REVIEWED: examples memory allocators, using raylib provided macros

This commit is contained in:
Ray
2026-03-23 11:53:57 +01:00
parent 7e8aca00b6
commit ca1baca7c2
5 changed files with 59 additions and 53 deletions

View File

@ -47,7 +47,7 @@ int main(void)
// Load bunny texture
Texture2D texBunny = LoadTexture("resources/raybunny.png");
Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
Bunny *bunnies = (Bunny *)RL_MALLOC(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
int bunniesCount = 0; // Bunnies counter
@ -126,7 +126,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
free(bunnies); // Unload bunnies data array
RL_FREE(bunnies); // Unload bunnies data array
UnloadTexture(texBunny); // Unload bunny texture

View File

@ -51,8 +51,8 @@ int main(void)
// NOTE: We can have up to 256 values for tile ids and for tile fog state,
// probably we don't need that many values for fog state, it can be optimized
// to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
map.tileIds = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char));
map.tileFog = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char));
// Load map tiles (generating 2 random tile ids for testing)
// NOTE: Map tile ids should be probably loaded from an external map file
@ -149,8 +149,8 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
free(map.tileIds); // Free allocated map tile ids
free(map.tileFog); // Free allocated map tile fog state
RL_FREE(map.tileIds); // Free allocated map tile ids
RL_FREE(map.tileFog); // Free allocated map tile fog state
UnloadRenderTexture(fogOfWar); // Unload render texture