// Tiled horizontally (one row)
int dx = 0;
for(;dx+tileWidth < destRec.width; dx += tileWidth) {
for (;dx+tileWidth < destRec.width; dx += tileWidth)
{
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);
}
// Fit last tile
if(dx < destRec.width) {
if (dx < destRec.width)
{
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y, destRec.width - dx, destRec.height}, origin, rotation, tint);
}
@ -3113,28 +3117,34 @@ void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec,
{
// Tiled both horizontally and vertically (rows and columns)
int dx = 0;
for(;dx+tileWidth < destRec.width; dx += tileWidth) {
for (;dx+tileWidth < destRec.width; dx += tileWidth)
{
int dy = 0;
for(;dy+tileHeight < destRec.height; dy += tileHeight) {
for (;dy+tileHeight < destRec.height; dy += tileHeight)
{
DrawTexturePro(texture, sourceRec, (Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, tileHeight}, origin, rotation, tint);
}
if(dy < destRec.height) {
if (dy < destRec.height)
{
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, destRec.height - dy}, origin, rotation, tint);
}
}
// Fit last column of tiles
if(dx < destRec.width) {
if (dx < destRec.width)
{
int dy = 0;
for(;dy+tileHeight < destRec.height; dy += tileHeight) {
for (;dy+tileHeight < destRec.height; dy += tileHeight)
{
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, tileHeight}, origin, rotation, tint);
}
// Draw final tile in the bottom right corner
if(dy < destRec.height) {
if (dy < destRec.height)
{
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, destRec.height - dy}, origin, rotation, tint);
}