Removed useless spaces

This commit is contained in:
raysan5 2014-09-03 16:51:28 +02:00
parent 222995c32e
commit d2b98fbb5c
13 changed files with 1288 additions and 1288 deletions

View file

@ -3,20 +3,20 @@
* raylib.core
*
* Basic functions to manage Windows, OpenGL context and Input
*
* Uses external lib:
*
* Uses external lib:
* GLFW3 - Window, context and Input management (static lib version)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
@ -121,11 +121,11 @@ void InitWindow(int width, int height, const char *title)
void InitWindowEx(int width, int height, const char* title, bool resizable, const char *cursorImage)
{
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit()) TraceLog(ERROR, "Failed to initialize GLFW");
//glfwDefaultWindowHints() // Set default windows hints
if (!resizable) glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
#ifdef USE_OPENGL_33
@ -137,20 +137,20 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
#endif
window = glfwCreateWindow(width, height, title, NULL, NULL);
windowWidth = width;
windowHeight = height;
windowTitle = title;
if (!window)
{
glfwTerminate();
TraceLog(ERROR, "Failed to initialize Window");
}
glfwSetWindowSizeCallback(window, WindowSizeCallback);
glfwSetCursorEnterCallback(window, CursorEnterCallback);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, KeyCallback);
glfwSetScrollCallback(window, ScrollCallback);
@ -158,29 +158,29 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
// If not set, swap interval uses GPU v-sync configuration
// Framerate can be setup using SetTargetFPS()
//------------------------------------------------------
//------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
rlglInit(); // Init rlgl
#endif
//------------------------------------------------------
int fbWidth, fbHeight;
glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
//------------------------------------------------------
//------------------------------------------------------
rlglInitGraphicsDevice(fbWidth, fbHeight);
//------------------------------------------------------
previousTime = glfwGetTime();
LoadDefaultFont(); // NOTE: External function (defined in module: text)
if (cursorImage != NULL) SetCustomCursor(cursorImage);
srand(time(NULL)); // Initialize random seed
ClearBackground(RAYWHITE); // Default background color for raylib games :P
// raylib logo appearing animation
if (showLogo)
{
@ -193,7 +193,7 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
void CloseWindow()
{
UnloadDefaultFont();
//------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
rlglClose(); // De-init rlgl
@ -208,9 +208,9 @@ void CloseWindow()
void SetCustomCursor(const char *cursorImage)
{
if (customCursor) UnloadTexture(cursor);
cursor = LoadTexture(cursorImage);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
customCursor = true;
}
@ -231,14 +231,14 @@ bool WindowShouldClose()
// Fullscreen toggle (by default F11)
void ToggleFullscreen()
{
if (glfwGetKey(window, GLFW_KEY_F11))
if (glfwGetKey(window, GLFW_KEY_F11))
{
fullscreen = !fullscreen; // Toggle fullscreen flag
UnloadDefaultFont();
glfwDestroyWindow(window); // Destroy the current window (we will recreate it!)
// TODO: WARNING! All loaded resources are lost, we loose Context!
// NOTE: Window aspect ratio is always windowWidth / windowHeight
@ -248,7 +248,7 @@ void ToggleFullscreen()
//const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
//windowWidth = mode->width;
//windowHeight = mode->height;
window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); // Fullscreen mode
}
else window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, NULL, NULL);
@ -258,7 +258,7 @@ void ToggleFullscreen()
glfwTerminate();
TraceLog(ERROR, "Failed to initialize Window when switching fullscreen mode");
}
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, KeyCallback);
@ -266,7 +266,7 @@ void ToggleFullscreen()
glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
rlglInitGraphicsDevice(fbWidth, fbHeight);
LoadDefaultFont();
}
}
@ -275,9 +275,9 @@ void ToggleFullscreen()
void ClearBackground(Color color)
{
if ((color.r != background.r) || (color.g != background.g) || (color.b != background.b) || (color.a != background.a))
{
{
rlClearColor(color.r, color.g, color.b, color.a);
background = color;
}
}
@ -290,7 +290,7 @@ void BeginDrawing()
previousTime = currentTime;
rlClearScreenBuffers();
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
//#ifdef USE_OPENGL_11
@ -309,18 +309,18 @@ void EndDrawing()
rlglDraw(); // Draw Buffers
#endif
//------------------------------------------------------
glfwSwapBuffers(window); // Swap back and front buffers
glfwPollEvents(); // Register keyboard/mouse events
UpdateMusicStream(); // NOTE: Function checks if music is enabled
currentTime = glfwGetTime();
drawTime = currentTime - previousTime;
previousTime = currentTime;
frameTime = updateTime + drawTime;
double extraTime = 0;
while (frameTime < targetTime)
@ -343,20 +343,20 @@ void Begin3dMode(Camera camera)
//------------------------------------------------------
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Setup perspective projection
float aspect = (GLfloat)windowWidth/(GLfloat)windowHeight;
double top = 0.1f*tan(45.0f*PI / 360.0);
double right = top*aspect;
rlFrustum(-right, right, -top, top, 0.1f, 100.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Setup Camera view
Matrix matLookAt = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(GetMatrixVector(matLookAt)); // Multiply MODELVIEW matrix by view matrix (camera)
@ -373,10 +373,10 @@ void End3dMode()
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
//rlTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
}
@ -384,7 +384,7 @@ void End3dMode()
void SetTargetFPS(int fps)
{
targetTime = 1 / (float)fps;
TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
}
@ -401,7 +401,7 @@ float GetFrameTime()
// so we round it before before passing around to be used
// NOTE: There are still problems with high framerates (>500fps)
double roundedFrameTime = round(frameTime*10000) / 10000;
return (float)roundedFrameTime; // Time in seconds to run a frame
}
@ -414,7 +414,7 @@ Color GetColor(int hexValue)
color.g = (unsigned char)(hexValue >> 16) & 0xFF;
color.b = (unsigned char)(hexValue >> 8) & 0xFF;
color.a = (unsigned char)hexValue & 0xFF;
return color;
}
@ -458,7 +458,7 @@ void ShowLogo()
// Detect if a key has been pressed once
bool IsKeyPressed(int key)
{
{
bool pressed = false;
currentKeyState[key] = IsKeyDown(key);
@ -469,7 +469,7 @@ bool IsKeyPressed(int key)
previousKeyState[key] = currentKeyState[key];
}
else pressed = false;
return pressed;
}
@ -482,9 +482,9 @@ bool IsKeyDown(int key)
// Detect if a key has been released once
bool IsKeyReleased(int key)
{
{
bool released = false;
currentKeyState[key] = IsKeyUp(key);
if (currentKeyState[key] != previousKeyState[key])
@ -493,7 +493,7 @@ bool IsKeyReleased(int key)
previousKeyState[key] = currentKeyState[key];
}
else released = false;
return released;
}
@ -517,7 +517,7 @@ bool IsMouseButtonPressed(int button)
previousMouseState[button] = currentMouseState[button];
}
else pressed = false;
return pressed;
}
@ -541,7 +541,7 @@ bool IsMouseButtonReleased(int button)
previousMouseState[button] = currentMouseState[button];
}
else released = false;
return released;
}
@ -557,7 +557,7 @@ int GetMouseX()
{
double mouseX;
double mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
return (int)mouseX;
@ -568,7 +568,7 @@ int GetMouseY()
{
double mouseX;
double mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
return (int)mouseY;
@ -579,9 +579,9 @@ Vector2 GetMousePosition()
{
double mouseX;
double mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
Vector2 position = { (float)mouseX, (float)mouseY };
return position;
@ -593,7 +593,7 @@ int GetMouseWheelMove()
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
return previousMouseWheelY;
}
@ -601,7 +601,7 @@ int GetMouseWheelMove()
bool IsGamepadAvailable(int gamepad)
{
int result = glfwJoystickPresent(gamepad);
if (result == 1) return true;
else return false;
}
@ -610,20 +610,20 @@ bool IsGamepadAvailable(int gamepad)
Vector2 GetGamepadMovement(int gamepad)
{
Vector2 vec = { 0, 0 };
const float *axes;
int axisCount;
axes = glfwGetJoystickAxes(gamepad, &axisCount);
if (axisCount >= 2)
{
vec.x = axes[0]; // Left joystick X
vec.x = axes[0]; // Left joystick X
vec.y = axes[1]; // Left joystick Y
//vec.x = axes[2]; // Right joystick X
//vec.x = axes[3]; // Right joystick Y
}
}
return vec;
}
@ -641,7 +641,7 @@ bool IsGamepadButtonPressed(int gamepad, int button)
previousGamepadState[button] = currentGamepadState[button];
}
else pressed = false;
return pressed;
}
@ -649,9 +649,9 @@ bool IsGamepadButtonDown(int gamepad, int button)
{
const unsigned char* buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
if ((buttons != NULL) && (buttons[button] == GLFW_PRESS))
{
return true;
@ -672,7 +672,7 @@ bool IsGamepadButtonReleased(int gamepad, int button)
previousGamepadState[button] = currentGamepadState[button];
}
else released = false;
return released;
}
@ -680,9 +680,9 @@ bool IsGamepadButtonUp(int gamepad, int button)
{
const unsigned char* buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE))
{
return true;
@ -712,7 +712,7 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
if (key == exitKey && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
// NOTE: Before closing window, while loop must be left!
}
else if (key == GLFW_KEY_F11 && action == GLFW_PRESS)
@ -739,11 +739,11 @@ static void WindowSizeCallback(GLFWwindow* window, int width, int height)
// If window is resized, graphics device is re-initialized (but only ortho mode)
rlglInitGraphicsDevice(fbWidth, fbHeight);
// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
windowWidth = fbWidth;
windowHeight = fbHeight;
// Background must be also re-cleared
rlClearColor(background.r, background.g, background.b, background.a);
}
@ -767,7 +767,7 @@ static void TakeScreenshot()
free(imgData);
shotNum++;
TraceLog(INFO, "[%s] Screenshot taken!", buffer);
}
@ -775,20 +775,20 @@ static void LogoAnimation()
{
int logoPositionX = windowWidth/2 - 128;
int logoPositionY = windowHeight/2 - 128;
int framesCounter = 0;
int lettersCount = 0;
int topSideRecWidth = 16;
int leftSideRecHeight = 16;
int bottomSideRecWidth = 16;
int rightSideRecHeight = 16;
char raylib[8] = " "; // raylib text array, max 8 letters
int state = 0; // Tracking animation states (State Machine)
float alpha = 1.0; // Useful for fading
while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key
{
// Update
@ -796,9 +796,9 @@ static void LogoAnimation()
if (state == 0) // State 0: Small box blinking
{
framesCounter++;
if (framesCounter == 84)
{
{
state = 1;
framesCounter = 0; // Reset counter... will be used later...
}
@ -807,26 +807,26 @@ static void LogoAnimation()
{
topSideRecWidth += 4;
leftSideRecHeight += 4;
if (topSideRecWidth == 256) state = 2;
}
else if (state == 2) // State 2: Bottom and right bars growing
{
bottomSideRecWidth += 4;
rightSideRecHeight += 4;
if (bottomSideRecWidth == 256) state = 3;
}
else if (state == 3) // State 3: Letters appearing (one by one)
{
framesCounter++;
if (framesCounter/12) // Every 12 frames, one more letter!
{
{
lettersCount++;
framesCounter = 0;
}
switch (lettersCount)
{
case 1: raylib[0] = 'r'; break;
@ -837,11 +837,11 @@ static void LogoAnimation()
case 6: raylib[5] = 'b'; break;
default: break;
}
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
{
alpha -= 0.02;
if (alpha <= 0)
{
alpha = 0;
@ -850,11 +850,11 @@ static void LogoAnimation()
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
if (state == 0)
{
if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
@ -868,7 +868,7 @@ static void LogoAnimation()
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
}
@ -876,15 +876,15 @@ static void LogoAnimation()
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(windowWidth/2 - 112, windowHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
DrawText(raylib, windowWidth/2 - 44, windowHeight/2 + 48, 50, Fade(BLACK, alpha));
}
EndDrawing();
//----------------------------------------------------------------------------------
}