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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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@ -18,10 +18,6 @@
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public partial class GameOfLife : IExample
@ -186,15 +182,30 @@ public partial class GameOfLife : IExample
var centerX = offsetX + (windowWidth / 2.0f) / zoom;
var centerY = offsetY + (windowHeight / 2.0f) / zoom;
if (buttonZoomIn || (mouseWheelMove > 0.0f)) zoom *= 2;
if ((buttonZomOut || (mouseWheelMove < 0.0f)) && (zoom > 1)) zoom /= 2;
if (buttonZoomIn || (mouseWheelMove > 0.0f))
{
zoom *= 2;
}
if ((buttonZomOut || (mouseWheelMove < 0.0f)) && (zoom > 1))
{
zoom /= 2;
}
offsetX = centerX - (windowWidth / 2.0f) / zoom;
offsetY = centerY - (windowHeight / 2.0f) / zoom;
}
// Change speed: number of frames per step
if (buttonFaster && framesPerStep > 1) framesPerStep--;
if (buttonSlower) framesPerStep++;
if (buttonFaster && framesPerStep > 1)
{
framesPerStep--;
}
if (buttonSlower)
{
framesPerStep++;
}
// Mouse management
if ((mode == InteractionMode.Run) || (mode == InteractionMode.Pause))
@ -216,8 +227,15 @@ public partial class GameOfLife : IExample
var offsetDecimalY = offsetY - MathF.Floor(offsetY);
var sizeInWorldX = (int)(MathF.Ceiling((windowWidth + offsetDecimalX * zoom) / zoom));
var sizeInWorldY = (int)(MathF.Ceiling((windowHeight + offsetDecimalY * zoom) / zoom));
if (offsetX + sizeInWorldX >= worldWidth) sizeInWorldX = worldWidth - (int)MathF.Floor(offsetX);
if (offsetY + sizeInWorldY >= worldHeight) sizeInWorldY = worldHeight - (int)MathF.Floor(offsetY);
if (offsetX + sizeInWorldX >= worldWidth)
{
sizeInWorldX = worldWidth - (int)MathF.Floor(offsetX);
}
if (offsetY + sizeInWorldY >= worldHeight)
{
sizeInWorldY = worldHeight - (int)MathF.Floor(offsetY);
}
// Create image to draw if not created yet
if (!imageToDrawValid)
@ -242,9 +260,21 @@ public partial class GameOfLife : IExample
{
var mouseX = (int)(mousePosition.X + offsetDecimalX * zoom) / zoom;
var mouseY = (int)(mousePosition.Y + offsetDecimalY * zoom) / zoom;
if (mouseX >= sizeInWorldX) mouseX = sizeInWorldX - 1;
if (mouseY >= sizeInWorldY) mouseY = sizeInWorldY - 1;
if (firstColor == -1) firstColor = (GetImageColor(imageToDraw, mouseX, mouseY).R < 5) ? 0 : 1;
if (mouseX >= sizeInWorldX)
{
mouseX = sizeInWorldX - 1;
}
if (mouseY >= sizeInWorldY)
{
mouseY = sizeInWorldY - 1;
}
if (firstColor == -1)
{
firstColor = (GetImageColor(imageToDraw, mouseX, mouseY).R < 5) ? 0 : 1;
}
var prevColor = (GetImageColor(imageToDraw, mouseX, mouseY).R < 5) ? 0 : 1;
ImageDrawPixel(ref imageToDraw, mouseX, mouseY, (firstColor != 0) ? Color.Black : Color.RayWhite);
@ -258,7 +288,10 @@ public partial class GameOfLife : IExample
);
}
}
else firstColor = -1;
else
{
firstColor = -1;
}
}
// Load selected preset
@ -306,7 +339,10 @@ public partial class GameOfLife : IExample
{
for (var y = 0; y < pattern.Height; y++)
{
if (GetRandomValue(0, 100) < 15) ImageDrawPixel(ref pattern, x, y, Color.Black);
if (GetRandomValue(0, 100) < 15)
{
ImageDrawPixel(ref pattern, x, y, Color.Black);
}
}
}
UpdateTextureRec(
@ -326,10 +362,25 @@ public partial class GameOfLife : IExample
}
// Check window draw inside world limits
if (offsetX < 0) offsetX = 0;
if (offsetY < 0) offsetY = 0;
if (offsetX > worldWidth - (float)windowWidth / zoom) offsetX = worldWidth - (float)windowWidth / zoom;
if (offsetY > worldHeight - (float)windowHeight / zoom) offsetY = worldHeight - (float)windowHeight / zoom;
if (offsetX < 0)
{
offsetX = 0;
}
if (offsetY < 0)
{
offsetY = 0;
}
if (offsetX > worldWidth - (float)windowWidth / zoom)
{
offsetX = worldWidth - (float)windowWidth / zoom;
}
if (offsetY > worldHeight - (float)windowHeight / zoom)
{
offsetY = worldHeight - (float)windowHeight / zoom;
}
// Rectangles for drawing texture portion to screen
var textureSourceToScreen = new Rectangle(offsetX, offsetY, (float)windowWidth / zoom, (float)windowHeight / zoom);