Minor format tweaks
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239c37246a
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@ -101,10 +101,10 @@ int main(void)
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bary = Vector3Barycenter(collision.point, ta, tb, tc);
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}
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// Check ray collision against test sphere
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RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
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if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance))
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{
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collision = sphereHitInfo;
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@ -173,7 +173,7 @@ int main(void)
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}
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DrawRay(ray, MAROON);
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DrawGrid(10, 10.0f);
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EndMode3D();
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@ -1300,7 +1300,7 @@ RLAPI Vector3 ColorToHSV(Color color); // G
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RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
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RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
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RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
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RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
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RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
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RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
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@ -17,8 +17,8 @@
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*
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* - Functions are always self-contained, no function use another raymath function inside,
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* required code is directly re-implemented inside
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* - Functions input parameters are always received by value
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* - Functions use always a "result" variable for return
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* - Functions input parameters are always received by value (2 unavoidable exceptions)
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* - Functions use always a "result" anmed variable for return
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* - Functions are always defined inline
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* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
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*
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28
src/rcore.c
28
src/rcore.c
@ -2285,7 +2285,7 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
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char *vShaderStr = NULL;
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char *fShaderStr = NULL;
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if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
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if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
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@ -2519,6 +2519,8 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
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// Calculate view matrix from camera look at (and transpose it)
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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// TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
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// Convert world position vector to quaternion
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Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
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@ -3579,9 +3581,9 @@ Vector2 GetTouchPosition(int index)
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int GetTouchPointId(int index)
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{
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int id = -1;
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if (index < MAX_TOUCH_POINTS) id = CORE.Input.Touch.pointId[index];
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return id;
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}
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@ -4889,7 +4891,7 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
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// Set current screen size
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CORE.Window.screen.width = width;
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CORE.Window.screen.height = height;
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// NOTE: Postprocessing texture is not scaled to new size
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}
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@ -5302,10 +5304,10 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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return 0;
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}
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// Register touch points count
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CORE.Input.Touch.pointCount = AMotionEvent_getPointerCount(event);
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for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
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{
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// Register touch points id
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@ -5313,7 +5315,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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// Register touch points position
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CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) };
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// Normalize CORE.Input.Touch.position[x] for screenWidth and screenHeight
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CORE.Input.Touch.position[i].x /= (float)GetScreenWidth();
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CORE.Input.Touch.position[i].y /= (float)GetScreenHeight();
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@ -5327,7 +5329,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_ANDROID
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GestureEvent gestureEvent = { 0 };
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gestureEvent.pointCount = CORE.Input.Touch.pointCount;
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// Register touch actions
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@ -5363,14 +5365,14 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
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{
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// Register touch points count
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CORE.Input.Touch.pointCount = touchEvent->numTouches;
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double canvasWidth = 0.0;
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double canvasHeight = 0.0;
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// NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
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// we are looking for actual CSS size: canvas.style.width and canvas.style.height
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//EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
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emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
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for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
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{
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// Register touch points id
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@ -5382,14 +5384,14 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
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// Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
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CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth()/(float)canvasWidth);
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CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight()/(float)canvasHeight);
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if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
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else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
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}
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#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_WEB
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GestureEvent gestureEvent = { 0 };
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gestureEvent.pointCount = CORE.Input.Touch.pointCount;
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// Register touch actions
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@ -5427,7 +5429,7 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE
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{
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CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
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sprintf(CORE.Input.Gamepad.name[gamepadEvent->index],"%s",gamepadEvent->id);
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}
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}
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else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
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// TODO: Test gamepadEvent->index
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@ -94,9 +94,9 @@ typedef enum {
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} Gesture;
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#endif
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typedef enum {
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TOUCH_ACTION_UP = 0,
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TOUCH_ACTION_DOWN,
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typedef enum {
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TOUCH_ACTION_UP = 0,
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TOUCH_ACTION_DOWN,
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TOUCH_ACTION_MOVE,
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TOUCH_ACTION_CANCEL
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} TouchAction;
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@ -111,9 +111,9 @@
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#if defined(_WIN32)
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#if defined(BUILD_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
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#define RLAPI __declspec(dllexport) // We are building rlgl as a Win32 shared library (.dll)
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#elif defined(USE_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
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#define RLAPI __declspec(dllimport) // We are using rlgl as a Win32 shared library (.dll)
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#endif
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#endif
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@ -512,7 +512,7 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int
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}
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UnloadImage(atlas);
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// TRACELOG(LOG_INFO, "FONT: Font loaded successfully (%i glyphs)", font.glyphCount);
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}
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else font = GetFontDefault();
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