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chore: clean up linter warnings

This commit is contained in:
tiger tiger tiger 2026-07-29 19:58:47 +02:00
commit dfc34997bc
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217 changed files with 1863 additions and 1077 deletions

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@ -15,9 +15,6 @@
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Core;
public partial class UndoRedo : IExample
@ -87,7 +84,10 @@ public partial class UndoRedo : IExample
// Init undo buffer to store MAX_UNDO_STATES states
states = new PlayerState[MAX_UNDO_STATES];
// Init all undo states to current state
for (int i = 0; i < MAX_UNDO_STATES; i++) states[i] = player;
for (int i = 0; i < MAX_UNDO_STATES; i++)
{
states[i] = player;
}
// Grid variables
gridPosition = new Vector2(40, 60);
@ -98,16 +98,41 @@ public partial class UndoRedo : IExample
// Update
//----------------------------------------------------------------------------------
// Player movement logic
if (IsKeyPressed(KeyboardKey.Right)) player.Cell.X++;
else if (IsKeyPressed(KeyboardKey.Left)) player.Cell.X--;
else if (IsKeyPressed(KeyboardKey.Up)) player.Cell.Y--;
else if (IsKeyPressed(KeyboardKey.Down)) player.Cell.Y++;
if (IsKeyPressed(KeyboardKey.Right))
{
player.Cell.X++;
}
else if (IsKeyPressed(KeyboardKey.Left))
{
player.Cell.X--;
}
else if (IsKeyPressed(KeyboardKey.Up))
{
player.Cell.Y--;
}
else if (IsKeyPressed(KeyboardKey.Down))
{
player.Cell.Y++;
}
// Make sure player does not go out of bounds
if (player.Cell.X < 0) player.Cell.X = 0;
else if (player.Cell.X >= MAX_GRID_CELLS_X) player.Cell.X = MAX_GRID_CELLS_X - 1;
if (player.Cell.Y < 0) player.Cell.Y = 0;
else if (player.Cell.Y >= MAX_GRID_CELLS_Y) player.Cell.Y = MAX_GRID_CELLS_Y - 1;
if (player.Cell.X < 0)
{
player.Cell.X = 0;
}
else if (player.Cell.X >= MAX_GRID_CELLS_X)
{
player.Cell.X = MAX_GRID_CELLS_X - 1;
}
if (player.Cell.Y < 0)
{
player.Cell.Y = 0;
}
else if (player.Cell.Y >= MAX_GRID_CELLS_Y)
{
player.Cell.Y = MAX_GRID_CELLS_Y - 1;
}
// Player color change logic
if (IsKeyPressed(KeyboardKey.Space))
@ -127,9 +152,20 @@ public partial class UndoRedo : IExample
{
// Move cursor to next available position of the undo ring buffer to record state
currentUndoIndex++;
if (currentUndoIndex >= MAX_UNDO_STATES) currentUndoIndex = 0;
if (currentUndoIndex == firstUndoIndex) firstUndoIndex++;
if (firstUndoIndex >= MAX_UNDO_STATES) firstUndoIndex = 0;
if (currentUndoIndex >= MAX_UNDO_STATES)
{
currentUndoIndex = 0;
}
if (currentUndoIndex == firstUndoIndex)
{
firstUndoIndex++;
}
if (firstUndoIndex >= MAX_UNDO_STATES)
{
firstUndoIndex = 0;
}
states[currentUndoIndex] = player;
lastUndoIndex = currentUndoIndex;
@ -144,7 +180,10 @@ public partial class UndoRedo : IExample
if (currentUndoIndex != firstUndoIndex)
{
currentUndoIndex--;
if (currentUndoIndex < 0) currentUndoIndex = MAX_UNDO_STATES - 1;
if (currentUndoIndex < 0)
{
currentUndoIndex = MAX_UNDO_STATES - 1;
}
if (!SameState(states[currentUndoIndex], player))
{
@ -159,7 +198,10 @@ public partial class UndoRedo : IExample
if (currentUndoIndex != lastUndoIndex)
{
int nextUndoIndex = currentUndoIndex + 1;
if (nextUndoIndex >= MAX_UNDO_STATES) nextUndoIndex = 0;
if (nextUndoIndex >= MAX_UNDO_STATES)
{
nextUndoIndex = 0;
}
if (nextUndoIndex != firstUndoIndex)
{
@ -188,35 +230,49 @@ public partial class UndoRedo : IExample
if (lastUndoIndex > firstUndoIndex)
{
for (int i = firstUndoIndex; i < currentUndoIndex; i++)
{
DrawRectangleRec(new Rectangle(gridPosition.X + states[i].Cell.X * GRID_CELL_SIZE, gridPosition.Y + states[i].Cell.Y * GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE), Color.LightGray);
}
}
else if (firstUndoIndex > lastUndoIndex)
{
if ((currentUndoIndex < MAX_UNDO_STATES) && (currentUndoIndex > lastUndoIndex))
{
for (int i = firstUndoIndex; i < currentUndoIndex; i++)
{
DrawRectangleRec(new Rectangle(gridPosition.X + states[i].Cell.X * GRID_CELL_SIZE, gridPosition.Y + states[i].Cell.Y * GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE), Color.LightGray);
}
}
else
{
for (int i = firstUndoIndex; i < MAX_UNDO_STATES; i++)
{
DrawRectangle((int)gridPosition.X + states[i].Cell.X * GRID_CELL_SIZE, (int)gridPosition.Y + states[i].Cell.Y * GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE, Color.LightGray);
}
for (int i = 0; i < currentUndoIndex; i++)
{
DrawRectangle((int)gridPosition.X + states[i].Cell.X * GRID_CELL_SIZE, (int)gridPosition.Y + states[i].Cell.Y * GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE, Color.LightGray);
}
}
}
// Draw game grid
for (int y = 0; y <= MAX_GRID_CELLS_Y; y++)
{
DrawLine((int)gridPosition.X, (int)gridPosition.Y + y * GRID_CELL_SIZE,
(int)gridPosition.X + MAX_GRID_CELLS_X * GRID_CELL_SIZE, (int)gridPosition.Y + y * GRID_CELL_SIZE, Color.Gray);
}
for (int x = 0; x <= MAX_GRID_CELLS_X; x++)
{
DrawLine((int)gridPosition.X + x * GRID_CELL_SIZE, (int)gridPosition.Y,
(int)gridPosition.X + x * GRID_CELL_SIZE, (int)gridPosition.Y + MAX_GRID_CELLS_Y * GRID_CELL_SIZE, Color.Gray);
}
// Draw player
DrawRectangle((int)gridPosition.X + player.Cell.X * GRID_CELL_SIZE, (int)gridPosition.Y + player.Cell.Y * GRID_CELL_SIZE,