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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-07-02 19:13:43 -04:00

Update enum/color names to match C# naming convention (#224)

This commit is contained in:
Danil
2024-01-18 21:00:57 +02:00
committed by GitHub
parent 2a1889403d
commit 70d86837d4
123 changed files with 1843 additions and 1847 deletions

View File

@ -111,7 +111,7 @@ public class Spotlight
// a pitch Color.black half and a dimly lit half.
int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
float sw = (float)GetScreenWidth();
Raylib.SetShaderValue(shdrSpot, wLoc, sw, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
Raylib.SetShaderValue(shdrSpot, wLoc, sw, ShaderUniformDataType.Float);
// Randomise the locations and velocities of the spotlights
// and initialise the shader locations
@ -134,19 +134,19 @@ public class Spotlight
shdrSpot,
spots[i].posLoc,
spots[i].pos,
ShaderUniformDataType.SHADER_UNIFORM_VEC2
ShaderUniformDataType.Vec2
);
Raylib.SetShaderValue(
shdrSpot,
spots[i].innerLoc,
spots[i].inner,
ShaderUniformDataType.SHADER_UNIFORM_FLOAT
ShaderUniformDataType.Float
);
Raylib.SetShaderValue(
shdrSpot,
spots[i].radiusLoc,
spots[i].radius,
ShaderUniformDataType.SHADER_UNIFORM_FLOAT
ShaderUniformDataType.Float
);
}
@ -205,20 +205,20 @@ public class Spotlight
shdrSpot,
spots[i].posLoc,
spots[i].pos,
ShaderUniformDataType.SHADER_UNIFORM_VEC2
ShaderUniformDataType.Vec2
);
}
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.DARKBLUE);
ClearBackground(Color.DarkBlue);
// Draw stars and bobs
for (int n = 0; n < MaxStars; n++)
{
// MathF.Single pixel is just too small these days!
DrawRectangle((int)stars[n].pos.X, (int)stars[n].pos.Y, 2, 2, Color.WHITE);
DrawRectangle((int)stars[n].pos.X, (int)stars[n].pos.Y, 2, 2, Color.White);
}
for (int i = 0; i < 16; i++)
@ -227,7 +227,7 @@ public class Spotlight
texRay,
(int)((screenWidth / 2.0) + MathF.Cos((frameCounter + i * 8) / 51.45f) * (screenWidth / 2.2) - 32),
(int)((screenHeight / 2.0) + MathF.Sin((frameCounter + i * 8) / 17.87f) * (screenHeight / 4.2)),
Color.WHITE
Color.White
);
}
@ -236,14 +236,14 @@ public class Spotlight
// Instead of a blank rectangle you could render a render texture of the full screen used to do screen
// scaling (slight adjustment to shader would be required to actually pay attention to the colour!)
DrawRectangle(0, 0, screenWidth, screenHeight, Color.WHITE);
DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
EndShaderMode();
DrawFPS(10, 10);
DrawText("Move the mouse!", 10, 30, 20, Color.GREEN);
DrawText("Pitch Color.Black", (int)(screenWidth * 0.2f), screenHeight / 2, 20, Color.GREEN);
DrawText("Dark", (int)(screenWidth * 0.66f), screenHeight / 2, 20, Color.GREEN);
DrawText("Move the mouse!", 10, 30, 20, Color.Green);
DrawText("Pitch Color.Black", (int)(screenWidth * 0.2f), screenHeight / 2, 20, Color.Green);
DrawText("Dark", (int)(screenWidth * 0.66f), screenHeight / 2, 20, Color.Green);
EndDrawing();
//----------------------------------------------------------------------------------