mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
REVIEWED: Formatting to follow raylib conventions
This commit is contained in:
@ -107,7 +107,7 @@ int main(void)
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float bulletDirection = baseDirection + (degreesPerRow*row);
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// Bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
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// Bullet speed*bullet direction, this will determine how much pixels will be incremented/decremented
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// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
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// only need to calculate it at the spawning time
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// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise
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@ -14,9 +14,6 @@
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* Copyright (c) 2025 JP Mortiboys (@themushroompirates)
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*
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********************************************************************************************/
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#if defined(WIN32)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "raylib.h"
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@ -63,24 +60,16 @@ int main(void)
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/* 8 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR },
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/* 9 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,HH,BR },
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};
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// Time for the hands to move to the new position (in seconds); this must be <1s
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const float handsMoveDuration = .5f;
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const float handsMoveDuration = 0.5f;
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// We store the previous seconds value so we can see if the time has changed
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int prevSeconds = -1;
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// This represents the real position where the hands are right now
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Vector2 currentAngles[6][24] = { 0 };
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// This is the position where the hands were moving from
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Vector2 srcAngles[6][24] = { 0 };
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// This is the position where the hands are moving to
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Vector2 dstAngles[6][24] = { 0 };
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// Current animation timer
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float handsMoveTimer = 0.0f;
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// 12 or 24 hour mode
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int hourMode = 24;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -91,7 +80,6 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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// Get the current time
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time_t rawtime;
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struct tm *timeinfo;
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@ -99,30 +87,26 @@ int main(void)
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time(&rawtime);
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timeinfo = localtime(&rawtime);
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if (timeinfo->tm_sec != prevSeconds) {
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if (timeinfo->tm_sec != prevSeconds)
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{
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// The time has changed, so we need to move the hands to the new positions
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prevSeconds = timeinfo->tm_sec;
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// Format the current time so we can access the individual digits
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const char *clockDigits = TextFormat("%02d%02d%02d", timeinfo->tm_hour % hourMode, timeinfo->tm_min, timeinfo->tm_sec);
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const char *clockDigits = TextFormat("%02d%02d%02d", timeinfo->tm_hour%hourMode, timeinfo->tm_min, timeinfo->tm_sec);
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// Fetch where we want all the hands to be
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for (int digit = 0; digit < 6; digit++) {
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for (int cell = 0; cell < 24; cell++) {
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for (int digit = 0; digit < 6; digit++)
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{
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for (int cell = 0; cell < 24; cell++)
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{
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srcAngles[digit][cell] = currentAngles[digit][cell];
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dstAngles[digit][cell] = digitAngles[ clockDigits[digit] - '0' ][cell];
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dstAngles[digit][cell] = digitAngles[clockDigits[digit] - '0'][cell];
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// Quick exception for 12h mode
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if (digit == 0 && hourMode == 12 && clockDigits[0] == '0') {
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dstAngles[digit][cell] = ZZ;
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}
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if (srcAngles[digit][cell].x > dstAngles[digit][cell].x) {
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srcAngles[digit][cell].x -= 360.0f;
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}
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if (srcAngles[digit][cell].y > dstAngles[digit][cell].y) {
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srcAngles[digit][cell].y -= 360.0f;
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}
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if ((digit == 0) && (hourMode == 12) && (clockDigits[0] == '0')) dstAngles[digit][cell] = ZZ;
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if (srcAngles[digit][cell].x > dstAngles[digit][cell].x) srcAngles[digit][cell].x -= 360.0f;
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if (srcAngles[digit][cell].y > dstAngles[digit][cell].y) srcAngles[digit][cell].y -= 360.0f;
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}
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}
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@ -131,37 +115,29 @@ int main(void)
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}
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// Now let's animate all the hands if we need to
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if (handsMoveTimer < handsMoveDuration) {
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if (handsMoveTimer < handsMoveDuration)
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{
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// Increase the timer but don't go above the maximum
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handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration);
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// Calculate the % completion of the animation
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float t = handsMoveTimer / handsMoveDuration;
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// Calculate the%completion of the animation
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float t = handsMoveTimer/handsMoveDuration;
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// A little cheeky smoothstep
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t = t * t * (3.0f - 2.0f * t);
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t = t*t*(3.0f - 2.0f*t);
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for (int digit = 0; digit < 6; digit++) {
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for (int cell = 0; cell < 24; cell++) {
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for (int digit = 0; digit < 6; digit++)
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{
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for (int cell = 0; cell < 24; cell++)
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{
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currentAngles[digit][cell].x = Lerp(srcAngles[digit][cell].x, dstAngles[digit][cell].x, t);
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currentAngles[digit][cell].y = Lerp(srcAngles[digit][cell].y, dstAngles[digit][cell].y, t);
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}
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}
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if (handsMoveTimer == handsMoveDuration) {
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// The animation has now finished
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}
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}
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// Handle input
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// Toggle between 12 and 24 hour mode with space
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if (IsKeyPressed(KEY_SPACE)) {
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hourMode = 36 - hourMode;
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}
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if (IsKeyPressed(KEY_SPACE)) hourMode = 36 - hourMode; // Toggle between 12 and 24 hour mode with space
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//----------------------------------------------------------------------------------
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// Draw
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@ -174,19 +150,22 @@ int main(void)
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float xOffset = 4.0f;
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for (int digit = 0; digit < 6; digit++) {
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for (int row = 0; row < 6; row++) {
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for (int col = 0; col < 4; col++) {
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for (int digit = 0; digit < 6; digit++)
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{
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for (int row = 0; row < 6; row++)
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{
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for (int col = 0; col < 4; col++)
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{
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Vector2 centre = (Vector2){
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xOffset + col*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f,
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100 + row*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f
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xOffset + col*(clockFaceSize+clockFaceSpacing) + clockFaceSize*0.5f,
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100 + row*(clockFaceSize+clockFaceSpacing) + clockFaceSize*0.5f
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};
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DrawRing(centre, clockFaceSize * 0.5f - 2.0f, clockFaceSize * 0.5f, 0, 360, 24, DARKGRAY);
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DrawRing(centre, clockFaceSize*0.5f - 2.0f, clockFaceSize*0.5f, 0, 360, 24, DARKGRAY);
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// Big hand
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DrawRectanglePro(
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(Rectangle){centre.x, centre.y, clockFaceSize*.5f+4.0f, 4.0f},
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(Rectangle){centre.x, centre.y, clockFaceSize*0.5f+4.0f, 4.0f},
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(Vector2){ 2.0f, 2.0f },
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currentAngles[digit][row*4+col].x,
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handsColor
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@ -194,7 +173,7 @@ int main(void)
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// Little hand
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DrawRectanglePro(
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(Rectangle){centre.x, centre.y, clockFaceSize*.5f+2.0f, 4.0f},
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(Rectangle){centre.x, centre.y, clockFaceSize*0.5f+2.0f, 4.0f},
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(Vector2){ 2.0f, 2.0f },
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currentAngles[digit][row*4+col].y,
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handsColor
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@ -202,27 +181,23 @@ int main(void)
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}
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}
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xOffset += (clockFaceSize+clockFaceSpacing) * 4;
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if (digit % 2 == 1) {
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xOffset += (clockFaceSize+clockFaceSpacing)*4;
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if (digit%2 == 1)
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{
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DrawRing((Vector2){xOffset + 4.0f, 160.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
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DrawRing((Vector2){xOffset + 4.0f, 225.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
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xOffset += sectionSpacing;
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}
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}
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -76,7 +76,7 @@ int main(void)
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float step = dt/SIMULATION_STEPS, step2 = step*step;
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// Update Physics - larger steps = better approximation
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for (int i = 0; i < SIMULATION_STEPS; ++i)
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for (int i = 0; i < SIMULATION_STEPS; i++)
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{
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float delta = theta1 - theta2;
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float sinD = sinf(delta), cosD = cosf(delta), cos2D = cosf(2*delta);
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@ -31,7 +31,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math angle rotation");
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SetTargetFPS(60);
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Vector2 center = { screenWidth / 2.0f, screenHeight / 2.0f };
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Vector2 center = { screenWidth/2.0f, screenHeight/2.0f };
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const float lineLength = 150.0f;
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// Predefined angles for fixed lines
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@ -60,9 +60,9 @@ int main(void)
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// Draw fixed-angle lines with colorful gradient
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for (int i = 0; i < numAngles; i++)
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{
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float rad = angles[i] * DEG2RAD;
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Vector2 end = { center.x + cosf(rad) * lineLength,
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center.y + sinf(rad) * lineLength };
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float rad = angles[i]*DEG2RAD;
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Vector2 end = { center.x + cosf(rad)*lineLength,
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center.y + sinf(rad)*lineLength };
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// Gradient color from green → cyan → blue → magenta
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Color col;
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@ -78,15 +78,15 @@ int main(void)
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DrawLineEx(center, end, 5.0f, col);
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// Draw angle label slightly offset along the line
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Vector2 textPos = { center.x + cosf(rad) * (lineLength + 20),
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center.y + sinf(rad) * (lineLength + 20) };
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Vector2 textPos = { center.x + cosf(rad)*(lineLength + 20),
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center.y + sinf(rad)*(lineLength + 20) };
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DrawText(TextFormat("%d°", angles[i]), (int)textPos.x, (int)textPos.y, 20, col);
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}
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// Draw animated rotating line with changing color
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float animRad = totalAngle * DEG2RAD;
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Vector2 animEnd = { center.x + cosf(animRad) * lineLength,
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center.y + sinf(animRad) * lineLength };
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float animRad = totalAngle*DEG2RAD;
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Vector2 animEnd = { center.x + cosf(animRad)*lineLength,
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center.y + sinf(animRad)*lineLength };
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// Cycle through HSV colors for animated line
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Color animCol = ColorFromHSV(fmodf(totalAngle, 360.0f), 0.8f, 0.9f);
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@ -40,8 +40,8 @@ int main(void)
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Vector2 sinePoints[WAVE_POINTS];
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Vector2 cosPoints[WAVE_POINTS];
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Vector2 center = { (screenWidth/2.0f) - 30.f, screenHeight/2.0f };
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Rectangle start = { 20.f, screenHeight - 120.f , 200.0f, 100.0f};
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Vector2 center = { (screenWidth/2.0f) - 30.0f, screenHeight/2.0f };
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Rectangle start = { 20.0f, screenHeight - 120.f , 200.0f, 100.0f};
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float radius = 130.0f;
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float angle = 0.0f;
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bool pause = false;
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@ -98,7 +98,7 @@ int main(void)
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// Base circle and axes
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DrawCircleLinesV(center, radius, GRAY);
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DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY);
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DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.f, GRAY);
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DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.0f, GRAY);
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// Wave graph axes
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DrawLineEx((Vector2){ start.x , start.y }, (Vector2){ start.x , start.y + start.height }, 2.0f, GRAY);
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@ -135,19 +135,19 @@ int main(void)
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DrawText(TextFormat("Cotangent %.2f", cotangent), 640, 250, 6, ORANGE);
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// Complementary angle (beige)
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DrawCircleSectorLines(center, radius*0.6f , -angle, -90.f , 36.0f, BEIGE);
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DrawCircleSectorLines(center, radius*0.6f , -angle, -90.0f , 36.0f, BEIGE);
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DrawText(TextFormat("Complementary %0.f°",complementary), 640, 150, 6, BEIGE);
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// Supplementary angle (darkblue)
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DrawCircleSectorLines(center, radius*0.5f , -angle, -180.f , 36.0f, DARKBLUE);
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DrawCircleSectorLines(center, radius*0.5f , -angle, -180.0f , 36.0f, DARKBLUE);
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DrawText(TextFormat("Supplementary %0.f°",supplementary), 640, 130, 6, DARKBLUE);
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// Explementary angle (pink)
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DrawCircleSectorLines(center, radius*0.4f , -angle, -360.f , 36.0f, PINK);
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DrawCircleSectorLines(center, radius*0.4f , -angle, -360.0f , 36.0f, PINK);
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DrawText(TextFormat("Explementary %0.f°",explementary), 640, 170, 6, PINK);
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// Current angle - arc (lime), radius (black), endpoint (black)
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DrawCircleSectorLines(center, radius*0.7f , -angle, 0.f, 36.0f, LIME);
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DrawCircleSectorLines(center, radius*0.7f , -angle, 0.0f, 36.0f, LIME);
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DrawLineEx((Vector2){ center.x , center.y }, point, 2.0f, BLACK);
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DrawCircleV(point, 4.0f, BLACK);
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@ -156,11 +156,12 @@ int main(void)
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GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(GRAY));
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GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
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GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(LIME));
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GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.f);
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GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.0f);
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// Angle values panel
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GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
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//------------------------------------------------------------------------------
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DrawFPS(10, 10);
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EndDrawing();
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@ -71,7 +71,7 @@ int main(void)
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if ((trailPositions[i].x != 0.0f) || (trailPositions[i].y != 0.0f))
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{
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// Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
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float ratio = (float)(MAX_TRAIL_LENGTH - i) / MAX_TRAIL_LENGTH;
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float ratio = (float)(MAX_TRAIL_LENGTH - i)/MAX_TRAIL_LENGTH;
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// Fade effect: oldest positions are more transparent
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// Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio
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@ -184,7 +184,7 @@ static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, fl
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}
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// End one even segments
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if ( segments % 2)
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if ( segments%2)
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{
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rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
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rlVertex2f(center.x, center.y);
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@ -112,7 +112,7 @@ int main(void)
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GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f", angle), &angle, 0, 180);
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GuiSliderBar((Rectangle){ 640, 70, 120, 20 }, "Length", TextFormat("%.0f", length), &length, 12.0f, 240.0f);
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GuiSliderBar((Rectangle){ 640, 100, 120, 20}, "Decay", TextFormat("%.2f", branchDecay), &branchDecay, 0.1f, 0.78f);
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GuiSliderBar((Rectangle){ 640, 130, 120, 20 }, "Depth", TextFormat("%.0f", treeDepth), &treeDepth, 1.0f, 10.f);
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GuiSliderBar((Rectangle){ 640, 130, 120, 20 }, "Depth", TextFormat("%.0f", treeDepth), &treeDepth, 1.0f, 10.0f);
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GuiSliderBar((Rectangle){ 640, 160, 120, 20}, "Thick", TextFormat("%.0f", thick), &thick, 1, 8);
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GuiCheckBox((Rectangle){ 640, 190, 20, 20 }, "Bezier", &bezier);
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//------------------------------------------------------------------------------
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@ -122,11 +122,11 @@ int main(void)
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}
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float distance = Vector2Distance(center, circlePosition)/pointScale;
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float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f) / 2.0f);
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float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f)/2.0f);
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if (distance > 1.0f)
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{
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circlePosition = Vector2Add((Vector2){ sinf(angle*(PI * 2.0f)) * pointScale, -cosf(angle*(PI*2.0f))*pointScale }, center);
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circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI*2.0f))*pointScale }, center);
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}
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}
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@ -152,21 +152,15 @@ int main(void)
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// If the slider or the wheel was clicked, update the current color
|
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if (settingColor || sliderClicked)
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{
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if (settingColor) {
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circlePosition = GetMousePosition();
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}
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if (settingColor) circlePosition = GetMousePosition();
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float distance = Vector2Distance(center, circlePosition) / pointScale;
|
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float distance = Vector2Distance(center, circlePosition)/pointScale;
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float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f)/2.0f);
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if (settingColor && distance > 1.0f) {
|
||||
circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI* 2.0f))*pointScale }, center);
|
||||
}
|
||||
if (settingColor && distance > 1.0f) circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI* 2.0f))*pointScale }, center);
|
||||
|
||||
float angle360 = angle*360.0f;
|
||||
|
||||
float valueActual = Clamp(distance, 0.0f, 1.0f);
|
||||
|
||||
color = ColorLerp((Color){ (int)(value*255.0f), (int)(value*255.0f), (int)(value*255.0f), 255 }, ColorFromHSV(angle360, Clamp(distance, 0.0f, 1.0f), 1.0f), valueActual);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -95,7 +95,7 @@ int main(void)
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i <= emissionRate; ++i) EmitParticle(&circularBuffer, emitterPosition, currentType);
|
||||
for (int i = 0; i <= emissionRate; i++) EmitParticle(&circularBuffer, emitterPosition, currentType);
|
||||
}
|
||||
|
||||
// Update the parameters of each particle
|
||||
|
||||
@ -34,7 +34,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - triangle strip");
|
||||
|
||||
Vector2 points[122] = { 0 };
|
||||
Vector2 center = { (screenWidth/2.0f) - 125.f, screenHeight/2.0f };
|
||||
Vector2 center = { (screenWidth/2.0f) - 125.0f, screenHeight/2.0f };
|
||||
float segments = 6.0f;
|
||||
float insideRadius = 100.0f;
|
||||
float outsideRadius = 150.0f;
|
||||
@ -92,7 +92,7 @@ int main(void)
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Segments", TextFormat("%.0f", segments), &segments, 6.0f, 60.f);
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Segments", TextFormat("%.0f", segments), &segments, 6.0f, 60.0f);
|
||||
GuiCheckBox((Rectangle){ 640, 70, 20, 20 }, "Outline", &outline);
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
Reference in New Issue
Block a user