Replace tabs with spaces and update year of copyright notices (#927)

* Update year of copyright notices

* Fix mistake in comment

* Fix typo ("algorythms")

* Replace tabs with spaces

* Remove trailing whitespace and fix mistake in comment

* Fix ExportImageAsCode missing comment rectangle corner

* Replace tab with spaces

* Replace tabs with spaces
This commit is contained in:
Leandro Gabriel 2019-08-03 06:07:41 -03:00 committed by Ray
parent 68ffbc06c7
commit 89c16baf18
25 changed files with 791 additions and 790 deletions

View file

@ -23,40 +23,40 @@
int main(int argc, char* argv[])
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
return 0;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View file

@ -48,178 +48,178 @@ char recvBuffer[512];
// Attempt to connect to the network (Either TCP, or UDP)
void NetworkConnect()
{
// If the server is configured as UDP, ignore connection requests
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
ping = true;
connected = true;
} else {
// If the client is connected, run the server code to check for a connection
if (client_connected) {
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
if (active > 0) {
if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
AddSocket(socket_set, connection);
ping = true;
connected = true;
}
}
} else {
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
if (elapsed > delay) {
if (IsSocketConnected(client_res->socket)) {
client_connected = true;
}
elapsed = 0.0f;
}
}
}
// If the server is configured as UDP, ignore connection requests
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
ping = true;
connected = true;
} else {
// If the client is connected, run the server code to check for a connection
if (client_connected) {
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
if (active > 0) {
if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
AddSocket(socket_set, connection);
ping = true;
connected = true;
}
}
} else {
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
if (elapsed > delay) {
if (IsSocketConnected(client_res->socket)) {
client_connected = true;
}
elapsed = 0.0f;
}
}
}
}
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
if (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
if (IsSocketReady(server_res->socket)) {
bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
}
} else {
if (IsSocketReady(connection)) {
bytesRecv = SocketReceive(connection, recvBuffer, msglen);
}
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
if (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
if (IsSocketReady(server_res->socket)) {
bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
}
} else {
if (IsSocketReady(connection)) {
bytesRecv = SocketReceive(connection, recvBuffer, msglen);
}
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
SocketSend(client_res->socket, pingmsg, msglen);
} else {
SocketSend(client_res->socket, pingmsg, msglen);
}
} else if (pong) {
pong = false;
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
SocketSend(client_res->socket, pongmsg, msglen);
} else {
SocketSend(client_res->socket, pongmsg, msglen);
}
}
elapsed = 0.0f;
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
SocketSend(client_res->socket, pingmsg, msglen);
} else {
SocketSend(client_res->socket, pingmsg, msglen);
}
} else if (pong) {
pong = false;
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
SocketSend(client_res->socket, pongmsg, msglen);
} else {
SocketSend(client_res->socket, pongmsg, msglen);
}
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - ping pong");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - ping pong");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Networking
InitNetwork();
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!(server_cfg.type == SOCKET_UDP)) {
if (!SocketListen(&server_cfg, server_res)) {
TraceLog(LOG_WARNING,
"Failed to start listen server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
}
}
}
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!(server_cfg.type == SOCKET_UDP)) {
if (!SocketListen(&server_cfg, server_res)) {
TraceLog(LOG_WARNING,
"Failed to start listen server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
}
}
}
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
} else {
if (!(client_cfg.type == SOCKET_UDP)) {
if (!SocketConnect(&client_cfg, client_res)) {
TraceLog(LOG_WARNING,
"Failed to connect to server: status %d, errno %d",
client_res->status, client_res->socket->status);
}
}
}
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
} else {
if (!(client_cfg.type == SOCKET_UDP)) {
if (!SocketConnect(&client_cfg, client_res)) {
TraceLog(LOG_WARNING,
"Failed to connect to server: status %d, errno %d",
client_res->status, client_res->socket->status);
}
}
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(3);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
AddSocket(socket_set, client_res->socket);
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(3);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
AddSocket(socket_set, client_res->socket);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
// Cleanup
CloseWindow();
return 0;
}

View file

@ -28,30 +28,30 @@ uint16_t port = 0;
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - ping pong");
SetTargetFPS(60);
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - ping pong");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Networking
InitNetwork();
AddressInformation* addr = AllocAddressList(1);
int count = ResolveHost(
NULL,
"5210",
ADDRESS_TYPE_IPV4,
int count = ResolveHost(
NULL,
"5210",
ADDRESS_TYPE_IPV4,
0 // Uncomment any of these flags
// ADDRESS_INFO_NUMERICHOST // or try them in conjunction to
// ADDRESS_INFO_NUMERICSERV // specify custom behaviour from
// ADDRESS_INFO_DNS_ONLY // the function getaddrinfo()
// ADDRESS_INFO_ALL //
// ADDRESS_INFO_FQDN // e.g. ADDRESS_INFO_CANONNAME | ADDRESS_INFO_NUMERICSERV
,
,
addr
);
@ -61,20 +61,20 @@ int main()
TraceLog(LOG_INFO, "Resolved to ip %s::%d\n", buffer, port);
}
// Main game loop
while (!WindowShouldClose())
{
// Draw
BeginDrawing();
// Main game loop
while (!WindowShouldClose())
{
// Draw
BeginDrawing();
// Clear
ClearBackground(RAYWHITE);
// Clear
ClearBackground(RAYWHITE);
// End draw
EndDrawing();
}
// End draw
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
// Cleanup
CloseWindow();
return 0;
}

View file

@ -43,109 +43,109 @@ char recvBuffer[512];
// Attempt to connect to the network (Either TCP, or UDP)
void NetworkConnect()
{
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
if (elapsed > delay) {
if (IsSocketConnected(client_res->socket)) { connected = true; }
elapsed = 0.0f;
}
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
if (elapsed > delay) {
if (IsSocketConnected(client_res->socket)) { connected = true; }
elapsed = 0.0f;
}
}
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
SocketSend(client_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(client_res->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
SocketSend(client_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(client_res->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - tcp client");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - tcp client");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Networking
InitNetwork();
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
} else {
if (!(client_cfg.type == SOCKET_UDP)) {
if (!SocketConnect(&client_cfg, client_res)) {
TraceLog(LOG_WARNING,
"Failed to connect to server: status %d, errno %d",
client_res->status, client_res->socket->status);
}
}
}
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
} else {
if (!(client_cfg.type == SOCKET_UDP)) {
if (!SocketConnect(&client_cfg, client_res)) {
TraceLog(LOG_WARNING,
"Failed to connect to server: status %d, errno %d",
client_res->status, client_res->socket->status);
}
}
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, client_res->socket);
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, client_res->socket);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
// Cleanup
CloseWindow();
return 0;
}

View file

@ -45,121 +45,121 @@ char recvBuffer[512];
// Attempt to connect to the network (Either TCP, or UDP)
void NetworkConnect()
{
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
if (active > 0) {
if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
AddSocket(socket_set, connection);
ping = true;
connected = true;
}
}
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
if (active > 0) {
if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
AddSocket(socket_set, connection);
ping = true;
connected = true;
}
}
}
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(connection)) {
bytesRecv = SocketReceive(connection, recvBuffer, msglen);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(connection)) {
bytesRecv = SocketReceive(connection, recvBuffer, msglen);
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
SocketSend(connection, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(connection, pongmsg, msglen);
}
elapsed = 0.0f;
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
SocketSend(connection, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(connection, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - tcp server");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - tcp server");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Networking
InitNetwork();
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!(server_cfg.type == SOCKET_UDP)) {
if (!SocketListen(&server_cfg, server_res)) {
TraceLog(LOG_WARNING,
"Failed to start listen server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
}
}
}
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!(server_cfg.type == SOCKET_UDP)) {
if (!SocketListen(&server_cfg, server_res)) {
TraceLog(LOG_WARNING,
"Failed to start listen server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
}
}
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(2);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(2);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
// Cleanup
CloseWindow();
return 0;
}

View file

@ -27,80 +27,80 @@
void test_network_initialise()
{
assert(InitNetwork() == true);
assert(InitNetwork() == true);
}
void test_socket_result()
{
SocketResult *result = AllocSocketResult();
assert(result != NULL);
FreeSocketResult(&result);
assert(result == NULL);
SocketResult *result = AllocSocketResult();
assert(result != NULL);
FreeSocketResult(&result);
assert(result == NULL);
}
void test_socket()
{
Socket *socket = AllocSocket();
assert(socket != NULL);
FreeSocket(&socket);
assert(socket == NULL);
Socket *socket = AllocSocket();
assert(socket != NULL);
FreeSocket(&socket);
assert(socket == NULL);
}
void test_resolve_ip()
{
const char *host = "8.8.8.8";
const char *port = "8080";
char ip[ADDRESS_IPV6_ADDRSTRLEN];
const char *host = "8.8.8.8";
const char *port = "8080";
char ip[ADDRESS_IPV6_ADDRSTRLEN];
char service[ADDRESS_MAXSERV];
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "8.8.8.8") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "8.8.8.8") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_DEFAULT, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_DEFAULT, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NOFQDN, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NOFQDN, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "8.8.8.8") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "8.8.8.8") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NAMEREQD, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NAMEREQD, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICSERV, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICSERV, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_DGRAM, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_DGRAM, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
}
void test_resolve_host()
{
const char * address = "localhost";
const char * port = "80";
AddressInformation *addr = AllocAddressList(3);
int count = ResolveHost(address, port, ADDRESS_TYPE_ANY, 0, addr);
const char * address = "localhost";
const char * port = "80";
AddressInformation *addr = AllocAddressList(3);
int count = ResolveHost(address, port, ADDRESS_TYPE_ANY, 0, addr);
assert(GetAddressFamily(addr[0]) == ADDRESS_TYPE_IPV6);
assert(GetAddressFamily(addr[1]) == ADDRESS_TYPE_IPV4);
assert(GetAddressSocketType(addr[0]) == 0);
assert(GetAddressProtocol(addr[0]) == 0);
// for (size_t i = 0; i < count; i++) { PrintAddressInfo(addr[i]); }
assert(GetAddressFamily(addr[0]) == ADDRESS_TYPE_IPV6);
assert(GetAddressFamily(addr[1]) == ADDRESS_TYPE_IPV4);
assert(GetAddressSocketType(addr[0]) == 0);
assert(GetAddressProtocol(addr[0]) == 0);
// for (size_t i = 0; i < count; i++) { PrintAddressInfo(addr[i]); }
}
void test_address()
@ -113,36 +113,36 @@ void test_address_list()
void test_socket_create()
{
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "8080", .server = true, .nonblocking = true};
Socket * socket = AllocSocket();
SocketResult *server_res = AllocSocketResult();
SocketSet * socket_set = AllocSocketSet(1);
assert(SocketCreate(&server_cfg, server_res));
assert(AddSocket(socket_set, server_res->socket));
assert(SocketListen(&server_cfg, server_res));
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "8080", .server = true, .nonblocking = true};
Socket * socket = AllocSocket();
SocketResult *server_res = AllocSocketResult();
SocketSet * socket_set = AllocSocketSet(1);
assert(SocketCreate(&server_cfg, server_res));
assert(AddSocket(socket_set, server_res->socket));
assert(SocketListen(&server_cfg, server_res));
}
int main()
{
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - network test");
SetTargetFPS(60);
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - network test");
SetTargetFPS(60);
// Run the tests
test_network_initialise();
test_resolve_host();
// Run the tests
test_network_initialise();
test_resolve_host();
// test_socket_create();
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
}
CloseWindow();
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
}
CloseWindow();
return 0;
return 0;
}

View file

@ -43,86 +43,86 @@ char recvBuffer[512];
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
SocketSend(client_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(client_res->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
SocketSend(client_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(client_res->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - udp client");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - udp client");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Networking
InitNetwork();
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
}
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
ping = true;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, client_res->socket);
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
ping = true;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, client_res->socket);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
NetworkUpdate();
EndDrawing();
}
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
NetworkUpdate();
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
// Cleanup
CloseWindow();
return 0;
}

View file

@ -43,92 +43,92 @@ char recvBuffer[512];
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
// int bytesRecv = 0;
// if (IsSocketReady(server_res->socket)) {
// bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
// }
int bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
// int bytesRecv = 0;
// if (IsSocketReady(server_res->socket)) {
// bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
// }
int bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
SocketSend(server_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(server_res->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
SocketSend(server_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(server_res->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - udp server");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - udp server");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Networking
InitNetwork();
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
}
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
NetworkUpdate();
EndDrawing();
}
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
NetworkUpdate();
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
// Cleanup
CloseWindow();
return 0;
}

View file

@ -58,29 +58,29 @@
// Check if a key has been pressed
static int kbhit(void)
{
struct termios oldt, newt;
int ch;
int oldf;
struct termios oldt, newt;
int ch;
int oldf;
tcgetattr(STDIN_FILENO, &oldt);
newt = oldt;
newt.c_lflag &= ~(ICANON | ECHO);
tcsetattr(STDIN_FILENO, TCSANOW, &newt);
oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);
tcgetattr(STDIN_FILENO, &oldt);
newt = oldt;
newt.c_lflag &= ~(ICANON | ECHO);
tcsetattr(STDIN_FILENO, TCSANOW, &newt);
oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);
ch = getchar();
ch = getchar();
tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
fcntl(STDIN_FILENO, F_SETFL, oldf);
tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
fcntl(STDIN_FILENO, F_SETFL, oldf);
if (ch != EOF)
{
ungetc(ch, stdin);
return 1;
}
if (ch != EOF)
{
ungetc(ch, stdin);
return 1;
}
return 0;
return 0;
}
// Get pressed character

View file

@ -33,38 +33,38 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
// Load texture texture to apply shaders
Texture2D texture = LoadTexture("resources/space.png");
Texture2D texture = LoadTexture("resources/space.png");
// Load shader and setup location points and values
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
int secondsLoc = GetShaderLocation(shader, "secondes");
int freqXLoc = GetShaderLocation(shader, "freqX");
int freqYLoc = GetShaderLocation(shader, "freqY");
int ampXLoc = GetShaderLocation(shader, "ampX");
int ampYLoc = GetShaderLocation(shader, "ampY");
int speedXLoc = GetShaderLocation(shader, "speedX");
int speedYLoc = GetShaderLocation(shader, "speedY");
int secondsLoc = GetShaderLocation(shader, "secondes");
int freqXLoc = GetShaderLocation(shader, "freqX");
int freqYLoc = GetShaderLocation(shader, "freqY");
int ampXLoc = GetShaderLocation(shader, "ampX");
int ampYLoc = GetShaderLocation(shader, "ampY");
int speedXLoc = GetShaderLocation(shader, "speedX");
int speedYLoc = GetShaderLocation(shader, "speedY");
// Shader uniform values that can be updated at any time
float freqX = 25.0f;
float freqY = 25.0f;
float ampX = 5.0f;
float ampY = 5.0f;
float speedX = 8.0f;
float speedY = 8.0f;
float freqX = 25.0f;
float freqY = 25.0f;
float ampX = 5.0f;
float ampY = 5.0f;
float speedX = 8.0f;
float speedY = 8.0f;
float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
SetShaderValue(shader, ampXLoc, &ampX, UNIFORM_FLOAT);
SetShaderValue(shader, ampYLoc, &ampY, UNIFORM_FLOAT);
SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
SetShaderValue(shader, ampXLoc, &ampX, UNIFORM_FLOAT);
SetShaderValue(shader, ampYLoc, &ampY, UNIFORM_FLOAT);
SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
float seconds = 0.0f;
@ -76,9 +76,9 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
seconds += GetFrameTime();
SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
@ -87,12 +87,12 @@ int main(void)
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
BeginShaderMode(shader);
DrawTexture(texture, 0, 0, WHITE);
DrawTexture(texture, texture.width, 0, WHITE);
DrawTexture(texture, 0, 0, WHITE);
DrawTexture(texture, texture.width, 0, WHITE);
EndShaderMode();
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------