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@ -65,13 +65,13 @@ int main(void)
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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Vector2 mousePos = GetMousePosition();
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// Update
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//----------------------------------------------------------------------------------
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Vector2 mousePos = GetMousePosition();
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// Switch between colors
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if (IsKeyPressed(KEY_RIGHT)) colorSelected++;
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else if (IsKeyPressed(KEY_LEFT)) colorSelected--;
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// Switch between colors
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if (IsKeyPressed(KEY_RIGHT)) colorSelected++;
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else if (IsKeyPressed(KEY_LEFT)) colorSelected--;
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else if (IsKeyPressed(KEY_UP)) colorSelected -= 3;
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else if (IsKeyPressed(KEY_DOWN)) colorSelected += 3;
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@ -91,41 +91,41 @@ int main(void)
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colorSelectedPrev = colorSelected;
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}
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if (colorSelected >= MAX_COLORS_COUNT) colorSelected = MAX_COLORS_COUNT - 1;
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else if (colorSelected < 0) colorSelected = 0;
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if (colorSelected >= MAX_COLORS_COUNT) colorSelected = MAX_COLORS_COUNT - 1;
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else if (colorSelected < 0) colorSelected = 0;
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// Change brush size
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brushSize += GetMouseWheelMove()*5;
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if (brushSize < 2) brushSize = 2;
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if (brushSize > 50) brushSize = 50;
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brushSize += GetMouseWheelMove()*5;
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if (brushSize < 2) brushSize = 2;
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if (brushSize > 50) brushSize = 50;
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if (IsKeyPressed(KEY_C))
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if (IsKeyPressed(KEY_C))
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{
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// Clear render texture to clear color
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BeginTextureMode(target);
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ClearBackground(colors[0]);
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EndTextureMode();
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}
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BeginTextureMode(target);
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ClearBackground(colors[0]);
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EndTextureMode();
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}
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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// Paint circle into render texture
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// NOTE: To avoid discontinuous circles, we could store
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// previous-next mouse points and just draw a line using brush size
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BeginTextureMode(target);
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if (mousePos.y > 50) DrawCircle(mousePos.x, mousePos.y, brushSize, colors[colorSelected]);
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EndTextureMode();
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}
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BeginTextureMode(target);
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if (mousePos.y > 50) DrawCircle(mousePos.x, mousePos.y, brushSize, colors[colorSelected]);
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EndTextureMode();
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}
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
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{
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colorSelected = 0;
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// Erase circle from render texture
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BeginTextureMode(target);
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if (mousePos.y > 50) DrawCircle(mousePos.x, mousePos.y, brushSize, colors[0]);
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EndTextureMode();
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}
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BeginTextureMode(target);
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if (mousePos.y > 50) DrawCircle(mousePos.x, mousePos.y, brushSize, colors[0]);
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EndTextureMode();
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}
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else colorSelected = colorSelectedPrev;
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// Check mouse hover save button
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@ -152,16 +152,16 @@ int main(void)
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saveMessageCounter = 0;
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}
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}
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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// Draw drawing circle for reference
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if (mousePos.y > 50)
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@ -194,8 +194,8 @@ int main(void)
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DrawText("IMAGE SAVED: my_amazing_texture_painting.png", 150, 180, 20, RAYWHITE);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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@ -2480,11 +2480,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
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// Simple way to check for collision, just checking distance between two points
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// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
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/*
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float dx = centerA.x - centerB.x; // X distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Y distance between centers
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float dx = centerA.x - centerB.x; // X distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Y distance between centers
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float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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if (distance <= (radiusA + radiusB)) collision = true;
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*/
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