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authorRay <raysan5@gmail.com>2016-02-03 17:45:28 +0100
committerRay <raysan5@gmail.com>2016-02-03 17:45:28 +0100
commit646f1c3f716dd817ff717d35480a744a8be46ead (patch)
tree70e3778d194cd2caa886a79c952885017e852be6 /src
parentdf5c64d0beee06df8c87a43e5341b6b98f82839f (diff)
downloadraylib-646f1c3f716dd817ff717d35480a744a8be46ead.tar.gz
raylib-646f1c3f716dd817ff717d35480a744a8be46ead.zip
Some formating tweaks
Diffstat (limited to 'src')
-rw-r--r--src/camera.c114
-rw-r--r--src/camera.h4
-rw-r--r--src/core.c15
-rw-r--r--src/raylib.h4
-rw-r--r--src/rlgl.c2
5 files changed, 70 insertions, 69 deletions
diff --git a/src/camera.c b/src/camera.c
index 1e7ac2ff..6539da5f 100644
--- a/src/camera.c
+++ b/src/camera.c
@@ -36,44 +36,44 @@
// Defines and Macros
//----------------------------------------------------------------------------------
// CAMERA_GENERIC
-#define CAMERA_SCROLL_SENSITIVITY 1.5
+#define CAMERA_SCROLL_SENSITIVITY 1.5f
// FREE_CAMERA
-#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01
-#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3
-#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120
-#define FREE_CAMERA_MIN_CLAMP 85
-#define FREE_CAMERA_MAX_CLAMP -85
-#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05
-#define FREE_CAMERA_PANNING_DIVIDER 5.1
+#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01f
+#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3f
+#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120.0f
+#define FREE_CAMERA_MIN_CLAMP 85.0f
+#define FREE_CAMERA_MAX_CLAMP -85.0f
+#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05f
+#define FREE_CAMERA_PANNING_DIVIDER 5.1f
// ORBITAL_CAMERA
-#define ORBITAL_CAMERA_SPEED 0.01
+#define ORBITAL_CAMERA_SPEED 0.01f
// FIRST_PERSON
-//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003
-#define FIRST_PERSON_FOCUS_DISTANCE 25
-#define FIRST_PERSON_MIN_CLAMP 85
-#define FIRST_PERSON_MAX_CLAMP -85
+//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003f
+#define FIRST_PERSON_FOCUS_DISTANCE 25.0f
+#define FIRST_PERSON_MIN_CLAMP 85.0f
+#define FIRST_PERSON_MAX_CLAMP -85.0f
-#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0
-#define FIRST_PERSON_STEP_DIVIDER 30.0
-#define FIRST_PERSON_WAVING_DIVIDER 200.0
+#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f
+#define FIRST_PERSON_STEP_DIVIDER 30.0f
+#define FIRST_PERSON_WAVING_DIVIDER 200.0f
-#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85
+#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f
// THIRD_PERSON
-//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003
-#define THIRD_PERSON_DISTANCE_CLAMP 1.2
-#define THIRD_PERSON_MIN_CLAMP 5
-#define THIRD_PERSON_MAX_CLAMP -85
-#define THIRD_PERSON_OFFSET (Vector3){ 0.4, 0, 0 }
+//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003f
+#define THIRD_PERSON_DISTANCE_CLAMP 1.2f
+#define THIRD_PERSON_MIN_CLAMP 5.0f
+#define THIRD_PERSON_MAX_CLAMP -85.0f
+#define THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f }
// PLAYER (used by camera)
-#define PLAYER_WIDTH 0.4
-#define PLAYER_HEIGHT 0.9
-#define PLAYER_DEPTH 0.4
-#define PLAYER_MOVEMENT_DIVIDER 20.0
+#define PLAYER_WIDTH 0.4f
+#define PLAYER_HEIGHT 0.9f
+#define PLAYER_DEPTH 0.4f
+#define PLAYER_MOVEMENT_DIVIDER 20.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -84,11 +84,11 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
-static Camera internalCamera = {{2, 0, 2}, {0, 0, 0}, {0, 1, 0}};
-static Vector2 cameraAngle = { 0, 0 };
+static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+static Vector2 cameraAngle = { 0.0f, 0.0f };
static float cameraTargetDistance = 5.0f;
-static Vector2 cameraMousePosition = { 0, 0 };
-static Vector2 cameraMouseVariation = { 0, 0 };
+static Vector2 cameraMousePosition = { 0.0f, 0.0f };
+static Vector2 cameraMouseVariation = { 0.0f, 0.0f };
static float mouseSensitivity = 0.003f;
static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' };
static int cameraMoveCounter = 0;
@@ -107,7 +107,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
#if defined(CAMERA_STANDALONE)
// NOTE: Camera controls depend on some raylib input functions
// TODO: Set your own input functions (used in ProcessCamera())
-static Vector2 GetMousePosition() { return (Vector2){ 0, 0}; }
+static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
static void SetMousePosition(Vector2 pos) {}
static int IsMouseButtonDown(int button) { return 0;}
static int GetMouseWheelMove() { return 0; }
@@ -129,33 +129,33 @@ void SetCameraMode(int mode)
if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
{
cameraMode = CAMERA_THIRD_PERSON;
- cameraTargetDistance = 5;
- cameraAngle.y = -40 * DEG2RAD;
+ cameraTargetDistance = 5.0f;
+ cameraAngle.y = -40*DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
{
cameraMode = CAMERA_THIRD_PERSON;
- cameraTargetDistance = 5;
- cameraAngle.y = -40 * DEG2RAD;
+ cameraTargetDistance = 5.0f;
+ cameraAngle.y = -40*DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
{
- cameraTargetDistance = 10;
- cameraAngle.x = 45 * DEG2RAD;
- cameraAngle.y = -40 * DEG2RAD;
- internalCamera.target = (Vector3){ 0, 0, 0 };
+ cameraTargetDistance = 10.0f;
+ cameraAngle.x = 45*DEG2RAD;
+ cameraAngle.y = -40*DEG2RAD;
+ internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
ProcessCamera(&internalCamera, &internalCamera.position);
ShowCursor();
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
{
- cameraTargetDistance = 10;
- cameraAngle.x = 225 * DEG2RAD;
- cameraAngle.y = -40 * DEG2RAD;
- internalCamera.target = (Vector3){ 0, 0, 0};
+ cameraTargetDistance = 10.0f;
+ cameraAngle.x = 225*DEG2RAD;
+ cameraAngle.y = -40*DEG2RAD;
+ internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
ProcessCamera(&internalCamera, &internalCamera.position);
}
@@ -165,7 +165,7 @@ void SetCameraMode(int mode)
// Update camera (player position is ignored)
void UpdateCamera(Camera *camera)
{
- Vector3 position = { 0, 0, 0 };
+ Vector3 position = { 0.0f, 0.0f, 0.0f };
// Process internal camera and player position (if required)
if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position);
@@ -244,7 +244,7 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey,
// Set camera mouse sensitivity (1st person and 3rd person cameras)
void SetCameraMouseSensitivity(float sensitivity)
{
- mouseSensitivity = (sensitivity/10000.0);
+ mouseSensitivity = (sensitivity/10000.0f);
}
//----------------------------------------------------------------------------------
@@ -376,12 +376,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
// Focus to center
// TODO: Move this function out of the module?
- if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 };
+ if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
- if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
+ if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
@@ -398,12 +398,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
// Focus to center
- if (IsKeyDown('Z')) camera->target = (Vector3){ 0, 0, 0 };
+ if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
- if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
+ if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
@@ -412,7 +412,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
case CAMERA_FIRST_PERSON:
case CAMERA_THIRD_PERSON:
{
- int isMoving = 0;
+ bool isMoving = false;
// Keyboard inputs
if (IsKeyDown(cameraMoveControl[MOVE_FRONT]))
@@ -422,7 +422,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
- isMoving = 1;
+ isMoving = true;
}
else if (IsKeyDown(cameraMoveControl[MOVE_BACK]))
{
@@ -431,7 +431,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER;
- isMoving = 1;
+ isMoving = true;
}
if (IsKeyDown(cameraMoveControl[MOVE_LEFT]))
@@ -439,23 +439,23 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
- isMoving = 1;
+ isMoving = true;
}
else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT]))
{
playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER;
- isMoving = 1;
+ isMoving = true;
}
if (IsKeyDown(cameraMoveControl[MOVE_UP]))
{
- if (!cameraUseGravity) playerPosition->y += 1/PLAYER_MOVEMENT_DIVIDER;
+ if (!cameraUseGravity) playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER;
}
else if (IsKeyDown(cameraMoveControl[MOVE_DOWN]))
{
- if (!cameraUseGravity) playerPosition->y -= 1/PLAYER_MOVEMENT_DIVIDER;
+ if (!cameraUseGravity) playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER;
}
if (cameraMode == CAMERA_THIRD_PERSON)
@@ -482,7 +482,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
// Camera position update
camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x;
- if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
+ if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y;
camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z;
diff --git a/src/camera.h b/src/camera.h
index ed85320a..9ad09c6f 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -28,8 +28,8 @@
#define PI 3.14159265358979323846
#endif
-#define DEG2RAD (PI / 180.0f)
-#define RAD2DEG (180.0f / PI)
+#define DEG2RAD (PI/180.0f)
+#define RAD2DEG (180.0f/PI)
//----------------------------------------------------------------------------------
// Defines and Macros
diff --git a/src/core.c b/src/core.c
index 1c9e16ae..c872d43e 100644
--- a/src/core.c
+++ b/src/core.c
@@ -116,6 +116,7 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
+#define STORAGE_FILENAME "storage.data"
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -591,7 +592,7 @@ void Begin3dMode(Camera camera)
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
- double top = 0.1f*tan(45.0f*PI/360.0f);
+ double top = 0.1*tan(45.0*PI/360.0);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
@@ -630,7 +631,7 @@ void SetTargetFPS(int fps)
// Returns current FPS
float GetFPS(void)
{
- return (float)(1/frameTime);
+ return (float)(1.0/frameTime);
}
// Returns time in seconds for one frame
@@ -791,10 +792,10 @@ void StorageSaveValue(int position, int value)
FILE *storageFile = NULL;
// Try open existing file to append data
- storageFile = fopen("storage.data", "rb+");
+ storageFile = fopen(STORAGE_FILENAME, "rb+");
// If file doesn't exist, create a new storage data file
- if (!storageFile) storageFile = fopen("storage.data", "wb");
+ if (!storageFile) storageFile = fopen(STORAGE_FILENAME, "wb");
if (!storageFile) TraceLog(WARNING, "Storage data file could not be created");
else
@@ -822,7 +823,7 @@ int StorageLoadValue(int position)
int value = 0;
// Try open existing file to append data
- FILE *storageFile = fopen("storage.data", "rb");
+ FILE *storageFile = fopen(STORAGE_FILENAME, "rb");
if (!storageFile) TraceLog(WARNING, "Storage data file could not be found");
else
@@ -889,8 +890,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
MatrixInvert(&matProjView);
// Calculate far and near points
- Quaternion near = { deviceCoords.x, deviceCoords.y, 0, 1};
- Quaternion far = { deviceCoords.x, deviceCoords.y, 1, 1};
+ Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f};
+ Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f};
// Multiply points by unproject matrix
QuaternionTransform(&near, matProjView);
diff --git a/src/raylib.h b/src/raylib.h
index c306518d..3d8100b3 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -81,8 +81,8 @@
#define PI 3.14159265358979323846
#endif
-#define DEG2RAD (PI / 180.0f)
-#define RAD2DEG (180.0f / PI)
+#define DEG2RAD (PI/180.0f)
+#define RAD2DEG (180.0f/PI)
// raylib Config Flags
#define FLAG_FULLSCREEN_MODE 1
diff --git a/src/rlgl.c b/src/rlgl.c
index 48e6ac1b..6810cb4b 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -1406,7 +1406,7 @@ void rlglDrawPostpro(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
- rlglDrawModel(postproQuad, (Vector3){0,0,0}, (Vector3){0,0,0}, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
+ rlglDrawModel(postproQuad, (Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
#endif
}