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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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@ -15,8 +15,6 @@
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
using static Raylib_cs.Rlgl;
@ -66,7 +64,10 @@ public partial class TopDownLights : IExample
public LightInfo()
{
for (int i = 0; i < MAX_SHADOWS; i++) shadows[i] = new ShadowGeometry();
for (int i = 0; i < MAX_SHADOWS; i++)
{
shadows[i] = new ShadowGeometry();
}
}
}
@ -85,7 +86,10 @@ public partial class TopDownLights : IExample
public void Init()
{
lights = new LightInfo[MAX_LIGHTS];
for (int i = 0; i < MAX_LIGHTS; i++) lights[i] = new LightInfo();
for (int i = 0; i < MAX_LIGHTS; i++)
{
lights[i] = new LightInfo();
}
// Initialize our 'world' of boxes
boxCount = 0;
@ -112,7 +116,10 @@ public partial class TopDownLights : IExample
// Update
//----------------------------------------------------------------------------------
// Drag light 0
if (IsMouseButtonDown(MouseButton.Left)) MoveLight(0, GetMousePosition().X, GetMousePosition().Y);
if (IsMouseButtonDown(MouseButton.Left))
{
MoveLight(0, GetMousePosition().X, GetMousePosition().Y);
}
// Make a new light
if (IsMouseButtonPressed(MouseButton.Right) && (nextLight < MAX_LIGHTS))
@ -122,13 +129,19 @@ public partial class TopDownLights : IExample
}
// Toggle debug info
if (IsKeyPressed(KeyboardKey.F1)) showLines = !showLines;
if (IsKeyPressed(KeyboardKey.F1))
{
showLines = !showLines;
}
// Update the lights and keep track if any were dirty so we know if we need to update the master light mask
bool dirtyLights = false;
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (UpdateLight(i, boxes, boxCount)) dirtyLights = true;
if (UpdateLight(i, boxes, boxCount))
{
dirtyLights = true;
}
}
// Update the light mask
@ -146,7 +159,10 @@ public partial class TopDownLights : IExample
// Merge in all the light masks
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].active) DrawTextureRec(lights[i].mask.Texture, new Rectangle(0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight()), Vector2Zero(), Color.White);
if (lights[i].active)
{
DrawTextureRec(lights[i].mask.Texture, new Rectangle(0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight()), Vector2Zero(), Color.White);
}
}
DrawRenderBatchActive();
@ -172,7 +188,10 @@ public partial class TopDownLights : IExample
// Draw the lights
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].active) DrawCircle((int)lights[i].position.X, (int)lights[i].position.Y, 10, (i == 0) ? Color.Yellow : Color.White);
if (lights[i].active)
{
DrawCircle((int)lights[i].position.X, (int)lights[i].position.Y, 10, (i == 0) ? Color.Yellow : Color.White);
}
}
if (showLines)
@ -184,7 +203,10 @@ public partial class TopDownLights : IExample
for (int b = 0; b < boxCount; b++)
{
if (CheckCollisionRecs(boxes[b], lights[0].bounds)) DrawRectangleRec(boxes[b], Color.Purple);
if (CheckCollisionRecs(boxes[b], lights[0].bounds))
{
DrawRectangleRec(boxes[b], Color.Purple);
}
DrawRectangleLines((int)boxes[b].X, (int)boxes[b].Y, (int)boxes[b].Width, (int)boxes[b].Height, Color.DarkBlue);
}
@ -210,7 +232,10 @@ public partial class TopDownLights : IExample
UnloadRenderTexture(lightMask);
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].active) UnloadRenderTexture(lights[i].mask);
if (lights[i].active)
{
UnloadRenderTexture(lights[i].mask);
}
}
}
@ -233,7 +258,10 @@ public partial class TopDownLights : IExample
// It takes the edge and projects it back by the light radius and turns it into a quad
private void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep)
{
if (lights[slot].shadowCount >= MAX_SHADOWS) return;
if (lights[slot].shadowCount >= MAX_SHADOWS)
{
return;
}
float extension = lights[slot].outerRadius * 2;
@ -271,7 +299,10 @@ public partial class TopDownLights : IExample
// See if a light needs to update it's mask
private bool UpdateLight(int slot, Rectangle[] boxes, int count)
{
if (!lights[slot].active || !lights[slot].dirty) return false;
if (!lights[slot].active || !lights[slot].dirty)
{
return false;
}
lights[slot].dirty = false;
lights[slot].shadowCount = 0;
@ -280,10 +311,16 @@ public partial class TopDownLights : IExample
for (int i = 0; i < count; i++)
{
// Are we in a box? if so we are not valid
if (CheckCollisionPointRec(lights[slot].position, boxes[i])) return false;
if (CheckCollisionPointRec(lights[slot].position, boxes[i]))
{
return false;
}
// If this box is outside our bounds, we can skip it
if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
if (!CheckCollisionRecs(lights[slot].bounds, boxes[i]))
{
continue;
}
// Check the edges that are on the same side we are, and cast shadow volumes out from them
@ -291,22 +328,34 @@ public partial class TopDownLights : IExample
Vector2 sp = new Vector2(boxes[i].X, boxes[i].Y);
Vector2 ep = new Vector2(boxes[i].X + boxes[i].Width, boxes[i].Y);
if (lights[slot].position.Y > ep.Y) ComputeShadowVolumeForEdge(slot, sp, ep);
if (lights[slot].position.Y > ep.Y)
{
ComputeShadowVolumeForEdge(slot, sp, ep);
}
// Right
sp = ep;
ep.Y += boxes[i].Height;
if (lights[slot].position.X < ep.X) ComputeShadowVolumeForEdge(slot, sp, ep);
if (lights[slot].position.X < ep.X)
{
ComputeShadowVolumeForEdge(slot, sp, ep);
}
// Bottom
sp = ep;
ep.X -= boxes[i].Width;
if (lights[slot].position.Y < ep.Y) ComputeShadowVolumeForEdge(slot, sp, ep);
if (lights[slot].position.Y < ep.Y)
{
ComputeShadowVolumeForEdge(slot, sp, ep);
}
// Left
sp = ep;
ep.Y -= boxes[i].Height;
if (lights[slot].position.X > ep.X) ComputeShadowVolumeForEdge(slot, sp, ep);
if (lights[slot].position.X > ep.X)
{
ComputeShadowVolumeForEdge(slot, sp, ep);
}
// The box itself
lights[slot].shadows[lights[slot].shadowCount].vertices[0] = new Vector2(boxes[i].X, boxes[i].Y);
@ -336,7 +385,10 @@ public partial class TopDownLights : IExample
SetBlendMode(BlendMode.Custom);
// If we are valid, then draw the light radius to the alpha mask
if (lights[slot].valid) DrawCircleGradient(lights[slot].position, lights[slot].outerRadius, ColorAlpha(Color.White, 0), Color.White);
if (lights[slot].valid)
{
DrawCircleGradient(lights[slot].position, lights[slot].outerRadius, ColorAlpha(Color.White, 0), Color.White);
}
DrawRenderBatchActive();