From 0e73e0ea640d969762bc961106df9538817595e4 Mon Sep 17 00:00:00 2001 From: JohnnyCena123 Date: Fri, 29 Aug 2025 15:53:16 +0300 Subject: [PATCH] reviewed ALL non-external files to follow raylib's convention of no spaces around / or * (#5153) --- examples/audio/audio_mixed_processor.c | 12 +++---- examples/audio/audio_raw_stream.c | 4 +-- examples/audio/audio_stream_effects.c | 8 ++--- examples/core/core_2d_camera_platformer.c | 2 +- examples/core/core_3d_camera_first_person.c | 4 +-- examples/core/core_3d_camera_fps.c | 2 +- examples/core/core_3d_camera_split_screen.c | 2 +- examples/core/core_3d_picking.c | 2 +- examples/core/core_high_dpi.c | 2 +- examples/core/core_window_flags.c | 2 +- examples/core/core_world_screen.c | 4 +-- examples/models/models_loading_vox.c | 14 ++++---- examples/models/models_tesseract_view.c | 8 ++--- .../shaders/glsl100/voxel_lighting.fs | 6 ++-- .../shaders/glsl100/voxel_lighting.vs | 6 ++-- .../shaders/glsl120/voxel_lighting.fs | 6 ++-- .../shaders/glsl120/voxel_lighting.vs | 6 ++-- examples/others/rlgl_standalone.c | 2 +- examples/shaders/shaders_normal_map.c | 36 +++++++++---------- examples/shaders/shaders_shadowmap.c | 8 ++--- examples/shaders/shaders_spotlight.c | 8 ++--- examples/shapes/shapes_digital_clock.c | 2 +- examples/shapes/shapes_double_pendulum.c | 28 +++++++-------- examples/shapes/shapes_draw_circle_sector.c | 4 +-- examples/shapes/shapes_rectangle_advanced.c | 4 +-- examples/shapes/shapes_top_down_lights.c | 6 ++-- examples/text/text_unicode.c | 2 +- examples/textures/textures_blend_modes.c | 8 ++--- examples/textures/textures_image_channel.c | 8 ++--- projects/4coder/main.c | 6 ++-- src/external/rl_gputex.h | 14 ++++---- src/platforms/rcore_desktop_rgfw.c | 12 +++---- src/platforms/rcore_desktop_sdl.c | 4 +-- src/rmodels.c | 2 +- 34 files changed, 122 insertions(+), 122 deletions(-) diff --git a/examples/audio/audio_mixed_processor.c b/examples/audio/audio_mixed_processor.c index 973c6e26b..be6a3c8f9 100644 --- a/examples/audio/audio_mixed_processor.c +++ b/examples/audio/audio_mixed_processor.c @@ -30,13 +30,13 @@ void ProcessAudio(void *buffer, unsigned int frames) for (unsigned int frame = 0; frame < frames; frame++) { - float *left = &samples[frame * 2 + 0], *right = &samples[frame * 2 + 1]; + float *left = &samples[frame*2 + 0], *right = &samples[frame*2 + 1]; - *left = powf(fabsf(*left), exponent) * ( (*left < 0.0f)? -1.0f : 1.0f ); - *right = powf(fabsf(*right), exponent) * ( (*right < 0.0f)? -1.0f : 1.0f ); + *left = powf(fabsf(*left), exponent)*( (*left < 0.0f)? -1.0f : 1.0f ); + *right = powf(fabsf(*right), exponent)*( (*right < 0.0f)? -1.0f : 1.0f ); - average += fabsf(*left) / frames; // accumulating average volume - average += fabsf(*right) / frames; + average += fabsf(*left)/frames; // accumulating average volume + average += fabsf(*right)/frames; } // Moving history to the left @@ -99,7 +99,7 @@ int main(void) DrawRectangle(199, 199, 402, 34, LIGHTGRAY); for (int i = 0; i < 400; i++) { - DrawLine(201 + i, 232 - (int)(averageVolume[i] * 32), 201 + i, 232, MAROON); + DrawLine(201 + i, 232 - (int)(averageVolume[i]*32), 201 + i, 232, MAROON); } DrawRectangleLines(199, 199, 402, 34, GRAY); diff --git a/examples/audio/audio_raw_stream.c b/examples/audio/audio_raw_stream.c index 01a125f4c..95505c3f6 100644 --- a/examples/audio/audio_raw_stream.c +++ b/examples/audio/audio_raw_stream.c @@ -115,7 +115,7 @@ int main(void) float fp = (float)(mousePosition.y); frequency = 40.0f + (float)(fp); - float pan = (float)(mousePosition.x) / (float)screenWidth; + float pan = (float)(mousePosition.x)/(float)screenWidth; SetAudioStreamPan(stream, pan); } @@ -141,7 +141,7 @@ int main(void) } // Scale read cursor's position to minimize transition artifacts - //readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength)); + //readCursor = (int)(readCursor*((float)waveLength/(float)oldWavelength)); oldFrequency = frequency; } diff --git a/examples/audio/audio_stream_effects.c b/examples/audio/audio_stream_effects.c index 29186e20e..b848c8c31 100644 --- a/examples/audio/audio_stream_effects.c +++ b/examples/audio/audio_stream_effects.c @@ -148,8 +148,8 @@ int main(void) static void AudioProcessEffectLPF(void *buffer, unsigned int frames) { static float low[2] = { 0.0f, 0.0f }; - static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter - const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula + static const float cutoff = 70.0f/44100.0f; // 70 Hz lowpass filter + const float k = cutoff/(cutoff + 0.1591549431f); // RC filter formula // Converts the buffer data before using it float *bufferData = (float *)buffer; @@ -158,8 +158,8 @@ static void AudioProcessEffectLPF(void *buffer, unsigned int frames) const float l = bufferData[i]; const float r = bufferData[i + 1]; - low[0] += k * (l - low[0]); - low[1] += k * (r - low[1]); + low[0] += k*(l - low[0]); + low[1] += k*(r - low[1]); bufferData[i] = low[0]; bufferData[i + 1] = low[1]; } diff --git a/examples/core/core_2d_camera_platformer.c b/examples/core/core_2d_camera_platformer.c index b7e8553a3..9a6ec9ade 100644 --- a/examples/core/core_2d_camera_platformer.c +++ b/examples/core/core_2d_camera_platformer.c @@ -294,7 +294,7 @@ void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *env Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera); Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera); - camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height }; + camera->offset = (Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }; if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x; if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y; diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c index 42e85d0d8..8f4dc70fb 100644 --- a/examples/core/core_3d_camera_first_person.c +++ b/examples/core/core_3d_camera_first_person.c @@ -100,8 +100,8 @@ int main(void) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.projection = CAMERA_ORTHOGRAPHIC; camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC - CameraYaw(&camera, -135 * DEG2RAD, true); - CameraPitch(&camera, -45 * DEG2RAD, true, true, false); + CameraYaw(&camera, -135*DEG2RAD, true); + CameraPitch(&camera, -45*DEG2RAD, true, true, false); } else if (camera.projection == CAMERA_ORTHOGRAPHIC) { diff --git a/examples/core/core_3d_camera_fps.c b/examples/core/core_3d_camera_fps.c index 4d8962654..a3f1d5716 100644 --- a/examples/core/core_3d_camera_fps.c +++ b/examples/core/core_3d_camera_fps.c @@ -263,7 +263,7 @@ static void UpdateCameraAngle(Camera *camera) // Rotate view vector around right axis float pitchAngle = -lookRotation.y - lean.y; - pitchAngle = Clamp(pitchAngle, -PI / 2 + 0.0001f, PI / 2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down + pitchAngle = Clamp(pitchAngle, -PI/2 + 0.0001f, PI/2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle); // Head animation diff --git a/examples/core/core_3d_camera_split_screen.c b/examples/core/core_3d_camera_split_screen.c index 7f3d9de42..75e6959ed 100644 --- a/examples/core/core_3d_camera_split_screen.c +++ b/examples/core/core_3d_camera_split_screen.c @@ -47,7 +47,7 @@ int main(void) cameraPlayer2.position.x = -3.0f; cameraPlayer2.position.y = 3.0f; - RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight); + RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth/2, screenHeight); // Build a flipped rectangle the size of the split view to use for drawing later Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height }; diff --git a/examples/core/core_3d_picking.c b/examples/core/core_3d_picking.c index f62c9331b..9caca82ae 100644 --- a/examples/core/core_3d_picking.c +++ b/examples/core/core_3d_picking.c @@ -101,7 +101,7 @@ int main(void) DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY); - if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN); + if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30))/2, (int)(screenHeight*0.1f), 30, GREEN); DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY); diff --git a/examples/core/core_high_dpi.c b/examples/core/core_high_dpi.c index 23ae235a5..8de5fa261 100644 --- a/examples/core/core_high_dpi.c +++ b/examples/core/core_high_dpi.c @@ -91,7 +91,7 @@ int main(void) int x = (int)(((float)i)/dpiScale.x); if (odd) DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 }); - DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY); + DrawLine(x, pixelGridTop, (int)(((float)i)/dpiScale.x), pixelGridLabelY - 10, GRAY); if ((x - lastTextX) >= minTextSpace) { diff --git a/examples/core/core_window_flags.c b/examples/core/core_window_flags.c index fb4058a9f..048d2d245 100644 --- a/examples/core/core_window_flags.c +++ b/examples/core/core_window_flags.c @@ -46,7 +46,7 @@ int main(void) //SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI); InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags"); - Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f }; + Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f }; Vector2 ballSpeed = { 5.0f, 4.0f }; float ballRadius = 20; diff --git a/examples/core/core_world_screen.c b/examples/core/core_world_screen.c index 6df76db08..0d7d9242c 100644 --- a/examples/core/core_world_screen.c +++ b/examples/core/core_world_screen.c @@ -69,7 +69,7 @@ int main(void) EndMode3D(); - DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK); + DrawText("Enemy: 100/100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK); DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME); DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY); @@ -84,4 +84,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -} \ No newline at end of file +} diff --git a/examples/models/models_loading_vox.c b/examples/models/models_loading_vox.c index 8ac93945e..cf54a1c25 100644 --- a/examples/models/models_loading_vox.c +++ b/examples/models/models_loading_vox.c @@ -127,8 +127,8 @@ int main(void) if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) { const Vector2 mouseDelta = GetMouseDelta(); - camerarot.x = mouseDelta.x * 0.05f; - camerarot.y = mouseDelta.y * 0.05f; + camerarot.x = mouseDelta.x*0.05f; + camerarot.y = mouseDelta.y*0.05f; } else { @@ -138,14 +138,14 @@ int main(void) UpdateCameraPro(&camera, (Vector3) { - (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) * 0.1f - // Move forward-backward - (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) * 0.1f, - (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) * 0.1f - // Move right-left - (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) * 0.1f, + (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward + (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, + (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left + (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, 0.0f // Move up-down }, camerarot, - GetMouseWheelMove() * -2.0f); // Move to target (zoom) + GetMouseWheelMove()*-2.0f); // Move to target (zoom) // Cycle between models on mouse click if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES; diff --git a/examples/models/models_tesseract_view.c b/examples/models/models_tesseract_view.c index d23e34141..97a02ca8e 100644 --- a/examples/models/models_tesseract_view.c +++ b/examples/models/models_tesseract_view.c @@ -79,9 +79,9 @@ int main(void) // Projection from XYZW to XYZ from perspective point (0, 0, 0, 3) // NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0 float c = 3.0f/(3.0f - p.w); - p.x = c * p.x; - p.y = c * p.y; - p.z = c * p.z; + p.x = c*p.x; + p.y = c*p.y; + p.z = c*p.z; // Split XYZ coordinate and W values later for drawing transformed[i] = (Vector3){ p.x, p.y, p.z }; @@ -125,4 +125,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -} \ No newline at end of file +} diff --git a/examples/models/resources/shaders/glsl100/voxel_lighting.fs b/examples/models/resources/shaders/glsl100/voxel_lighting.fs index f23d9292d..315651cb9 100644 --- a/examples/models/resources/shaders/glsl100/voxel_lighting.fs +++ b/examples/models/resources/shaders/glsl100/voxel_lighting.fs @@ -46,7 +46,7 @@ void main() light = normalize(lights[i].position - fragPosition); float NdotL = max(dot(normal, light), 0.0); - lightDot += lights[i].color.rgb * NdotL; + lightDot += lights[i].color.rgb*NdotL; if (NdotL > 0.0) { @@ -56,8 +56,8 @@ void main() } } - vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0))); - finalColor += fragColor * (ambient / 10.0) * colDiffuse; + vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + finalColor += fragColor*(ambient/10.0)*colDiffuse; finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction diff --git a/examples/models/resources/shaders/glsl100/voxel_lighting.vs b/examples/models/resources/shaders/glsl100/voxel_lighting.vs index 12f53ed32..e5cffc879 100644 --- a/examples/models/resources/shaders/glsl100/voxel_lighting.vs +++ b/examples/models/resources/shaders/glsl100/voxel_lighting.vs @@ -20,9 +20,9 @@ varying vec3 fragNormal; void main() { - fragPosition = vec3(matModel * vec4(vertexPosition, 1.0)); + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); fragColor = vertexColor; - fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0))); + fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); - gl_Position = mvp * vec4(vertexPosition, 1.0); + gl_Position = mvp*vec4(vertexPosition, 1.0); } diff --git a/examples/models/resources/shaders/glsl120/voxel_lighting.fs b/examples/models/resources/shaders/glsl120/voxel_lighting.fs index eb01f96bb..f4178a44e 100644 --- a/examples/models/resources/shaders/glsl120/voxel_lighting.fs +++ b/examples/models/resources/shaders/glsl120/voxel_lighting.fs @@ -43,7 +43,7 @@ void main() light = normalize(lights[i].position - fragPosition); float NdotL = max(dot(normal, light), 0.0); - lightDot += lights[i].color.rgb * NdotL; + lightDot += lights[i].color.rgb*NdotL; if (NdotL > 0.0) { @@ -53,8 +53,8 @@ void main() } } - vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0))); - finalColor += fragColor * (ambient / 10.0) * colDiffuse; + vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + finalColor += fragColor*(ambient/10.0)*colDiffuse; finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction diff --git a/examples/models/resources/shaders/glsl120/voxel_lighting.vs b/examples/models/resources/shaders/glsl120/voxel_lighting.vs index 75163c7f8..9cd6f8892 100644 --- a/examples/models/resources/shaders/glsl120/voxel_lighting.vs +++ b/examples/models/resources/shaders/glsl120/voxel_lighting.vs @@ -16,9 +16,9 @@ varying vec3 fragNormal; void main() { - fragPosition = vec3(matModel * vec4(vertexPosition, 1.0)); + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); fragColor = vertexColor; - fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0))); + fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); - gl_Position = mvp * vec4(vertexPosition, 1.0); + gl_Position = mvp*vec4(vertexPosition, 1.0); } diff --git a/examples/others/rlgl_standalone.c b/examples/others/rlgl_standalone.c index 631699a5d..eddb63a0f 100644 --- a/examples/others/rlgl_standalone.c +++ b/examples/others/rlgl_standalone.c @@ -297,7 +297,7 @@ static void DrawRectangleV(Vector2 position, Vector2 size, Color color) // Draw a grid centered at (0, 0, 0) static void DrawGrid(int slices, float spacing) { - int halfSlices = slices / 2; + int halfSlices = slices/2; rlBegin(RL_LINES); for (int i = -halfSlices; i <= halfSlices; i++) diff --git a/examples/shaders/shaders_normal_map.c b/examples/shaders/shaders_normal_map.c index 3a8180fef..16806201b 100644 --- a/examples/shaders/shaders_normal_map.c +++ b/examples/shaders/shaders_normal_map.c @@ -1,22 +1,22 @@ /******************************************************************************************* - * - * raylib [shaders] example - normal map - * - * Example complexity rating: [★★★★] 4/4 - * - * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, - * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version - * - * Example originally created with raylib 5.6, last time updated with raylib 5.6 - * - * Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5) - * - * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, - * BSD-like license that allows static linking with closed source software - * - * Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5) - *k - ********************************************************************************************/ +* +* raylib [shaders] example - normal map +* +* Example complexity rating: [★★★★] 4/4 +* +* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, +* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version +* +* Example originally created with raylib 5.6, last time updated with raylib 5.6 +* +* Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ #include diff --git a/examples/shaders/shaders_shadowmap.c b/examples/shaders/shaders_shadowmap.c index 5e452198a..2c6abf66d 100644 --- a/examples/shaders/shaders_shadowmap.c +++ b/examples/shaders/shaders_shadowmap.c @@ -115,22 +115,22 @@ int main(void) if (IsKeyDown(KEY_LEFT)) { if (lightDir.x < 0.6f) - lightDir.x += cameraSpeed * 60.0f * dt; + lightDir.x += cameraSpeed*60.0f*dt; } if (IsKeyDown(KEY_RIGHT)) { if (lightDir.x > -0.6f) - lightDir.x -= cameraSpeed * 60.0f * dt; + lightDir.x -= cameraSpeed*60.0f*dt; } if (IsKeyDown(KEY_UP)) { if (lightDir.z < 0.6f) - lightDir.z += cameraSpeed * 60.0f * dt; + lightDir.z += cameraSpeed*60.0f*dt; } if (IsKeyDown(KEY_DOWN)) { if (lightDir.z > -0.6f) - lightDir.z -= cameraSpeed * 60.0f * dt; + lightDir.z -= cameraSpeed*60.0f*dt; } lightDir = Vector3Normalize(lightDir); lightCam.position = Vector3Scale(lightDir, -15.0f); diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index def3a6c0c..1ab7664b5 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight.c @@ -130,12 +130,12 @@ int main(void) while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2) { - spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f; - spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f; + spots[i].speed.x = GetRandomValue(-400, 40)/10.0f; + spots[i].speed.y = GetRandomValue(-400, 40)/10.0f; } - spots[i].inner = 28.0f * (i + 1); - spots[i].radius = 48.0f * (i + 1); + spots[i].inner = 28.0f*(i + 1); + spots[i].radius = 48.0f*(i + 1); SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2); SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT); diff --git a/examples/shapes/shapes_digital_clock.c b/examples/shapes/shapes_digital_clock.c index b3dfa6f54..5f13dd2a8 100644 --- a/examples/shapes/shapes_digital_clock.c +++ b/examples/shapes/shapes_digital_clock.c @@ -133,7 +133,7 @@ int main(void) static void UpdateClock(Clock *clock) { time_t rawtime; - struct tm * timeinfo; + struct tm *timeinfo; time(&rawtime); timeinfo = localtime(&rawtime); diff --git a/examples/shapes/shapes_double_pendulum.c b/examples/shapes/shapes_double_pendulum.c index b5194917f..e2817f24b 100644 --- a/examples/shapes/shapes_double_pendulum.c +++ b/examples/shapes/shapes_double_pendulum.c @@ -46,8 +46,8 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum"); // Simulation Paramters - float l1 = 15, m1 = 0.2, theta1 = DEG2RAD * 170, w1 = 0; - float l2 = 15, m2 = 0.1, theta2 = DEG2RAD * 0, w2 = 0; + float l1 = 15, m1 = 0.2, theta1 = DEG2RAD*170, w1 = 0; + float l2 = 15, m2 = 0.1, theta2 = DEG2RAD*0, w2 = 0; float lengthScaler = 0.1; float totalM = m1 + m2; @@ -56,8 +56,8 @@ int main(void) previousPosition.y += (screenHeight/2 - 100); // Scale length - float L1 = l1 * lengthScaler; - float L2 = l2 * lengthScaler; + float L1 = l1*lengthScaler; + float L2 = l2*lengthScaler; // Draw parameters int lineThick = 20, trailThick = 2; @@ -76,26 +76,26 @@ int main(void) // Update //---------------------------------------------------------------------------------- float dt = GetFrameTime(); - float step = dt / SIMULATION_STEPS, step2 = step * step; + float step = dt/SIMULATION_STEPS, step2 = step*step; // Update Physics - larger steps = better approximation for (int i = 0; i < SIMULATION_STEPS; ++i) { float delta = theta1 - theta2; float sinD = sinf(delta), cosD = cosf(delta), cos2D = cosf(2*delta); - float ww1 = w1 * w1, ww2 = w2 * w2; + float ww1 = w1*w1, ww2 = w2*w2; // Calculate a1 float a1 = (-G*(2*m1 + m2)*sinf(theta1) - m2*G*sinf(theta1 - 2*theta2) - 2*sinD*m2*(ww2*L2 + ww1*L1*cosD)) - / (L1*(2*m1 + m2 - m2*cos2D)); + /(L1*(2*m1 + m2 - m2*cos2D)); // Calculate a2 float a2 = (2*sinD*(ww1*L1*totalM + G*totalM*cosf(theta1) + ww2*L2*m2*cosD)) - / (L2*(2*m1 + m2 - m2*cos2D)); + /(L2*(2*m1 + m2 - m2*cos2D)); // Update thetas theta1 += w1*step + 0.5f*a1*step2; @@ -118,7 +118,7 @@ int main(void) // Draw trail DrawCircleV(previousPosition, trailThick, RED); - DrawLineEx(previousPosition, currentPosition, trailThick * 2, RED); + DrawLineEx(previousPosition, currentPosition, trailThick*2, RED); EndTextureMode(); // Update previous position @@ -135,12 +135,12 @@ int main(void) DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); // Draw double pendulum - DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10 * l1, lineThick }, - (Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE); + DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10*l1, lineThick }, + (Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta1, RAYWHITE); Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1); - DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10 * l2, lineThick }, - (Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta2, RAYWHITE); + DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10*l2, lineThick }, + (Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta2, RAYWHITE); EndDrawing(); //---------------------------------------------------------------------------------- @@ -159,7 +159,7 @@ int main(void) // Calculate Pendulum End Point static Vector2 CalculatePendulumEndPoint(float l, float theta) { - return (Vector2){ 10 * l * sin(theta), 10 * l * cos(theta) }; + return (Vector2){ 10*l*sin(theta), 10*l*cos(theta) }; } // Calculate Double Pendulum End Point diff --git a/examples/shapes/shapes_draw_circle_sector.c b/examples/shapes/shapes_draw_circle_sector.c index 4bc7ffa6c..becd35228 100644 --- a/examples/shapes/shapes_draw_circle_sector.c +++ b/examples/shapes/shapes_draw_circle_sector.c @@ -72,7 +72,7 @@ int main(void) GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", TextFormat("%.2f", segments), &segments, 0, 100); //------------------------------------------------------------------------------ - minSegments = truncf(ceilf((endAngle - startAngle) / 90)); + minSegments = truncf(ceilf((endAngle - startAngle)/90)); DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= minSegments)? MAROON : DARKGRAY); DrawFPS(10, 10); @@ -87,4 +87,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -} \ No newline at end of file +} diff --git a/examples/shapes/shapes_rectangle_advanced.c b/examples/shapes/shapes_rectangle_advanced.c index 4f04c2854..c4fc648b3 100644 --- a/examples/shapes/shapes_rectangle_advanced.c +++ b/examples/shapes/shapes_rectangle_advanced.c @@ -46,8 +46,8 @@ int main(void) //---------------------------------------------------------------------------------- float width = GetScreenWidth()/2.0f, height = GetScreenHeight()/6.0f; Rectangle rec = { - GetScreenWidth() / 2.0f - width/2, - GetScreenHeight() / 2.0f - 5*(height/2), + GetScreenWidth()/2.0f - width/2, + GetScreenHeight()/2.0f - 5*(height/2), width, height }; //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_top_down_lights.c b/examples/shapes/shapes_top_down_lights.c index 3c62b602a..2371d1e29 100644 --- a/examples/shapes/shapes_top_down_lights.c +++ b/examples/shapes/shapes_top_down_lights.c @@ -129,8 +129,8 @@ void SetupLight(int slot, float x, float y, float radius) lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight()); lights[slot].outerRadius = radius; - lights[slot].bounds.width = radius * 2; - lights[slot].bounds.height = radius * 2; + lights[slot].bounds.width = radius*2; + lights[slot].bounds.height = radius*2; MoveLight(slot, x, y); @@ -355,4 +355,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -} \ No newline at end of file +} diff --git a/examples/text/text_unicode.c b/examples/text/text_unicode.c index 0a9df7b41..54bdd4f86 100644 --- a/examples/text/text_unicode.c +++ b/examples/text/text_unicode.c @@ -248,7 +248,7 @@ int main(void) if (sz.x > 300) { sz.y *= sz.x/300; sz.x = 300; } else if (sz.x < 160) sz.x = 160; - Rectangle msgRect = { selectedPos.x - 38.8f, selectedPos.y, 2 * horizontalPadding + sz.x, 2 * verticalPadding + sz.y }; + Rectangle msgRect = { selectedPos.x - 38.8f, selectedPos.y, 2*horizontalPadding + sz.x, 2*verticalPadding + sz.y }; msgRect.y -= msgRect.height; // Coordinates for the chat bubble triangle diff --git a/examples/textures/textures_blend_modes.c b/examples/textures/textures_blend_modes.c index 555cdd7b5..f5b7477d4 100644 --- a/examples/textures/textures_blend_modes.c +++ b/examples/textures/textures_blend_modes.c @@ -78,10 +78,10 @@ int main(void) switch (blendMode) { - case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY); break; - case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY); break; - case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY); break; - case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY); break; + case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth/2) - 60, 370, 10, GRAY); break; + case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth/2) - 60, 370, 10, GRAY); break; + case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth/2) - 60, 370, 10, GRAY); break; + case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth/2) - 60, 370, 10, GRAY); break; default: break; } diff --git a/examples/textures/textures_image_channel.c b/examples/textures/textures_image_channel.c index 400029aa6..56e544142 100644 --- a/examples/textures/textures_image_channel.c +++ b/examples/textures/textures_image_channel.c @@ -64,10 +64,10 @@ int main(void) Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height}; Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f}; - Rectangle redPos = { 410, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 }; - Rectangle greenPos = { 600, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 }; - Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 }; - Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 }; + Rectangle redPos = { 410, 10, fudesumiPos.width/2, fudesumiPos.height/2 }; + Rectangle greenPos = { 600, 10, fudesumiPos.width/2, fudesumiPos.height/2 }; + Rectangle bluePos = { 410, 230, fudesumiPos.width/2, fudesumiPos.height/2 }; + Rectangle alphaPos = { 600, 230, fudesumiPos.width/2, fudesumiPos.height/2 }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/projects/4coder/main.c b/projects/4coder/main.c index 4abae398f..062d1d7db 100644 --- a/projects/4coder/main.c +++ b/projects/4coder/main.c @@ -18,8 +18,8 @@ int main() { SetTargetFPS(60); while (!WindowShouldClose()) { - cam.position.x = sin(GetTime()) * 10.0f; - cam.position.z = cos(GetTime()) * 10.0f; + cam.position.x = sin(GetTime())*10.0f; + cam.position.z = cos(GetTime())*10.0f; BeginDrawing(); ClearBackground(RAYWHITE); @@ -35,4 +35,4 @@ int main() { CloseWindow(); return 0; -} \ No newline at end of file +} diff --git a/src/external/rl_gputex.h b/src/external/rl_gputex.h index 306f09808..29500f3cf 100644 --- a/src/external/rl_gputex.h +++ b/src/external/rl_gputex.h @@ -288,7 +288,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ if (header->ddspf.flags == 0x40) // No alpha channel { int data_size = image_pixel_size*sizeof(unsigned short); - if (header->mipmap_count > 1) data_size = data_size + data_size / 3; + if (header->mipmap_count > 1) data_size = data_size + data_size/3; image_data = RL_GPUTEX_MALLOC(data_size); RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size); @@ -300,7 +300,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ if (header->ddspf.a_bit_mask == 0x8000) // 1bit alpha { int data_size = image_pixel_size*sizeof(unsigned short); - if (header->mipmap_count > 1) data_size = data_size + data_size / 3; + if (header->mipmap_count > 1) data_size = data_size + data_size/3; image_data = RL_GPUTEX_MALLOC(data_size); RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size); @@ -320,7 +320,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ else if (header->ddspf.a_bit_mask == 0xf000) // 4bit alpha { int data_size = image_pixel_size*sizeof(unsigned short); - if (header->mipmap_count > 1) data_size = data_size + data_size / 3; + if (header->mipmap_count > 1) data_size = data_size + data_size/3; image_data = RL_GPUTEX_MALLOC(data_size); RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size); @@ -342,7 +342,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ else if ((header->ddspf.flags == 0x40) && (header->ddspf.rgb_bit_count == 24)) // DDS_RGB, no compressed { int data_size = image_pixel_size*3*sizeof(unsigned char); - if (header->mipmap_count > 1) data_size = data_size + data_size / 3; + if (header->mipmap_count > 1) data_size = data_size + data_size/3; image_data = RL_GPUTEX_MALLOC(data_size); RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size); @@ -352,7 +352,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ else if ((header->ddspf.flags == 0x41) && (header->ddspf.rgb_bit_count == 32)) // DDS_RGBA, no compressed { int data_size = image_pixel_size*4*sizeof(unsigned char); - if (header->mipmap_count > 1) data_size = data_size + data_size / 3; + if (header->mipmap_count > 1) data_size = data_size + data_size/3; image_data = RL_GPUTEX_MALLOC(data_size); RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size); @@ -376,7 +376,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ int data_size = 0; // Calculate data size, including all mipmaps - if (header->mipmap_count > 1) data_size = header->pitch_or_linear_size + header->pitch_or_linear_size / 3; + if (header->mipmap_count > 1) data_size = header->pitch_or_linear_size + header->pitch_or_linear_size/3; else data_size = header->pitch_or_linear_size; image_data = RL_GPUTEX_MALLOC(data_size*sizeof(unsigned char)); @@ -1547,4 +1547,4 @@ typedef enum VkFormat { // Provided by VK_KHR_maintenance5 VK_FORMAT_A8_UNORM_KHR = VK_FORMAT_A8_UNORM, } VkFormat; -*/ \ No newline at end of file +*/ diff --git a/src/platforms/rcore_desktop_rgfw.c b/src/platforms/rcore_desktop_rgfw.c index a1694af4a..da1bded6d 100644 --- a/src/platforms/rcore_desktop_rgfw.c +++ b/src/platforms/rcore_desktop_rgfw.c @@ -1041,8 +1041,8 @@ void PollInputEvents(void) // if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale if (IsWindowState(FLAG_WINDOW_HIGHDPI)) { - CORE.Window.screen.width = (int)(platform.window->r.w / GetWindowScaleDPI().x); - CORE.Window.screen.height = (int)(platform.window->r.h / GetWindowScaleDPI().y); + CORE.Window.screen.width = (int)(platform.window->r.w/GetWindowScaleDPI().x); + CORE.Window.screen.height = (int)(platform.window->r.h/GetWindowScaleDPI().y); } else { @@ -1207,13 +1207,13 @@ void PollInputEvents(void) { case 0: { - CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x / 100.0f; - CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y / 100.0f; + CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x/100.0f; + CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y/100.0f; } break; case 1: { - CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x / 100.0f; - CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y / 100.0f; + CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x/100.0f; + CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y/100.0f; } break; case 2: axis = GAMEPAD_AXIS_LEFT_TRIGGER; case 3: diff --git a/src/platforms/rcore_desktop_sdl.c b/src/platforms/rcore_desktop_sdl.c index a2603b6e8..c9b346fcf 100644 --- a/src/platforms/rcore_desktop_sdl.c +++ b/src/platforms/rcore_desktop_sdl.c @@ -1485,8 +1485,8 @@ void PollInputEvents(void) // if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale if (IsWindowState(FLAG_WINDOW_HIGHDPI)) { - CORE.Window.screen.width = (int)(width / GetWindowScaleDPI().x); - CORE.Window.screen.height = (int)(height / GetWindowScaleDPI().y); + CORE.Window.screen.width = (int)(width/GetWindowScaleDPI().x); + CORE.Window.screen.height = (int)(height/GetWindowScaleDPI().y); } else { diff --git a/src/rmodels.c b/src/rmodels.c index ebd3b92d1..ff71b79d6 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -3722,7 +3722,7 @@ void GenMeshTangents(Mesh *mesh) } // Gram-Schmidt orthogonalization to make tangent orthogonal to normal - // T_prime = T - N * dot(N, T) + // T_prime = T - N*dot(N, T) Vector3 orthogonalized = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent))); // Handle cases where orthogonalized vector is too small