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6
.github/workflows/build_android.yml
vendored
@ -84,8 +84,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_linux.yml
vendored
@ -114,8 +114,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_macos.yml
vendored
@ -101,8 +101,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_webassembly.yml
vendored
@ -71,8 +71,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_windows.yml
vendored
@ -142,8 +142,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
@ -21,6 +21,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [claw-raylib](https://github.com/bohonghuang/claw-raylib) | **auto** | [Common Lisp](https://common-lisp.net) | Apache-2.0 |
|
||||
| [raylib](https://github.com/fosskers/raylib) | 5.5 | [Common Lisp](https://common-lisp.net) | MPL-2.0 |
|
||||
| [chez-raylib](https://github.com/Yunoinsky/chez-raylib) | **auto** | [Chez Scheme](https://cisco.github.io/ChezScheme) | GPLv3 |
|
||||
| [chicken-raylib](https://github.com/meowstr/chicken-raylib) | 5.5 | [CHICKEN Scheme](https://wiki.call-cc.org) | MIT |
|
||||
| [CLIPSraylib](https://github.com/mrryanjohnston/CLIPSraylib) | **auto** | [CLIPS](https://www.clipsrules.net/) | MIT |
|
||||
| [raylib-cr](https://github.com/sol-vin/raylib-cr) | 4.6-dev (5e1a81) | [Crystal](https://crystal-lang.org) | Apache-2.0 |
|
||||
| [ray-cyber](https://github.com/fubark/ray-cyber) | **5.0** | [Cyber](https://cyberscript.dev) | MIT |
|
||||
@ -28,6 +29,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [bindbc-raylib3](https://github.com/o3o/bindbc-raylib3) | **5.0** | [D](https://dlang.org) | BSL-1.0 |
|
||||
| [dray](https://github.com/redthing1/dray) | **5.0** | [D](https://dlang.org) | Apache-2.0 |
|
||||
| [raylib-d](https://github.com/schveiguy/raylib-d) | **5.5** | [D](https://dlang.org) | Zlib |
|
||||
| [DenoRaylib550](https://github.com/JJLDonley/DenoRaylib550) | **5.5** | [Deno](https://deno.land) | MIT |
|
||||
| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
|
||||
| [raylib-elle](https://github.com/acquitelol/elle/blob/rewrite/std/raylib.le) | **5.5** | [Elle](https://github.com/acquitelol/elle) | GPL-3.0 |
|
||||
| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 4.5 | [Factor](https://factorcode.org) | BSD |
|
||||
|
||||
2
LICENSE
@ -1,4 +1,4 @@
|
||||
Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
|
||||
This software is provided "as-is", without any express or implied warranty. In no event
|
||||
will the authors be held liable for any damages arising from the use of this software.
|
||||
|
||||
@ -140,7 +140,7 @@ contributors
|
||||
------------
|
||||
|
||||
<a href="https://github.com/raysan5/raylib/graphs/contributors">
|
||||
<img src="https://contrib.rocks/image?repo=raysan5/raylib&max=500&columns=20&anon=1" />
|
||||
<img src="https://contrib.rocks/image?repo=raysan5/raylib&max=800&columns=24&anon=0" />
|
||||
</a>
|
||||
|
||||
license
|
||||
|
||||
@ -15,13 +15,13 @@ _Current version of raylib is complete and functional but there is always room f
|
||||
|
||||
**raylib 5.x**
|
||||
- [ ] `rcore`: Support additional platforms: iOS, consoles?
|
||||
- [ ] `rcore_web`: Avoid GLFW dependency, functionality can be directly implemented using emscripten SDK
|
||||
- [x] `rcore_web`: Avoid GLFW dependency, functionality can be directly implemented using emscripten SDK
|
||||
- [ ] `rlgl`: Review GLSL shaders naming conventions for consistency
|
||||
- [ ] `textures`: Improve compressed textures support, loading and saving
|
||||
- [ ] `rmodels`: Improve 3d objects loading, specially animations (obj, gltf)
|
||||
- [ ] `raudio`: Implement miniaudio high-level provided features
|
||||
- [ ] `examples`: Review all examples, add more and better code explanations
|
||||
- [ ] Software renderer backend? Maybe using `Image` provided API
|
||||
- [x] `examples`: Review all examples, add more and better code explanations
|
||||
- [x] Software renderer backend? Maybe using `Image` provided API
|
||||
|
||||
**raylib 4.x**
|
||||
- [x] Split core module into separate platforms?
|
||||
|
||||
18
SECURITY.md
Normal file
@ -0,0 +1,18 @@
|
||||
# Security Policy
|
||||
|
||||
## Supported Versions
|
||||
|
||||
Most considerations of errors and defects can be handled using the project Issues and/or Discussions.
|
||||
|
||||
| Version | Supported |
|
||||
| ------- | ------------------ |
|
||||
| 6.0.x | :white_check_mark: |
|
||||
| < 5.5 | :x: |
|
||||
|
||||
## Reporting a Vulnerability
|
||||
|
||||
Discovered vulnerability can be directly reported using the project Issues and/or Discussions.
|
||||
|
||||
_TODO: Tell them where to go, how often they can expect to get an update on a
|
||||
reported vulnerability, what to expect if the vulnerability is accepted or
|
||||
declined, etc._
|
||||
@ -197,7 +197,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||
}
|
||||
|
||||
var c_source_files: std.ArrayList([]const u8) = try .initCapacity(b.allocator, 2);
|
||||
c_source_files.appendSliceAssumeCapacity(&.{ "src/rcore.c", "src/utils.c" });
|
||||
c_source_files.appendSliceAssumeCapacity(&.{ "src/rcore.c" });
|
||||
|
||||
if (options.rshapes) {
|
||||
try c_source_files.append(b.allocator, "src/rshapes.c");
|
||||
@ -348,7 +348,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||
}
|
||||
},
|
||||
.freebsd, .openbsd, .netbsd, .dragonfly => {
|
||||
try c_source_files.append(b.allocator, "rglfw.c");
|
||||
try c_source_files.append(b.allocator, "src/rglfw.c");
|
||||
raylib.root_module.linkSystemLibrary("GL", .{});
|
||||
raylib.root_module.linkSystemLibrary("rt", .{});
|
||||
raylib.root_module.linkSystemLibrary("dl", .{});
|
||||
|
||||
@ -27,6 +27,12 @@ if (${PLATFORM} MATCHES "Desktop")
|
||||
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
|
||||
find_package(OpenGL QUIET)
|
||||
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} winmm)
|
||||
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "QNX")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||
find_library(GLESV2 GLESv2)
|
||||
find_library(EGL EGL)
|
||||
set(LIBS_PUBLIC m)
|
||||
set(LIBS_PRIVATE ${GLESV2} ${EGL} atomic pthread dl)
|
||||
elseif (UNIX)
|
||||
find_library(pthread NAMES pthread)
|
||||
find_package(OpenGL QUIET)
|
||||
|
||||
@ -30,7 +30,7 @@
|
||||
# > PLATFORM_ANDROID:
|
||||
# - Android (ARM, ARM64)
|
||||
#
|
||||
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -205,15 +205,17 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||
endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
||||
MAKE = mingw32-make
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
ifeq ($(OS),Windows_NT)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
MAKE = mingw32-make
|
||||
else
|
||||
EMMAKE != type emmake
|
||||
EMMAKE := $(shell command -v emmake)
|
||||
ifneq (, $(EMMAKE))
|
||||
MAKE = emmake make
|
||||
MAKE = $(EMMAKE) make
|
||||
else
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
@ -542,6 +544,7 @@ CORE = \
|
||||
core/core_input_mouse_wheel \
|
||||
core/core_input_multitouch \
|
||||
core/core_input_virtual_controls \
|
||||
core/core_keyboard_testbed \
|
||||
core/core_monitor_detector \
|
||||
core/core_random_sequence \
|
||||
core/core_random_values \
|
||||
@ -575,6 +578,7 @@ SHAPES = \
|
||||
shapes/shapes_easings_box \
|
||||
shapes/shapes_easings_rectangles \
|
||||
shapes/shapes_following_eyes \
|
||||
shapes/shapes_hilbert_curve \
|
||||
shapes/shapes_kaleidoscope \
|
||||
shapes/shapes_lines_bezier \
|
||||
shapes/shapes_lines_drawing \
|
||||
@ -605,6 +609,7 @@ TEXTURES = \
|
||||
textures/textures_bunnymark \
|
||||
textures/textures_cellular_automata \
|
||||
textures/textures_fog_of_war \
|
||||
textures/textures_framebuffer_rendering \
|
||||
textures/textures_gif_player \
|
||||
textures/textures_image_channel \
|
||||
textures/textures_image_drawing \
|
||||
|
||||
@ -30,7 +30,7 @@
|
||||
# > PLATFORM_ANDROID:
|
||||
# - Android (ARM, ARM64)
|
||||
#
|
||||
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -208,12 +208,12 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
ifeq ($(OS),Windows_NT)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
MAKE = mingw32-make
|
||||
else
|
||||
EMMAKE != type emmake
|
||||
EMMAKE := $(shell command -v emmake)
|
||||
ifneq (, $(EMMAKE))
|
||||
MAKE = emmake make
|
||||
MAKE = $(EMMAKE) make
|
||||
else
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
@ -530,6 +530,7 @@ CORE = \
|
||||
core/core_input_mouse_wheel \
|
||||
core/core_input_multitouch \
|
||||
core/core_input_virtual_controls \
|
||||
core/core_keyboard_testbed \
|
||||
core/core_monitor_detector \
|
||||
core/core_random_sequence \
|
||||
core/core_random_values \
|
||||
@ -563,6 +564,7 @@ SHAPES = \
|
||||
shapes/shapes_easings_box \
|
||||
shapes/shapes_easings_rectangles \
|
||||
shapes/shapes_following_eyes \
|
||||
shapes/shapes_hilbert_curve \
|
||||
shapes/shapes_kaleidoscope \
|
||||
shapes/shapes_lines_bezier \
|
||||
shapes/shapes_lines_drawing \
|
||||
@ -593,6 +595,7 @@ TEXTURES = \
|
||||
textures/textures_bunnymark \
|
||||
textures/textures_cellular_automata \
|
||||
textures/textures_fog_of_war \
|
||||
textures/textures_framebuffer_rendering \
|
||||
textures/textures_gif_player \
|
||||
textures/textures_image_channel \
|
||||
textures/textures_image_drawing \
|
||||
@ -818,6 +821,9 @@ core/core_input_multitouch: core/core_input_multitouch.c
|
||||
core/core_input_virtual_controls: core/core_input_virtual_controls.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
core/core_keyboard_testbed: core/core_keyboard_testbed.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
core/core_monitor_detector: core/core_monitor_detector.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
@ -914,6 +920,9 @@ shapes/shapes_easings_rectangles: shapes/shapes_easings_rectangles.c
|
||||
shapes/shapes_following_eyes: shapes/shapes_following_eyes.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_hilbert_curve: shapes/shapes_hilbert_curve.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_kaleidoscope: shapes/shapes_kaleidoscope.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
@ -1005,6 +1014,9 @@ textures/textures_cellular_automata: textures/textures_cellular_automata.c
|
||||
textures/textures_fog_of_war: textures/textures_fog_of_war.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
textures/textures_framebuffer_rendering: textures/textures_framebuffer_rendering.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
textures/textures_gif_player: textures/textures_gif_player.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file textures/resources/scarfy_run.gif@resources/scarfy_run.gif
|
||||
@ -1367,15 +1379,15 @@ shaders/shaders_fog_rendering: shaders/shaders_fog_rendering.c
|
||||
shaders/shaders_game_of_life: shaders/shaders_game_of_life.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/game_of_life.fs@resources/shaders/glsl100/game_of_life.fs \
|
||||
--preload-file shaders/resources/game_of_life/acorn.png@resources/game_of_life/acorn.png \
|
||||
--preload-file shaders/resources/game_of_life/breeder.png@resources/game_of_life/breeder.png \
|
||||
--preload-file shaders/resources/game_of_life/r_pentomino.png@resources/game_of_life/r_pentomino.png \
|
||||
--preload-file shaders/resources/game_of_life/glider.png@resources/game_of_life/glider.png \
|
||||
--preload-file shaders/resources/game_of_life/glider_gun.png@resources/game_of_life/glider_gun.png \
|
||||
--preload-file shaders/resources/game_of_life/acorn.png@resources/game_of_life/acorn.png \
|
||||
--preload-file shaders/resources/game_of_life/spaceships.png@resources/game_of_life/spaceships.png \
|
||||
--preload-file shaders/resources/game_of_life/still_lifes.png@resources/game_of_life/still_lifes.png \
|
||||
--preload-file shaders/resources/game_of_life/oscillators.png@resources/game_of_life/oscillators.png \
|
||||
--preload-file shaders/resources/game_of_life/puffer_train.png@resources/game_of_life/puffer_train.png \
|
||||
--preload-file shaders/resources/game_of_life/r_pentomino.png@resources/game_of_life/r_pentomino.png \
|
||||
--preload-file shaders/resources/game_of_life/spaceships.png@resources/game_of_life/spaceships.png \
|
||||
--preload-file shaders/resources/game_of_life/still_lifes.png@resources/game_of_life/still_lifes.png
|
||||
--preload-file shaders/resources/game_of_life/glider_gun.png@resources/game_of_life/glider_gun.png \
|
||||
--preload-file shaders/resources/game_of_life/breeder.png@resources/game_of_life/breeder.png
|
||||
|
||||
shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
|
||||
@ -17,9 +17,9 @@ You may find it easier to use than other toolchains, especially when it comes to
|
||||
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||
|
||||
## EXAMPLES COLLECTION [TOTAL: 205]
|
||||
## EXAMPLES COLLECTION [TOTAL: 208]
|
||||
|
||||
### category: core [47]
|
||||
### category: core [48]
|
||||
|
||||
Examples using raylib [core](../src/rcore.c) module platform functionality: window creation, inputs, drawing modes and system functionality.
|
||||
|
||||
@ -69,11 +69,12 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
|
||||
| [core_directory_files](core/core_directory_files.c) | <img src="core/core_directory_files.png" alt="core_directory_files" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
|
||||
| [core_highdpi_testbed](core/core_highdpi_testbed.c) | <img src="core/core_highdpi_testbed.png" alt="core_highdpi_testbed" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_screen_recording](core/core_screen_recording.c) | <img src="core/core_screen_recording.png" alt="core_screen_recording" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ananth S](https://github.com/Ananth1839) |
|
||||
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ananth S](https://github.com/Ananth1839) |
|
||||
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
|
||||
| [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_keyboard_testbed](core/core_keyboard_testbed.c) | <img src="core/core_keyboard_testbed.png" alt="core_keyboard_testbed" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
|
||||
### category: shapes [38]
|
||||
### category: shapes [39]
|
||||
|
||||
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
|
||||
|
||||
@ -117,8 +118,9 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
||||
| [shapes_rlgl_triangle](shapes/shapes_rlgl_triangle.c) | <img src="shapes/shapes_rlgl_triangle.png" alt="shapes_rlgl_triangle" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
|
||||
| [shapes_ball_physics](shapes/shapes_ball_physics.c) | <img src="shapes/shapes_ball_physics.png" alt="shapes_ball_physics" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
|
||||
| [shapes_penrose_tile](shapes/shapes_penrose_tile.c) | <img src="shapes/shapes_penrose_tile.png" alt="shapes_penrose_tile" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
|
||||
| [shapes_hilbert_curve](shapes/shapes_hilbert_curve.c) | <img src="shapes/shapes_hilbert_curve.png" alt="shapes_hilbert_curve" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
|
||||
|
||||
### category: textures [29]
|
||||
### category: textures [30]
|
||||
|
||||
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
|
||||
|
||||
@ -153,6 +155,7 @@ Examples using raylib textures functionality, including image/textures loading/g
|
||||
| [textures_textured_curve](textures/textures_textured_curve.c) | <img src="textures/textures_textured_curve.png" alt="textures_textured_curve" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||
| [textures_sprite_stacking](textures/textures_sprite_stacking.c) | <img src="textures/textures_sprite_stacking.png" alt="textures_sprite_stacking" width="80"> | ⭐⭐☆☆ | 5.6-dev | 6.0 | [Robin](https://github.com/RobinsAviary) |
|
||||
| [textures_cellular_automata](textures/textures_cellular_automata.c) | <img src="textures/textures_cellular_automata.png" alt="textures_cellular_automata" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
||||
| [textures_framebuffer_rendering](textures/textures_framebuffer_rendering.c) | <img src="textures/textures_framebuffer_rendering.png" alt="textures_framebuffer_rendering" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jack Boakes](https://github.com/jackboakes) |
|
||||
|
||||
### category: text [16]
|
||||
|
||||
|
||||
@ -113,7 +113,7 @@ int main(void)
|
||||
DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, DARKBLUE);
|
||||
DrawRectangle(300, 100, 200, 12, LIGHTGRAY);
|
||||
DrawRectangleLines(300, 100, 200, 12, GRAY);
|
||||
DrawRectangle(300 + (pan + 1.0)/2.0f*200 - 5, 92, 10, 28, DARKGRAY);
|
||||
DrawRectangle((int)(300 + (pan + 1.0f)/2.0f*200 - 5), 92, 10, 28, DARKGRAY);
|
||||
|
||||
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
|
||||
DrawRectangle(200, 200, (int)(timePlayed*400.0f), 12, MAROON);
|
||||
@ -125,7 +125,7 @@ int main(void)
|
||||
DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, DARKGREEN);
|
||||
DrawRectangle(300, 360, 200, 12, LIGHTGRAY);
|
||||
DrawRectangleLines(300, 360, 200, 12, GRAY);
|
||||
DrawRectangle(300 + volume*200 - 5, 352, 10, 28, DARKGRAY);
|
||||
DrawRectangle((int)(300 + volume*200 - 5), 352, 10, 28, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -115,7 +115,7 @@ int main(void)
|
||||
.tapbackPos = 0.01f
|
||||
};
|
||||
|
||||
size_t wavCursor = 0;
|
||||
int wavCursor = 0;
|
||||
const short *wavPCM16 = wav.data;
|
||||
|
||||
short chunkSamples[AUDIO_STREAM_RING_BUFFER_SIZE] = { 0 };
|
||||
|
||||
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
@ -226,10 +226,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
|
||||
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
|
||||
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
|
||||
|
||||
if (max.x < width) camera->offset.x = width - (max.x - width/2);
|
||||
if (max.y < height) camera->offset.y = height - (max.y - height/2);
|
||||
if (min.x > 0) camera->offset.x = width/2 - min.x;
|
||||
if (min.y > 0) camera->offset.y = height/2 - min.y;
|
||||
if (max.x < width) camera->offset.x = width - (max.x - (float)width/2);
|
||||
if (max.y < height) camera->offset.y = height - (max.y - (float)height/2);
|
||||
if (min.x > 0) camera->offset.x = (float)width/2 - min.x;
|
||||
if (min.y > 0) camera->offset.y = (float)height/2 - min.y;
|
||||
}
|
||||
|
||||
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
|
||||
@ -225,10 +225,10 @@ int main(void)
|
||||
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
|
||||
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
|
||||
|
||||
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2);
|
||||
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2);
|
||||
if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
|
||||
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
|
||||
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - (float)screenWidth/2);
|
||||
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - (float)screenHeight/2);
|
||||
if (min.x > 0) camera.offset.x = (float)screenWidth/2 - min.x;
|
||||
if (min.y > 0) camera.offset.y = (float)screenHeight/2 - min.y;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Events management
|
||||
|
||||
@ -27,12 +27,13 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
|
||||
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
|
||||
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
int currentMonitor = GetCurrentMonitor();
|
||||
Vector2 windowPos = GetWindowPosition();
|
||||
|
||||
int gridSpacing = 40; // Grid spacing in pixels
|
||||
|
||||
@ -47,8 +48,10 @@ int main(void)
|
||||
mousePos = GetMousePosition();
|
||||
currentMonitor = GetCurrentMonitor();
|
||||
scaleDpi = GetWindowScaleDPI();
|
||||
windowPos = GetWindowPosition();
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) ToggleBorderlessWindowed();
|
||||
if (IsKeyPressed(KEY_F)) ToggleFullscreen();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -58,12 +61,12 @@ int main(void)
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw grid
|
||||
for (int h = 0; h < 20; h++)
|
||||
for (int h = 0; h < GetScreenHeight()/gridSpacing + 1; h++)
|
||||
{
|
||||
DrawText(TextFormat("%02i", h*gridSpacing), 4, h*gridSpacing - 4, 10, GRAY);
|
||||
DrawLine(24, h*gridSpacing, GetScreenWidth(), h*gridSpacing, LIGHTGRAY);
|
||||
}
|
||||
for (int v = 0; v < 40; v++)
|
||||
for (int v = 0; v < GetScreenWidth()/gridSpacing + 1; v++)
|
||||
{
|
||||
DrawText(TextFormat("%02i", v*gridSpacing), v*gridSpacing - 10, 4, 10, GRAY);
|
||||
DrawLine(v*gridSpacing, 20, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
|
||||
@ -72,9 +75,14 @@ int main(void)
|
||||
// Draw UI info
|
||||
DrawText(TextFormat("CURRENT MONITOR: %i/%i (%ix%i)", currentMonitor + 1, GetMonitorCount(),
|
||||
GetMonitorWidth(currentMonitor), GetMonitorHeight(currentMonitor)), 50, 50, 20, DARKGRAY);
|
||||
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 90, 20, DARKGRAY);
|
||||
DrawText(TextFormat("RENDER SIZE: %ix%i", GetRenderWidth(), GetRenderHeight()), 50, 130, 20, DARKGRAY);
|
||||
DrawText(TextFormat("SCALE FACTOR: %.1fx%.1f", scaleDpi.x, scaleDpi.y), 50, 170, 20, GRAY);
|
||||
DrawText(TextFormat("WINDOW POSITION: %ix%i", (int)windowPos.x, (int)windowPos.y), 50, 90, 20, DARKGRAY);
|
||||
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 130, 20, DARKGRAY);
|
||||
DrawText(TextFormat("RENDER SIZE: %ix%i", GetRenderWidth(), GetRenderHeight()), 50, 170, 20, DARKGRAY);
|
||||
DrawText(TextFormat("SCALE FACTOR: %.1fx%.1f", scaleDpi.x, scaleDpi.y), 50, 210, 20, GRAY);
|
||||
|
||||
// Draw reference rectangles, top-left and bottom-right corners
|
||||
DrawRectangle(0, 0, 30, 60, RED);
|
||||
DrawRectangle(GetScreenWidth() - 30, GetScreenHeight() - 60, 30, 60, BLUE);
|
||||
|
||||
// Draw mouse position
|
||||
DrawCircleV(GetMousePosition(), 20, MAROON);
|
||||
|
||||
|
Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 18 KiB |
@ -67,7 +67,7 @@ int main(void)
|
||||
if (IsKeyPressed(KEY_RIGHT)) gamepad++;
|
||||
Vector2 mousePosition = GetMousePosition();
|
||||
|
||||
vibrateButton = (Rectangle){ 10, 70 + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
|
||||
vibrateButton = (Rectangle){ 10, 70.0f + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mousePosition, vibrateButton)) SetGamepadVibration(gamepad, 1.0, 1.0, 1.0);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -262,7 +262,7 @@ int main(void)
|
||||
|
||||
// Draw vibrate button
|
||||
DrawRectangleRec(vibrateButton, SKYBLUE);
|
||||
DrawText("VIBRATE", vibrateButton.x + 14, vibrateButton.y + 1, 10, DARKGRAY);
|
||||
DrawText("VIBRATE", (int)(vibrateButton.x + 14), (int)(vibrateButton.y + 1), 10, DARKGRAY);
|
||||
|
||||
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
|
||||
|
||||
333
examples/core/core_keyboard_testbed.c
Normal file
@ -0,0 +1,333 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - keyboard testbed
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* NOTE: raylib defined keys refer to ENG-US Keyboard layout,
|
||||
* mapping to other layouts is up to the user
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define KEY_REC_SPACING 4 // Space in pixels between key rectangles
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static const char *GetKeyText(int key);
|
||||
static void GuiKeyboardKey(Rectangle bounds, int key);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard testbed");
|
||||
SetExitKey(KEY_NULL); // Avoid exit on KEY_ESCAPE
|
||||
|
||||
// Keyboard line 01
|
||||
int line01KeyWidths[15] = { 0 };
|
||||
for (int i = 0; i < 15; i++) line01KeyWidths[i] = 45;
|
||||
line01KeyWidths[13] = 62; // PRINTSCREEN
|
||||
int line01Keys[15] = {
|
||||
KEY_ESCAPE, KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5,
|
||||
KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, KEY_F11,
|
||||
KEY_F12, KEY_PRINT_SCREEN, KEY_PAUSE
|
||||
};
|
||||
|
||||
// Keyboard line 02
|
||||
int line02KeyWidths[15] = { 0 };
|
||||
for (int i = 0; i < 15; i++) line02KeyWidths[i] = 45;
|
||||
line02KeyWidths[0] = 25; // GRAVE
|
||||
line02KeyWidths[13] = 82; // BACKSPACE
|
||||
int line02Keys[15] = {
|
||||
KEY_GRAVE, KEY_ONE, KEY_TWO, KEY_THREE, KEY_FOUR,
|
||||
KEY_FIVE, KEY_SIX, KEY_SEVEN, KEY_EIGHT, KEY_NINE,
|
||||
KEY_ZERO, KEY_MINUS, KEY_EQUAL, KEY_BACKSPACE, KEY_DELETE };
|
||||
|
||||
// Keyboard line 03
|
||||
int line03KeyWidths[15] = { 0 };
|
||||
for (int i = 0; i < 15; i++) line03KeyWidths[i] = 45;
|
||||
line03KeyWidths[0] = 50; // TAB
|
||||
line03KeyWidths[13] = 57; // BACKSLASH
|
||||
int line03Keys[15] = {
|
||||
KEY_TAB, KEY_Q, KEY_W, KEY_E, KEY_R, KEY_T, KEY_Y,
|
||||
KEY_U, KEY_I, KEY_O, KEY_P, KEY_LEFT_BRACKET,
|
||||
KEY_RIGHT_BRACKET, KEY_BACKSLASH, KEY_INSERT
|
||||
};
|
||||
|
||||
// Keyboard line 04
|
||||
int line04KeyWidths[14] = { 0 };
|
||||
for (int i = 0; i < 14; i++) line04KeyWidths[i] = 45;
|
||||
line04KeyWidths[0] = 68; // CAPS
|
||||
line04KeyWidths[12] = 88; // ENTER
|
||||
int line04Keys[14] = {
|
||||
KEY_CAPS_LOCK, KEY_A, KEY_S, KEY_D, KEY_F, KEY_G,
|
||||
KEY_H, KEY_J, KEY_K, KEY_L, KEY_SEMICOLON,
|
||||
KEY_APOSTROPHE, KEY_ENTER, KEY_PAGE_UP
|
||||
};
|
||||
|
||||
// Keyboard line 05
|
||||
int line05KeyWidths[14] = { 0 };
|
||||
for (int i = 0; i < 14; i++) line05KeyWidths[i] = 45;
|
||||
line05KeyWidths[0] = 80; // LSHIFT
|
||||
line05KeyWidths[11] = 76; // RSHIFT
|
||||
int line05Keys[14] = {
|
||||
KEY_LEFT_SHIFT, KEY_Z, KEY_X, KEY_C, KEY_V, KEY_B,
|
||||
KEY_N, KEY_M, KEY_COMMA, KEY_PERIOD, /*KEY_MINUS*/
|
||||
KEY_SLASH, KEY_RIGHT_SHIFT, KEY_UP, KEY_PAGE_DOWN
|
||||
};
|
||||
|
||||
// Keyboard line 06
|
||||
int line06KeyWidths[11] = { 0 };
|
||||
for (int i = 0; i < 11; i++) line06KeyWidths[i] = 45;
|
||||
line06KeyWidths[0] = 80; // LCTRL
|
||||
line06KeyWidths[3] = 208; // SPACE
|
||||
line06KeyWidths[7] = 60; // RCTRL
|
||||
int line06Keys[11] = {
|
||||
KEY_LEFT_CONTROL, KEY_LEFT_SUPER, KEY_LEFT_ALT,
|
||||
KEY_SPACE, KEY_RIGHT_ALT, 162, KEY_NULL,
|
||||
KEY_RIGHT_CONTROL, KEY_LEFT, KEY_DOWN, KEY_RIGHT
|
||||
};
|
||||
|
||||
Vector2 keyboardOffset = { 26, 80 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
int key = GetKeyPressed(); // Get pressed keycode
|
||||
if (key > 0) TraceLog(LOG_INFO, "KEYBOARD TESTBED: KEY PRESSED: %d", key);
|
||||
|
||||
int ch = GetCharPressed(); // Get pressed char for text input, using OS mapping
|
||||
if (ch > 0) TraceLog(LOG_INFO, "KEYBOARD TESTBED: CHAR PRESSED: %c (%d)", ch, ch);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("KEYBOARD LAYOUT: ENG-US", 26, 38, 20, LIGHTGRAY);
|
||||
|
||||
// Keyboard line 01 - 15 keys
|
||||
// ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, IMP, CLOSE
|
||||
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y, line01KeyWidths[i], 30 }, line01Keys[i]);
|
||||
recOffsetX += line01KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
// Keyboard line 02 - 15 keys
|
||||
// `, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, -, =, BACKSPACE, DEL
|
||||
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + KEY_REC_SPACING, line02KeyWidths[i], 38 }, line02Keys[i]);
|
||||
recOffsetX += line02KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
// Keyboard line 03 - 15 keys
|
||||
// TAB, Q, W, E, R, T, Y, U, I, O, P, [, ], \, INS
|
||||
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38 + KEY_REC_SPACING*2, line03KeyWidths[i], 38 }, line03Keys[i]);
|
||||
recOffsetX += line03KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
// Keyboard line 04 - 14 keys
|
||||
// MAYUS, A, S, D, F, G, H, J, K, L, ;, ', ENTER, REPAG
|
||||
for (int i = 0, recOffsetX = 0; i < 14; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*2 + KEY_REC_SPACING*3, line04KeyWidths[i], 38 }, line04Keys[i]);
|
||||
recOffsetX += line04KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
// Keyboard line 05 - 14 keys
|
||||
// LSHIFT, Z, X, C, V, B, N, M, ,, ., /, RSHIFT, UP, AVPAG
|
||||
for (int i = 0, recOffsetX = 0; i < 14; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*3 + KEY_REC_SPACING*4, line05KeyWidths[i], 38 }, line05Keys[i]);
|
||||
recOffsetX += line05KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
// Keyboard line 06 - 11 keys
|
||||
// LCTRL, WIN, LALT, SPACE, ALTGR, \, FN, RCTRL, LEFT, DOWN, RIGHT
|
||||
for (int i = 0, recOffsetX = 0; i < 11; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*4 + KEY_REC_SPACING*5, line06KeyWidths[i], 38 }, line06Keys[i]);
|
||||
recOffsetX += line06KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// Get keyboard keycode as text (US keyboard)
|
||||
// NOTE: Mapping for other keyboard layouts can be done here
|
||||
static const char *GetKeyText(int key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case KEY_APOSTROPHE : return "'"; // Key: '
|
||||
case KEY_COMMA : return ","; // Key: ,
|
||||
case KEY_MINUS : return "-"; // Key: -
|
||||
case KEY_PERIOD : return "."; // Key: .
|
||||
case KEY_SLASH : return "/"; // Key: /
|
||||
case KEY_ZERO : return "0"; // Key: 0
|
||||
case KEY_ONE : return "1"; // Key: 1
|
||||
case KEY_TWO : return "2"; // Key: 2
|
||||
case KEY_THREE : return "3"; // Key: 3
|
||||
case KEY_FOUR : return "4"; // Key: 4
|
||||
case KEY_FIVE : return "5"; // Key: 5
|
||||
case KEY_SIX : return "6"; // Key: 6
|
||||
case KEY_SEVEN : return "7"; // Key: 7
|
||||
case KEY_EIGHT : return "8"; // Key: 8
|
||||
case KEY_NINE : return "9"; // Key: 9
|
||||
case KEY_SEMICOLON : return ";"; // Key: ;
|
||||
case KEY_EQUAL : return "="; // Key: =
|
||||
case KEY_A : return "A"; // Key: A | a
|
||||
case KEY_B : return "B"; // Key: B | b
|
||||
case KEY_C : return "C"; // Key: C | c
|
||||
case KEY_D : return "D"; // Key: D | d
|
||||
case KEY_E : return "E"; // Key: E | e
|
||||
case KEY_F : return "F"; // Key: F | f
|
||||
case KEY_G : return "G"; // Key: G | g
|
||||
case KEY_H : return "H"; // Key: H | h
|
||||
case KEY_I : return "I"; // Key: I | i
|
||||
case KEY_J : return "J"; // Key: J | j
|
||||
case KEY_K : return "K"; // Key: K | k
|
||||
case KEY_L : return "L"; // Key: L | l
|
||||
case KEY_M : return "M"; // Key: M | m
|
||||
case KEY_N : return "N"; // Key: N | n
|
||||
case KEY_O : return "O"; // Key: O | o
|
||||
case KEY_P : return "P"; // Key: P | p
|
||||
case KEY_Q : return "Q"; // Key: Q | q
|
||||
case KEY_R : return "R"; // Key: R | r
|
||||
case KEY_S : return "S"; // Key: S | s
|
||||
case KEY_T : return "T"; // Key: T | t
|
||||
case KEY_U : return "U"; // Key: U | u
|
||||
case KEY_V : return "V"; // Key: V | v
|
||||
case KEY_W : return "W"; // Key: W | w
|
||||
case KEY_X : return "X"; // Key: X | x
|
||||
case KEY_Y : return "Y"; // Key: Y | y
|
||||
case KEY_Z : return "Z"; // Key: Z | z
|
||||
case KEY_LEFT_BRACKET : return "["; // Key: [
|
||||
case KEY_BACKSLASH : return "\\"; // Key: '\'
|
||||
case KEY_RIGHT_BRACKET : return "]"; // Key: ]
|
||||
case KEY_GRAVE : return "`"; // Key: `
|
||||
case KEY_SPACE : return "SPACE"; // Key: Space
|
||||
case KEY_ESCAPE : return "ESC"; // Key: Esc
|
||||
case KEY_ENTER : return "ENTER"; // Key: Enter
|
||||
case KEY_TAB : return "TAB"; // Key: Tab
|
||||
case KEY_BACKSPACE : return "BACK"; // Key: Backspace
|
||||
case KEY_INSERT : return "INS"; // Key: Ins
|
||||
case KEY_DELETE : return "DEL"; // Key: Del
|
||||
case KEY_RIGHT : return "RIGHT"; // Key: Cursor right
|
||||
case KEY_LEFT : return "LEFT"; // Key: Cursor left
|
||||
case KEY_DOWN : return "DOWN"; // Key: Cursor down
|
||||
case KEY_UP : return "UP"; // Key: Cursor up
|
||||
case KEY_PAGE_UP : return "PGUP"; // Key: Page up
|
||||
case KEY_PAGE_DOWN : return "PGDOWN"; // Key: Page down
|
||||
case KEY_HOME : return "HOME"; // Key: Home
|
||||
case KEY_END : return "END"; // Key: End
|
||||
case KEY_CAPS_LOCK : return "CAPS"; // Key: Caps lock
|
||||
case KEY_SCROLL_LOCK : return "LOCK"; // Key: Scroll down
|
||||
case KEY_NUM_LOCK : return "NUMLOCK"; // Key: Num lock
|
||||
case KEY_PRINT_SCREEN : return "PRINTSCR"; // Key: Print screen
|
||||
case KEY_PAUSE : return "PAUSE"; // Key: Pause
|
||||
case KEY_F1 : return "F1"; // Key: F1
|
||||
case KEY_F2 : return "F2"; // Key: F2
|
||||
case KEY_F3 : return "F3"; // Key: F3
|
||||
case KEY_F4 : return "F4"; // Key: F4
|
||||
case KEY_F5 : return "F5"; // Key: F5
|
||||
case KEY_F6 : return "F6"; // Key: F6
|
||||
case KEY_F7 : return "F7"; // Key: F7
|
||||
case KEY_F8 : return "F8"; // Key: F8
|
||||
case KEY_F9 : return "F9"; // Key: F9
|
||||
case KEY_F10 : return "F10"; // Key: F10
|
||||
case KEY_F11 : return "F11"; // Key: F11
|
||||
case KEY_F12 : return "F12"; // Key: F12
|
||||
case KEY_LEFT_SHIFT : return "LSHIFT"; // Key: Shift left
|
||||
case KEY_LEFT_CONTROL : return "LCTRL"; // Key: Control left
|
||||
case KEY_LEFT_ALT : return "LALT"; // Key: Alt left
|
||||
case KEY_LEFT_SUPER : return "WIN"; // Key: Super left
|
||||
case KEY_RIGHT_SHIFT : return "RSHIFT"; // Key: Shift right
|
||||
case KEY_RIGHT_CONTROL : return "RCTRL"; // Key: Control right
|
||||
case KEY_RIGHT_ALT : return "ALTGR"; // Key: Alt right
|
||||
case KEY_RIGHT_SUPER : return "RSUPER"; // Key: Super right
|
||||
case KEY_KB_MENU : return "KBMENU"; // Key: KB menu
|
||||
case KEY_KP_0 : return "KP0"; // Key: Keypad 0
|
||||
case KEY_KP_1 : return "KP1"; // Key: Keypad 1
|
||||
case KEY_KP_2 : return "KP2"; // Key: Keypad 2
|
||||
case KEY_KP_3 : return "KP3"; // Key: Keypad 3
|
||||
case KEY_KP_4 : return "KP4"; // Key: Keypad 4
|
||||
case KEY_KP_5 : return "KP5"; // Key: Keypad 5
|
||||
case KEY_KP_6 : return "KP6"; // Key: Keypad 6
|
||||
case KEY_KP_7 : return "KP7"; // Key: Keypad 7
|
||||
case KEY_KP_8 : return "KP8"; // Key: Keypad 8
|
||||
case KEY_KP_9 : return "KP9"; // Key: Keypad 9
|
||||
case KEY_KP_DECIMAL : return "KPDEC"; // Key: Keypad .
|
||||
case KEY_KP_DIVIDE : return "KPDIV"; // Key: Keypad /
|
||||
case KEY_KP_MULTIPLY : return "KPMUL"; // Key: Keypad *
|
||||
case KEY_KP_SUBTRACT : return "KPSUB"; // Key: Keypad -
|
||||
case KEY_KP_ADD : return "KPADD"; // Key: Keypad +
|
||||
case KEY_KP_ENTER : return "KPENTER"; // Key: Keypad Enter
|
||||
case KEY_KP_EQUAL : return "KPEQU"; // Key: Keypad =
|
||||
default: return "";
|
||||
}
|
||||
}
|
||||
|
||||
// Draw keyboard key
|
||||
static void GuiKeyboardKey(Rectangle bounds, int key)
|
||||
{
|
||||
if (key == KEY_NULL) DrawRectangleLinesEx(bounds, 2.0f, LIGHTGRAY);
|
||||
else
|
||||
{
|
||||
if (IsKeyDown(key))
|
||||
{
|
||||
DrawRectangleLinesEx(bounds, 2.0f, MAROON);
|
||||
DrawText(GetKeyText(key), bounds.x + 4, bounds.y + 4, 10, MAROON);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawRectangleLinesEx(bounds, 2.0f, DARKGRAY);
|
||||
DrawText(GetKeyText(key), bounds.x + 4, bounds.y + 4, 10, DARKGRAY);
|
||||
}
|
||||
}
|
||||
|
||||
if (CheckCollisionPointRec(GetMousePosition(), bounds))
|
||||
{
|
||||
DrawRectangleRec(bounds, Fade(RED, 0.2f));
|
||||
DrawRectangleLinesEx(bounds, 3.0f, RED);
|
||||
}
|
||||
}
|
||||
BIN
examples/core/core_keyboard_testbed.png
Normal file
|
After Width: | Height: | Size: 17 KiB |
@ -112,16 +112,16 @@ int main(void)
|
||||
if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed)
|
||||
{
|
||||
resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1)%RESOLUTION_COUNT;
|
||||
gameWidth = resolutionList[resolutionIndex].x;
|
||||
gameHeight = resolutionList[resolutionIndex].y;
|
||||
gameWidth = (int)resolutionList[resolutionIndex].x;
|
||||
gameHeight = (int)resolutionList[resolutionIndex].y;
|
||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||
}
|
||||
|
||||
if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed)
|
||||
{
|
||||
resolutionIndex = (resolutionIndex + 1)%RESOLUTION_COUNT;
|
||||
gameWidth = resolutionList[resolutionIndex].x;
|
||||
gameHeight = resolutionList[resolutionIndex].y;
|
||||
gameWidth = (int)resolutionList[resolutionIndex].x;
|
||||
gameHeight = (int)resolutionList[resolutionIndex].y;
|
||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||
}
|
||||
|
||||
@ -145,7 +145,7 @@ int main(void)
|
||||
// Draw our scene to the render texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(WHITE);
|
||||
DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.0f, LIME);
|
||||
DrawCircleV(textureMousePosition, 20.0f, LIME);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw render texture to main framebuffer
|
||||
@ -159,7 +159,7 @@ int main(void)
|
||||
// Draw info box
|
||||
Rectangle infoRect = (Rectangle){5, 5, 330, 105};
|
||||
DrawRectangleRec(infoRect, Fade(LIGHTGRAY, 0.7f));
|
||||
DrawRectangleLines(infoRect.x, infoRect.y, infoRect.width, infoRect.height, BLUE);
|
||||
DrawRectangleLinesEx(infoRect, 1, BLUE);
|
||||
|
||||
DrawText(TextFormat("Window Resolution: %d x %d", screenWidth, screenHeight), 15, 15, 10, BLACK);
|
||||
DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK);
|
||||
@ -216,7 +216,7 @@ static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gam
|
||||
|
||||
static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
const float resizeRatio = (float)(screenHeight/gameHeight);
|
||||
const float resizeRatio = (float)screenHeight/gameHeight;
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = 0.0f;
|
||||
sourceRect->width = (float)(int)(screenWidth/resizeRatio);
|
||||
@ -230,7 +230,7 @@ static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gam
|
||||
|
||||
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
const float resizeRatio = (float)(screenWidth/gameWidth);
|
||||
const float resizeRatio = (float)screenWidth/gameWidth;
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = 0.0f;
|
||||
sourceRect->width = (float)gameWidth;
|
||||
|
||||
@ -413,7 +413,7 @@ static MsfGifBuffer * msf_compress_frame(void * allocContext, int width, int hei
|
||||
|
||||
//generate palette
|
||||
typedef struct { uint8_t r, g, b; } Color3;
|
||||
Color3 table[256] = { {0} };
|
||||
Color3 table[256] = { { 0 } };
|
||||
int tableIdx = 1; //we start counting at 1 because 0 is the transparent color
|
||||
//transparent is always last in the table
|
||||
tlb[tlbSize-1] = 0;
|
||||
@ -550,7 +550,7 @@ static void msf_free_gif_state(MsfGifState * handle) {
|
||||
|
||||
int msf_gif_begin(MsfGifState * handle, int width, int height) { MsfTimeFunc
|
||||
//NOTE: we cannot stomp the entire struct to zero because we must preserve `customAllocatorContext`.
|
||||
MsfCookedFrame empty = {0}; //god I hate MSVC...
|
||||
MsfCookedFrame empty = { 0 }; //god I hate MSVC...
|
||||
handle->previousFrame = empty;
|
||||
handle->currentFrame = empty;
|
||||
handle->width = width;
|
||||
@ -614,7 +614,7 @@ int msf_gif_frame(MsfGifState * handle, uint8_t * pixelData, int centiSecondsPer
|
||||
}
|
||||
|
||||
MsfGifResult msf_gif_end(MsfGifState * handle) { MsfTimeFunc
|
||||
if (!handle->listHead) { MsfGifResult empty = {0}; return empty; }
|
||||
if (!handle->listHead) { MsfGifResult empty = { 0 }; return empty; }
|
||||
|
||||
//first pass: determine total size
|
||||
size_t total = 1; //1 byte for trailing marker
|
||||
|
||||
@ -1,11 +1,13 @@
|
||||
#
|
||||
# raylib examples list used to generate/update collection
|
||||
# examples must be provided as: <example_category>;<example_name>;<example_stars>;<raylib_created_version>;<raylib_last_update_version>;<year_created>;<year_reviewed>;"<example_author_name>";<author_github_user>
|
||||
# raylib examples list with available .c example files
|
||||
#
|
||||
# WARNING: List is not ordered by example name but by the display order on web,
|
||||
# so it can not be automatically generated scanning available .c code files, only updated
|
||||
# new examples are added at the end of each category; it's up to the user to reorder them as desired
|
||||
#
|
||||
# examples data is listed as: <example_category>;<example_name>;<example_stars>;<raylib_created_version>;<raylib_last_update_version>;<year_created>;<year_reviewed>;"<example_author_name>";<author_github_user>
|
||||
#
|
||||
# This list is used as the main reference by [rexm] tool for examples collection validation and management
|
||||
# New examples must be added to this list and any possible rename must be made on this list first
|
||||
#
|
||||
# WARNING: List is not ordered by example name but by the display order on web
|
||||
#
|
||||
core;core_basic_window;★☆☆☆;1.0;1.0;2013;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_delta_time;★☆☆☆;5.5;5.6-dev;2025;2025;"Robin";@RobinsAviary
|
||||
@ -54,6 +56,7 @@ core;core_screen_recording;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santama
|
||||
core;core_clipboard_text;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ananth S";@Ananth1839
|
||||
core;core_text_file_loading;★☆☆☆;5.5;5.6;0;0;"Aanjishnu Bhattacharyya";@NimComPoo-04
|
||||
core;core_compute_hash;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_keyboard_testbed;★★☆☆;5.6;5.6;2026;2026;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
|
||||
@ -92,6 +95,7 @@ shapes;shapes_rlgl_color_wheel;★★★☆;5.6-dev;5.6-dev;2025;2025;"Robin";@R
|
||||
shapes;shapes_rlgl_triangle;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
|
||||
shapes;shapes_ball_physics;★★☆☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
|
||||
shapes;shapes_penrose_tile;★★★★;5.5;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
|
||||
shapes;shapes_hilbert_curve;★★★☆;5.6;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl
|
||||
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||
textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
|
||||
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
|
||||
@ -121,6 +125,7 @@ textures;textures_screen_buffer;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldiņš";
|
||||
textures;textures_textured_curve;★★★☆;4.5;4.5;2022;2025;"Jeffery Myers";@JeffM2501
|
||||
textures;textures_sprite_stacking;★★☆☆;5.6-dev;6.0;2025;2025;"Robin";@RobinsAviary
|
||||
textures;textures_cellular_automata;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||
textures;textures_framebuffer_rendering;★★☆☆;5.6;5.6;2026;2026;"Jack Boakes";@jackboakes
|
||||
text;text_sprite_fonts;★☆☆☆;1.7;3.7;2017;2025;"Ramon Santamaria";@raysan5
|
||||
text;text_font_spritefont;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||
text;text_font_filters;★★☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
|
||||
|
||||
@ -45,7 +45,7 @@ static void FreeMeshBuilder(MeshBuilder *mb);
|
||||
static Mesh BuildMesh(MeshBuilder *mb);
|
||||
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
|
||||
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
|
||||
#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f)
|
||||
static void FreeDecalMeshData(void) { GenMeshDecal((Model){ .meshCount = -1 }, (Matrix){ 0 }, 0.0f, 0.0f); }
|
||||
static bool GuiButton(Rectangle rec, const char *label);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -183,7 +183,7 @@ int main(void)
|
||||
if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
|
||||
|
||||
// Draw the decal models
|
||||
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
|
||||
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){ 0 }, 1.0f, WHITE);
|
||||
|
||||
// If we hit the mesh, draw the box for the decal
|
||||
if (collision.hit)
|
||||
@ -191,19 +191,19 @@ int main(void)
|
||||
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
|
||||
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0});
|
||||
placementCube.transform = MatrixInvert(splat);
|
||||
DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f));
|
||||
DrawModel(placementCube, (Vector3){ 0 }, 1.0f, Fade(WHITE, 0.5f));
|
||||
}
|
||||
|
||||
DrawGrid(10, 10.0f);
|
||||
EndMode3D();
|
||||
|
||||
float yPos = 10;
|
||||
float x0 = GetScreenWidth() - 300;
|
||||
float x0 = GetScreenWidth() - 300.0f;
|
||||
float x1 = x0 + 100;
|
||||
float x2 = x1 + 100;
|
||||
|
||||
DrawText("Vertices", x1, yPos, 10, LIME);
|
||||
DrawText("Triangles", x2, yPos, 10, LIME);
|
||||
DrawText("Vertices", (int)x1, (int)yPos, 10, LIME);
|
||||
DrawText("Triangles", (int)x2, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
int vertexCount = 0;
|
||||
@ -215,24 +215,24 @@ int main(void)
|
||||
triangleCount += model.meshes[i].triangleCount;
|
||||
}
|
||||
|
||||
DrawText("Main model", x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
||||
DrawText("Main model", (int)x0, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
for (int i = 0; i < decalCount; i++)
|
||||
{
|
||||
if (i == 20)
|
||||
{
|
||||
DrawText("...", x0, yPos, 10, LIME);
|
||||
DrawText("...", (int)x0, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
}
|
||||
|
||||
if (i < 20)
|
||||
{
|
||||
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
|
||||
DrawText(TextFormat("Decal #%d", i+1), (int)x0, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), (int)x1, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), (int)x2, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
}
|
||||
|
||||
@ -240,18 +240,18 @@ int main(void)
|
||||
triangleCount += decalModels[i].meshes[0].triangleCount;
|
||||
}
|
||||
|
||||
DrawText("TOTAL", x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
||||
DrawText("TOTAL", (int)x0, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
|
||||
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
|
||||
|
||||
// UI elements
|
||||
if (GuiButton((Rectangle){ 10, screenHeight - 100, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
|
||||
if (GuiButton((Rectangle){ 10, screenHeight - 1000.f, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
|
||||
|
||||
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100, 100, 60 }, "Clear Decals"))
|
||||
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100.0f, 100, 60 }, "Clear Decals"))
|
||||
{
|
||||
// Clear decals, unload all decal models
|
||||
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
|
||||
@ -596,8 +596,8 @@ static bool GuiButton(Rectangle rec, const char *label)
|
||||
DrawRectangleRec(rec, bgColor);
|
||||
DrawRectangleLinesEx(rec, 2.0f, DARKGRAY);
|
||||
|
||||
float fontSize = 10.0f;
|
||||
float textWidth = MeasureText(label, fontSize);
|
||||
int fontSize = 10;
|
||||
int textWidth = MeasureText(label, fontSize);
|
||||
|
||||
DrawText(label, (int)(rec.x + rec.width*0.5f - textWidth*0.5f), (int)(rec.y + rec.height*0.5f - fontSize*0.5f), fontSize, DARKGRAY);
|
||||
|
||||
|
||||
@ -80,18 +80,23 @@ int main(void)
|
||||
if (playerCellY < 0) playerCellY = 0;
|
||||
else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
|
||||
|
||||
// Check map collisions using image data and player position
|
||||
// TODO: Improvement: Just check player surrounding cells for collision
|
||||
for (int y = 0; y < cubicmap.height; y++)
|
||||
// Check map collisions using image data and player position against surrounding cells only
|
||||
for (int y = playerCellY - 1; y <= playerCellY + 1; y++)
|
||||
{
|
||||
for (int x = 0; x < cubicmap.width; x++)
|
||||
// Avoid map accessing out of bounds
|
||||
if ((y >= 0) && (y < cubicmap.height))
|
||||
{
|
||||
if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
|
||||
(CheckCollisionCircleRec(playerPos, playerRadius,
|
||||
(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
|
||||
for (int x = playerCellX - 1; x <= playerCellX + 1; x++)
|
||||
{
|
||||
// Collision detected, reset camera position
|
||||
camera.position = oldCamPos;
|
||||
// NOTE: Collision: Only checking R channel for white pixel
|
||||
if (((x >= 0) && (x < cubicmap.width)) &&
|
||||
(mapPixels[y*cubicmap.width + x].r == 255) &&
|
||||
(CheckCollisionCircleRec(playerPos, playerRadius,
|
||||
(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
|
||||
{
|
||||
// Collision detected, reset camera position
|
||||
camera.position = oldCamPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -148,25 +148,25 @@ void DrawSphereBasic(Color color)
|
||||
{
|
||||
for (int j = 0; j < slices; j++)
|
||||
{
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||
}
|
||||
}
|
||||
rlEnd();
|
||||
|
||||
@ -85,9 +85,9 @@ int main(void)
|
||||
|
||||
// Calculate the cube position
|
||||
Vector3 cubePos = {
|
||||
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
|
||||
(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
|
||||
(float)(z - numBlocks/2)*(scale*3.0f) + scatter
|
||||
(float)(x - (float)numBlocks/2)*(scale*3.0f) + scatter,
|
||||
(float)(y - (float)numBlocks/2)*(scale*2.0f) + scatter,
|
||||
(float)(z - (float)numBlocks/2)*(scale*3.0f) + scatter
|
||||
};
|
||||
|
||||
// Pick a color with a hue depending on cube position for the rainbow color effect
|
||||
|
||||
@ -30,6 +30,7 @@
|
||||
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#define GLAD_GLES2_IMPLEMENTATION
|
||||
#include "glad_gles2.h" // Required for: OpenGL functionality
|
||||
#define glGenVertexArrays glGenVertexArraysOES
|
||||
#define glBindVertexArray glBindVertexArrayOES
|
||||
|
||||
@ -40,13 +40,13 @@
|
||||
//----------------------------------------------------------------------------------
|
||||
// GBuffer data
|
||||
typedef struct GBuffer {
|
||||
unsigned int framebuffer;
|
||||
unsigned int framebufferId;
|
||||
|
||||
unsigned int positionTexture;
|
||||
unsigned int normalTexture;
|
||||
unsigned int albedoSpecTexture;
|
||||
unsigned int positionTextureId;
|
||||
unsigned int normalTextureId;
|
||||
unsigned int albedoSpecTextureId;
|
||||
|
||||
unsigned int depthRenderbuffer;
|
||||
unsigned int depthRenderbufferId;
|
||||
} GBuffer;
|
||||
|
||||
// Deferred mode passes
|
||||
@ -90,15 +90,10 @@ int main(void)
|
||||
|
||||
// Initialize the G-buffer
|
||||
GBuffer gBuffer = { 0 };
|
||||
gBuffer.framebuffer = rlLoadFramebuffer();
|
||||
gBuffer.framebufferId = rlLoadFramebuffer();
|
||||
if (gBuffer.framebufferId == 0) TraceLog(LOG_WARNING, "Failed to create framebufferId");
|
||||
|
||||
if (!gBuffer.framebuffer)
|
||||
{
|
||||
TraceLog(LOG_WARNING, "Failed to create framebuffer");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
rlEnableFramebuffer(gBuffer.framebuffer);
|
||||
rlEnableFramebuffer(gBuffer.framebufferId);
|
||||
|
||||
// NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
|
||||
// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
|
||||
@ -107,46 +102,42 @@ int main(void)
|
||||
// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios
|
||||
// But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
|
||||
// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`
|
||||
gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
gBuffer.positionTextureId = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
|
||||
// Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility
|
||||
// This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations
|
||||
gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
gBuffer.normalTextureId = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
|
||||
// Albedo (diffuse color) and specular strength can be combined into one texture
|
||||
// The color in RGB, and the specular strength in the alpha channel
|
||||
gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
|
||||
gBuffer.albedoSpecTextureId = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
|
||||
|
||||
// Activate the draw buffers for our framebuffer
|
||||
// Activate the draw buffers for our framebufferId
|
||||
rlActiveDrawBuffers(3);
|
||||
|
||||
// Now we attach our textures to the framebuffer
|
||||
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
// Now we attach our textures to the framebufferId
|
||||
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.positionTextureId, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.normalTextureId, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.albedoSpecTextureId, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
|
||||
// Finally we attach the depth buffer
|
||||
gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true);
|
||||
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||
gBuffer.depthRenderbufferId = rlLoadTextureDepth(screenWidth, screenHeight, true);
|
||||
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.depthRenderbufferId, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||
|
||||
// Make sure our framebuffer is complete
|
||||
// NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
|
||||
// to rlDisableFramebuffer() here
|
||||
if (!rlFramebufferComplete(gBuffer.framebuffer))
|
||||
{
|
||||
TraceLog(LOG_WARNING, "Framebuffer is not complete");
|
||||
}
|
||||
// Make sure our framebufferId is complete
|
||||
// NOTE: rlFramebufferComplete() automatically unbinds the framebufferId, so we don't have to rlDisableFramebuffer() here
|
||||
if (!rlFramebufferComplete(gBuffer.framebufferId)) TraceLog(LOG_WARNING, "Framebuffer is not complete");
|
||||
|
||||
// Now we initialize the sampler2D uniform's in the deferred shader
|
||||
// We do this by setting the uniform's values to the texture units that
|
||||
// we later bind our g-buffer textures to
|
||||
rlEnableShader(deferredShader.id);
|
||||
int texUnitPosition = 0;
|
||||
int texUnitNormal = 1;
|
||||
int texUnitAlbedoSpec = 2;
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gPosition"), &texUnitPosition, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gNormal"), &texUnitNormal, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), &texUnitAlbedoSpec, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
int texUnitPosition = 0;
|
||||
int texUnitNormal = 1;
|
||||
int texUnitAlbedoSpec = 2;
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gPosition"), &texUnitPosition, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gNormal"), &texUnitNormal, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), &texUnitAlbedoSpec, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
rlDisableShader();
|
||||
|
||||
// Assign out lighting shader to model
|
||||
@ -176,7 +167,7 @@ int main(void)
|
||||
cubeRotations[i] = (float)(rand()%360);
|
||||
}
|
||||
|
||||
DeferredMode mode = DEFERRED_SHADING;
|
||||
int mode = DEFERRED_SHADING;
|
||||
|
||||
rlEnableDepthTest();
|
||||
|
||||
@ -215,17 +206,16 @@ int main(void)
|
||||
BeginDrawing();
|
||||
|
||||
// Draw to the geometry buffer by first activating it
|
||||
rlEnableFramebuffer(gBuffer.framebuffer);
|
||||
rlEnableFramebuffer(gBuffer.framebufferId);
|
||||
rlClearColor(0, 0, 0, 0);
|
||||
rlClearScreenBuffers(); // Clear color and depth buffer
|
||||
|
||||
rlDisableColorBlend();
|
||||
|
||||
BeginMode3D(camera);
|
||||
// NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
|
||||
// will not work, as they won't immediately load the shader program
|
||||
rlEnableShader(gbufferShader.id);
|
||||
// When drawing a model here, make sure that the material's shaders
|
||||
// are set to the gbuffer shader!
|
||||
// When drawing a model here, make sure that the material's shaders are set to the gbuffer shader!
|
||||
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
|
||||
DrawModel(cube, (Vector3) { 0.0, 1.0f, 0.0 }, 1.0f, WHITE);
|
||||
|
||||
@ -234,12 +224,12 @@ int main(void)
|
||||
Vector3 position = cubePositions[i];
|
||||
DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE);
|
||||
}
|
||||
|
||||
rlDisableShader();
|
||||
EndMode3D();
|
||||
|
||||
rlEnableColorBlend();
|
||||
|
||||
// Go back to the default framebuffer (0) and draw our deferred shading
|
||||
// Go back to the default framebufferId (0) and draw our deferred shading
|
||||
rlDisableFramebuffer();
|
||||
rlClearScreenBuffers(); // Clear color & depth buffer
|
||||
|
||||
@ -254,21 +244,21 @@ int main(void)
|
||||
// We are binding them to locations that we earlier set in sampler2D uniforms `gPosition`, `gNormal`,
|
||||
// and `gAlbedoSpec`
|
||||
rlActiveTextureSlot(texUnitPosition);
|
||||
rlEnableTexture(gBuffer.positionTexture);
|
||||
rlEnableTexture(gBuffer.positionTextureId);
|
||||
rlActiveTextureSlot(texUnitNormal);
|
||||
rlEnableTexture(gBuffer.normalTexture);
|
||||
rlEnableTexture(gBuffer.normalTextureId);
|
||||
rlActiveTextureSlot(texUnitAlbedoSpec);
|
||||
rlEnableTexture(gBuffer.albedoSpecTexture);
|
||||
rlEnableTexture(gBuffer.albedoSpecTextureId);
|
||||
|
||||
// Finally, we draw a fullscreen quad to our default framebuffer
|
||||
// Finally, we draw a fullscreen quad to our default framebufferId
|
||||
// This will now be shaded using our deferred shader
|
||||
rlLoadDrawQuad();
|
||||
rlDisableShader();
|
||||
rlEnableColorBlend();
|
||||
EndMode3D();
|
||||
|
||||
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer
|
||||
rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
|
||||
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebufferId
|
||||
rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebufferId);
|
||||
rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0);
|
||||
rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
|
||||
rlDisableFramebuffer();
|
||||
@ -290,7 +280,7 @@ int main(void)
|
||||
case DEFERRED_POSITION:
|
||||
{
|
||||
DrawTextureRec((Texture2D){
|
||||
.id = gBuffer.positionTexture,
|
||||
.id = gBuffer.positionTextureId,
|
||||
.width = screenWidth,
|
||||
.height = screenHeight,
|
||||
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
||||
@ -300,7 +290,7 @@ int main(void)
|
||||
case DEFERRED_NORMAL:
|
||||
{
|
||||
DrawTextureRec((Texture2D){
|
||||
.id = gBuffer.normalTexture,
|
||||
.id = gBuffer.normalTextureId,
|
||||
.width = screenWidth,
|
||||
.height = screenHeight,
|
||||
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
||||
@ -310,7 +300,7 @@ int main(void)
|
||||
case DEFERRED_ALBEDO:
|
||||
{
|
||||
DrawTextureRec((Texture2D){
|
||||
.id = gBuffer.albedoSpecTexture,
|
||||
.id = gBuffer.albedoSpecTextureId,
|
||||
.width = screenWidth,
|
||||
.height = screenHeight,
|
||||
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
||||
@ -331,18 +321,20 @@ int main(void)
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model); // Unload the models
|
||||
// Unload the models
|
||||
UnloadModel(model);
|
||||
UnloadModel(cube);
|
||||
|
||||
UnloadShader(deferredShader); // Unload shaders
|
||||
// Unload shaders
|
||||
UnloadShader(deferredShader);
|
||||
UnloadShader(gbufferShader);
|
||||
|
||||
// Unload geometry buffer and all attached textures
|
||||
rlUnloadFramebuffer(gBuffer.framebuffer);
|
||||
rlUnloadTexture(gBuffer.positionTexture);
|
||||
rlUnloadTexture(gBuffer.normalTexture);
|
||||
rlUnloadTexture(gBuffer.albedoSpecTexture);
|
||||
rlUnloadTexture(gBuffer.depthRenderbuffer);
|
||||
rlUnloadFramebuffer(gBuffer.framebufferId);
|
||||
rlUnloadTexture(gBuffer.positionTextureId);
|
||||
rlUnloadTexture(gBuffer.normalTextureId);
|
||||
rlUnloadTexture(gBuffer.albedoSpecTextureId);
|
||||
rlUnloadTexture(gBuffer.depthRenderbufferId);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -258,8 +258,8 @@ int main(void)
|
||||
UnloadImage(pattern);
|
||||
|
||||
mode = MODE_PAUSE;
|
||||
offsetX = worldWidth*presetPatterns[preset].position.x - windowWidth/zoom/2.0f;
|
||||
offsetY = worldHeight*presetPatterns[preset].position.y - windowHeight/zoom/2.0f;
|
||||
offsetX = worldWidth*presetPatterns[preset].position.x - (float)windowWidth/zoom/2.0f;
|
||||
offsetY = worldHeight*presetPatterns[preset].position.y - (float)windowHeight/zoom/2.0f;
|
||||
}
|
||||
|
||||
// Check window draw inside world limits
|
||||
|
||||
@ -65,7 +65,7 @@ int main(void)
|
||||
Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
|
||||
|
||||
// Declare Struct used to store camera locs
|
||||
RayLocs marchLocs = {0};
|
||||
RayLocs marchLocs = { 0 };
|
||||
|
||||
// Fill the struct with shader locs
|
||||
marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
|
||||
|
||||
@ -41,7 +41,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
|
||||
|
||||
// set up camera
|
||||
Camera camera = {0};
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
|
||||
camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
|
||||
camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
|
||||
|
||||
@ -46,19 +46,19 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
|
||||
|
||||
Ball balls[MAX_BALLS] = {{
|
||||
.pos = { GetScreenWidth()/2, GetScreenHeight()/2 },
|
||||
.pos = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
|
||||
.vel = { 200, 200 },
|
||||
.ppos = { 0 },
|
||||
.radius = 40,
|
||||
.friction = 0.99,
|
||||
.elasticity = 0.9,
|
||||
.friction = 0.99f,
|
||||
.elasticity = 0.9f,
|
||||
.color = BLUE,
|
||||
.grabbed = false
|
||||
}};
|
||||
|
||||
int ballCount = 1;
|
||||
Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
|
||||
Vector2 pressOffset = {0}; // Mouse press offset relative to the ball that grabbedd
|
||||
Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd
|
||||
|
||||
float gravity = 100; // World gravity
|
||||
|
||||
@ -110,11 +110,11 @@ int main(void)
|
||||
{
|
||||
balls[ballCount++] = (Ball){
|
||||
.pos = mousePos,
|
||||
.vel = { GetRandomValue(-300, 300), GetRandomValue(-300, 300) },
|
||||
.vel = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
|
||||
.ppos = { 0 },
|
||||
.radius = 20 + GetRandomValue(0, 30),
|
||||
.friction = 0.99,
|
||||
.elasticity = 0.9,
|
||||
.radius = 20.0f + (float)GetRandomValue(0, 30),
|
||||
.friction = 0.99f,
|
||||
.elasticity = 0.9f,
|
||||
.color = { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 },
|
||||
.grabbed = false
|
||||
};
|
||||
@ -126,7 +126,7 @@ int main(void)
|
||||
{
|
||||
for (int i = 0; i < ballCount; i++)
|
||||
{
|
||||
if (!balls[i].grabbed) balls[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
|
||||
if (!balls[i].grabbed) balls[i].vel = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -45,7 +45,7 @@ int main(void)
|
||||
for (int i = 0; i < MAX_COLORS_COUNT; i++)
|
||||
{
|
||||
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
|
||||
colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
|
||||
colorsRecs[i].y = 80.0f + 100.0f *((float)i/7) + 10.0f *((float)i/7);
|
||||
colorsRecs[i].width = 100.0f;
|
||||
colorsRecs[i].height = 100.0f;
|
||||
}
|
||||
|
||||
@ -311,7 +311,7 @@ static void DrawDisplaySegment(Vector2 center, int length, int thick, bool verti
|
||||
(Vector2){ center.x + thick/2.0f, center.y - length/2.0f }, // Point 3
|
||||
(Vector2){ center.x - thick/2.0f, center.y + length/2.0f }, // Point 4
|
||||
(Vector2){ center.x + thick/2.0f, center.y + length/2.0f }, // Point 5
|
||||
(Vector2){ center.x, center.y + length/2 + thick/2.0f }, // Point 6
|
||||
(Vector2){ center.x, center.y + (float)length/2 + thick/2.0f }, // Point 6
|
||||
};
|
||||
|
||||
DrawTriangleStrip(segmentPointsV, 6, color);
|
||||
|
||||
@ -49,8 +49,8 @@ int main(void)
|
||||
float totalM = m1 + m2;
|
||||
|
||||
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||
previousPosition.x += (screenWidth/2);
|
||||
previousPosition.y += (screenHeight/2 - 100);
|
||||
previousPosition.x += ((float)screenWidth/2);
|
||||
previousPosition.y += ((float)screenHeight/2 - 100);
|
||||
|
||||
// Scale length
|
||||
float L1 = l1*lengthScaler;
|
||||
@ -105,8 +105,8 @@ int main(void)
|
||||
|
||||
// Calculate position
|
||||
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||
currentPosition.x += screenWidth/2;
|
||||
currentPosition.y += screenHeight/2 - 100;
|
||||
currentPosition.x += (float)screenWidth/2;
|
||||
currentPosition.y += (float)screenHeight/2 - 100;
|
||||
|
||||
// Draw to render texture
|
||||
BeginTextureMode(target);
|
||||
|
||||
196
examples/shapes/shapes_hilbert_curve.c
Normal file
@ -0,0 +1,196 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - hilbert curve
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Hamza RAHAL (@hmz-rhl) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 Hamza RAHAL (@hmz-rhl)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h"
|
||||
|
||||
#include <stdlib.h> // Required for: calloc(), free()
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static Vector2 *LoadHilbertPath(int order, float size, int *strokeCount);
|
||||
static void UnloadHilbertPath(Vector2 *hilbertPath);
|
||||
static Vector2 ComputeHilbertStep(int order, int index);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - hilbert curve");
|
||||
|
||||
int order = 2;
|
||||
float size = GetScreenHeight();
|
||||
int strokeCount = 0;
|
||||
Vector2 *hilbertPath = LoadHilbertPath(order, size, &strokeCount);
|
||||
|
||||
int prevOrder = order;
|
||||
int prevSize = (int)size; // NOTE: Size from slider is float but for comparison we use int
|
||||
int counter = 0;
|
||||
float thick = 2.0f;
|
||||
bool animate = true;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
//--------------------------------------------------------------------------------------
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Check if order or size have changed to regenerate
|
||||
// NOTE: Size from slider is float but for comparison we use int
|
||||
if ((prevOrder != order) || (prevSize != (int)size))
|
||||
{
|
||||
UnloadHilbertPath(hilbertPath);
|
||||
hilbertPath = LoadHilbertPath(order, size, &strokeCount);
|
||||
|
||||
if (animate) counter = 0;
|
||||
else counter = strokeCount;
|
||||
|
||||
prevOrder = order;
|
||||
prevSize = size;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//--------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (counter < strokeCount)
|
||||
{
|
||||
// Draw Hilbert path animation, one stroke every frame
|
||||
for (int i = 1; i <= counter; i++)
|
||||
{
|
||||
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
counter += 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw full Hilbert path
|
||||
for (int i = 1; i < strokeCount; i++)
|
||||
{
|
||||
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
// Draw UI using raygui
|
||||
GuiCheckBox((Rectangle){ 450, 50, 20, 20 }, "ANIMATE GENERATION ON CHANGE", &animate);
|
||||
GuiSpinner((Rectangle){ 585, 100, 180, 30 }, "HILBERT CURVE ORDER: ", &order, 2, 8, false);
|
||||
GuiSlider((Rectangle){ 524, 150, 240, 24 }, "THICKNESS: ", NULL, &thick, 1.0f, 10.0f);
|
||||
GuiSlider((Rectangle){ 524, 190, 240, 24 }, "TOTAL SIZE: ", NULL, &size, 10.0f, GetScreenHeight()*1.5f);
|
||||
|
||||
EndDrawing();
|
||||
//--------------------------------------------------------------------------
|
||||
}
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadHilbertPath(hilbertPath);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// Load the whole Hilbert Path (including each U and their link)
|
||||
static Vector2 *LoadHilbertPath(int order, float size, int *strokeCount)
|
||||
{
|
||||
int N = 1 << order;
|
||||
float len = size/N;
|
||||
*strokeCount = N*N;
|
||||
|
||||
Vector2 *hilbertPath = (Vector2 *)RL_CALLOC(*strokeCount, sizeof(Vector2));
|
||||
|
||||
for (int i = 0; i < *strokeCount; i++)
|
||||
{
|
||||
hilbertPath[i] = ComputeHilbertStep(order, i);
|
||||
hilbertPath[i].x = hilbertPath[i].x*len + len/2.0f;
|
||||
hilbertPath[i].y = hilbertPath[i].y*len + len/2.0f;
|
||||
}
|
||||
|
||||
return hilbertPath;
|
||||
}
|
||||
|
||||
// Unload Hilbert path data
|
||||
static void UnloadHilbertPath(Vector2 *hilbertPath)
|
||||
{
|
||||
RL_FREE(hilbertPath);
|
||||
}
|
||||
|
||||
// Compute Hilbert path U positions
|
||||
static Vector2 ComputeHilbertStep(int order, int index)
|
||||
{
|
||||
// Hilbert points base pattern
|
||||
static const Vector2 hilbertPoints[4] = {
|
||||
[0] = { .x = 0, .y = 0 },
|
||||
[1] = { .x = 0, .y = 1 },
|
||||
[2] = { .x = 1, .y = 1 },
|
||||
[3] = { .x = 1, .y = 0 },
|
||||
};
|
||||
|
||||
int hilbertIndex = index&3;
|
||||
Vector2 vect = hilbertPoints[hilbertIndex];
|
||||
float temp = 0.0f;
|
||||
int len = 0;
|
||||
|
||||
for (int j = 1; j < order; j++)
|
||||
{
|
||||
index = index >> 2;
|
||||
hilbertIndex = index&3;
|
||||
len = 1 << j;
|
||||
|
||||
switch (hilbertIndex)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
temp = vect.x;
|
||||
vect.x = vect.y;
|
||||
vect.y = temp;
|
||||
} break;
|
||||
case 2: vect.x += len;
|
||||
case 1: vect.y += len; break;
|
||||
case 3:
|
||||
{
|
||||
temp = len - 1 - vect.x;
|
||||
vect.x = 2*len - 1 - vect.y;
|
||||
vect.y = temp;
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
return vect;
|
||||
}
|
||||
BIN
examples/shapes/shapes_hilbert_curve.png
Normal file
|
After Width: | Height: | Size: 17 KiB |
@ -50,9 +50,9 @@ int main(void)
|
||||
int symmetry = 6;
|
||||
float angle = 360.0f/(float)symmetry;
|
||||
float thickness = 3.0f;
|
||||
Rectangle resetButtonRec = { screenWidth - 55, 5, 50, 25 };
|
||||
Rectangle backButtonRec = { screenWidth - 55, screenHeight - 30, 25, 25 };
|
||||
Rectangle nextButtonRec = { screenWidth - 30, screenHeight - 30, 25, 25 };
|
||||
Rectangle resetButtonRec = { screenWidth - 55.0f, 5.0f, 50, 25 };
|
||||
Rectangle backButtonRec = { screenWidth - 55.0f, screenHeight - 30.0f, 25, 25 };
|
||||
Rectangle nextButtonRec = { screenWidth - 30.0f, screenHeight - 30.0f, 25, 25 };
|
||||
Vector2 mousePos = { 0 };
|
||||
Vector2 prevMousePos = { 0 };
|
||||
Vector2 scaleVector = { 1.0f, -1.0f };
|
||||
|
||||
@ -185,12 +185,12 @@ static void BuildProductionStep(PenroseLSystem *ls)
|
||||
char *newProduction = (char *)RL_MALLOC(sizeof(char)*STR_MAX_SIZE);
|
||||
newProduction[0] = '\0';
|
||||
|
||||
int productionLength = strnlen(ls->production, STR_MAX_SIZE);
|
||||
int productionLength = (int)strnlen(ls->production, STR_MAX_SIZE);
|
||||
|
||||
for (int i = 0; i < productionLength; i++)
|
||||
{
|
||||
char step = ls->production[i];
|
||||
int remainingSpace = STR_MAX_SIZE - strnlen(newProduction, STR_MAX_SIZE) - 1;
|
||||
int remainingSpace = STR_MAX_SIZE - (int)strnlen(newProduction, STR_MAX_SIZE) - 1;
|
||||
switch (step)
|
||||
{
|
||||
case 'W': strncat(newProduction, ls->ruleW, remainingSpace); break;
|
||||
@ -201,7 +201,7 @@ static void BuildProductionStep(PenroseLSystem *ls)
|
||||
{
|
||||
if (step != 'F')
|
||||
{
|
||||
int t = strnlen(newProduction, STR_MAX_SIZE);
|
||||
int t = (int)strnlen(newProduction, STR_MAX_SIZE);
|
||||
newProduction[t] = step;
|
||||
newProduction[t + 1] = '\0';
|
||||
}
|
||||
@ -218,7 +218,7 @@ static void BuildProductionStep(PenroseLSystem *ls)
|
||||
// Draw penrose tile lines
|
||||
static void DrawPenroseLSystem(PenroseLSystem *ls)
|
||||
{
|
||||
Vector2 screenCenter = { GetScreenWidth()/2, GetScreenHeight()/2 };
|
||||
Vector2 screenCenter = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||
|
||||
TurtleState turtle = {
|
||||
.origin = { 0 },
|
||||
@ -245,7 +245,7 @@ static void DrawPenroseLSystem(PenroseLSystem *ls)
|
||||
Vector2 startPosScreen = { startPosWorld.x + screenCenter.x, startPosWorld.y + screenCenter.y };
|
||||
Vector2 endPosScreen = { turtle.origin.x + screenCenter.x, turtle.origin.y + screenCenter.y };
|
||||
|
||||
DrawLineEx(startPosScreen, endPosScreen, 2, Fade(BLACK, 0.2));
|
||||
DrawLineEx(startPosScreen, endPosScreen, 2, Fade(BLACK, 0.2f));
|
||||
}
|
||||
|
||||
repeats = 1;
|
||||
|
||||
@ -49,8 +49,8 @@ int main(void)
|
||||
bool showPercentages = false;
|
||||
bool showDonut = false;
|
||||
int hoveredSlice = -1;
|
||||
Rectangle scrollPanelBounds = {0};
|
||||
Vector2 scrollContentOffset = {0};
|
||||
Rectangle scrollPanelBounds = { 0 };
|
||||
Vector2 scrollContentOffset = { 0 };
|
||||
Rectangle view = { 0 };
|
||||
|
||||
// UI layout parameters
|
||||
|
||||
@ -113,7 +113,7 @@ int main(void)
|
||||
|
||||
// Set the text (using markdown!)
|
||||
char text[64] = "Hello ~~World~~ in 3D!";
|
||||
Vector3 tbox = {0};
|
||||
Vector3 tbox = { 0 };
|
||||
int layers = 1;
|
||||
int quads = 0;
|
||||
float layerDistance = 0.01f;
|
||||
@ -133,7 +133,7 @@ int main(void)
|
||||
Shader alphaDiscard = LoadShader(NULL, TextFormat("resources/shaders/glsl%i/alpha_discard.fs", GLSL_VERSION));
|
||||
|
||||
// Array filled with multiple random colors (when multicolor mode is set)
|
||||
Color multi[TEXT_MAX_LAYERS] = {0};
|
||||
Color multi[TEXT_MAX_LAYERS] = { 0 };
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
|
||||
@ -97,8 +97,8 @@ int main(void)
|
||||
if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
|
||||
else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
|
||||
|
||||
fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
|
||||
fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
|
||||
fontPosition.x = (float)GetScreenWidth()/2 - textSize.x/2;
|
||||
fontPosition.y = (float)GetScreenHeight()/2 - textSize.y/2 + 80;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
||||
@ -178,14 +178,14 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
|
||||
// Convert hex color text into actual Color
|
||||
unsigned int colHexValue = strtoul(colHexText, NULL, 16);
|
||||
if (text[i - 1] == 'c')
|
||||
{
|
||||
{
|
||||
colFront = GetColor(colHexValue);
|
||||
colFront.a *= (float)color.a/255.0f;
|
||||
//colFront.a *= (unsigned char)(colFront.a*(float)color.a/255.0f); // TODO: Review
|
||||
}
|
||||
else if (text[i - 1] == 'b')
|
||||
{
|
||||
colBack = GetColor(colHexValue);
|
||||
colBack.a *= (float)color.a/255.0f;
|
||||
//colBack.a *= (unsigned char)(colFront.a*(float)color.a/255.0f);
|
||||
}
|
||||
|
||||
i += (colHexCount + 1); // Skip color value retrieved and ']'
|
||||
|
||||
@ -226,7 +226,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap)
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
}
|
||||
@ -234,7 +234,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
|
||||
@ -258,7 +258,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
|
||||
if (wordWrap && (i == endLine))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
startLine = endLine;
|
||||
endLine = -1;
|
||||
|
||||
@ -65,7 +65,7 @@ int main(void)
|
||||
TextParticle textParticles[MAX_TEXT_PARTICLES] = { 0 };
|
||||
int particleCount = 0;
|
||||
TextParticle *grabbedTextParticle = NULL;
|
||||
Vector2 pressOffset = {0};
|
||||
Vector2 pressOffset = { 0 };
|
||||
|
||||
PrepareFirstTextParticle("raylib => fun videogames programming!", textParticles, &particleCount);
|
||||
|
||||
@ -133,7 +133,7 @@ int main(void)
|
||||
{
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
if (!textParticles[i].grabbed) textParticles[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
|
||||
if (!textParticles[i].grabbed) textParticles[i].vel = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
|
||||
}
|
||||
}
|
||||
|
||||
@ -233,9 +233,9 @@ int main(void)
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
TextParticle *tp = &textParticles[i];
|
||||
DrawRectangle(tp->rect.x-tp->borderWidth, tp->rect.y-tp->borderWidth, tp->rect.width+tp->borderWidth*2, tp->rect.height+tp->borderWidth*2, BLACK);
|
||||
DrawRectangleRec((Rectangle) { tp->rect.x - tp->borderWidth, tp->rect.y - tp->borderWidth, tp->rect.width + tp->borderWidth * 2, tp->rect.height + tp->borderWidth * 2 }, BLACK);
|
||||
DrawRectangleRec(tp->rect, tp->color);
|
||||
DrawText(tp->text, tp->rect.x+tp->padding, tp->rect.y+tp->padding, FONT_SIZE, BLACK);
|
||||
DrawText(tp->text, (int)(tp->rect.x+tp->padding), (int)(tp->rect.y+tp->padding), FONT_SIZE, BLACK);
|
||||
}
|
||||
|
||||
DrawText("grab a text particle by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
|
||||
@ -265,8 +265,8 @@ void PrepareFirstTextParticle(const char* text, TextParticle *tps, int *particle
|
||||
{
|
||||
tps[0] = CreateTextParticle(
|
||||
text,
|
||||
GetScreenWidth()/2,
|
||||
GetScreenHeight()/2,
|
||||
GetScreenWidth()/2.0f,
|
||||
GetScreenHeight()/2.0f,
|
||||
RAYWHITE
|
||||
);
|
||||
*particleCount = 1;
|
||||
@ -277,12 +277,12 @@ TextParticle CreateTextParticle(const char *text, float x, float y, Color color)
|
||||
TextParticle tp = {
|
||||
.text = "",
|
||||
.rect = { x, y, 30, 30 },
|
||||
.vel = { GetRandomValue(-200, 200), GetRandomValue(-200, 200) },
|
||||
.vel = { (float)GetRandomValue(-200, 200), (float)GetRandomValue(-200, 200) },
|
||||
.ppos = { 0 },
|
||||
.padding = 5.0f,
|
||||
.borderWidth = 5.0f,
|
||||
.friction = 0.99,
|
||||
.elasticity = 0.9,
|
||||
.friction = 0.99f,
|
||||
.elasticity = 0.9f,
|
||||
.color = color,
|
||||
.grabbed = false
|
||||
};
|
||||
|
||||
@ -277,7 +277,7 @@ int main(void)
|
||||
DrawTriangle(a, b, c, emoji[selected].color);
|
||||
|
||||
// Draw the main text message
|
||||
Rectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
|
||||
Rectangle textRect = { msgRect.x + (float)horizontalPadding/2, msgRect.y + (float)verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
|
||||
DrawTextBoxed(*font, messages[message].text, textRect, (float)font->baseSize, 1.0f, true, WHITE);
|
||||
|
||||
// Draw the info text below the main message
|
||||
@ -421,7 +421,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap)
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
}
|
||||
@ -429,7 +429,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
|
||||
@ -453,7 +453,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
|
||||
if (wordWrap && (i == endLine))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
startLine = endLine;
|
||||
endLine = -1;
|
||||
|
||||
@ -19,8 +19,6 @@
|
||||
|
||||
#include "raymath.h" // Required for: Lerp()
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
typedef enum TextAlignment {
|
||||
TEXT_ALIGN_LEFT = 0,
|
||||
TEXT_ALIGN_TOP = 0,
|
||||
@ -43,7 +41,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - words alignment");
|
||||
|
||||
// Define the rectangle we will draw the text in
|
||||
Rectangle textContainerRect = (Rectangle){ screenWidth/2-screenWidth/4, screenHeight/2-screenHeight/3, screenWidth/2, screenHeight*2/3 };
|
||||
Rectangle textContainerRect = (Rectangle){ (float)screenWidth/2-(float)screenWidth/4, (float)screenHeight/2-(float)screenHeight/3, (float)screenWidth/2, (float)screenHeight*2/3 };
|
||||
|
||||
// Some text to display the current alignment
|
||||
const char *textAlignNameH[] = { "Left", "Centre", "Right" };
|
||||
|
||||
@ -83,10 +83,10 @@ int main(void)
|
||||
bunnies[i].position.x += bunnies[i].speed.x;
|
||||
bunnies[i].position.y += bunnies[i].speed.y;
|
||||
|
||||
if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) ||
|
||||
((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
|
||||
if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) ||
|
||||
((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
|
||||
if (((bunnies[i].position.x + (float)texBunny.width/2) > GetScreenWidth()) ||
|
||||
((bunnies[i].position.x + (float)texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
|
||||
if (((bunnies[i].position.y + (float)texBunny.height/2) > GetScreenHeight()) ||
|
||||
((bunnies[i].position.y + (float)texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -165,7 +165,7 @@ int main(void)
|
||||
|
||||
// If the mouse is on this preset, highlight it
|
||||
if (mouseInCell == i + 8)
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*((float)i/2),
|
||||
(presetsSizeY + 2.0f)*(i%2),
|
||||
presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
|
||||
}
|
||||
|
||||
@ -93,8 +93,8 @@ int main(void)
|
||||
for (unsigned int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
|
||||
|
||||
// Get current tile position from player pixel position
|
||||
playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileX = (int)((playerPosition.x + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileY = (int)((playerPosition.y + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
|
||||
// Check visibility and update fog
|
||||
// NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)
|
||||
|
||||
208
examples/textures/textures_framebuffer_rendering.c
Normal file
@ -0,0 +1,208 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - framebuffer rendering
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jack Boakes (@jackboakes) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2026 Jack Boakes (@jackboakes)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static void DrawCameraPrism(Camera3D camera, float aspect, Color color);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const int splitWidth = screenWidth/2;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - framebuffer rendering");
|
||||
|
||||
// Camera to look at the 3D world
|
||||
Camera3D subjectCamera = { 0 };
|
||||
subjectCamera.position = (Vector3){ 5.0f, 5.0f, 5.0f };
|
||||
subjectCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
subjectCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
subjectCamera.fovy = 45.0f;
|
||||
subjectCamera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Camera to observe the subject camera and 3D world
|
||||
Camera3D observerCamera = { 0 };
|
||||
observerCamera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
|
||||
observerCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
observerCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
observerCamera.fovy = 45.0f;
|
||||
observerCamera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Set up render textures
|
||||
RenderTexture2D observerTarget = LoadRenderTexture(splitWidth, screenHeight);
|
||||
Rectangle observerSource = { 0.0f, 0.0f, (float)observerTarget.texture.width, -(float)observerTarget.texture.height };
|
||||
Rectangle observerDest = { 0.0f, 0.0f, (float)splitWidth, (float)screenHeight };
|
||||
|
||||
RenderTexture2D subjectTarget = LoadRenderTexture(splitWidth, screenHeight);
|
||||
Rectangle subjectSource = { 0.0f, 0.0f, (float)subjectTarget.texture.width, -(float)subjectTarget.texture.height };
|
||||
Rectangle subjectDest = { (float)splitWidth, 0.0f, (float)splitWidth, (float)screenHeight };
|
||||
const float textureAspectRatio = (float)subjectTarget.texture.width/(float)subjectTarget.texture.height;
|
||||
|
||||
// Rectangles for cropping render texture
|
||||
const float captureSize = 128.0f;
|
||||
Rectangle cropSource = { (subjectTarget.texture.width - captureSize)/2.0f, (subjectTarget.texture.height - captureSize)/2.0f, captureSize, -captureSize };
|
||||
Rectangle cropDest = { splitWidth + 20, 20, captureSize, captureSize};
|
||||
|
||||
SetTargetFPS(60);
|
||||
DisableCursor();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&observerCamera, CAMERA_FREE);
|
||||
UpdateCamera(&subjectCamera, CAMERA_ORBITAL);
|
||||
|
||||
if (IsKeyPressed(KEY_R)) observerCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
|
||||
// Build LHS observer view texture
|
||||
BeginTextureMode(observerTarget);
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(observerCamera);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
DrawCube((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, GOLD);
|
||||
DrawCubeWires((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, PINK);
|
||||
DrawCameraPrism(subjectCamera, textureAspectRatio, GREEN);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Observer View", 10, observerTarget.texture.height - 30, 20, BLACK);
|
||||
DrawText("WASD + Mouse to Move", 10, 10, 20, DARKGRAY);
|
||||
DrawText("Scroll to Zoom", 10, 30, 20, DARKGRAY);
|
||||
DrawText("R to Reset Observer Target", 10, 50, 20, DARKGRAY);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Build RHS subject view texture
|
||||
BeginTextureMode(subjectTarget);
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(subjectCamera);
|
||||
|
||||
DrawCube((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, GOLD);
|
||||
DrawCubeWires((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, PINK);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawRectangleLines((subjectTarget.texture.width - captureSize)/2, (subjectTarget.texture.height - captureSize)/2, captureSize, captureSize, GREEN);
|
||||
DrawText("Subject View", 10, subjectTarget.texture.height - 30, 20, BLACK);
|
||||
|
||||
EndTextureMode();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
// Draw observer texture LHS
|
||||
DrawTexturePro(observerTarget.texture, observerSource, observerDest, (Vector2){0.0f, 0.0f }, 0.0f, WHITE);
|
||||
|
||||
// Draw subject texture RHS
|
||||
DrawTexturePro(subjectTarget.texture, subjectSource, subjectDest, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
|
||||
|
||||
// Draw the small crop overlay on top
|
||||
DrawTexturePro(subjectTarget.texture, cropSource, cropDest, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
|
||||
DrawRectangleLinesEx(cropDest, 2, BLACK);
|
||||
|
||||
// Draw split screen divider line
|
||||
DrawLine(splitWidth, 0, splitWidth, screenHeight, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(observerTarget);
|
||||
UnloadRenderTexture(subjectTarget);
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static void DrawCameraPrism(Camera3D camera, float aspect, Color color)
|
||||
{
|
||||
float length = Vector3Distance(camera.position, camera.target);
|
||||
// Define the 4 corners of the camera's prism plane sliced at the target in Normalized Device Coordinates
|
||||
Vector3 planeNDC[4] = {
|
||||
{ -1.0f, -1.0f, 1.0f }, // Bottom Left
|
||||
{ 1.0f, -1.0f, 1.0f }, // Bottom Right
|
||||
{ 1.0f, 1.0f, 1.0f }, // Top Right
|
||||
{ -1.0f, 1.0f, 1.0f } // Top Left
|
||||
};
|
||||
|
||||
// Build the matrices
|
||||
Matrix view = GetCameraMatrix(camera);
|
||||
Matrix proj = MatrixPerspective(camera.fovy * DEG2RAD, aspect, 0.05f, length);
|
||||
// Combine view and projection so we can reverse the full camera transform
|
||||
Matrix viewProj = MatrixMultiply(view, proj);
|
||||
// Invert the view-projection matrix to unproject points from NDC space back into world space
|
||||
Matrix inverseViewProj = MatrixInvert(viewProj);
|
||||
|
||||
// Transform the 4 plane corners from NDC into world space
|
||||
Vector3 corners[4];
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float x = planeNDC[i].x;
|
||||
float y = planeNDC[i].y;
|
||||
float z = planeNDC[i].z;
|
||||
|
||||
// Multiply NDC position by the inverse view-projection matrix
|
||||
// This produces a homogeneous (x, y, z, w) position in world space
|
||||
float vx = inverseViewProj.m0*x + inverseViewProj.m4*y + inverseViewProj.m8*z + inverseViewProj.m12;
|
||||
float vy = inverseViewProj.m1*x + inverseViewProj.m5*y + inverseViewProj.m9*z + inverseViewProj.m13;
|
||||
float vz = inverseViewProj.m2*x + inverseViewProj.m6*y + inverseViewProj.m10*z + inverseViewProj.m14;
|
||||
float vw = inverseViewProj.m3*x + inverseViewProj.m7*y + inverseViewProj.m11*z + inverseViewProj.m15;
|
||||
|
||||
corners[i] = (Vector3){ vx/vw, vy/vw, vz/vw };
|
||||
}
|
||||
|
||||
// Draw the far plane sliced at the target
|
||||
DrawLine3D(corners[0], corners[1], color);
|
||||
DrawLine3D(corners[1], corners[2], color);
|
||||
DrawLine3D(corners[2], corners[3], color);
|
||||
DrawLine3D(corners[3], corners[0], color);
|
||||
|
||||
// Draw the prism lines from the far plane to the camera position
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
DrawLine3D(camera.position, corners[i], color);
|
||||
}
|
||||
}
|
||||
BIN
examples/textures/textures_framebuffer_rendering.png
Normal file
|
After Width: | Height: | Size: 31 KiB |
@ -156,7 +156,7 @@ int main(void)
|
||||
{
|
||||
DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
|
||||
DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
|
||||
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
|
||||
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - (float)MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
|
||||
}
|
||||
|
||||
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
|
||||
|
||||
@ -38,7 +38,7 @@ int main(void)
|
||||
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
|
||||
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
|
||||
|
||||
Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
|
||||
Vector2 position = { (float)screenWidth/2 - (float)texture.width/2, (float)screenHeight/2 - (float)texture.height/2 - 20 };
|
||||
|
||||
bool showFont = false;
|
||||
|
||||
|
||||
@ -66,7 +66,7 @@ int main(void)
|
||||
// Grow flameRoot
|
||||
for (int x = 2; x < flameWidth; x++)
|
||||
{
|
||||
unsigned short flame = flameRootBuffer[x];
|
||||
unsigned char flame = flameRootBuffer[x];
|
||||
if (flame == 255) continue;
|
||||
flame += GetRandomValue(0, 2);
|
||||
if (flame > 255) flame = 255;
|
||||
|
||||
@ -39,7 +39,7 @@ int main(void)
|
||||
Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
|
||||
|
||||
// Define button bounds on screen
|
||||
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
|
||||
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - (float)button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
|
||||
|
||||
int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
|
||||
bool btnAction = false; // Button action should be activated
|
||||
|
||||
@ -39,8 +39,8 @@ int main(void)
|
||||
Texture2D explosion = LoadTexture("resources/explosion.png");
|
||||
|
||||
// Init variables for animation
|
||||
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
|
||||
float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
|
||||
float frameWidth = (float)explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
|
||||
float frameHeight = (float)explosion.height/NUM_LINES; // Sprite one frame rectangle height
|
||||
int currentFrame = 0;
|
||||
int currentLine = 0;
|
||||
|
||||
|
||||
@ -190,7 +190,7 @@ static void DrawTexturedCurve(void)
|
||||
Vector2 normal = Vector2Normalize((Vector2){ -delta.y, delta.x });
|
||||
|
||||
// The v texture coordinate of the segment (add up the length of all the segments so far)
|
||||
float v = previousV + Vector2Length(delta);
|
||||
float v = previousV + Vector2Length(delta) / (float)(texRoad.height * 2);
|
||||
|
||||
// Make sure the start point has a normal
|
||||
if (!tangentSet)
|
||||
|
||||
|
Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 4.5 KiB |
|
Before Width: | Height: | Size: 475 B After Width: | Height: | Size: 490 B |
569
projects/VS2022/examples/core_keyboard_testbed.vcxproj
Normal file
@ -0,0 +1,569 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug.DLL|ARM64">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug.DLL|Win32">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug.DLL|x64">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|ARM64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|ARM64">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|Win32">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|x64">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{D35D2FDA-B53F-4F70-81CA-24D95812B89C}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>core_keyboard_testbed</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>core_keyboard_testbed</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
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<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||
</PostBuildEvent>
|
||||
<PostBuildEvent>
|
||||
<Message>Copy Release DLL to output directory</Message>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||
</PostBuildEvent>
|
||||
<PostBuildEvent>
|
||||
<Message>Copy Release DLL to output directory</Message>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\textures\textures_framebuffer_rendering.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -431,6 +431,12 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_strings_management", "
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_cellular_automata", "examples\textures_cellular_automata.vcxproj", "{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_hilbert_curve", "examples\shapes_hilbert_curve.vcxproj", "{DC163251-16C3-4B72-B965-ACDBA0F02BD1}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_keyboard_testbed", "examples\core_keyboard_testbed.vcxproj", "{D35D2FDA-B53F-4F70-81CA-24D95812B89C}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_framebuffer_rendering", "examples\textures_framebuffer_rendering.vcxproj", "{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug.DLL|ARM64 = Debug.DLL|ARM64
|
||||
@ -5365,6 +5371,78 @@ Global
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|x64.Build.0 = Release|x64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|x86.ActiveCfg = Release|Win32
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|x86.Build.0 = Release|Win32
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
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||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug|ARM64.ActiveCfg = Debug|ARM64
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||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug|ARM64.Build.0 = Debug|ARM64
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{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug|x64.ActiveCfg = Debug|x64
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{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug|x64.Build.0 = Debug|x64
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{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Debug|x86.Build.0 = Debug|Win32
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
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{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release.DLL|x86.Build.0 = Release.DLL|Win32
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||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release|ARM64.ActiveCfg = Release|ARM64
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{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release|ARM64.Build.0 = Release|ARM64
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{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release|x64.ActiveCfg = Release|x64
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release|x64.Build.0 = Release|x64
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release|x86.ActiveCfg = Release|Win32
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1}.Release|x86.Build.0 = Release|Win32
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug|ARM64.ActiveCfg = Debug|ARM64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug|x64.Build.0 = Debug|x64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Debug|x86.Build.0 = Debug|Win32
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release|x64.ActiveCfg = Release|x64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release|x64.Build.0 = Release|x64
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release|x86.ActiveCfg = Release|Win32
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C}.Release|x86.Build.0 = Release|Win32
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug|ARM64.ActiveCfg = Debug|ARM64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug|x64.Build.0 = Debug|x64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Debug|x86.Build.0 = Debug|Win32
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release|x64.ActiveCfg = Release|x64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release|x64.Build.0 = Release|x64
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release|x86.ActiveCfg = Release|Win32
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
@ -5532,7 +5610,7 @@ Global
|
||||
{C54703BF-D68A-480D-BE27-49B62E45D582} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{9CD8BCAD-F212-4BCC-BA98-899743CE3279} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
|
||||
{0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{6777EC3C-077C-42FC-B4AD-B799CE55CCE4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{A61DAD9C-271C-4E95-81AA-DB4CD58564D4} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
@ -5541,7 +5619,7 @@ Global
|
||||
{3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{19CA0070-B4B2-4394-90B7-D0C259AA35BA} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{9DB1F875-6E65-4195-B23F-ED8095C0B99C} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{52BA9067-A5FC-4CE8-82AD-7204ECFDEF9F} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{8E132D5A-2C00-48D0-8747-97E41356F26F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
@ -5582,6 +5660,9 @@ Global
|
||||
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||
|
||||
@ -582,7 +582,6 @@
|
||||
<ClCompile Include="..\..\..\src\rshapes.c" />
|
||||
<ClCompile Include="..\..\..\src\rtext.c" />
|
||||
<ClCompile Include="..\..\..\src\rtextures.c" />
|
||||
<ClCompile Include="..\..\..\src\utils.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\..\src\external\cgltf.h" />
|
||||
@ -602,7 +601,6 @@
|
||||
<ClInclude Include="..\..\..\src\raylib.h" />
|
||||
<ClInclude Include="..\..\..\src\raymath.h" />
|
||||
<ClInclude Include="..\..\..\src\rlgl.h" />
|
||||
<ClInclude Include="..\..\..\src\utils.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="..\..\..\src\raylib.dll.rc" />
|
||||
|
||||
@ -22,9 +22,6 @@
|
||||
<ClCompile Include="..\..\..\src\rtextures.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\utils.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\platforms\rcore_android.c">
|
||||
<Filter>Source Files\Platform Files</Filter>
|
||||
</ClCompile>
|
||||
|
||||
@ -15,7 +15,7 @@
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
||||
@ -36,7 +36,6 @@ set(raylib_sources
|
||||
rshapes.c
|
||||
rtext.c
|
||||
rtextures.c
|
||||
utils.c
|
||||
)
|
||||
|
||||
# <root>/cmake/GlfwImport.cmake handles the details around the inclusion of glfw
|
||||
|
||||
15
src/Makefile
@ -33,7 +33,7 @@
|
||||
# Many thanks to Milan Nikolic (@gen2brain) for implementing Android platform pipeline.
|
||||
# Many thanks to Emanuele Petriglia for his contribution on GNU/Linux pipeline.
|
||||
#
|
||||
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -658,8 +658,7 @@ endif
|
||||
OBJS = rcore.o \
|
||||
rshapes.o \
|
||||
rtextures.o \
|
||||
rtext.o \
|
||||
utils.o
|
||||
rtext.o
|
||||
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||
ifeq ($(USE_EXTERNAL_GLFW),FALSE)
|
||||
@ -758,7 +757,7 @@ endif
|
||||
rcore.o : platforms/*.c
|
||||
|
||||
# Compile core module
|
||||
rcore.o : rcore.c raylib.h rlgl.h utils.h raymath.h rcamera.h rgestures.h
|
||||
rcore.o : rcore.c raylib.h rlgl.h raymath.h rcamera.h rgestures.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
|
||||
|
||||
# Compile rglfw module
|
||||
@ -770,15 +769,11 @@ rshapes.o : rshapes.c raylib.h rlgl.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
|
||||
|
||||
# Compile textures module
|
||||
rtextures.o : rtextures.c raylib.h rlgl.h utils.h
|
||||
rtextures.o : rtextures.c raylib.h rlgl.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
|
||||
|
||||
# Compile text module
|
||||
rtext.o : rtext.c raylib.h utils.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
|
||||
|
||||
# Compile utils module
|
||||
utils.o : utils.c utils.h
|
||||
rtext.o : rtext.c raylib.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
|
||||
|
||||
# Compile models module
|
||||
|
||||
61
src/config.h
@ -6,7 +6,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2018-2025 Ahmad Fatoum & Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2018-2026 Ahmad Fatoum and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -30,17 +30,24 @@
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module selection - Some modules could be avoided
|
||||
// Mandatory modules: rcore, rlgl, utils
|
||||
// Mandatory modules: rcore, rlgl
|
||||
//------------------------------------------------------------------------------------
|
||||
#define SUPPORT_MODULE_RSHAPES 1
|
||||
#define SUPPORT_MODULE_RTEXTURES 1
|
||||
#define SUPPORT_MODULE_RTEXT 1 // WARNING: It requires SUPPORT_MODULE_RTEXTURES to load sprite font textures
|
||||
#define SUPPORT_MODULE_RMODELS 1
|
||||
#define SUPPORT_MODULE_RAUDIO 1
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
#define SUPPORT_MODULE_RSHAPES 1
|
||||
#define SUPPORT_MODULE_RTEXTURES 1
|
||||
#define SUPPORT_MODULE_RTEXT 1 // WARNING: It requires SUPPORT_MODULE_RTEXTURES to load sprite font textures
|
||||
#define SUPPORT_MODULE_RMODELS 1
|
||||
#define SUPPORT_MODULE_RAUDIO 1
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rcore - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Standard file io library (stdio.h) included
|
||||
#define SUPPORT_STANDARD_FILEIO 1
|
||||
// Show TRACELOG() output messages
|
||||
#define SUPPORT_TRACELOG 1
|
||||
// Camera module is included (rcamera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
|
||||
#define SUPPORT_CAMERA_SYSTEM 1
|
||||
// Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag
|
||||
@ -69,10 +76,10 @@
|
||||
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
|
||||
// Enabling this flag allows manual control of the frame processes, use at your own risk
|
||||
//#define SUPPORT_CUSTOM_FRAME_CONTROL 1
|
||||
|
||||
// Support for clipboard image loading
|
||||
// NOTE: Only working on SDL3, GLFW (Windows) and RGFW (Windows)
|
||||
#define SUPPORT_CLIPBOARD_IMAGE 1
|
||||
#define SUPPORT_CLIPBOARD_IMAGE 1
|
||||
#endif
|
||||
|
||||
// NOTE: Clipboard image loading requires support for some image file formats
|
||||
// TODO: Those defines should probably be removed from here, letting the user manage them
|
||||
@ -94,8 +101,15 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(SUPPORT_TRACELOG)
|
||||
#define TRACELOG(level, ...) TraceLog(level, __VA_ARGS__)
|
||||
#else
|
||||
#define TRACELOG(level, ...) (void)0
|
||||
#endif
|
||||
|
||||
// rcore: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
#define MAX_TRACELOG_MSG_LENGTH 256 // Max length of one trace-log message
|
||||
#define MAX_FILEPATH_CAPACITY 8192 // Maximum file paths capacity
|
||||
#define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
|
||||
|
||||
@ -105,7 +119,7 @@
|
||||
#define MAX_GAMEPAD_AXES 8 // Maximum number of axes supported (per gamepad)
|
||||
#define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
|
||||
#define MAX_GAMEPAD_VIBRATION_TIME 2.0f // Maximum vibration time in seconds
|
||||
#define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
|
||||
#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
|
||||
#define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue
|
||||
#define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue
|
||||
|
||||
@ -116,7 +130,7 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rlgl - Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Enable OpenGL Debug Context (only available on OpenGL 4.3)
|
||||
//#define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT 1
|
||||
|
||||
@ -124,6 +138,7 @@
|
||||
//#define RLGL_SHOW_GL_DETAILS_INFO 1
|
||||
|
||||
#define RL_SUPPORT_MESH_GPU_SKINNING 1 // GPU skinning, comment if your GPU does not support more than 8 VBOs
|
||||
#endif
|
||||
|
||||
//#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 4096 // Default internal render batch elements limits
|
||||
#define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
|
||||
@ -173,9 +188,11 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rshapes - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Use QUADS instead of TRIANGLES for drawing when possible
|
||||
// Some lines-based shapes could still use lines
|
||||
#define SUPPORT_QUADS_DRAW_MODE 1
|
||||
#endif
|
||||
|
||||
// rshapes: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -184,6 +201,7 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rtextures - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Selected desired fileformats to be supported for image data loading
|
||||
#define SUPPORT_FILEFORMAT_PNG 1
|
||||
//#define SUPPORT_FILEFORMAT_BMP 1
|
||||
@ -207,10 +225,12 @@
|
||||
// Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop...
|
||||
// If not defined, still some functions are supported: ImageFormat(), ImageCrop(), ImageToPOT()
|
||||
#define SUPPORT_IMAGE_MANIPULATION 1
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rtext - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Default font is loaded on window initialization to be available for the user to render simple text
|
||||
// NOTE: If enabled, uses external module functions to load default raylib font
|
||||
#define SUPPORT_DEFAULT_FONT 1
|
||||
@ -230,6 +250,7 @@
|
||||
|
||||
// Support conservative font atlas size estimation
|
||||
//#define SUPPORT_FONT_ATLAS_SIZE_CONSERVATIVE 1
|
||||
#endif
|
||||
|
||||
// rtext: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -240,6 +261,7 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rmodels - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Selected desired model fileformats to be supported for loading
|
||||
#define SUPPORT_FILEFORMAT_OBJ 1
|
||||
#define SUPPORT_FILEFORMAT_MTL 1
|
||||
@ -250,6 +272,7 @@
|
||||
// Support procedural mesh generation functions, uses external par_shapes.h library
|
||||
// NOTE: Some generated meshes DO NOT include generated texture coordinates
|
||||
#define SUPPORT_MESH_GENERATION 1
|
||||
#endif
|
||||
|
||||
// rmodels: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -264,6 +287,7 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: raudio - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Desired audio fileformats to be supported for loading
|
||||
#define SUPPORT_FILEFORMAT_WAV 1
|
||||
#define SUPPORT_FILEFORMAT_OGG 1
|
||||
@ -272,6 +296,7 @@
|
||||
//#define SUPPORT_FILEFORMAT_FLAC 1
|
||||
#define SUPPORT_FILEFORMAT_XM 1
|
||||
#define SUPPORT_FILEFORMAT_MOD 1
|
||||
#endif
|
||||
|
||||
// raudio: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -281,18 +306,4 @@
|
||||
|
||||
#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16 // Maximum number of audio pool channels
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: utils - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
// Standard file io library (stdio.h) included
|
||||
#define SUPPORT_STANDARD_FILEIO 1
|
||||
// Show TRACELOG() output messages
|
||||
// NOTE: By default LOG_DEBUG traces not shown
|
||||
#define SUPPORT_TRACELOG 1
|
||||
//#define SUPPORT_TRACELOG_DEBUG 1
|
||||
|
||||
// utils: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
#define MAX_TRACELOG_MSG_LENGTH 256 // Max length of one trace-log message
|
||||
|
||||
#endif // CONFIG_H
|
||||
|
||||
22
src/external/RGFW.h
vendored
@ -669,7 +669,8 @@ typedef struct RGFW_event {
|
||||
typedef struct RGFW_window_src {
|
||||
HWND window; /*!< source window */
|
||||
HDC hdc; /*!< source HDC */
|
||||
u32 hOffset; /*!< height offset for window */
|
||||
i32 wOffset; /*!< width offset for window */
|
||||
i32 hOffset; /*!< height offset for window */
|
||||
HICON hIconSmall, hIconBig; /*!< source window icons */
|
||||
#if (defined(RGFW_OPENGL)) && !defined(RGFW_OSMESA) && !defined(RGFW_EGL)
|
||||
HGLRC ctx; /*!< source graphics context */
|
||||
@ -6522,8 +6523,8 @@ LRESULT CALLBACK WndProcW(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
if (win->src.aspectRatio.w != 0 && win->src.aspectRatio.h != 0) {
|
||||
double aspectRatio = (double)win->src.aspectRatio.w / win->src.aspectRatio.h;
|
||||
|
||||
int width = windowRect.right - windowRect.left;
|
||||
int height = windowRect.bottom - windowRect.top;
|
||||
int width = (windowRect.right - windowRect.left) - win->src.wOffset;
|
||||
int height = (windowRect.bottom - windowRect.top) - win->src.hOffset;
|
||||
int newHeight = (int)(width / aspectRatio);
|
||||
int newWidth = (int)(height * aspectRatio);
|
||||
|
||||
@ -6537,11 +6538,11 @@ LRESULT CALLBACK WndProcW(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
else windowRect.bottom = windowRect.top + newHeight;
|
||||
}
|
||||
|
||||
RGFW_window_resize(win, RGFW_AREA((windowRect.right - windowRect.left),
|
||||
RGFW_window_resize(win, RGFW_AREA((u32)(windowRect.right - windowRect.left) - (u32)win->src.wOffset,
|
||||
(u32)(windowRect.bottom - windowRect.top) - (u32)win->src.hOffset));
|
||||
}
|
||||
|
||||
win->r.w = windowRect.right - windowRect.left;
|
||||
win->r.w = (windowRect.right - windowRect.left) - (i32)win->src.wOffset;
|
||||
win->r.h = (windowRect.bottom - windowRect.top) - (i32)win->src.hOffset;
|
||||
RGFW_eventQueuePushEx(e.type = RGFW_windowResized; e._win = win);
|
||||
RGFW_windowResizedCallback(win, win->r);
|
||||
@ -6561,12 +6562,12 @@ LRESULT CALLBACK WndProcW(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
#endif
|
||||
case WM_GETMINMAXINFO: {
|
||||
MINMAXINFO* mmi = (MINMAXINFO*) lParam;
|
||||
mmi->ptMinTrackSize.x = (LONG)win->src.minSize.w;
|
||||
mmi->ptMinTrackSize.x = (LONG)(win->src.minSize.w + win->src.wOffset);
|
||||
mmi->ptMinTrackSize.y = (LONG)(win->src.minSize.h + win->src.hOffset);
|
||||
if (win->src.maxSize.w == 0 && win->src.maxSize.h == 0)
|
||||
return DefWindowProcW(hWnd, message, wParam, lParam);
|
||||
|
||||
mmi->ptMaxTrackSize.x = (LONG)win->src.maxSize.w;
|
||||
mmi->ptMaxTrackSize.x = (LONG)(win->src.maxSize.w + win->src.wOffset);
|
||||
mmi->ptMaxTrackSize.y = (LONG)(win->src.maxSize.h + win->src.hOffset);
|
||||
return DefWindowProcW(hWnd, message, wParam, lParam);
|
||||
}
|
||||
@ -6968,7 +6969,8 @@ RGFW_window* RGFW_createWindowPtr(const char* name, RGFW_rect rect, RGFW_windowF
|
||||
DestroyWindow(dummyWin);
|
||||
|
||||
win->src.hOffset = (u32)(windowRect.bottom - windowRect.top) - (u32)(clientRect.bottom - clientRect.top);
|
||||
win->src.window = CreateWindowW(Class.lpszClassName, (wchar_t*)wide_name, window_style, win->r.x, win->r.y, win->r.w, win->r.h + (i32)win->src.hOffset, 0, 0, inh, 0);
|
||||
win->src.wOffset = (u32)(windowRect.right - windowRect.left) - (u32)(clientRect.right - clientRect.left);
|
||||
win->src.window = CreateWindowW(Class.lpszClassName, (wchar_t*)wide_name, window_style, win->r.x, win->r.y, win->r.w + (i32)win->src.wOffset, win->r.h + (i32)win->src.hOffset, 0, 0, inh, 0);
|
||||
SetPropW(win->src.window, L"RGFW", win);
|
||||
RGFW_window_resize(win, RGFW_AREA(win->r.w, win->r.h)); /* so WM_GETMINMAXINFO gets called again */
|
||||
|
||||
@ -7064,7 +7066,7 @@ void RGFW_window_setFullscreen(RGFW_window* win, RGFW_bool fullscreen) {
|
||||
|
||||
if (fullscreen == RGFW_FALSE) {
|
||||
RGFW_window_setBorder(win, 1);
|
||||
SetWindowPos(win->src.window, HWND_NOTOPMOST, win->_oldRect.x, win->_oldRect.y, win->_oldRect.w, win->_oldRect.h + (i32)win->src.hOffset,
|
||||
SetWindowPos(win->src.window, HWND_NOTOPMOST, win->_oldRect.x, win->_oldRect.y, win->_oldRect.w + (i32)win->src.wOffset, win->_oldRect.h + (i32)win->src.hOffset,
|
||||
SWP_NOOWNERZORDER | SWP_FRAMECHANGED);
|
||||
|
||||
win->_flags &= ~(u32)RGFW_windowFullscreen;
|
||||
@ -7898,7 +7900,7 @@ void RGFW_window_resize(RGFW_window* win, RGFW_area a) {
|
||||
|
||||
win->r.w = (i32)a.w;
|
||||
win->r.h = (i32)a.h;
|
||||
SetWindowPos(win->src.window, HWND_TOP, 0, 0, win->r.w, win->r.h + (i32)win->src.hOffset, SWP_NOMOVE);
|
||||
SetWindowPos(win->src.window, HWND_TOP, 0, 0, win->r.w + (i32)win->src.wOffset, win->r.h + (i32)win->src.hOffset, SWP_NOMOVE);
|
||||
}
|
||||
|
||||
|
||||
|
||||
875
src/external/miniaudio.h
vendored
4
src/external/rl_gputex.h
vendored
@ -62,7 +62,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -339,7 +339,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((header->ddspf.flags == 0x40) && (header->ddspf.rgb_bit_count == 24)) // DDS_RGB, no compressed
|
||||
else if ((header->ddspf.flags == 0x40) && (header->ddspf.rgb_bit_count == 24)) // DDS_RGB, no compressed
|
||||
{
|
||||
int data_size = image_pixel_size*3*sizeof(unsigned char);
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size/3;
|
||||
|
||||
50
src/external/rlsw.h
vendored
@ -1177,7 +1177,7 @@ static inline void sw_float_to_unorm8_simd(uint8_t dst[4], const float src[4])
|
||||
static inline void sw_float_from_unorm8_simd(float dst[4], const uint8_t src[4])
|
||||
{
|
||||
#if defined(SW_HAS_NEON)
|
||||
uint8x8_t bytes8 = vld1_u8(src); //< Read 8 bytes, faster, but let's hope we're not at the end of the page (unlikely)...
|
||||
uint8x8_t bytes8 = vld1_u8(src); // Reading 8 bytes, faster, but let's hope not hitting the end of the page (unlikely)...
|
||||
uint16x8_t bytes16 = vmovl_u8(bytes8);
|
||||
uint32x4_t ints = vmovl_u16(vget_low_u16(bytes16));
|
||||
float32x4_t floats = vcvtq_f32_u32(ints);
|
||||
@ -1224,8 +1224,8 @@ static inline uint32_t sw_half_to_float_ui(uint16_t h)
|
||||
// denormal: flush to zero
|
||||
r = (em < (1 << 10))? 0 : r;
|
||||
|
||||
// infinity/NaN; note that we preserve NaN payload as a byproduct of unifying inf/nan cases
|
||||
// 112 is an exponent bias fixup; since we already applied it once, applying it twice converts 31 to 255
|
||||
// NOTE: infinity/NaN; NaN payload is preserved as a byproduct of unifying inf/nan cases
|
||||
// 112 is an exponent bias fixup; since it is already applied once, applying it twice converts 31 to 255
|
||||
r += (em >= (31 << 10))? (112 << 23) : 0;
|
||||
|
||||
return s | r;
|
||||
@ -1252,7 +1252,7 @@ static inline uint16_t sw_half_from_float_ui(uint32_t ui)
|
||||
// Overflow: infinity; 143 encodes exponent 16
|
||||
h = (em >= (143 << 23))? 0x7c00 : h;
|
||||
|
||||
// NaN; note that we convert all types of NaN to qNaN
|
||||
// NOTE: NaN; all types of NaN aree converted to qNaN
|
||||
h = (em > (255 << 23))? 0x7e00 : h;
|
||||
|
||||
return (uint16_t)(s | h);
|
||||
@ -1918,8 +1918,8 @@ static inline void sw_texture_sample_nearest(float *color, const sw_texture_t *t
|
||||
|
||||
static inline void sw_texture_sample_linear(float *color, const sw_texture_t *tex, float u, float v)
|
||||
{
|
||||
// TODO: With a bit more cleverness we could clearly reduce the
|
||||
// number of operations here, but for now it works fine
|
||||
// TODO: With a bit more cleverness thee number of operations can
|
||||
// be clearly reduced, but for now it works fine
|
||||
|
||||
float xf = (u*tex->width) - 0.5f;
|
||||
float yf = (v*tex->height) - 0.5f;
|
||||
@ -1933,7 +1933,7 @@ static inline void sw_texture_sample_linear(float *color, const sw_texture_t *te
|
||||
int x1 = x0 + 1;
|
||||
int y1 = y0 + 1;
|
||||
|
||||
// NOTE: If the textures are POT we could avoid the division for SW_REPEAT
|
||||
// NOTE: If the textures are POT, avoid the division for SW_REPEAT
|
||||
|
||||
if (tex->sWrap == SW_CLAMP)
|
||||
{
|
||||
@ -1974,7 +1974,7 @@ static inline void sw_texture_sample_linear(float *color, const sw_texture_t *te
|
||||
static inline void sw_texture_sample(float *color, const sw_texture_t *tex, float u, float v, float dUdx, float dUdy, float dVdx, float dVdy)
|
||||
{
|
||||
// Previous method: There is no need to compute the square root
|
||||
// because using the squared value, the comparison remains `L2 > 1.0f*1.0f`
|
||||
// because using the squared value, the comparison remains (L2 > 1.0f*1.0f)
|
||||
//float du = sqrtf(dUdx*dUdx + dUdy*dUdy);
|
||||
//float dv = sqrtf(dVdx*dVdx + dVdy*dVdy);
|
||||
//float L = (du > dv)? du : dv;
|
||||
@ -2204,12 +2204,12 @@ static inline bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VE
|
||||
static inline bool sw_triangle_face_culling(void)
|
||||
{
|
||||
// NOTE: Face culling is done before clipping to avoid unnecessary computations
|
||||
// To handle triangles crossing the w=0 plane correctly,
|
||||
// we perform the winding order test in homogeneous coordinates directly,
|
||||
// before the perspective division (division by w)
|
||||
// This test determines the orientation of the triangle in the (x,y,w) plane,
|
||||
// which corresponds to the projected 2D winding order sign,
|
||||
// even with negative w values
|
||||
// To handle triangles crossing the w=0 plane correctly,
|
||||
// the winding order test is performeed in homogeneous coordinates directly,
|
||||
// before the perspective division (division by w)
|
||||
// This test determines the orientation of the triangle in the (x,y,w) plane,
|
||||
// which corresponds to the projected 2D winding order sign,
|
||||
// even with negative w values
|
||||
|
||||
// Preload homogeneous coordinates into local variables
|
||||
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
|
||||
@ -2558,13 +2558,13 @@ static inline void sw_triangle_render(void)
|
||||
static inline bool sw_quad_face_culling(void)
|
||||
{
|
||||
// NOTE: Face culling is done before clipping to avoid unnecessary computations
|
||||
// To handle quads crossing the w=0 plane correctly,
|
||||
// we perform the winding order test in homogeneous coordinates directly,
|
||||
// before the perspective division (division by w)
|
||||
// For a convex quad with vertices P0, P1, P2, P3 in sequential order,
|
||||
// the winding order of the quad is the same as the winding order
|
||||
// of the triangle P0 P1 P2. We use the homogeneous triangle
|
||||
// winding test on this first triangle
|
||||
// To handle quads crossing the w=0 plane correctly,
|
||||
// the winding order test is performed in homogeneous coordinates directly,
|
||||
// before the perspective division (division by w)
|
||||
// For a convex quad with vertices P0, P1, P2, P3 in sequential order,
|
||||
// the winding order of the quad is the same as the winding order
|
||||
// of the triangle P0 P1 P2. The homogeneous triangle is used on
|
||||
// winding test on this first triangle
|
||||
|
||||
// Preload homogeneous coordinates into local variables
|
||||
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
|
||||
@ -2649,7 +2649,7 @@ static inline bool sw_quad_is_axis_aligned(void)
|
||||
{
|
||||
// Reject quads with perspective projection
|
||||
// The fast path assumes affine (non-perspective) quads,
|
||||
// so we require all vertices to have homogeneous w = 1.0
|
||||
// so it's required for all vertices to have homogeneous w = 1.0
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (RLSW.vertexBuffer[i].homogeneous[3] != 1.0f) return false;
|
||||
@ -2721,7 +2721,7 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
|
||||
|
||||
// TODO: REVIEW: Could a perfectly aligned quad, where one of the four points has a different depth,
|
||||
// still appear perfectly aligned from a certain point of view?
|
||||
// Because in that case, we would still need to perform perspective division for textures and colors...
|
||||
// Because in that case, it's still needed to perform perspective division for textures and colors...
|
||||
#define DEFINE_QUAD_RASTER_AXIS_ALIGNED(FUNC_NAME, ENABLE_TEXTURE, ENABLE_DEPTH_TEST, ENABLE_COLOR_BLEND) \
|
||||
static inline void FUNC_NAME(void) \
|
||||
{ \
|
||||
@ -3090,7 +3090,7 @@ static inline void FUNC_NAME(const sw_vertex_t *v0, const sw_vertex_t *v1) \
|
||||
\
|
||||
for (int i = 0; i < numPixels; i++) \
|
||||
{ \
|
||||
/* REVIEW: May require reviewing projection details */ \
|
||||
/* TODO: REVIEW: May require reviewing projection details */ \
|
||||
int px = (int)(x - 0.5f); \
|
||||
int py = (int)(y - 0.5f); \
|
||||
\
|
||||
@ -3721,7 +3721,7 @@ void swBlitFramebuffer(int xDst, int yDst, int wDst, int hDst, int xSrc, int ySr
|
||||
ySrc = sw_clampi(ySrc, 0, hSrc);
|
||||
|
||||
// Check if the sizes are identical after clamping the source to avoid unexpected issues
|
||||
// REVIEW: This repeats the operations if true, so we could make a copy function without these checks
|
||||
// TODO: REVIEW: This repeats the operations if true, so a copy function can be made without these checks
|
||||
if (xDst == xSrc && yDst == ySrc && wDst == wSrc && hDst == hSrc)
|
||||
{
|
||||
swCopyFramebuffer(xSrc, ySrc, wSrc, hSrc, format, type, pixels);
|
||||
|
||||
@ -54,6 +54,12 @@
|
||||
// 'Ask where to save each file before downloading' - which you can set true/false.
|
||||
// If you enable this setting it would always ask you and bring the SaveAsDialog
|
||||
saveAs(blob, localFSname);
|
||||
|
||||
// Alternative implementation to avoid FileSaver.js
|
||||
//const link = document.createElement("a");
|
||||
//link.href = URL.createObjectURL(blob);
|
||||
//link.download = localFSname;
|
||||
//link.click();
|
||||
}
|
||||
</script>
|
||||
</head>
|
||||
|
||||
@ -13,9 +13,6 @@
|
||||
* - Improvement 01
|
||||
* - Improvement 02
|
||||
*
|
||||
* ADDITIONAL NOTES:
|
||||
* - TRACELOG() function is located in raylib [utils] module
|
||||
*
|
||||
* CONFIGURATION:
|
||||
* #define RCORE_PLATFORM_CUSTOM_FLAG
|
||||
* Custom flag for rcore on target platform -not used-
|
||||
@ -27,7 +24,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5) and contributors
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -48,7 +45,11 @@
|
||||
|
||||
#include <android_native_app_glue.h> // Required for: android_app struct and activity management
|
||||
#include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others
|
||||
#include <android/log.h> // Required for: Android log system: __android_log_vprint()
|
||||
#include <android/asset_manager.h> // Required for: AAssetManager
|
||||
//#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...)
|
||||
|
||||
#include <errno.h> // Required for: error types
|
||||
#include <jni.h> // Required for: JNIEnv and JavaVM [Used in OpenURL() and GetCurrentMonitor()]
|
||||
|
||||
#include <EGL/egl.h> // Native platform windowing system interface
|
||||
@ -267,6 +268,19 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd);
|
||||
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
|
||||
static GamepadButton AndroidTranslateGamepadButton(int button); // Map Android gamepad button to raylib gamepad button
|
||||
|
||||
static void SetupFramebuffer(int width, int height); // Setup main framebuffer (required by InitPlatform())
|
||||
|
||||
static int android_read(void *cookie, char *buf, int size);
|
||||
static int android_write(void *cookie, const char *buf, int size);
|
||||
static fpos_t android_seek(void *cookie, fpos_t offset, int whence);
|
||||
static int android_close(void *cookie);
|
||||
|
||||
FILE *android_fopen(const char *fileName, const char *mode); // Replacement for fopen() -> Read-only!
|
||||
FILE *funopen(const void *cookie, int (*readfn)(void *, char *, int), int (*writefn)(void *, const char *, int),
|
||||
fpos_t (*seekfn)(void *, fpos_t, int), int (*closefn)(void *));
|
||||
|
||||
#define fopen(name, mode) android_fopen(name, mode)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -817,8 +831,6 @@ int InitPlatform(void)
|
||||
|
||||
// Initialize storage system
|
||||
//----------------------------------------------------------------------------
|
||||
InitAssetManager(platform.app->activity->assetManager, platform.app->activity->internalDataPath); // Initialize assets manager
|
||||
|
||||
CORE.Storage.basePath = platform.app->activity->internalDataPath; // Define base path for storage
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
@ -874,8 +886,8 @@ void ClosePlatform(void)
|
||||
// NOTE: Reset global state in case the activity is being relaunched
|
||||
if (platform.app->destroyRequested != 0)
|
||||
{
|
||||
CORE = (CoreData){0};
|
||||
platform = (PlatformData){0};
|
||||
CORE = (CoreData){ 0 };
|
||||
platform = (PlatformData){ 0 };
|
||||
}
|
||||
}
|
||||
|
||||
@ -885,7 +897,6 @@ void ClosePlatform(void)
|
||||
// NOTE: returns false in case graphic device could not be created
|
||||
static int InitGraphicsDevice(void)
|
||||
{
|
||||
CORE.Window.fullscreen = true;
|
||||
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
|
||||
EGLint samples = 0;
|
||||
@ -919,6 +930,7 @@ static int InitGraphicsDevice(void)
|
||||
|
||||
// Get an EGL device connection
|
||||
platform.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
||||
|
||||
if (platform.device == EGL_NO_DISPLAY)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
|
||||
@ -1177,7 +1189,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
||||
if (FLAG_IS_SET(source, AINPUT_SOURCE_JOYSTICK) ||
|
||||
FLAG_IS_SET(source, AINPUT_SOURCE_GAMEPAD))
|
||||
{
|
||||
// For now we'll assume a single gamepad which we "detect" on its input event
|
||||
// Assuming a single gamepad, "detected" on its input event
|
||||
CORE.Input.Gamepad.ready[0] = true;
|
||||
|
||||
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue(
|
||||
@ -1238,10 +1250,13 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
||||
//int32_t AKeyEvent_getMetaState(event);
|
||||
|
||||
// Handle gamepad button presses and releases
|
||||
if (FLAG_IS_SET(source, AINPUT_SOURCE_JOYSTICK) ||
|
||||
FLAG_IS_SET(source, AINPUT_SOURCE_GAMEPAD))
|
||||
// NOTE: Skip gamepad handling if this is a keyboard event, as some devices
|
||||
// report both AINPUT_SOURCE_KEYBOARD and AINPUT_SOURCE_GAMEPAD flags
|
||||
if ((FLAG_IS_SET(source, AINPUT_SOURCE_JOYSTICK) ||
|
||||
FLAG_IS_SET(source, AINPUT_SOURCE_GAMEPAD)) &&
|
||||
!FLAG_IS_SET(source, AINPUT_SOURCE_KEYBOARD))
|
||||
{
|
||||
// For now we'll assume a single gamepad which we "detect" on its input event
|
||||
// Assuming a single gamepad, "detected" on its input event
|
||||
CORE.Input.Gamepad.ready[0] = true;
|
||||
|
||||
GamepadButton button = AndroidTranslateGamepadButton(keycode);
|
||||
@ -1332,30 +1347,17 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
||||
}
|
||||
}
|
||||
|
||||
if ((flags == AMOTION_EVENT_ACTION_POINTER_UP) || (flags == AMOTION_EVENT_ACTION_UP) || (flags == AMOTION_EVENT_ACTION_HOVER_EXIT))
|
||||
{
|
||||
// One of the touchpoints is released, remove it from touch point arrays
|
||||
if (flags == AMOTION_EVENT_ACTION_HOVER_EXIT)
|
||||
{
|
||||
// If the touchPoint is hover, remove it from hoverPoints
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; i++)
|
||||
{
|
||||
if (touchRaw.hoverPoints[i] == touchRaw.pointId[pointerIndex])
|
||||
{
|
||||
touchRaw.hoverPoints[i] = -1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = pointerIndex; (i < touchRaw.pointCount - 1) && (i < MAX_TOUCH_POINTS - 1); i++)
|
||||
{
|
||||
touchRaw.pointId[i] = touchRaw.pointId[i+1];
|
||||
touchRaw.position[i] = touchRaw.position[i+1];
|
||||
}
|
||||
touchRaw.pointCount--;
|
||||
}
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM)
|
||||
GestureEvent gestureEvent = { 0 };
|
||||
|
||||
gestureEvent.pointCount = 0;
|
||||
|
||||
// Register touch actions
|
||||
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
|
||||
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_ACTION_UP;
|
||||
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
|
||||
else if (flags == AMOTION_EVENT_ACTION_CANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
|
||||
|
||||
int pointCount = 0;
|
||||
for (int i = 0; (i < touchRaw.pointCount) && (i < MAX_TOUCH_POINTS); i++)
|
||||
{
|
||||
// If the touchPoint is hover, Ignore it
|
||||
@ -1371,35 +1373,62 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
||||
}
|
||||
if (hover) continue;
|
||||
|
||||
CORE.Input.Touch.pointId[pointCount] = touchRaw.pointId[i];
|
||||
CORE.Input.Touch.position[pointCount] = touchRaw.position[i];
|
||||
pointCount++;
|
||||
}
|
||||
CORE.Input.Touch.pointCount = pointCount;
|
||||
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM)
|
||||
GestureEvent gestureEvent = { 0 };
|
||||
|
||||
gestureEvent.pointCount = CORE.Input.Touch.pointCount;
|
||||
|
||||
// Register touch actions
|
||||
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
|
||||
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_ACTION_UP;
|
||||
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
|
||||
else if (flags == AMOTION_EVENT_ACTION_CANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
|
||||
|
||||
for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++)
|
||||
{
|
||||
gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i];
|
||||
gestureEvent.position[i] = CORE.Input.Touch.position[i];
|
||||
gestureEvent.position[i].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[i].y /= (float)GetScreenHeight();
|
||||
gestureEvent.pointId[gestureEvent.pointCount] = touchRaw.pointId[i];
|
||||
gestureEvent.position[gestureEvent.pointCount] = touchRaw.position[i];
|
||||
gestureEvent.position[gestureEvent.pointCount].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[gestureEvent.pointCount].y /= (float)GetScreenHeight();
|
||||
gestureEvent.pointCount++;
|
||||
}
|
||||
|
||||
// Gesture data is sent to gestures system for processing
|
||||
ProcessGestureEvent(gestureEvent);
|
||||
#endif
|
||||
|
||||
if (flags == AMOTION_EVENT_ACTION_HOVER_EXIT)
|
||||
{
|
||||
// Hover exited. So, remove it from hoverPoints
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; i++)
|
||||
{
|
||||
if (touchRaw.hoverPoints[i] == touchRaw.pointId[pointerIndex])
|
||||
{
|
||||
touchRaw.hoverPoints[i] = -1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((flags == AMOTION_EVENT_ACTION_POINTER_UP) || (flags == AMOTION_EVENT_ACTION_UP))
|
||||
{
|
||||
// One of the touchpoints is released, remove it from touch point arrays
|
||||
for (int i = pointerIndex; (i < touchRaw.pointCount - 1) && (i < MAX_TOUCH_POINTS - 1); i++)
|
||||
{
|
||||
touchRaw.pointId[i] = touchRaw.pointId[i+1];
|
||||
touchRaw.position[i] = touchRaw.position[i+1];
|
||||
}
|
||||
touchRaw.pointCount--;
|
||||
}
|
||||
|
||||
CORE.Input.Touch.pointCount = 0;
|
||||
for (int i = 0; (i < touchRaw.pointCount) && (i < MAX_TOUCH_POINTS); i++)
|
||||
{
|
||||
// If the touchPoint is hover, Ignore it
|
||||
bool hover = false;
|
||||
for (int j = 0; j < MAX_TOUCH_POINTS; j++)
|
||||
{
|
||||
// Check if the touchPoint is in hoverPointers
|
||||
if (touchRaw.hoverPoints[j] == touchRaw.pointId[i])
|
||||
{
|
||||
hover = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (hover) continue;
|
||||
|
||||
CORE.Input.Touch.pointId[CORE.Input.Touch.pointCount] = touchRaw.pointId[i];
|
||||
CORE.Input.Touch.position[CORE.Input.Touch.pointCount] = touchRaw.position[i];
|
||||
CORE.Input.Touch.pointCount++;
|
||||
}
|
||||
|
||||
// When all touchpoints are tapped and released really quickly, this event is generated
|
||||
if (flags == AMOTION_EVENT_ACTION_CANCEL) CORE.Input.Touch.pointCount = 0;
|
||||
|
||||
@ -1417,4 +1446,144 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Compute framebuffer size relative to screen size and display size
|
||||
// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
|
||||
static void SetupFramebuffer(int width, int height)
|
||||
{
|
||||
// Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
|
||||
if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
// Downscaling to fit display with border-bars
|
||||
float widthRatio = (float)CORE.Window.display.width/(float)CORE.Window.screen.width;
|
||||
float heightRatio = (float)CORE.Window.display.height/(float)CORE.Window.screen.height;
|
||||
|
||||
if (widthRatio <= heightRatio)
|
||||
{
|
||||
CORE.Window.render.width = CORE.Window.display.width;
|
||||
CORE.Window.render.height = (int)round((float)CORE.Window.screen.height*widthRatio);
|
||||
CORE.Window.renderOffset.x = 0;
|
||||
CORE.Window.renderOffset.y = (CORE.Window.display.height - CORE.Window.render.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.render.width = (int)round((float)CORE.Window.screen.width*heightRatio);
|
||||
CORE.Window.render.height = CORE.Window.display.height;
|
||||
CORE.Window.renderOffset.x = (CORE.Window.display.width - CORE.Window.render.width);
|
||||
CORE.Window.renderOffset.y = 0;
|
||||
}
|
||||
|
||||
// Screen scaling required
|
||||
float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
|
||||
CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
|
||||
|
||||
// NOTE: We render to full display resolution!
|
||||
// We just need to calculate above parameters for downscale matrix and offsets
|
||||
CORE.Window.render.width = CORE.Window.display.width;
|
||||
CORE.Window.render.height = CORE.Window.display.height;
|
||||
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Downscale matrix generated, content will be rendered at (%ix%i)", CORE.Window.render.width, CORE.Window.render.height);
|
||||
}
|
||||
else if ((CORE.Window.screen.width < CORE.Window.display.width) || (CORE.Window.screen.height < CORE.Window.display.height))
|
||||
{
|
||||
// Required screen size is smaller than display size
|
||||
TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0))
|
||||
{
|
||||
CORE.Window.screen.width = CORE.Window.display.width;
|
||||
CORE.Window.screen.height = CORE.Window.display.height;
|
||||
}
|
||||
|
||||
// Upscaling to fit display with border-bars
|
||||
float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height;
|
||||
float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
|
||||
|
||||
if (displayRatio <= screenRatio)
|
||||
{
|
||||
CORE.Window.render.width = CORE.Window.screen.width;
|
||||
CORE.Window.render.height = (int)round((float)CORE.Window.screen.width/displayRatio);
|
||||
CORE.Window.renderOffset.x = 0;
|
||||
CORE.Window.renderOffset.y = (CORE.Window.render.height - CORE.Window.screen.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.render.width = (int)round((float)CORE.Window.screen.height*displayRatio);
|
||||
CORE.Window.render.height = CORE.Window.screen.height;
|
||||
CORE.Window.renderOffset.x = (CORE.Window.render.width - CORE.Window.screen.width);
|
||||
CORE.Window.renderOffset.y = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.render.width = CORE.Window.screen.width;
|
||||
CORE.Window.render.height = CORE.Window.screen.height;
|
||||
CORE.Window.renderOffset.x = 0;
|
||||
CORE.Window.renderOffset.y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Replacement for fopen()
|
||||
// REF: https://developer.android.com/ndk/reference/group/asset
|
||||
FILE *android_fopen(const char *fileName, const char *mode)
|
||||
{
|
||||
FILE *file = NULL;
|
||||
|
||||
if (mode[0] == 'w')
|
||||
{
|
||||
// NOTE: fopen() is mapped to android_fopen() that only grants read access to
|
||||
// assets directory through AAssetManager but we want to also be able to
|
||||
// write data when required using the standard stdio FILE access functions
|
||||
// REF: https://stackoverflow.com/questions/11294487/android-writing-saving-files-from-native-code-only
|
||||
#undef fopen
|
||||
file = fopen(TextFormat("%s/%s", platform.app->activity->internalDataPath, fileName), mode);
|
||||
#define fopen(name, mode) android_fopen(name, mode)
|
||||
}
|
||||
else
|
||||
{
|
||||
// NOTE: AAsset provides access to read-only asset
|
||||
AAsset *asset = AAssetManager_open(platform.app->activity->assetManager, fileName, AASSET_MODE_UNKNOWN);
|
||||
|
||||
if (asset != NULL)
|
||||
{
|
||||
// Get pointer to file in the assets
|
||||
file = funopen(asset, android_read, android_write, android_seek, android_close);
|
||||
}
|
||||
else
|
||||
{
|
||||
#undef fopen
|
||||
// Just do a regular open if file is not found in the assets
|
||||
file = fopen(TextFormat("%s/%s", platform.app->activity->internalDataPath, fileName), mode);
|
||||
if (file == NULL) file = fopen(fileName, mode);
|
||||
#define fopen(name, mode) android_fopen(name, mode)
|
||||
}
|
||||
}
|
||||
|
||||
return file;
|
||||
}
|
||||
|
||||
static int android_read(void *cookie, char *data, int dataSize)
|
||||
{
|
||||
return AAsset_read((AAsset *)cookie, data, dataSize);
|
||||
}
|
||||
|
||||
static int android_write(void *cookie, const char *data, int dataSize)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "ANDROID: Failed to provide write access to APK");
|
||||
|
||||
return EACCES;
|
||||
}
|
||||
|
||||
static fpos_t android_seek(void *cookie, fpos_t offset, int whence)
|
||||
{
|
||||
return AAsset_seek((AAsset *)cookie, offset, whence);
|
||||
}
|
||||
|
||||
static int android_close(void *cookie)
|
||||
{
|
||||
AAsset_close((AAsset *)cookie);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// EOF
|
||||
|
||||
@ -16,9 +16,6 @@
|
||||
* - Improvement 01
|
||||
* - Improvement 02
|
||||
*
|
||||
* ADDITIONAL NOTES:
|
||||
* - TRACELOG() function is located in raylib [utils] module
|
||||
*
|
||||
* CONFIGURATION:
|
||||
* #define RCORE_PLATFORM_CUSTOM_FLAG
|
||||
* Custom flag for rcore on target platform -not used-
|
||||
@ -30,7 +27,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5) and contributors
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -103,7 +100,7 @@
|
||||
#include <unistd.h> // Required for: usleep()
|
||||
|
||||
//#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
|
||||
void *glfwGetCocoaWindow(GLFWwindow* handle);
|
||||
void *glfwGetCocoaWindow(GLFWwindow *handle);
|
||||
#include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
|
||||
#endif
|
||||
|
||||
@ -176,45 +173,72 @@ bool WindowShouldClose(void)
|
||||
// Toggle fullscreen mode
|
||||
void ToggleFullscreen(void)
|
||||
{
|
||||
if (!CORE.Window.fullscreen)
|
||||
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
// Store previous window position (in case we exit fullscreen)
|
||||
// Store previous screen data (in case exiting fullscreen)
|
||||
CORE.Window.previousPosition = CORE.Window.position;
|
||||
CORE.Window.previousScreen = CORE.Window.screen;
|
||||
|
||||
// Use current monitor the window is on to get fullscreen required size
|
||||
int monitorCount = 0;
|
||||
int monitorIndex = GetCurrentMonitor();
|
||||
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
||||
|
||||
// Use current monitor, so we correctly get the display the window is on
|
||||
GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL;
|
||||
|
||||
if (monitor == NULL)
|
||||
if (monitor != NULL)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
|
||||
// Get current monitor video mode
|
||||
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitorIndex]);
|
||||
CORE.Window.display.width = mode->width;
|
||||
CORE.Window.display.height = mode->height;
|
||||
|
||||
CORE.Window.fullscreen = false;
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
CORE.Window.position = (Point){ 0, 0 };
|
||||
CORE.Window.screen = CORE.Window.display;
|
||||
|
||||
glfwSetWindowMonitor(platform.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.fullscreen = true;
|
||||
// Set fullscreen flag to be processed on FramebufferSizeCallback() accordingly
|
||||
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
|
||||
#if defined(_GLFW_X11) || defined(_GLFW_WAYLAND)
|
||||
// NOTE: X11 requires undecorating the window before switching to
|
||||
// fullscreen to avoid issues with framebuffer scaling
|
||||
glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE);
|
||||
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
|
||||
#endif
|
||||
// WARNING: This function launches FramebufferSizeCallback()
|
||||
glfwSetWindowMonitor(platform.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.fullscreen = false;
|
||||
// Restore previous window position and size
|
||||
CORE.Window.position = CORE.Window.previousPosition;
|
||||
CORE.Window.screen = CORE.Window.previousScreen;
|
||||
|
||||
// Set fullscreen flag to be processed on FramebufferSizeCallback() accordingly
|
||||
// and considered by GetWindowScaleDPI()
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
|
||||
glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
|
||||
#if !defined(__APPLE__)
|
||||
// Make sure to restore render size considering HighDPI scaling
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width*scaleDpi.x);
|
||||
CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height*scaleDpi.y);
|
||||
}
|
||||
#endif
|
||||
|
||||
// we update the window position right away
|
||||
CORE.Window.position.x = CORE.Window.previousPosition.x;
|
||||
CORE.Window.position.y = CORE.Window.previousPosition.y;
|
||||
// WARNING: This function launches FramebufferSizeCallback()
|
||||
glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.position.x, CORE.Window.position.y,
|
||||
CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
|
||||
|
||||
#if defined(_GLFW_X11) || defined(_GLFW_WAYLAND)
|
||||
// NOTE: X11 requires restoring the decorated window after switching from
|
||||
// fullscreen to avoid issues with framebuffer scaling
|
||||
glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
|
||||
@ -226,13 +250,8 @@ void ToggleFullscreen(void)
|
||||
void ToggleBorderlessWindowed(void)
|
||||
{
|
||||
// Leave fullscreen before attempting to set borderless windowed mode
|
||||
bool wasOnFullscreen = false;
|
||||
if (CORE.Window.fullscreen)
|
||||
{
|
||||
// Fullscreen already saves the previous position so it does not need to be set here again
|
||||
ToggleFullscreen();
|
||||
wasOnFullscreen = true;
|
||||
}
|
||||
// NOTE: Fullscreen already saves the previous position so it does not need to be set again later
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) ToggleFullscreen();
|
||||
|
||||
int monitorCount = 0;
|
||||
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
||||
@ -248,7 +267,7 @@ void ToggleBorderlessWindowed(void)
|
||||
{
|
||||
// Store screen position and size
|
||||
// NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here
|
||||
if (!wasOnFullscreen) CORE.Window.previousPosition = CORE.Window.position;
|
||||
CORE.Window.previousPosition = CORE.Window.position;
|
||||
CORE.Window.previousScreen = CORE.Window.screen;
|
||||
|
||||
// Set undecorated flag
|
||||
@ -256,22 +275,13 @@ void ToggleBorderlessWindowed(void)
|
||||
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
|
||||
|
||||
// Get monitor position and size
|
||||
int monitorPosX = 0;
|
||||
int monitorPosY = 0;
|
||||
glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY);
|
||||
const int monitorWidth = mode->width;
|
||||
const int monitorHeight = mode->height;
|
||||
glfwGetMonitorPos(monitors[monitor], &CORE.Window.position.x, &CORE.Window.position.y);
|
||||
CORE.Window.screen.width = mode->width;
|
||||
CORE.Window.screen.height = mode->height;
|
||||
|
||||
// Set screen position and size
|
||||
glfwSetWindowMonitor(
|
||||
platform.handle,
|
||||
monitors[monitor],
|
||||
monitorPosX,
|
||||
monitorPosY,
|
||||
monitorWidth,
|
||||
monitorHeight,
|
||||
mode->refreshRate
|
||||
);
|
||||
glfwSetWindowMonitor(platform.handle, monitors[monitor], CORE.Window.position.x, CORE.Window.position.y,
|
||||
CORE.Window.screen.width, CORE.Window.screen.height, mode->refreshRate);
|
||||
|
||||
// Refocus window
|
||||
glfwFocusWindow(platform.handle);
|
||||
@ -280,39 +290,32 @@ void ToggleBorderlessWindowed(void)
|
||||
}
|
||||
else
|
||||
{
|
||||
// Restore previous screen values
|
||||
CORE.Window.position = CORE.Window.previousPosition;
|
||||
CORE.Window.screen = CORE.Window.previousScreen;
|
||||
|
||||
// Remove undecorated flag
|
||||
glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
|
||||
|
||||
#if !defined(__APPLE__)
|
||||
// Make sure to restore size to HighDPI
|
||||
// Make sure to restore size considering HighDPI scaling
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
CORE.Window.previousScreen.width *= scaleDpi.x;
|
||||
CORE.Window.previousScreen.height *= scaleDpi.y;
|
||||
CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width*scaleDpi.x);
|
||||
CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height*scaleDpi.y);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Return previous screen size and position
|
||||
// NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly
|
||||
glfwSetWindowMonitor(
|
||||
platform.handle,
|
||||
NULL,
|
||||
CORE.Window.previousPosition.x,
|
||||
CORE.Window.previousPosition.y,
|
||||
CORE.Window.previousScreen.width,
|
||||
CORE.Window.previousScreen.height,
|
||||
mode->refreshRate
|
||||
);
|
||||
// Return to previous screen size and position
|
||||
glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.position.x, CORE.Window.position.y,
|
||||
CORE.Window.screen.width, CORE.Window.screen.height, mode->refreshRate);
|
||||
|
||||
// Refocus window
|
||||
glfwFocusWindow(platform.handle);
|
||||
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
|
||||
|
||||
CORE.Window.position.x = CORE.Window.previousPosition.x;
|
||||
CORE.Window.position.y = CORE.Window.previousPosition.y;
|
||||
}
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
|
||||
@ -599,7 +602,7 @@ void SetWindowIcon(Image image)
|
||||
icon[0].height = image.height;
|
||||
icon[0].pixels = (unsigned char *)image.data;
|
||||
|
||||
// NOTE 1: We only support one image icon
|
||||
// NOTE 1: Only one image icon supported
|
||||
// NOTE 2: The specified image data is copied before this function returns
|
||||
glfwSetWindowIcon(platform.handle, 1, icon);
|
||||
}
|
||||
@ -666,7 +669,7 @@ void SetWindowMonitor(int monitor)
|
||||
|
||||
if ((monitor >= 0) && (monitor < monitorCount))
|
||||
{
|
||||
if (CORE.Window.fullscreen)
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
|
||||
|
||||
@ -830,7 +833,7 @@ int GetCurrentMonitor(void)
|
||||
}
|
||||
else
|
||||
{
|
||||
// In case the window is between two monitors, we use below logic
|
||||
// In case the window is between two monitors, below logic is used
|
||||
// to try to detect the "current monitor" for that window, note that
|
||||
// this is probably an overengineered solution for a very side case
|
||||
// trying to match SDL behaviour
|
||||
@ -1013,19 +1016,15 @@ const char *GetMonitorName(int monitor)
|
||||
// Get window position XY on monitor
|
||||
Vector2 GetWindowPosition(void)
|
||||
{
|
||||
int x = 0;
|
||||
int y = 0;
|
||||
|
||||
glfwGetWindowPos(platform.handle, &x, &y);
|
||||
|
||||
return (Vector2){ (float)x, (float)y };
|
||||
return (Vector2){ (float)CORE.Window.position.x, (float)CORE.Window.position.y };
|
||||
}
|
||||
|
||||
// Get window scale DPI factor for current monitor
|
||||
Vector2 GetWindowScaleDPI(void)
|
||||
{
|
||||
Vector2 scale = { 1.0f, 1.0f };
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) glfwGetWindowContentScale(platform.handle, &scale.x, &scale.y);
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI) && !FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
|
||||
glfwGetWindowContentScale(platform.handle, &scale.x, &scale.y);
|
||||
return scale;
|
||||
}
|
||||
|
||||
@ -1187,7 +1186,7 @@ void SetMouseCursor(int cursor)
|
||||
if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(platform.handle, NULL);
|
||||
else
|
||||
{
|
||||
// NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
|
||||
// NOTE: Mapping internal GLFW enum values to MouseCursor enum values
|
||||
glfwSetCursor(platform.handle, glfwCreateStandardCursor(0x00036000 + cursor));
|
||||
}
|
||||
}
|
||||
@ -1212,7 +1211,7 @@ void PollInputEvents(void)
|
||||
CORE.Input.Keyboard.charPressedQueueCount = 0;
|
||||
|
||||
// Reset last gamepad button/axis registered state
|
||||
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
|
||||
CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
|
||||
//CORE.Input.Gamepad.axisCount = 0;
|
||||
|
||||
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
|
||||
@ -1248,7 +1247,7 @@ void PollInputEvents(void)
|
||||
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
||||
|
||||
// Check if gamepads are ready
|
||||
// NOTE: We do it here in case of disconnection
|
||||
// NOTE: Doing it here in case of disconnection
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
|
||||
@ -1264,9 +1263,15 @@ void PollInputEvents(void)
|
||||
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
|
||||
|
||||
// Get current gamepad state
|
||||
// NOTE: There is no callback available, so we get it manually
|
||||
// NOTE: There is no callback available, getting it manually
|
||||
GLFWgamepadstate state = { 0 };
|
||||
glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
|
||||
int result = glfwGetGamepadState(i, &state); // This remaps all gamepads so they have their buttons mapped like an xbox controller
|
||||
if (result == GLFW_FALSE) // No joystick is connected, no gamepad mapping or an error occurred
|
||||
{
|
||||
// Setting axes to expected resting value instead of GLFW 0.0f default when gamepad is not connected
|
||||
state.axes[GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
|
||||
state.axes[GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
|
||||
}
|
||||
|
||||
const unsigned char *buttons = state.buttons;
|
||||
|
||||
@ -1354,9 +1359,8 @@ void PollInputEvents(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Internal Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Function wrappers around RL_*alloc macros, used by glfwInitAllocator() inside of InitPlatform()
|
||||
// We need to provide these because GLFWallocator expects function pointers with specific signatures
|
||||
// Similar wrappers exist in utils.c but we cannot reuse them here due to declaration mismatch
|
||||
// Function wrappers around RL_*ALLOC macros, used by glfwInitAllocator() inside of InitPlatform()
|
||||
// GLFWallocator expects function pointers with specific signatures to be provided
|
||||
// REF: https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
|
||||
static void *AllocateWrapper(size_t size, void *user)
|
||||
{
|
||||
@ -1416,8 +1420,6 @@ int InitPlatform(void)
|
||||
unsigned int requestedWindowFlags = CORE.Window.flags;
|
||||
|
||||
// Check window creation flags
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) CORE.Window.fullscreen = true;
|
||||
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIDDEN)) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
|
||||
else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
|
||||
|
||||
@ -1530,11 +1532,14 @@ int InitPlatform(void)
|
||||
// REF: https://github.com/raysan5/raylib/issues/1554
|
||||
glfwSetJoystickCallback(NULL);
|
||||
|
||||
GLFWmonitor *monitor = NULL;
|
||||
if (CORE.Window.fullscreen)
|
||||
if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0)) FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
|
||||
// Init window in fullscreen mode if requested
|
||||
// NOTE: Keeping original screen size for toggle
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
// NOTE: Fullscreen applications default to the primary monitor
|
||||
monitor = glfwGetPrimaryMonitor();
|
||||
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
|
||||
if (!monitor)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
|
||||
@ -1548,80 +1553,40 @@ int InitPlatform(void)
|
||||
CORE.Window.display.width = mode->width;
|
||||
CORE.Window.display.height = mode->height;
|
||||
|
||||
// Set screen width/height to the display width/height if they are 0
|
||||
if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
|
||||
if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
|
||||
|
||||
// Remember center for switching from fullscreen to window
|
||||
if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
|
||||
// Check if user requested some screen size
|
||||
if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0))
|
||||
{
|
||||
// If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed
|
||||
// Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11
|
||||
CORE.Window.position.x = CORE.Window.display.width/4;
|
||||
CORE.Window.position.y = CORE.Window.display.height/4;
|
||||
// Set some default screen size in case user decides to exit fullscreen mode
|
||||
CORE.Window.previousScreen.width = 800;
|
||||
CORE.Window.previousScreen.height = 450;
|
||||
CORE.Window.previousPosition.x = CORE.Window.display.width/2 - 800/2;
|
||||
CORE.Window.previousPosition.y = CORE.Window.display.height/2 - 450/2;
|
||||
|
||||
// Set screen width/height to the display width/height
|
||||
if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
|
||||
if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
|
||||
CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
|
||||
CORE.Window.previousScreen = CORE.Window.screen;
|
||||
CORE.Window.screen = CORE.Window.display;
|
||||
}
|
||||
|
||||
if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
|
||||
if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
|
||||
|
||||
// Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
|
||||
int count = 0;
|
||||
const GLFWvidmode *modes = glfwGetVideoModes(monitor, &count);
|
||||
|
||||
// Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
|
||||
{
|
||||
if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
|
||||
{
|
||||
CORE.Window.display.width = modes[i].width;
|
||||
CORE.Window.display.height = modes[i].height;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TRACELOG(LOG_INFO, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
// NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
|
||||
// for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
|
||||
// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
|
||||
// by the sides to fit all monitor space...
|
||||
|
||||
// Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
|
||||
// It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
|
||||
// Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
|
||||
// TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
|
||||
// HighDPI monitors are properly considered in a following similar function: SetupViewport()
|
||||
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
platform.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", monitor, NULL);
|
||||
platform.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", monitor, NULL);
|
||||
if (!platform.handle)
|
||||
{
|
||||
glfwTerminate();
|
||||
TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
|
||||
return -1;
|
||||
}
|
||||
|
||||
// NOTE: Full-screen change, not working properly...
|
||||
//glfwSetWindowMonitor(platform.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// No-fullscreen window creation
|
||||
bool requestWindowedFullscreen = (CORE.Window.screen.height == 0) && (CORE.Window.screen.width == 0);
|
||||
|
||||
// Default to at least one pixel in size, as creation with a zero dimension is not allowed
|
||||
int creationWidth = (CORE.Window.screen.width != 0)? CORE.Window.screen.width : 1;
|
||||
int creationHeight = (CORE.Window.screen.height != 0)? CORE.Window.screen.height : 1;
|
||||
if (CORE.Window.screen.width == 0) CORE.Window.screen.width = 1;
|
||||
if (CORE.Window.screen.height == 0) CORE.Window.screen.height = 1;
|
||||
|
||||
platform.handle = glfwCreateWindow(creationWidth, creationHeight, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
|
||||
platform.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
|
||||
if (!platform.handle)
|
||||
{
|
||||
glfwTerminate();
|
||||
@ -1630,7 +1595,7 @@ int InitPlatform(void)
|
||||
}
|
||||
|
||||
// After the window was created, determine the monitor that the window manager assigned
|
||||
// Derive display sizes, and, if possible, window size in case it was zero at beginning
|
||||
// Derive display sizes and, if possible, window size in case it was zero at beginning
|
||||
|
||||
int monitorCount = 0;
|
||||
int monitorIndex = GetCurrentMonitor();
|
||||
@ -1638,7 +1603,7 @@ int InitPlatform(void)
|
||||
|
||||
if (monitorIndex < monitorCount)
|
||||
{
|
||||
monitor = monitors[monitorIndex];
|
||||
GLFWmonitor *monitor = monitors[monitorIndex];
|
||||
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
|
||||
|
||||
// Default display resolution to that of the current mode
|
||||
@ -1649,7 +1614,7 @@ int InitPlatform(void)
|
||||
if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
|
||||
if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
|
||||
|
||||
if (requestWindowedFullscreen) glfwSetWindowSize(platform.handle, CORE.Window.screen.width, CORE.Window.screen.height);
|
||||
glfwSetWindowSize(platform.handle, CORE.Window.screen.width, CORE.Window.screen.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1666,13 +1631,13 @@ int InitPlatform(void)
|
||||
|
||||
glfwMakeContextCurrent(platform.handle);
|
||||
result = glfwGetError(NULL);
|
||||
if ((result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR)) CORE.Window.ready = true; // Checking context activation
|
||||
|
||||
// Check context activation
|
||||
if ((result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR))
|
||||
if (CORE.Window.ready)
|
||||
{
|
||||
CORE.Window.ready = true;
|
||||
// Setup additional windows configs and register required window size info
|
||||
|
||||
glfwSwapInterval(0); // No V-Sync by default
|
||||
glfwSwapInterval(0); // No V-Sync by default
|
||||
|
||||
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
|
||||
// NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
|
||||
@ -1691,6 +1656,8 @@ int InitPlatform(void)
|
||||
{
|
||||
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
|
||||
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
|
||||
|
||||
// Get current framebuffer size, on high-dpi it could be bigger than screen size
|
||||
glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
|
||||
|
||||
// Screen scaling matrix is required in case desired screen area is different from display area
|
||||
@ -1711,37 +1678,34 @@ int InitPlatform(void)
|
||||
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
|
||||
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
|
||||
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
|
||||
|
||||
// If graphic device is no properly initialized, we end program
|
||||
if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
|
||||
else
|
||||
{
|
||||
// Try to center window on screen but avoiding window-bar outside of screen
|
||||
int monitorCount = 0;
|
||||
int monitorIndex = GetCurrentMonitor();
|
||||
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
||||
GLFWmonitor *monitor = monitors[monitorIndex];
|
||||
|
||||
int monitorX = 0;
|
||||
int monitorY = 0;
|
||||
int monitorWidth = 0;
|
||||
int monitorHeight = 0;
|
||||
glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
|
||||
|
||||
// Here CORE.Window.render.width/height should be used instead of
|
||||
// TODO: Here CORE.Window.render.width/height should be used instead of
|
||||
// CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled
|
||||
int posX = monitorX + (monitorWidth - (int)CORE.Window.render.width)/2;
|
||||
int posY = monitorY + (monitorHeight - (int)CORE.Window.render.height)/2;
|
||||
if (posX < monitorX) posX = monitorX;
|
||||
if (posY < monitorY) posY = monitorY;
|
||||
SetWindowPosition(posX, posY);
|
||||
CORE.Window.position.x = monitorX + (monitorWidth - (int)CORE.Window.screen.width)/2;
|
||||
CORE.Window.position.y = monitorY + (monitorHeight - (int)CORE.Window.screen.height)/2;
|
||||
//if (CORE.Window.position.x < monitorX) CORE.Window.position.x = monitorX;
|
||||
//if (CORE.Window.position.y < monitorY) CORE.Window.position.y = monitorY;
|
||||
|
||||
// Update CORE.Window.position here so it is correct from the start
|
||||
CORE.Window.position.x = posX;
|
||||
CORE.Window.position.y = posY;
|
||||
SetWindowPosition(CORE.Window.position.x, CORE.Window.position.y);
|
||||
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
|
||||
}
|
||||
else
|
||||
{
|
||||
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Apply window flags requested previous to initialization
|
||||
@ -1778,7 +1742,7 @@ int InitPlatform(void)
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
// WARNING: If glfwGetJoystickName() is longer than MAX_GAMEPAD_NAME_LENGTH,
|
||||
// we can get a not-NULL terminated string, so, we only copy up to (MAX_GAMEPAD_NAME_LENGTH - 1)
|
||||
// only copying up to (MAX_GAMEPAD_NAME_LENGTH - 1)
|
||||
if (glfwJoystickPresent(i))
|
||||
{
|
||||
CORE.Input.Gamepad.ready[i] = true;
|
||||
@ -1855,8 +1819,8 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
|
||||
{
|
||||
//TRACELOG(LOG_INFO, "GLFW3: Window framebuffer size callback called [%i,%i]", width, height);
|
||||
|
||||
// WARNING: On window minimization, callback is called,
|
||||
// but we don't want to change internal screen values, it breaks things
|
||||
// WARNING: On window minimization, callback is called with 0 values,
|
||||
// but internal screen values should not be changed, it breaks things
|
||||
if ((width == 0) || (height == 0)) return;
|
||||
|
||||
// Reset viewport and projection matrix for new size
|
||||
@ -1868,19 +1832,38 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
|
||||
CORE.Window.currentFbo.height = height;
|
||||
CORE.Window.resizedLastFrame = true;
|
||||
|
||||
// Check if render size was actually scaled for high-dpi
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
// Set screen size to logical pixel size, considering content scaling
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
CORE.Window.screen.width = (int)((float)width/scaleDpi.x);
|
||||
CORE.Window.screen.height = (int)((float)height/scaleDpi.y);
|
||||
}
|
||||
else
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
// On fullscreen mode, strategy is ignoring high-dpi and
|
||||
// use the all available display size
|
||||
|
||||
// Set screen size to render size (physical pixel size)
|
||||
CORE.Window.screen.width = width;
|
||||
CORE.Window.screen.height = height;
|
||||
CORE.Window.screenScale = MatrixScale(1.0f, 1.0f, 1.0f);
|
||||
SetMouseScale(1.0f, 1.0f);
|
||||
}
|
||||
else // Window mode (including borderless window)
|
||||
{
|
||||
// Check if render size was actually scaled for high-dpi
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
// Set screen size to logical pixel size, considering content scaling
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
CORE.Window.screen.width = (int)((float)width/scaleDpi.x);
|
||||
CORE.Window.screen.height = (int)((float)height/scaleDpi.y);
|
||||
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
|
||||
#if !defined(__APPLE__)
|
||||
// Mouse input scaling for the new screen size
|
||||
SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
// Set screen size to render size (physical pixel size)
|
||||
CORE.Window.screen.width = width;
|
||||
CORE.Window.screen.height = height;
|
||||
}
|
||||
}
|
||||
|
||||
// WARNING: If using a render texture, it is not scaled to new size
|
||||
@ -1890,7 +1873,7 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
|
||||
// WARNING: If FLAG_WINDOW_HIGHDPI is not set, this function is not called
|
||||
static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley)
|
||||
{
|
||||
TRACELOG(LOG_INFO, "GLFW3: Window content scale changed, scale: [%.2f,%.2f]", scalex, scaley);
|
||||
//TRACELOG(LOG_INFO, "GLFW3: Window content scale changed, scale: [%.2f,%.2f]", scalex, scaley);
|
||||
|
||||
float fbWidth = (float)CORE.Window.screen.width*scalex;
|
||||
float fbHeight = (float)CORE.Window.screen.height*scaley;
|
||||
@ -1901,13 +1884,12 @@ static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float s
|
||||
|
||||
#if !defined(__APPLE__)
|
||||
// Mouse input scaling for the new screen size
|
||||
SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
|
||||
SetMouseScale(1.0f/scalex, 1.0f/scaley);
|
||||
#endif
|
||||
|
||||
CORE.Window.render.width = (int)fbWidth;
|
||||
CORE.Window.render.height = (int)fbHeight;
|
||||
CORE.Window.currentFbo.width = (int)fbWidth;
|
||||
CORE.Window.currentFbo.height = (int)fbHeight;
|
||||
CORE.Window.currentFbo = CORE.Window.render;
|
||||
}
|
||||
|
||||
// GLFW3: Window position callback, runs when window position changes
|
||||
@ -1944,7 +1926,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
|
||||
{
|
||||
if (count > 0)
|
||||
{
|
||||
// In case previous dropped filepaths have not been freed, we free them
|
||||
// In case previous dropped filepaths have not been freed, free them
|
||||
if (CORE.Window.dropFileCount > 0)
|
||||
{
|
||||
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
|
||||
@ -1955,14 +1937,14 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
|
||||
CORE.Window.dropFilepaths = NULL;
|
||||
}
|
||||
|
||||
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
|
||||
// WARNING: Paths are freed by GLFW when the callback returns, keeping an internal copy
|
||||
CORE.Window.dropFileCount = count;
|
||||
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
|
||||
|
||||
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
|
||||
{
|
||||
CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
||||
strcpy(CORE.Window.dropFilepaths[i], paths[i]);
|
||||
strncpy(CORE.Window.dropFilepaths[i], paths[i], MAX_FILEPATH_LENGTH - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1972,7 +1954,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
|
||||
{
|
||||
if (key < 0) return; // Security check, macOS fn key generates -1
|
||||
|
||||
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
|
||||
// WARNING: GLFW could return GLFW_REPEAT, it needs to be considered as 1
|
||||
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
|
||||
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
|
||||
else if (action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
|
||||
@ -2097,7 +2079,7 @@ static void JoystickCallback(int jid, int event)
|
||||
if (event == GLFW_CONNECTED)
|
||||
{
|
||||
// WARNING: If glfwGetJoystickName() is longer than MAX_GAMEPAD_NAME_LENGTH,
|
||||
// we can get a not-NULL terminated string, so, we clean destination and only copy up to -1
|
||||
// only copy up to (MAX_GAMEPAD_NAME_LENGTH -1) to destination string
|
||||
memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
|
||||
strncpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid), MAX_GAMEPAD_NAME_LENGTH - 1);
|
||||
}
|
||||
|
||||
@ -13,10 +13,7 @@
|
||||
* - TODO
|
||||
*
|
||||
* POSSIBLE IMPROVEMENTS:
|
||||
* - TODO
|
||||
*
|
||||
* ADDITIONAL NOTES:
|
||||
* - TRACELOG() function is located in raylib [utils] module
|
||||
* - TBD
|
||||
*
|
||||
* CONFIGURATION:
|
||||
* #define RCORE_PLATFORM_RGFW
|
||||
@ -29,7 +26,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5), Colleague Riley and contributors
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5), Colleague Riley and contributors
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -290,14 +287,13 @@ bool WindowShouldClose(void)
|
||||
// Toggle fullscreen mode
|
||||
void ToggleFullscreen(void)
|
||||
{
|
||||
if (!CORE.Window.fullscreen)
|
||||
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
// Store previous window position (in case we exit fullscreen)
|
||||
CORE.Window.previousPosition = CORE.Window.position;
|
||||
CORE.Window.previousScreen = CORE.Window.screen;
|
||||
|
||||
platform.mon = RGFW_window_getMonitor(platform.window);
|
||||
CORE.Window.fullscreen = true;
|
||||
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
|
||||
RGFW_monitor_scaleToWindow(platform.mon, platform.window);
|
||||
@ -305,7 +301,6 @@ void ToggleFullscreen(void)
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.fullscreen = false;
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
|
||||
if (platform.mon.mode.area.w)
|
||||
@ -331,7 +326,9 @@ void ToggleFullscreen(void)
|
||||
// Toggle borderless windowed mode
|
||||
void ToggleBorderlessWindowed(void)
|
||||
{
|
||||
if (CORE.Window.fullscreen)
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) ToggleFullscreen();
|
||||
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE))
|
||||
{
|
||||
CORE.Window.previousPosition = CORE.Window.position;
|
||||
CORE.Window.previousScreen = CORE.Window.screen;
|
||||
@ -348,8 +345,6 @@ void ToggleBorderlessWindowed(void)
|
||||
CORE.Window.position = CORE.Window.previousPosition;
|
||||
RGFW_window_resize(platform.window, RGFW_AREA(CORE.Window.previousScreen.width, CORE.Window.previousScreen.height));
|
||||
}
|
||||
|
||||
CORE.Window.fullscreen = !CORE.Window.fullscreen;
|
||||
}
|
||||
|
||||
// Set window state: maximized, if resizable
|
||||
@ -385,7 +380,7 @@ void SetWindowState(unsigned int flags)
|
||||
}
|
||||
if (FLAG_IS_SET(flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
if (!CORE.Window.fullscreen) ToggleFullscreen();
|
||||
ToggleFullscreen();
|
||||
}
|
||||
if (FLAG_IS_SET(flags, FLAG_WINDOW_RESIZABLE))
|
||||
{
|
||||
@ -459,7 +454,7 @@ void ClearWindowState(unsigned int flags)
|
||||
}
|
||||
if (FLAG_IS_SET(flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
if (CORE.Window.fullscreen) ToggleFullscreen();
|
||||
ToggleFullscreen();
|
||||
}
|
||||
if (FLAG_IS_SET(flags, FLAG_WINDOW_RESIZABLE))
|
||||
{
|
||||
@ -510,7 +505,7 @@ void ClearWindowState(unsigned int flags)
|
||||
}
|
||||
if (FLAG_IS_SET(flags, FLAG_BORDERLESS_WINDOWED_MODE))
|
||||
{
|
||||
if (CORE.Window.fullscreen) ToggleBorderlessWindowed();
|
||||
ToggleBorderlessWindowed();
|
||||
}
|
||||
if (FLAG_IS_SET(flags, FLAG_MSAA_4X_HINT))
|
||||
{
|
||||
@ -522,46 +517,15 @@ void ClearWindowState(unsigned int flags)
|
||||
}
|
||||
}
|
||||
|
||||
int RGFW_formatToChannels(int format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE:
|
||||
case PIXELFORMAT_UNCOMPRESSED_R16: // 16 bpp (1 channel - half float)
|
||||
case PIXELFORMAT_UNCOMPRESSED_R32: // 32 bpp (1 channel - float)
|
||||
return 1;
|
||||
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: // 8*2 bpp (2 channels)
|
||||
case PIXELFORMAT_UNCOMPRESSED_R5G6B5: // 16 bpp
|
||||
case PIXELFORMAT_UNCOMPRESSED_R8G8B8: // 24 bpp
|
||||
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: // 16 bpp (1 bit alpha)
|
||||
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: // 16 bpp (4 bit alpha)
|
||||
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: // 32 bpp
|
||||
return 2;
|
||||
case PIXELFORMAT_UNCOMPRESSED_R32G32B32: // 32*3 bpp (3 channels - float)
|
||||
case PIXELFORMAT_UNCOMPRESSED_R16G16B16: // 16*3 bpp (3 channels - half float)
|
||||
case PIXELFORMAT_COMPRESSED_DXT1_RGB: // 4 bpp (no alpha)
|
||||
case PIXELFORMAT_COMPRESSED_ETC1_RGB: // 4 bpp
|
||||
case PIXELFORMAT_COMPRESSED_ETC2_RGB: // 4 bpp
|
||||
case PIXELFORMAT_COMPRESSED_PVRT_RGB: // 4 bpp
|
||||
return 3;
|
||||
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: // 32*4 bpp (4 channels - float)
|
||||
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: // 16*4 bpp (4 channels - half float)
|
||||
case PIXELFORMAT_COMPRESSED_DXT1_RGBA: // 4 bpp (1 bit alpha)
|
||||
case PIXELFORMAT_COMPRESSED_DXT3_RGBA: // 8 bpp
|
||||
case PIXELFORMAT_COMPRESSED_DXT5_RGBA: // 8 bpp
|
||||
case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: // 8 bpp
|
||||
case PIXELFORMAT_COMPRESSED_PVRT_RGBA: // 4 bpp
|
||||
case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: // 8 bpp
|
||||
case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: // 2 bpp
|
||||
return 4;
|
||||
default: return 4;
|
||||
}
|
||||
}
|
||||
|
||||
// Set icon for window
|
||||
void SetWindowIcon(Image image)
|
||||
{
|
||||
RGFW_window_setIcon(platform.window, (u8 *)image.data, RGFW_AREA(image.width, image.height), RGFW_formatToChannels(image.format));
|
||||
if (image.format != PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "RGFW: Window icon image must be in R8G8B8A8 pixel format");
|
||||
return;
|
||||
}
|
||||
RGFW_window_setIcon(platform.window, (u8 *)image.data, RGFW_AREA(image.width, image.height), 4);
|
||||
}
|
||||
|
||||
// Set icon for window
|
||||
@ -578,12 +542,17 @@ void SetWindowIcons(Image *images, int count)
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
if (images[i].format != PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "RGFW: Window icon image must be in R8G8B8A8 pixel format");
|
||||
continue;
|
||||
}
|
||||
if ((bigIcon == NULL) || ((images[i].width > bigIcon->width) && (images[i].height > bigIcon->height))) bigIcon = &images[i];
|
||||
if ((smallIcon == NULL) || ((images[i].width < smallIcon->width) && (images[i].height > smallIcon->height))) smallIcon = &images[i];
|
||||
}
|
||||
|
||||
if (smallIcon != NULL) RGFW_window_setIconEx(platform.window, (u8 *)smallIcon->data, RGFW_AREA(smallIcon->width, smallIcon->height), RGFW_formatToChannels(smallIcon->format), RGFW_iconWindow);
|
||||
if (bigIcon != NULL) RGFW_window_setIconEx(platform.window, (u8 *)bigIcon->data, RGFW_AREA(bigIcon->width, bigIcon->height), RGFW_formatToChannels(bigIcon->format), RGFW_iconTaskbar);
|
||||
if (smallIcon != NULL) RGFW_window_setIconEx(platform.window, (u8 *)smallIcon->data, RGFW_AREA(smallIcon->width, smallIcon->height), 4, RGFW_iconWindow);
|
||||
if (bigIcon != NULL) RGFW_window_setIconEx(platform.window, (u8 *)bigIcon->data, RGFW_AREA(bigIcon->width, bigIcon->height), 4, RGFW_iconTaskbar);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1284,13 +1253,11 @@ int InitPlatform(void)
|
||||
// Check window creation flags
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
CORE.Window.fullscreen = true;
|
||||
FLAG_SET(flags, RGFW_windowFullscreen);
|
||||
}
|
||||
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE))
|
||||
{
|
||||
CORE.Window.fullscreen = true;
|
||||
FLAG_SET(flags, RGFW_windowedFullscreen);
|
||||
}
|
||||
|
||||
@ -1341,10 +1308,6 @@ int InitPlatform(void)
|
||||
CORE.Window.display.width = CORE.Window.screen.width;
|
||||
CORE.Window.display.height = CORE.Window.screen.height;
|
||||
#endif
|
||||
// TODO: Is this needed by raylib now?
|
||||
// If so, rcore_desktop_sdl should be updated too
|
||||
//SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_VSYNC_HINT)) RGFW_window_swapInterval(platform.window, 1);
|
||||
RGFW_window_makeCurrent(platform.window);
|
||||
|
||||
|
||||
@ -15,9 +15,6 @@
|
||||
* - Improvement 01
|
||||
* - Improvement 02
|
||||
*
|
||||
* ADDITIONAL NOTES:
|
||||
* - TRACELOG() function is located in raylib [utils] module
|
||||
*
|
||||
* CONFIGURATION:
|
||||
* #define RCORE_PLATFORM_CUSTOM_FLAG
|
||||
* Custom flag for rcore on target platform -not used-
|
||||
@ -29,7 +26,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5) and contributors
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -52,7 +49,7 @@
|
||||
#define USING_SDL3_PROJECT
|
||||
#endif
|
||||
#ifndef SDL_ENABLE_OLD_NAMES
|
||||
#define SDL_ENABLE_OLD_NAMES // Just in case we're on SDL3, we need some in-between compatibily
|
||||
#define SDL_ENABLE_OLD_NAMES // Just in case on SDL3, some in-between compatibily is needed
|
||||
#endif
|
||||
// SDL base library (window/rendered, input, timing... functionality)
|
||||
#ifdef USING_SDL3_PROJECT
|
||||
@ -257,10 +254,10 @@ static const int CursorsLUT[] = {
|
||||
#if defined(USING_VERSION_SDL3)
|
||||
|
||||
// SDL3 Migration:
|
||||
// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed,
|
||||
// and you can call SDL_GetWindowFullscreenMode()
|
||||
// to see whether an exclusive fullscreen mode will be used
|
||||
// or the borderless fullscreen desktop mode will be used
|
||||
// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed,
|
||||
// and you can call SDL_GetWindowFullscreenMode()
|
||||
// to see whether an exclusive fullscreen mode will be used
|
||||
// or the borderless fullscreen desktop mode will be used
|
||||
#define SDL_WINDOW_FULLSCREEN_DESKTOP SDL_WINDOW_FULLSCREEN
|
||||
|
||||
#define SDL_IGNORE false
|
||||
@ -326,7 +323,7 @@ Uint8 SDL_EventState(Uint32 type, int state)
|
||||
return stateBefore;
|
||||
}
|
||||
|
||||
void SDL_GetCurrentDisplayMode_Adapter(SDL_DisplayID displayID, SDL_DisplayMode* mode)
|
||||
void SDL_GetCurrentDisplayMode_Adapter(SDL_DisplayID displayID, SDL_DisplayMode *mode)
|
||||
{
|
||||
const SDL_DisplayMode *currentMode = SDL_GetCurrentDisplayMode(displayID);
|
||||
|
||||
@ -343,9 +340,8 @@ SDL_Surface *SDL_CreateRGBSurface(Uint32 flags, int width, int height, int depth
|
||||
}
|
||||
|
||||
// SDL3 Migration:
|
||||
// SDL_GetDisplayDPI() -
|
||||
// not reliable across platforms, approximately replaced by multiplying
|
||||
// SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms
|
||||
// SDL_GetDisplayDPI() not reliable across platforms, approximately replaced by multiplying
|
||||
// SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms
|
||||
// returns 0 on success or a negative error code on failure
|
||||
int SDL_GetDisplayDPI(int displayIndex, float *ddpi, float *hdpi, float *vdpi)
|
||||
{
|
||||
@ -416,7 +412,7 @@ int SDL_GetNumTouchFingers(SDL_TouchID touchID)
|
||||
return count;
|
||||
}
|
||||
|
||||
#else // We're on SDL2
|
||||
#else // SDL2 fallback
|
||||
|
||||
// Since SDL2 doesn't have this function we leave a stub
|
||||
// SDL_GetClipboardData function is available since SDL 3.1.3. (e.g. SDL3)
|
||||
@ -472,13 +468,11 @@ void ToggleFullscreen(void)
|
||||
{
|
||||
SDL_SetWindowFullscreen(platform.window, 0);
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
CORE.Window.fullscreen = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN);
|
||||
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
CORE.Window.fullscreen = true;
|
||||
}
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
|
||||
@ -554,7 +548,7 @@ void SetWindowState(unsigned int flags)
|
||||
#endif
|
||||
{
|
||||
SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN);
|
||||
CORE.Window.fullscreen = true;
|
||||
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
|
||||
}
|
||||
@ -644,7 +638,6 @@ void ClearWindowState(unsigned int flags)
|
||||
if (FLAG_IS_SET(flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
SDL_SetWindowFullscreen(platform.window, 0);
|
||||
CORE.Window.fullscreen = false;
|
||||
}
|
||||
if (FLAG_IS_SET(flags, FLAG_WINDOW_RESIZABLE))
|
||||
{
|
||||
@ -839,10 +832,9 @@ void SetWindowMonitor(int monitor)
|
||||
if ((monitor >= 0) && (monitor < monitorCount))
|
||||
#endif
|
||||
{
|
||||
// NOTE:
|
||||
// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
|
||||
// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
|
||||
// 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again
|
||||
// NOTE 1: SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
|
||||
// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
|
||||
// NOTE 2: A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again
|
||||
const bool wasFullscreen = (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))? true : false;
|
||||
|
||||
const int screenWidth = CORE.Window.screen.width;
|
||||
@ -860,14 +852,13 @@ void SetWindowMonitor(int monitor)
|
||||
// If the screen size is larger than the monitor usable area, anchor it on the top left corner, otherwise, center it
|
||||
if ((screenWidth >= usableBounds.w) || (screenHeight >= usableBounds.h))
|
||||
{
|
||||
// NOTE:
|
||||
// 1. There's a known issue where if the window larger than the target display bounds,
|
||||
// when moving the windows to that display, the window could be clipped back
|
||||
// ending up positioned partly outside the target display
|
||||
// 2. The workaround for that is, previously to moving the window,
|
||||
// setting the window size to the target display size, so they match
|
||||
// 3. It wasn't done here because we can't assume changing the window size automatically
|
||||
// is acceptable behavior by the user
|
||||
// NOTE 1: There's a known issue where if the window larger than the target display bounds,
|
||||
// when moving the windows to that display, the window could be clipped back
|
||||
// ending up positioned partly outside the target display
|
||||
// NOTE 2: The workaround for that is, previously to moving the window,
|
||||
// setting the window size to the target display size, so they match
|
||||
// NOTE 3: It wasn't done here because we can't assume changing the window size automatically
|
||||
// is acceptable behavior by the user
|
||||
SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
|
||||
CORE.Window.position.x = usableBounds.x;
|
||||
CORE.Window.position.y = usableBounds.y;
|
||||
@ -1256,7 +1247,7 @@ void DisableCursor(void)
|
||||
void SwapScreenBuffer(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
// NOTE: We use a preprocessor condition here because `rlCopyFramebuffer` is only declared for software rendering
|
||||
// NOTE: We use a preprocessor condition here because rlCopyFramebuffer() is only declared for software rendering
|
||||
SDL_Surface *surface = SDL_GetWindowSurface(platform.window);
|
||||
rlCopyFramebuffer(0, 0, CORE.Window.render.width, CORE.Window.render.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, surface->pixels);
|
||||
SDL_UpdateWindowSurface(platform.window);
|
||||
@ -1431,9 +1422,9 @@ void PollInputEvents(void)
|
||||
// Event memory is now managed by SDL, so you should not free the data in SDL_EVENT_DROP_FILE,
|
||||
// and if you want to hold onto the text in SDL_EVENT_TEXT_EDITING and SDL_EVENT_TEXT_INPUT events,
|
||||
// you should make a copy of it. SDL_TEXTINPUTEVENT_TEXT_SIZE is no longer necessary and has been removed
|
||||
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data);
|
||||
strncpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data, MAX_FILEPATH_LENGTH - 1);
|
||||
#else
|
||||
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file);
|
||||
strncpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file, MAX_FILEPATH_LENGTH - 1);
|
||||
SDL_free(event.drop.file);
|
||||
#endif
|
||||
|
||||
@ -1444,9 +1435,9 @@ void PollInputEvents(void)
|
||||
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
||||
|
||||
#if defined(USING_VERSION_SDL3)
|
||||
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data);
|
||||
strncpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data, MAX_FILEPATH_LENGTH - 1);
|
||||
#else
|
||||
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file);
|
||||
strncpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file, MAX_FILEPATH_LENGTH - 1);
|
||||
SDL_free(event.drop.file);
|
||||
#endif
|
||||
|
||||
@ -1623,7 +1614,7 @@ void PollInputEvents(void)
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
{
|
||||
// NOTE: SDL2 mouse button order is LEFT, MIDDLE, RIGHT, but raylib uses LEFT, RIGHT, MIDDLE like GLFW
|
||||
// The following conditions align SDL with raylib.h MouseButton enum order
|
||||
// The following conditions align SDL with raylib.h MouseButton enum order
|
||||
int btn = event.button.button - 1;
|
||||
if (btn == 2) btn = 1;
|
||||
else if (btn == 1) btn = 2;
|
||||
@ -1636,7 +1627,7 @@ void PollInputEvents(void)
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
{
|
||||
// NOTE: SDL2 mouse button order is LEFT, MIDDLE, RIGHT, but raylib uses LEFT, RIGHT, MIDDLE like GLFW
|
||||
// The following conditions align SDL with raylib.h MouseButton enum order
|
||||
// The following conditions align SDL with raylib.h MouseButton enum order
|
||||
int btn = event.button.button - 1;
|
||||
if (btn == 2) btn = 1;
|
||||
else if (btn == 1) btn = 2;
|
||||
@ -1937,11 +1928,7 @@ int InitPlatform(void)
|
||||
FLAG_SET(flags, SDL_WINDOW_MOUSE_CAPTURE); // Window has mouse captured
|
||||
|
||||
// Check window creation flags
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
CORE.Window.fullscreen = true;
|
||||
FLAG_SET(flags, SDL_WINDOW_FULLSCREEN);
|
||||
}
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) FLAG_SET(flags, SDL_WINDOW_FULLSCREEN);
|
||||
|
||||
//if (!FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIDDEN)) FLAG_SET(flags, SDL_WINDOW_HIDDEN);
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNDECORATED)) FLAG_SET(flags, SDL_WINDOW_BORDERLESS);
|
||||
|
||||
@ -13,9 +13,6 @@
|
||||
* - Improvement 01
|
||||
* - Improvement 02
|
||||
*
|
||||
* ADDITIONAL NOTES:
|
||||
* - TRACELOG() function is located in raylib [utils] module
|
||||
*
|
||||
* CONFIGURATION:
|
||||
* #define RCORE_PLATFORM_CUSTOM_FLAG
|
||||
* Custom flag for rcore on target platform -not used-
|
||||
@ -26,7 +23,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5) and contributors
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -436,7 +433,7 @@ static bool UpdateWindowSize(int mode, HWND hwnd, int width, int height, unsigne
|
||||
return true;
|
||||
}
|
||||
|
||||
// Verify if we are running in Windows 10 version 1703 (Creators Update)
|
||||
// Check if running in Windows 10 version 1703 (Creators Update)
|
||||
static BOOL IsWindows10Version1703OrGreaterWin32(void)
|
||||
{
|
||||
HMODULE ntdll = LoadLibraryW(L"ntdll.dll");
|
||||
@ -1141,7 +1138,7 @@ void ShowCursor(void)
|
||||
// Hides mouse cursor
|
||||
void HideCursor(void)
|
||||
{
|
||||
// NOTE: We use SetCursor() instead of ShowCursor() because
|
||||
// NOTE: Using SetCursor() instead of ShowCursor() because
|
||||
// it makes it easy to only hide the cursor while it's inside the client area
|
||||
SetCursor(NULL);
|
||||
CORE.Input.Mouse.cursorHidden = true;
|
||||
@ -1230,7 +1227,7 @@ void SwapScreenBuffer(void)
|
||||
// Get elapsed time measure in seconds
|
||||
double GetTime(void)
|
||||
{
|
||||
LARGE_INTEGER now = 0;
|
||||
LARGE_INTEGER now = { 0 };
|
||||
QueryPerformanceCounter(&now);
|
||||
return (double)(now.QuadPart - CORE.Time.base)/(double)platform.timerFrequency.QuadPart;
|
||||
}
|
||||
@ -1348,7 +1345,7 @@ void PollInputEvents(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Initialize modern OpenGL context
|
||||
// NOTE: We need to create a dummy context first to query required extensions
|
||||
// NOTE: Creating a dummy context first to query required extensions
|
||||
HGLRC InitOpenGL(HWND hwnd, HDC hdc)
|
||||
{
|
||||
// First, create a dummy context to get WGL extensions
|
||||
@ -1463,7 +1460,7 @@ HGLRC InitOpenGL(HWND hwnd, HDC hdc)
|
||||
0 // Terminator
|
||||
};
|
||||
|
||||
// NOTE: We are not sharing context resources so, second parameters is NULL
|
||||
// NOTE: Not sharing context resources so, second parameters is NULL
|
||||
realContext = wglCreateContextAttribsARB(hdc, NULL, contextAttribs);
|
||||
|
||||
// Check for error context creation errors
|
||||
@ -1479,8 +1476,8 @@ HGLRC InitOpenGL(HWND hwnd, HDC hdc)
|
||||
// Activate real context
|
||||
if (realContext) wglMakeCurrent(hdc, realContext);
|
||||
|
||||
// Once we got a real modern OpenGL context,
|
||||
// we can load required extensions (function pointers)
|
||||
// Once a real modern OpenGL context is created,
|
||||
// required extensions can be loaded (function pointers)
|
||||
rlLoadExtensions(WglGetProcAddress);
|
||||
|
||||
return realContext;
|
||||
@ -1524,7 +1521,7 @@ int InitPlatform(void)
|
||||
.lpfnWndProc = WndProc, // Custom procedure assigned
|
||||
.cbWndExtra = sizeof(LONG_PTR), // extra space for the Tuple object ptr
|
||||
.hInstance = hInstance,
|
||||
.hCursor = LoadCursorW(NULL, (LPCWSTR)IDC_ARROW), // TODO: Audit if we want to set this since we're implementing WM_SETCURSOR
|
||||
.hCursor = LoadCursorW(NULL, (LPCWSTR)IDC_ARROW), // TODO: Check if this is really required, since WM_SETCURSOR event is processed
|
||||
.lpszClassName = CLASS_NAME // Class name: L"raylibWindow"
|
||||
};
|
||||
|
||||
@ -1780,7 +1777,7 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
||||
{
|
||||
// looks like windows will automatically "unminimize" a window
|
||||
// if a style changes modifies it's size
|
||||
TRACELOG(LOG_INFO, "WIN32: WINDOW: Style change modifed window size, removing maximized flag");
|
||||
TRACELOG(LOG_INFO, "WIN32: WINDOW: Style change modified window size, removing maximized flag");
|
||||
deferredFlags->clear |= FLAG_WINDOW_MAXIMIZED;
|
||||
}
|
||||
}
|
||||
@ -1857,8 +1854,8 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
||||
SIZE *inoutSize = (SIZE *)lparam;
|
||||
UINT newDpi = (UINT)wparam; // TODO: WARNING: Converting from WPARAM = UINT_PTR
|
||||
|
||||
// for any of these other cases, we might want to post a window
|
||||
// resize event after the dpi changes?
|
||||
// For the following flag changes, a window resize event should be posted,
|
||||
// TODO: Should it be done after dpi changes?
|
||||
if (CORE.Window.flags & FLAG_WINDOW_MINIMIZED) return TRUE;
|
||||
if (CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) return TRUE;
|
||||
if (CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) return TRUE;
|
||||
@ -1877,14 +1874,24 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
||||
} break;
|
||||
case WM_DPICHANGED:
|
||||
{
|
||||
// Get current dpi scale factor
|
||||
float scalex = HIWORD(wparam)/96.0f;
|
||||
float scaley = LOWORD(wparam)/96.0f;
|
||||
|
||||
RECT *suggestedRect = (RECT *)lparam;
|
||||
|
||||
// Never set the window size to anything other than the suggested rect here
|
||||
// Doing so can cause a window to stutter between monitors when transitioning between them
|
||||
int result = (int)SetWindowPos(hwnd, NULL, suggestedRect->left, suggestedRect->top,
|
||||
suggestedRect->right - suggestedRect->left, suggestedRect->bottom - suggestedRect->top, SWP_NOZORDER | SWP_NOACTIVATE);
|
||||
int result = (int)SetWindowPos(hwnd, NULL,
|
||||
suggestedRect->left, suggestedRect->top,
|
||||
suggestedRect->right - suggestedRect->left,
|
||||
suggestedRect->bottom - suggestedRect->top,
|
||||
SWP_NOZORDER | SWP_NOACTIVATE);
|
||||
|
||||
if (result == 0) TRACELOG(LOG_ERROR, "Failed to set window position [ERROR: %lu]", GetLastError());
|
||||
|
||||
// TODO: Update screen data, render size, screen scaling, viewport...
|
||||
|
||||
} break;
|
||||
case WM_SETCURSOR:
|
||||
{
|
||||
@ -2018,8 +2025,8 @@ static void HandleRawInput(LPARAM lparam)
|
||||
|
||||
if (input.data.mouse.usFlags & MOUSE_VIRTUAL_DESKTOP) TRACELOG(LOG_ERROR, "TODO: handle virtual desktop mouse inputs!");
|
||||
|
||||
// Trick to keep the mouse position at 0,0 and instead move
|
||||
// the previous position so we can still get a proper mouse delta
|
||||
// Trick to keep the mouse position at (0,0) and instead move
|
||||
// the previous position so a proper mouse delta can still be retrieved
|
||||
//CORE.Input.Mouse.previousPosition.x -= input.data.mouse.lLastX;
|
||||
//CORE.Input.Mouse.previousPosition.y -= input.data.mouse.lLastY;
|
||||
//if (CORE.Input.Mouse.currentPosition.x != 0) abort();
|
||||
@ -2039,8 +2046,7 @@ static void HandleWindowResize(HWND hwnd, int *width, int *height)
|
||||
// TODO: Update framebuffer on resize
|
||||
CORE.Window.currentFbo.width = (int)clientSize.cx;
|
||||
CORE.Window.currentFbo.height = (int)clientSize.cy;
|
||||
//glViewport(0, 0, clientSize.cx, clientSize.cy);
|
||||
//SetupFramebuffer(0, 0);
|
||||
//SetupViewport(0, 0, clientSize.cx, clientSize.cy);
|
||||
|
||||
SetupViewport(clientSize.cx, clientSize.cy);
|
||||
CORE.Window.resizedLastFrame = true;
|
||||
@ -2132,21 +2138,21 @@ static unsigned SanitizeFlags(int mode, unsigned flags)
|
||||
// This design takes care of many odd corner cases. For example, if you want to restore
|
||||
// a window that was previously maximized AND minimized and you want to remove both these
|
||||
// flags, you actually need to call ShowWindow with SW_RESTORE twice. Another example is
|
||||
// if you have a maximized window, if the undecorated flag is modified then we'd need to
|
||||
// update the window style, but updating the style would mean the window size would change
|
||||
// causing the window to lose its Maximized state which would mean we'd need to update the
|
||||
// window size and then update the window style a second time to restore that maximized
|
||||
// if you have a maximized window, if the undecorated flag is modified then the window style
|
||||
// needs to be updated, but updating the style would mean the window size would change
|
||||
// causing the window to lose its Maximized state which would mean the window size
|
||||
// needs to be updated, followed by the update of window style, a second time, to restore that maximized
|
||||
// state. This implementation is able to handle any/all of these special situations with a
|
||||
// retry loop that continues until we either reach the desired state or the state stops changing
|
||||
// retry loop that continues until either the desired state is reached or the state stops changing
|
||||
static void UpdateFlags(HWND hwnd, unsigned desiredFlags, int width, int height)
|
||||
{
|
||||
// Flags that just apply immediately without needing any operations
|
||||
CORE.Window.flags |= (desiredFlags & FLAG_MASK_NO_UPDATE);
|
||||
|
||||
int vsync = (CORE.Window.flags & FLAG_VSYNC_HINT)? 1 : 0;
|
||||
int vsync = (desiredFlags & FLAG_VSYNC_HINT)? 1 : 0;
|
||||
if (wglSwapIntervalEXT)
|
||||
{
|
||||
(*wglSwapIntervalEXT)(vsync);
|
||||
wglSwapIntervalEXT(vsync);
|
||||
if (vsync) CORE.Window.flags |= FLAG_VSYNC_HINT;
|
||||
else CORE.Window.flags &= ~FLAG_VSYNC_HINT;
|
||||
}
|
||||
|
||||
@ -13,9 +13,6 @@
|
||||
* - Improvement 01
|
||||
* - Improvement 02
|
||||
*
|
||||
* ADDITIONAL NOTES:
|
||||
* - TRACELOG() function is located in raylib [utils] module
|
||||
*
|
||||
* CONFIGURATION:
|
||||
* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only)
|
||||
* Reconfigure standard input to receive key inputs, works with SSH connection
|
||||
@ -29,7 +26,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5) and contributors
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -89,6 +86,10 @@
|
||||
#define EGL_OPENGL_ES3_BIT 0x40
|
||||
#endif
|
||||
|
||||
#ifndef EGL_PLATFORM_GBM_KHR
|
||||
#define EGL_PLATFORM_GBM_KHR 0x31D7
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -135,8 +136,12 @@ typedef struct {
|
||||
char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab
|
||||
bool cursorRelative; // Relative cursor mode
|
||||
int mouseFd; // File descriptor for the evdev mouse/touch/gestures
|
||||
bool mouseIsTouch; // Check if the current mouse device is actually a touchscreen
|
||||
Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
|
||||
int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
|
||||
bool touchActive[MAX_TOUCH_POINTS]; // Track which touch points are currently active
|
||||
Vector2 touchPosition[MAX_TOUCH_POINTS]; // Track touch positions for each slot
|
||||
int touchId[MAX_TOUCH_POINTS]; // Track touch IDs for each slot
|
||||
|
||||
// Gamepad data
|
||||
int gamepadStreamFd[MAX_GAMEPADS]; // Gamepad device file descriptor
|
||||
@ -265,6 +270,8 @@ static int FindMatchingConnectorMode(const drmModeConnector *connector, const dr
|
||||
static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search exactly matching DRM connector mode in connector's list
|
||||
static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search the nearest matching DRM connector mode in connector's list
|
||||
|
||||
static void SetupFramebuffer(int width, int height); // Setup main framebuffer (required by InitPlatform())
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -908,7 +915,7 @@ void SwapScreenBuffer(void)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: Failed to get DRM resources");
|
||||
drmModeRmFB(platform.fd, fb);
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
dreq.handle = creq.handle;
|
||||
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
|
||||
return;
|
||||
@ -948,7 +955,7 @@ void SwapScreenBuffer(void)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: No compatible CRTC found");
|
||||
drmModeRmFB(platform.fd, fb);
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
dreq.handle = creq.handle;
|
||||
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
|
||||
return;
|
||||
@ -964,7 +971,7 @@ void SwapScreenBuffer(void)
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: Mode: %dx%d@%d", mode->hdisplay, mode->vdisplay, mode->vrefresh);
|
||||
|
||||
drmModeRmFB(platform.fd, fb);
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
dreq.handle = creq.handle;
|
||||
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
|
||||
return;
|
||||
@ -982,7 +989,7 @@ void SwapScreenBuffer(void)
|
||||
// Clean up previous dumb buffer
|
||||
if (platform.prevDumbHandle)
|
||||
{
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
dreq.handle = platform.prevDumbHandle;
|
||||
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
|
||||
}
|
||||
@ -1113,9 +1120,6 @@ void PollInputEvents(void)
|
||||
// Register previous touch states
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
|
||||
|
||||
// Reset touch positions to invalid state
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ -1, -1 };
|
||||
|
||||
// Map touch position to mouse position for convenience
|
||||
// NOTE: For DRM touchscreen devices, this mapping is disabled to avoid false touch detection
|
||||
// CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
||||
@ -1147,7 +1151,6 @@ int InitPlatform(void)
|
||||
|
||||
// Initialize graphic device: display/window and graphic context
|
||||
//----------------------------------------------------------------------------
|
||||
CORE.Window.fullscreen = true;
|
||||
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
|
||||
#if defined(DEFAULT_GRAPHIC_DEVICE_DRM)
|
||||
@ -1158,7 +1161,8 @@ int InitPlatform(void)
|
||||
platform.fd = open("/dev/dri/by-path/platform-gpu-card", O_RDWR); // VideoCore VI (Raspberry Pi 4)
|
||||
if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: platform-gpu-card opened successfully");
|
||||
|
||||
if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL))
|
||||
drmModeRes *res = NULL;
|
||||
if ((platform.fd == -1) || ((res = drmModeGetResources(platform.fd)) == NULL))
|
||||
{
|
||||
if (platform.fd != -1) close(platform.fd);
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to open platform-gpu-card, trying card1");
|
||||
@ -1166,7 +1170,7 @@ int InitPlatform(void)
|
||||
if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: card1 opened successfully");
|
||||
}
|
||||
|
||||
if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL))
|
||||
if ((platform.fd == -1) || ((res = drmModeGetResources(platform.fd)) == NULL))
|
||||
{
|
||||
if (platform.fd != -1) close(platform.fd);
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card1, trying card0");
|
||||
@ -1174,7 +1178,7 @@ int InitPlatform(void)
|
||||
if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: card0 opened successfully");
|
||||
}
|
||||
|
||||
if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL))
|
||||
if ((platform.fd == -1) || ((res = drmModeGetResources(platform.fd)) == NULL))
|
||||
{
|
||||
if (platform.fd != -1) close(platform.fd);
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card0, trying card2");
|
||||
@ -1189,7 +1193,6 @@ int InitPlatform(void)
|
||||
return -1;
|
||||
}
|
||||
|
||||
drmModeRes *res = drmModeGetResources(platform.fd);
|
||||
if (!res)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources");
|
||||
@ -1412,9 +1415,27 @@ int InitPlatform(void)
|
||||
};
|
||||
|
||||
EGLint numConfigs = 0;
|
||||
const char *eglClientExtensions = NULL;
|
||||
|
||||
// Get an EGL device connection
|
||||
platform.device = eglGetDisplay((EGLNativeDisplayType)platform.gbmDevice);
|
||||
// NOTE: eglGetPlatformDisplay() is preferred over eglGetDisplay() legacy call
|
||||
platform.device = EGL_NO_DISPLAY;
|
||||
#if defined(EGL_VERSION_1_5)
|
||||
platform.device = eglGetPlatformDisplay(EGL_PLATFORM_GBM_KHR, platform.gbmDevice, NULL);
|
||||
#else
|
||||
// Check if extension is available for eglGetPlatformDisplayEXT()
|
||||
// NOTE: Better compatibility with some drivers (e.g. Mali Midgard)
|
||||
eglClientExtensions = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS);
|
||||
if ((eglClientExtensions != NULL) && (strstr(eglClientExtensions, "EGL_EXT_platform_base") != NULL))
|
||||
{
|
||||
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)eglGetProcAddress("eglGetPlatformDisplayEXT");
|
||||
|
||||
if (eglGetPlatformDisplayEXT != NULL) platform.device = eglGetPlatformDisplayEXT(EGL_PLATFORM_GBM_KHR, platform.gbmDevice, NULL);
|
||||
}
|
||||
|
||||
// In case extension not found or display could not be retrieved, try useing legacy version
|
||||
if (platform.device == EGL_NO_DISPLAY) platform.device = eglGetDisplay((EGLNativeDisplayType)platform.gbmDevice);
|
||||
#endif
|
||||
if (platform.device == EGL_NO_DISPLAY)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
|
||||
@ -1494,8 +1515,21 @@ int InitPlatform(void)
|
||||
}
|
||||
|
||||
// Create an EGL window surface
|
||||
platform.surface = eglCreateWindowSurface(platform.device, platform.config, (EGLNativeWindowType)platform.gbmSurface, NULL);
|
||||
if (EGL_NO_SURFACE == platform.surface)
|
||||
platform.surface = EGL_NO_SURFACE;
|
||||
|
||||
if ((eglClientExtensions != NULL) && (strstr(eglClientExtensions, "EGL_EXT_platform_base") != NULL))
|
||||
{
|
||||
PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC eglCreatePlatformWindowSurfaceEXT = (PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC)eglGetProcAddress("eglCreatePlatformWindowSurfaceEXT");
|
||||
|
||||
if (eglCreatePlatformWindowSurfaceEXT != NULL) platform.surface = eglCreatePlatformWindowSurfaceEXT(platform.device, platform.config, platform.gbmSurface, NULL);
|
||||
}
|
||||
|
||||
if (platform.surface == EGL_NO_SURFACE)
|
||||
{
|
||||
platform.surface = eglCreateWindowSurface(platform.device, platform.config, (EGLNativeWindowType)platform.gbmSurface, NULL);
|
||||
}
|
||||
|
||||
if (platform.surface == EGL_NO_SURFACE)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError());
|
||||
return -1;
|
||||
@ -1564,7 +1598,11 @@ int InitPlatform(void)
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
|
||||
|
||||
// If graphic device is no properly initialized, we end program
|
||||
if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
|
||||
if (!CORE.Window.ready)
|
||||
{
|
||||
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device");
|
||||
return -1;
|
||||
}
|
||||
else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
|
||||
|
||||
// Set some default window flags
|
||||
@ -1882,8 +1920,15 @@ static void InitEvdevInput(void)
|
||||
{
|
||||
CORE.Input.Touch.position[i].x = -1;
|
||||
CORE.Input.Touch.position[i].y = -1;
|
||||
platform.touchActive[i] = false;
|
||||
platform.touchPosition[i].x = -1;
|
||||
platform.touchPosition[i].y = -1;
|
||||
platform.touchId[i] = -1;
|
||||
}
|
||||
|
||||
// Initialize touch slot
|
||||
platform.touchSlot = 0;
|
||||
|
||||
// Reset keyboard key state
|
||||
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
|
||||
{
|
||||
@ -2046,17 +2091,49 @@ static void ConfigureEvdevDevice(char *device)
|
||||
const char *deviceKindStr = "unknown";
|
||||
if (isMouse || isTouch)
|
||||
{
|
||||
deviceKindStr = "mouse";
|
||||
if (platform.mouseFd != -1) close(platform.mouseFd);
|
||||
platform.mouseFd = fd;
|
||||
bool prioritize = false;
|
||||
|
||||
if (absAxisCount > 0)
|
||||
// Priority logic: touchscreens override Mice
|
||||
// 1. No device set yet? Take it
|
||||
if (platform.mouseFd == -1) prioritize = true;
|
||||
// 2. Current is mouse, new is touch? Upgrade to touch
|
||||
else if (isTouch && !platform.mouseIsTouch) prioritize = true;
|
||||
// 3. Current is touch, new is touch? Use the new one (last one found wins, standard behavior)
|
||||
else if (isTouch && platform.mouseIsTouch) prioritize = true;
|
||||
// 4. Current is mouse, new is mouse? Use the new one
|
||||
else if (!isTouch && !platform.mouseIsTouch) prioritize = true;
|
||||
// 5. Current is touch, new is mouse? Ignore the mouse, keep the touchscreen
|
||||
else prioritize = false;
|
||||
|
||||
if (prioritize)
|
||||
{
|
||||
platform.absRange.x = absinfo[ABS_X].info.minimum;
|
||||
platform.absRange.width = absinfo[ABS_X].info.maximum - absinfo[ABS_X].info.minimum;
|
||||
deviceKindStr = isTouch? "touchscreen" : "mouse";
|
||||
|
||||
platform.absRange.y = absinfo[ABS_Y].info.minimum;
|
||||
platform.absRange.height = absinfo[ABS_Y].info.maximum - absinfo[ABS_Y].info.minimum;
|
||||
if (platform.mouseFd != -1)
|
||||
{
|
||||
TRACELOG(LOG_INFO, "INPUT: Overwriting previous input device with new %s", deviceKindStr);
|
||||
close(platform.mouseFd);
|
||||
}
|
||||
|
||||
platform.mouseFd = fd;
|
||||
platform.mouseIsTouch = isTouch;
|
||||
|
||||
if (absAxisCount > 0)
|
||||
{
|
||||
platform.absRange.x = absinfo[ABS_X].info.minimum;
|
||||
platform.absRange.width = absinfo[ABS_X].info.maximum - absinfo[ABS_X].info.minimum;
|
||||
|
||||
platform.absRange.y = absinfo[ABS_Y].info.minimum;
|
||||
platform.absRange.height = absinfo[ABS_Y].info.maximum - absinfo[ABS_Y].info.minimum;
|
||||
}
|
||||
|
||||
TRACELOG(LOG_INFO, "INPUT: Initialized input device %s as %s", device, deviceKindStr);
|
||||
}
|
||||
else
|
||||
{
|
||||
TRACELOG(LOG_INFO, "INPUT: Ignoring device %s (keeping higher priority %s device)", device, platform.mouseIsTouch ? "touchscreen" : "mouse");
|
||||
close(fd);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (isGamepad && !isMouse && !isKeyboard && (platform.gamepadCount < MAX_GAMEPADS))
|
||||
@ -2127,18 +2204,15 @@ static void PollKeyboardEvents(void)
|
||||
// If the event was a key, we know a working keyboard is connected, so disable the SSH keyboard
|
||||
platform.eventKeyboardMode = true;
|
||||
#endif
|
||||
|
||||
// Keyboard keys appear for codes 1 to 255, ignore everthing else
|
||||
if ((event.code >= 1) && (event.code <= 255))
|
||||
{
|
||||
|
||||
// Lookup the scancode in the keymap to get a keycode
|
||||
keycode = linuxToRaylibMap[event.code];
|
||||
|
||||
// Make sure we got a valid keycode
|
||||
if ((keycode > 0) && (keycode < MAX_KEYBOARD_KEYS))
|
||||
{
|
||||
|
||||
// WARNING: https://www.kernel.org/doc/Documentation/input/input.txt
|
||||
// Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
|
||||
// absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
|
||||
@ -2187,16 +2261,15 @@ static void PollGamepadEvents(void)
|
||||
{
|
||||
if (event.code < KEYMAP_SIZE)
|
||||
{
|
||||
short keycodeRaylib = linuxToRaylibMap[event.code];
|
||||
short keycode = linuxToRaylibMap[event.code]; // raylib keycode
|
||||
|
||||
TRACELOG(LOG_DEBUG, "INPUT: Gamepad %2i: KEY_%s Keycode(linux): %4i Keycode(raylib): %4i", i, (event.value == 0)? "UP" : "DOWN", event.code, keycodeRaylib);
|
||||
TRACELOG(LOG_DEBUG, "INPUT: Gamepad %2i: KEY_%s Keycode(linux): %4i Keycode(raylib): %4i", i, (event.value == 0)? "UP" : "DOWN", event.code, keycode);
|
||||
|
||||
if ((keycodeRaylib != 0) && (keycodeRaylib < MAX_GAMEPAD_BUTTONS))
|
||||
if ((keycode != 0) && (keycode < MAX_GAMEPAD_BUTTONS))
|
||||
{
|
||||
// 1 - button pressed, 0 - button released
|
||||
CORE.Input.Gamepad.currentButtonState[i][keycodeRaylib] = event.value;
|
||||
|
||||
CORE.Input.Gamepad.lastButtonPressed = (event.value == 1)? keycodeRaylib : GAMEPAD_BUTTON_UNKNOWN;
|
||||
CORE.Input.Gamepad.currentButtonState[i][keycode] = event.value;
|
||||
CORE.Input.Gamepad.lastButtonPressed = (event.value == 1)? keycode : GAMEPAD_BUTTON_UNKNOWN;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2230,6 +2303,7 @@ static void PollMouseEvents(void)
|
||||
|
||||
struct input_event event = { 0 };
|
||||
int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
|
||||
static bool isMultitouch = false; // Detect if device supports MT events
|
||||
|
||||
// Try to read data from the mouse/touch/gesture and only continue if successful
|
||||
while (read(fd, &event, sizeof(event)) == (int)sizeof(event))
|
||||
@ -2275,39 +2349,102 @@ static void PollMouseEvents(void)
|
||||
if (event.code == ABS_X)
|
||||
{
|
||||
CORE.Input.Mouse.currentPosition.x = (event.value - platform.absRange.x)*CORE.Window.screen.width/platform.absRange.width; // Scale according to absRange
|
||||
CORE.Input.Touch.position[0].x = (event.value - platform.absRange.x)*CORE.Window.screen.width/platform.absRange.width; // Scale according to absRange
|
||||
|
||||
touchAction = 2; // TOUCH_ACTION_MOVE
|
||||
// Update single touch position only if it's active and no MT events are being used
|
||||
if (platform.touchActive[0] && !isMultitouch)
|
||||
{
|
||||
platform.touchPosition[0].x = (event.value - platform.absRange.x)*CORE.Window.screen.width/platform.absRange.width;
|
||||
if (touchAction == -1) touchAction = 2; // TOUCH_ACTION_MOVE
|
||||
}
|
||||
}
|
||||
|
||||
if (event.code == ABS_Y)
|
||||
{
|
||||
CORE.Input.Mouse.currentPosition.y = (event.value - platform.absRange.y)*CORE.Window.screen.height/platform.absRange.height; // Scale according to absRange
|
||||
CORE.Input.Touch.position[0].y = (event.value - platform.absRange.y)*CORE.Window.screen.height/platform.absRange.height; // Scale according to absRange
|
||||
|
||||
touchAction = 2; // TOUCH_ACTION_MOVE
|
||||
// Update single touch position only if it's active and no MT events are being used
|
||||
if (platform.touchActive[0] && !isMultitouch)
|
||||
{
|
||||
platform.touchPosition[0].y = (event.value - platform.absRange.y)*CORE.Window.screen.height/platform.absRange.height;
|
||||
if (touchAction == -1) touchAction = 2; // TOUCH_ACTION_MOVE
|
||||
}
|
||||
}
|
||||
|
||||
// Multitouch movement
|
||||
if (event.code == ABS_MT_SLOT) platform.touchSlot = event.value; // Remember the slot number for the folowing events
|
||||
if (event.code == ABS_MT_SLOT)
|
||||
{
|
||||
platform.touchSlot = event.value;
|
||||
isMultitouch = true;
|
||||
}
|
||||
|
||||
if (event.code == ABS_MT_POSITION_X)
|
||||
{
|
||||
if (platform.touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[platform.touchSlot].x = (event.value - platform.absRange.x)*CORE.Window.screen.width/platform.absRange.width; // Scale according to absRange
|
||||
isMultitouch = true;
|
||||
if (platform.touchSlot < MAX_TOUCH_POINTS)
|
||||
{
|
||||
platform.touchPosition[platform.touchSlot].x = (event.value - platform.absRange.x)*CORE.Window.screen.width/platform.absRange.width;
|
||||
|
||||
// If this slot is active, it's a move. If not, we are just updating the buffer for when it becomes active.
|
||||
// Only set to MOVE if we haven't already detected a DOWN or UP event this frame
|
||||
if (platform.touchActive[platform.touchSlot] && touchAction == -1) touchAction = 2; // TOUCH_ACTION_MOVE
|
||||
}
|
||||
}
|
||||
|
||||
if (event.code == ABS_MT_POSITION_Y)
|
||||
{
|
||||
if (platform.touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[platform.touchSlot].y = (event.value - platform.absRange.y)*CORE.Window.screen.height/platform.absRange.height; // Scale according to absRange
|
||||
if (platform.touchSlot < MAX_TOUCH_POINTS)
|
||||
{
|
||||
platform.touchPosition[platform.touchSlot].y = (event.value - platform.absRange.y)*CORE.Window.screen.height/platform.absRange.height;
|
||||
|
||||
// If this slot is active, it's a move. If not, we are just updating the buffer for when it becomes active.
|
||||
// Only set to MOVE if we haven't already detected a DOWN or UP event this frame
|
||||
if (platform.touchActive[platform.touchSlot] && touchAction == -1) touchAction = 2; // TOUCH_ACTION_MOVE
|
||||
}
|
||||
}
|
||||
|
||||
if (event.code == ABS_MT_TRACKING_ID)
|
||||
{
|
||||
if ((event.value < 0) && (platform.touchSlot < MAX_TOUCH_POINTS))
|
||||
if (platform.touchSlot < MAX_TOUCH_POINTS)
|
||||
{
|
||||
// Touch has ended for this point
|
||||
CORE.Input.Touch.position[platform.touchSlot].x = -1;
|
||||
CORE.Input.Touch.position[platform.touchSlot].y = -1;
|
||||
if (event.value >= 0)
|
||||
{
|
||||
|
||||
platform.touchActive[platform.touchSlot] = true;
|
||||
platform.touchId[platform.touchSlot] = event.value; // Use Tracking ID for unique IDs
|
||||
|
||||
touchAction = 1; // TOUCH_ACTION_DOWN
|
||||
}
|
||||
else
|
||||
{
|
||||
// Touch has ended for this point
|
||||
platform.touchActive[platform.touchSlot] = false;
|
||||
platform.touchPosition[platform.touchSlot].x = -1;
|
||||
platform.touchPosition[platform.touchSlot].y = -1;
|
||||
platform.touchId[platform.touchSlot] = -1;
|
||||
|
||||
// Force UP action if we haven't already set a DOWN action
|
||||
// (DOWN takes priority over UP if both happen in one frame, though rare)
|
||||
if (touchAction != 1) touchAction = 0; // TOUCH_ACTION_UP
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle ABS_MT_PRESSURE (0x3a) if available, as some devices use it for lift-off
|
||||
#ifndef ABS_MT_PRESSURE
|
||||
#define ABS_MT_PRESSURE 0x3a
|
||||
#endif
|
||||
if (event.code == ABS_MT_PRESSURE)
|
||||
{
|
||||
if (platform.touchSlot < MAX_TOUCH_POINTS)
|
||||
{
|
||||
if (event.value <= 0) // Pressure 0 means lift
|
||||
{
|
||||
platform.touchActive[platform.touchSlot] = false;
|
||||
platform.touchPosition[platform.touchSlot].x = -1;
|
||||
platform.touchPosition[platform.touchSlot].y = -1;
|
||||
platform.touchId[platform.touchSlot] = -1;
|
||||
if (touchAction != 1) touchAction = 0; // TOUCH_ACTION_UP
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -2319,16 +2456,15 @@ static void PollMouseEvents(void)
|
||||
if (!event.value && previousMouseLeftButtonState)
|
||||
{
|
||||
platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 0;
|
||||
touchAction = 0; // TOUCH_ACTION_UP
|
||||
if (touchAction != 1) touchAction = 0; // TOUCH_ACTION_UP
|
||||
}
|
||||
|
||||
if (event.value && !previousMouseLeftButtonState)
|
||||
{
|
||||
platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 1;
|
||||
touchAction = 1; // TOUCH_ACTION_DOWN
|
||||
touchAction = 1; // TOUCH_ACTION_DOWN
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Button parsing
|
||||
@ -2339,8 +2475,43 @@ static void PollMouseEvents(void)
|
||||
{
|
||||
platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = event.value;
|
||||
|
||||
if (event.value > 0) touchAction = 1; // TOUCH_ACTION_DOWN
|
||||
else touchAction = 0; // TOUCH_ACTION_UP
|
||||
if (event.value > 0)
|
||||
{
|
||||
bool activateSlot0 = false;
|
||||
|
||||
if (event.code == BTN_LEFT) activateSlot0 = true; // Mouse click always activates
|
||||
else if (event.code == BTN_TOUCH)
|
||||
{
|
||||
bool anyActive = false;
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; i++)
|
||||
{
|
||||
if (platform.touchActive[i]) { anyActive = true; break; }
|
||||
}
|
||||
|
||||
if (!anyActive) activateSlot0 = true;
|
||||
}
|
||||
|
||||
if (activateSlot0)
|
||||
{
|
||||
platform.touchActive[0] = true;
|
||||
platform.touchId[0] = 0;
|
||||
}
|
||||
|
||||
touchAction = 1; // TOUCH_ACTION_DOWN
|
||||
}
|
||||
else
|
||||
{
|
||||
// Only clear touch 0 for actual mouse clicks (BTN_LEFT)
|
||||
if (event.code == BTN_LEFT)
|
||||
{
|
||||
platform.touchActive[0] = false;
|
||||
platform.touchPosition[0].x = -1;
|
||||
platform.touchPosition[0].y = -1;
|
||||
}
|
||||
else if (event.code == BTN_TOUCH) platform.touchSlot = 0; // Reset slot index to 0
|
||||
|
||||
touchAction = 0; // TOUCH_ACTION_UP
|
||||
}
|
||||
}
|
||||
|
||||
if (event.code == BTN_RIGHT) platform.currentButtonStateEvdev[MOUSE_BUTTON_RIGHT] = event.value;
|
||||
@ -2355,24 +2526,40 @@ static void PollMouseEvents(void)
|
||||
if (!CORE.Input.Mouse.cursorLocked)
|
||||
{
|
||||
if (CORE.Input.Mouse.currentPosition.x < 0) CORE.Input.Mouse.currentPosition.x = 0;
|
||||
if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
|
||||
if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x)
|
||||
CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
|
||||
|
||||
if (CORE.Input.Mouse.currentPosition.y < 0) CORE.Input.Mouse.currentPosition.y = 0;
|
||||
if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
|
||||
if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y)
|
||||
CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
|
||||
}
|
||||
|
||||
// Update touch point count
|
||||
CORE.Input.Touch.pointCount = 0;
|
||||
// Repack active touches into CORE.Input.Touch
|
||||
int k = 0;
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; i++)
|
||||
{
|
||||
if (CORE.Input.Touch.position[i].x >= 0) CORE.Input.Touch.pointCount++;
|
||||
if (platform.touchActive[i])
|
||||
{
|
||||
CORE.Input.Touch.position[k] = platform.touchPosition[i];
|
||||
CORE.Input.Touch.pointId[k] = platform.touchId[i];
|
||||
k++;
|
||||
}
|
||||
}
|
||||
|
||||
CORE.Input.Touch.pointCount = k;
|
||||
|
||||
// Clear remaining slots
|
||||
for (int i = k; i < MAX_TOUCH_POINTS; i++)
|
||||
{
|
||||
CORE.Input.Touch.position[i].x = -1;
|
||||
CORE.Input.Touch.position[i].y = -1;
|
||||
CORE.Input.Touch.pointId[i] = -1;
|
||||
}
|
||||
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM)
|
||||
if (touchAction > -1)
|
||||
{
|
||||
GestureEvent gestureEvent = { 0 };
|
||||
|
||||
gestureEvent.touchAction = touchAction;
|
||||
gestureEvent.pointCount = CORE.Input.Touch.pointCount;
|
||||
|
||||
@ -2383,7 +2570,6 @@ static void PollMouseEvents(void)
|
||||
}
|
||||
|
||||
ProcessGestureEvent(gestureEvent);
|
||||
|
||||
touchAction = -1;
|
||||
}
|
||||
#endif
|
||||
@ -2479,4 +2665,82 @@ static int FindNearestConnectorMode(const drmModeConnector *connector, uint widt
|
||||
return nearestIndex;
|
||||
}
|
||||
|
||||
// Compute framebuffer size relative to screen size and display size
|
||||
// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
|
||||
static void SetupFramebuffer(int width, int height)
|
||||
{
|
||||
// Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
|
||||
if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
// Downscaling to fit display with border-bars
|
||||
float widthRatio = (float)CORE.Window.display.width/(float)CORE.Window.screen.width;
|
||||
float heightRatio = (float)CORE.Window.display.height/(float)CORE.Window.screen.height;
|
||||
|
||||
if (widthRatio <= heightRatio)
|
||||
{
|
||||
CORE.Window.render.width = CORE.Window.display.width;
|
||||
CORE.Window.render.height = (int)round((float)CORE.Window.screen.height*widthRatio);
|
||||
CORE.Window.renderOffset.x = 0;
|
||||
CORE.Window.renderOffset.y = (CORE.Window.display.height - CORE.Window.render.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.render.width = (int)round((float)CORE.Window.screen.width*heightRatio);
|
||||
CORE.Window.render.height = CORE.Window.display.height;
|
||||
CORE.Window.renderOffset.x = (CORE.Window.display.width - CORE.Window.render.width);
|
||||
CORE.Window.renderOffset.y = 0;
|
||||
}
|
||||
|
||||
// Screen scaling required
|
||||
float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
|
||||
CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
|
||||
|
||||
// NOTE: We render to full display resolution!
|
||||
// We just need to calculate above parameters for downscale matrix and offsets
|
||||
CORE.Window.render.width = CORE.Window.display.width;
|
||||
CORE.Window.render.height = CORE.Window.display.height;
|
||||
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Downscale matrix generated, content will be rendered at (%ix%i)", CORE.Window.render.width, CORE.Window.render.height);
|
||||
}
|
||||
else if ((CORE.Window.screen.width < CORE.Window.display.width) || (CORE.Window.screen.height < CORE.Window.display.height))
|
||||
{
|
||||
// Required screen size is smaller than display size
|
||||
TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0))
|
||||
{
|
||||
CORE.Window.screen.width = CORE.Window.display.width;
|
||||
CORE.Window.screen.height = CORE.Window.display.height;
|
||||
}
|
||||
|
||||
// Upscaling to fit display with border-bars
|
||||
float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height;
|
||||
float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
|
||||
|
||||
if (displayRatio <= screenRatio)
|
||||
{
|
||||
CORE.Window.render.width = CORE.Window.screen.width;
|
||||
CORE.Window.render.height = (int)round((float)CORE.Window.screen.width/displayRatio);
|
||||
CORE.Window.renderOffset.x = 0;
|
||||
CORE.Window.renderOffset.y = (CORE.Window.render.height - CORE.Window.screen.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.render.width = (int)round((float)CORE.Window.screen.height*displayRatio);
|
||||
CORE.Window.render.height = CORE.Window.screen.height;
|
||||
CORE.Window.renderOffset.x = (CORE.Window.render.width - CORE.Window.screen.width);
|
||||
CORE.Window.renderOffset.y = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.render.width = CORE.Window.screen.width;
|
||||
CORE.Window.render.height = CORE.Window.screen.height;
|
||||
CORE.Window.renderOffset.x = 0;
|
||||
CORE.Window.renderOffset.y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// EOF
|
||||
@ -13,9 +13,6 @@
|
||||
* - Improvement 01
|
||||
* - Improvement 02
|
||||
*
|
||||
* ADDITIONAL NOTES:
|
||||
* - TRACELOG() function is located in raylib [utils] module
|
||||
*
|
||||
* CONFIGURATION:
|
||||
* #define RCORE_PLATFORM_CUSTOM_FLAG
|
||||
* Custom flag for rcore on target platform -not used-
|
||||
@ -27,7 +24,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2025 Ramon Santamaria (@raysan5) and contributors
|
||||
* Copyright (c) 2025-2026 Ramon Santamaria (@raysan5) and contributors
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -502,7 +499,7 @@ int InitPlatform(void)
|
||||
}
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
// If everything work as expected, we can continue
|
||||
// If everything worked as expected, continue
|
||||
CORE.Window.render.width = CORE.Window.screen.width;
|
||||
CORE.Window.render.height = CORE.Window.screen.height;
|
||||
CORE.Window.currentFbo.width = CORE.Window.render.width;
|
||||
|
||||
@ -27,7 +27,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5) and contributors
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -454,7 +454,6 @@ int InitPlatform(void)
|
||||
// raylib uses OpenGL so, platform should create that kind of connection
|
||||
// Below example illustrates that process using EGL library
|
||||
//----------------------------------------------------------------------------
|
||||
CORE.Window.fullscreen = true;
|
||||
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT))
|
||||
|
||||
@ -12,9 +12,6 @@
|
||||
* POSSIBLE IMPROVEMENTS:
|
||||
* - Replace glfw3 dependency by direct browser API calls (same as library_glfw3.js)
|
||||
*
|
||||
* ADDITIONAL NOTES:
|
||||
* - TRACELOG() function is located in raylib [utils] module
|
||||
*
|
||||
* CONFIGURATION:
|
||||
* #define RCORE_PLATFORM_CUSTOM_FLAG
|
||||
* Custom flag for rcore on target platform -not used-
|
||||
@ -26,7 +23,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5) and contributors
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -204,7 +201,6 @@ void ToggleFullscreen(void)
|
||||
|
||||
EM_ASM(document.exitFullscreen(););
|
||||
|
||||
CORE.Window.fullscreen = false;
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
|
||||
}
|
||||
@ -213,14 +209,12 @@ void ToggleFullscreen(void)
|
||||
if (enterFullscreen)
|
||||
{
|
||||
// NOTE: The setTimeouts handle the browser mode change delay
|
||||
EM_ASM
|
||||
(
|
||||
setTimeout(function()
|
||||
{
|
||||
EM_ASM(
|
||||
setTimeout(function(){
|
||||
Module.requestFullscreen(false, false);
|
||||
}, 100);
|
||||
);
|
||||
CORE.Window.fullscreen = true;
|
||||
|
||||
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
}
|
||||
|
||||
@ -238,7 +232,7 @@ void ToggleFullscreen(void)
|
||||
*/
|
||||
// EM_ASM(Module.requestFullscreen(false, false););
|
||||
/*
|
||||
if (!CORE.Window.fullscreen)
|
||||
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
// Option 1: Request fullscreen for the canvas element
|
||||
// This option does not seem to work at all:
|
||||
@ -274,7 +268,6 @@ void ToggleFullscreen(void)
|
||||
emscripten_get_canvas_element_size(platform.canvasId, &width, &height);
|
||||
TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
|
||||
|
||||
CORE.Window.fullscreen = true; // Toggle fullscreen flag
|
||||
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
}
|
||||
else
|
||||
@ -286,7 +279,6 @@ void ToggleFullscreen(void)
|
||||
emscripten_get_canvas_element_size(platform.canvasId, &width, &height);
|
||||
TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
|
||||
|
||||
CORE.Window.fullscreen = false; // Toggle fullscreen flag
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
}
|
||||
*/
|
||||
@ -313,7 +305,6 @@ void ToggleBorderlessWindowed(void)
|
||||
|
||||
EM_ASM(document.exitFullscreen(););
|
||||
|
||||
CORE.Window.fullscreen = false;
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
|
||||
}
|
||||
@ -325,15 +316,16 @@ void ToggleBorderlessWindowed(void)
|
||||
// 2. The style unset handles the possibility of a width="value%" like on the default shell.html file
|
||||
EM_ASM
|
||||
(
|
||||
const canvasId = UTF8ToString($0);
|
||||
setTimeout(function()
|
||||
{
|
||||
Module.requestFullscreen(false, true);
|
||||
setTimeout(function()
|
||||
{
|
||||
canvas.style.width="unset";
|
||||
document.querySelector(canvasId).style.width="unset";
|
||||
}, 100);
|
||||
}, 100);
|
||||
);
|
||||
, platform.canvasId);
|
||||
FLAG_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
|
||||
}
|
||||
}
|
||||
@ -545,7 +537,6 @@ void ClearWindowState(unsigned int flags)
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE) || (canvasStyleWidth > canvasWidth)) EM_ASM(document.exitFullscreen(););
|
||||
}
|
||||
|
||||
CORE.Window.fullscreen = false;
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
}
|
||||
|
||||
@ -963,8 +954,8 @@ void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float d
|
||||
if (duration > MAX_GAMEPAD_VIBRATION_TIME) duration = MAX_GAMEPAD_VIBRATION_TIME;
|
||||
duration *= 1000.0f; // Convert duration to ms
|
||||
|
||||
// Note: At the moment (2024.10.21) Chrome, Edge, Opera, Safari, Android Chrome, Android Webview only support the vibrationActuator API,
|
||||
// and Firefox only supports the hapticActuators API
|
||||
// NOTE: At the moment (2024.10.21) Chrome, Edge, Opera, Safari, Android Chrome, Android Webview only support the vibrationActuator API,
|
||||
// and Firefox only supports the hapticActuators API
|
||||
EM_ASM({
|
||||
try
|
||||
{
|
||||
@ -1111,7 +1102,7 @@ void PollInputEvents(void)
|
||||
else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
|
||||
}
|
||||
|
||||
//TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
|
||||
//TRACELOG(LOG_DEBUG, "INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
|
||||
}
|
||||
|
||||
// Register axis data for every connected gamepad
|
||||
@ -1155,8 +1146,6 @@ int InitPlatform(void)
|
||||
// glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
|
||||
|
||||
// Check window creation flags
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) CORE.Window.fullscreen = true;
|
||||
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIDDEN)) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
|
||||
else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
|
||||
|
||||
@ -1250,9 +1239,9 @@ int InitPlatform(void)
|
||||
// Avoid creating a WebGL canvas, avoid calling glfwCreateWindow()
|
||||
emscripten_set_canvas_element_size(platform.canvasId, CORE.Window.screen.width, CORE.Window.screen.height);
|
||||
EM_ASM({
|
||||
const canvas = document.getElementById("canvas");
|
||||
const canvas = document.querySelector(UTF8ToString($0));
|
||||
Module.canvas = canvas;
|
||||
});
|
||||
}, platform.canvasId);
|
||||
|
||||
// Load memory framebuffer with desired screen size
|
||||
// NOTE: Despite using a software framebuffer for blitting, GLFW still creates a WebGL canvas,
|
||||
@ -1260,7 +1249,7 @@ int InitPlatform(void)
|
||||
// TODO: Consider requesting another type of canvas, not a WebGL one --> Replace GLFW-web by Emscripten?
|
||||
platform.pixels = (unsigned int *)RL_CALLOC(CORE.Window.screen.width*CORE.Window.screen.height, sizeof(unsigned int));
|
||||
#else
|
||||
if (CORE.Window.fullscreen)
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
|
||||
{
|
||||
// remember center for switchinging from fullscreen to window
|
||||
if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
|
||||
@ -1299,18 +1288,6 @@ int InitPlatform(void)
|
||||
|
||||
TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
// NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
|
||||
// for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
|
||||
// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
|
||||
// by the sides to fit all monitor space...
|
||||
|
||||
// Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
|
||||
// It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
|
||||
// Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
|
||||
// TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
|
||||
// HighDPI monitors are properly considered in a following similar function: SetupViewport()
|
||||
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
platform.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL);
|
||||
|
||||
// NOTE: Full-screen change, not working properly...
|
||||
@ -1531,7 +1508,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
|
||||
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
|
||||
{
|
||||
CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
||||
strcpy(CORE.Window.dropFilepaths[i], paths[i]);
|
||||
strncpy(CORE.Window.dropFilepaths[i], paths[i], MAX_FILEPATH_LENGTH - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1716,12 +1693,12 @@ static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPoin
|
||||
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
|
||||
{
|
||||
/*
|
||||
TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
|
||||
TRACELOG(LOG_DEBUG, "%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
|
||||
eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
|
||||
gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
|
||||
|
||||
for (int i = 0; i < gamepadEvent->numAxes; i++) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
|
||||
for (int i = 0; i < gamepadEvent->numButtons; i++) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
|
||||
for (int i = 0; i < gamepadEvent->numAxes; i++) TRACELOG(LOG_DEBUG, "Axis %d: %g", i, gamepadEvent->axis[i]);
|
||||
for (int i = 0; i < gamepadEvent->numButtons; i++) TRACELOG(LOG_DEBUG, "Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
|
||||
*/
|
||||
|
||||
if (gamepadEvent->connected && (gamepadEvent->index < MAX_GAMEPADS))
|
||||
@ -1822,15 +1799,14 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
|
||||
// Emscripten: Called on fullscreen change events
|
||||
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
|
||||
{
|
||||
// NOTE: 1. Reset the fullscreen flags if the user left fullscreen manually by pressing the Escape key
|
||||
// 2. Which is a necessary safeguard because that case will bypass the toggles CORE.Window.flags resets
|
||||
// NOTE 1: Reset the fullscreen flags if the user left fullscreen manually by pressing the Escape key
|
||||
// NOTE 2: Which is a necessary safeguard because that case will bypass the toggles CORE.Window.flags resets
|
||||
if (platform.ourFullscreen) platform.ourFullscreen = false;
|
||||
else
|
||||
{
|
||||
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
||||
if (!wasFullscreen)
|
||||
{
|
||||
CORE.Window.fullscreen = false;
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
|
||||
}
|
||||
|
||||
1691
src/platforms/rcore_web_emscripten.c
Normal file
30
src/raudio.c
@ -50,7 +50,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -74,11 +74,7 @@
|
||||
#else
|
||||
#include "raylib.h" // Declares module functions
|
||||
|
||||
// Check if config flags have been externally provided on compilation line
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
#include "config.h" // Defines module configuration flags
|
||||
#endif
|
||||
#include "utils.h" // Required for: fopen() Android mapping
|
||||
#include "config.h" // Defines module configuration flags
|
||||
#endif
|
||||
|
||||
#if defined(SUPPORT_MODULE_RAUDIO) || defined(RAUDIO_STANDALONE)
|
||||
@ -1134,7 +1130,7 @@ bool ExportWaveAsCode(Wave wave, const char *fileName)
|
||||
byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n");
|
||||
byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n");
|
||||
byteCount += sprintf(txtData + byteCount, "// //\n");
|
||||
byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2025 Ramon Santamaria (@raysan5) //\n");
|
||||
byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2026 Ramon Santamaria (@raysan5) //\n");
|
||||
byteCount += sprintf(txtData + byteCount, "// //\n");
|
||||
byteCount += sprintf(txtData + byteCount, "//////////////////////////////////////////////////////////////////////////////////\n\n");
|
||||
|
||||
@ -1249,7 +1245,7 @@ void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels)
|
||||
frameCount = (ma_uint32)ma_convert_frames(data, frameCount, formatOut, channels, sampleRate, wave->data, frameCountIn, formatIn, wave->channels, wave->sampleRate);
|
||||
if (frameCount == 0)
|
||||
{
|
||||
RL_FREE(wave->data);
|
||||
RL_FREE(data);
|
||||
TRACELOG(LOG_WARNING, "WAVE: Failed format conversion");
|
||||
return;
|
||||
}
|
||||
@ -2422,7 +2418,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
|
||||
audioBuffer->frameCursorPos = (audioBuffer->frameCursorPos + framesToRead)%audioBuffer->sizeInFrames;
|
||||
framesRead += framesToRead;
|
||||
|
||||
// If we've read to the end of the buffer, mark it as processed
|
||||
// If the end of the buffer is read, mark it as processed
|
||||
if (framesToRead == framesRemainingInOutputBuffer)
|
||||
{
|
||||
audioBuffer->isSubBufferProcessed[currentSubBufferIndex] = true;
|
||||
@ -2430,7 +2426,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
|
||||
|
||||
currentSubBufferIndex = (currentSubBufferIndex + 1)%2;
|
||||
|
||||
// We need to break from this loop if we're not looping
|
||||
// Break from this loop if looping not enabled
|
||||
if (!audioBuffer->looping)
|
||||
{
|
||||
StopAudioBufferInLockedState(audioBuffer);
|
||||
@ -2457,10 +2453,12 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
|
||||
// Reads audio data from an AudioBuffer object in device format, returned data will be in a format appropriate for mixing
|
||||
static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, float *framesOut, ma_uint32 frameCount)
|
||||
{
|
||||
// What's going on here is that we're continuously converting data from the AudioBuffer's internal format to the mixing format, which
|
||||
// should be defined by the output format of the data converter. We do this until frameCount frames have been output. The important
|
||||
// detail to remember here is that we never, ever attempt to read more input data than is required for the specified number of output
|
||||
// frames. This can be achieved with ma_data_converter_get_required_input_frame_count()
|
||||
// NOTE: Continuously converting data from the AudioBuffer's internal format to the mixing format,
|
||||
// which should be defined by the output format of the data converter.
|
||||
// This is done until frameCount frames have been output.
|
||||
// The important detail to remember is that more data than required should neeveer be read,
|
||||
// for the specified number of output frames.
|
||||
// This can be achieved with ma_data_converter_get_required_input_frame_count()
|
||||
ma_uint8 inputBuffer[4096] = { 0 };
|
||||
ma_uint32 inputBufferFrameCap = sizeof(inputBuffer)/ma_get_bytes_per_frame(audioBuffer->converter.formatIn, audioBuffer->converter.channelsIn);
|
||||
|
||||
@ -2577,8 +2575,8 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
|
||||
}
|
||||
}
|
||||
|
||||
// If for some reason we weren't able to read every frame we'll need to break from the loop
|
||||
// Not doing this could theoretically put us into an infinite loop
|
||||
// If for some reason is not possible to read every frame, the loop needs to be broken
|
||||
// Not doing this could theoretically eend up into an infinite loop
|
||||
if (framesToRead > 0) break;
|
||||
}
|
||||
}
|
||||
|
||||
69
src/raylib.h
@ -62,7 +62,7 @@
|
||||
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software:
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -336,7 +336,7 @@ typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
|
||||
typedef struct Camera2D {
|
||||
Vector2 offset; // Camera offset (screen space offset from window origin)
|
||||
Vector2 target; // Camera target (world space target point that is mapped to screen space offset)
|
||||
float rotation; // Camera rotation in degrees (pivots around target)
|
||||
float rotation; // Camera rotation in degrees (pivots around target)
|
||||
float zoom; // Camera zoom (scaling around target), must not be set to 0, set to 1.0f for no scale
|
||||
} Camera2D;
|
||||
|
||||
@ -512,7 +512,6 @@ typedef struct VrStereoConfig {
|
||||
|
||||
// File path list
|
||||
typedef struct FilePathList {
|
||||
unsigned int capacity; // Filepaths max entries
|
||||
unsigned int count; // Filepaths entries count
|
||||
char **paths; // Filepaths entries
|
||||
} FilePathList;
|
||||
@ -570,8 +569,7 @@ typedef enum {
|
||||
} TraceLogLevel;
|
||||
|
||||
// Keyboard keys (US keyboard layout)
|
||||
// NOTE: Use GetKeyPressed() to allow redefining
|
||||
// required keys for alternative layouts
|
||||
// NOTE: Use GetKeyPressed() to allow redefining required keys for alternative layouts
|
||||
typedef enum {
|
||||
KEY_NULL = 0, // Key: NULL, used for no key pressed
|
||||
// Alphanumeric keys
|
||||
@ -1075,47 +1073,41 @@ RLAPI Matrix GetCameraMatrix(Camera camera); // Get c
|
||||
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
|
||||
|
||||
// Timing-related functions
|
||||
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
||||
RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
|
||||
RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
|
||||
RLAPI int GetFPS(void); // Get current FPS
|
||||
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
||||
RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
|
||||
RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
|
||||
RLAPI int GetFPS(void); // Get current FPS
|
||||
|
||||
// Custom frame control functions
|
||||
// NOTE: Those functions are intended for advanced users that want full control over the frame processing
|
||||
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
|
||||
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
|
||||
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
|
||||
RLAPI void PollInputEvents(void); // Register all input events
|
||||
RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
|
||||
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
|
||||
RLAPI void PollInputEvents(void); // Register all input events
|
||||
RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
|
||||
|
||||
// Random values generation functions
|
||||
RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
|
||||
RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
|
||||
RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
|
||||
RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
|
||||
RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
|
||||
RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
|
||||
RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
|
||||
|
||||
// Misc. functions
|
||||
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
|
||||
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
|
||||
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
|
||||
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
|
||||
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
|
||||
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
|
||||
|
||||
// NOTE: Following functions implemented in module [utils]
|
||||
//------------------------------------------------------------------
|
||||
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
|
||||
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
|
||||
RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
|
||||
RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
|
||||
RLAPI void MemFree(void *ptr); // Internal memory free
|
||||
// Logging system
|
||||
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
|
||||
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
|
||||
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
|
||||
|
||||
// Set custom callbacks
|
||||
// WARNING: Callbacks setup is intended for advanced users
|
||||
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
|
||||
RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
|
||||
RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
|
||||
RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
|
||||
RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
|
||||
// Memory management, using internal allocators
|
||||
RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
|
||||
RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
|
||||
RLAPI void MemFree(void *ptr); // Internal memory free
|
||||
|
||||
// Files management functions
|
||||
// File system management functions
|
||||
RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
|
||||
RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
|
||||
RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
|
||||
@ -1123,9 +1115,14 @@ RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char
|
||||
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
|
||||
RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
|
||||
RLAPI bool SaveFileText(const char *fileName, const char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// File system functions
|
||||
// File access custom callbacks
|
||||
// WARNING: Callbacks setup is intended for advanced users
|
||||
RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
|
||||
RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
|
||||
RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
|
||||
RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
|
||||
|
||||
RLAPI int FileRename(const char *fileName, const char *fileRename); // Rename file (if exists)
|
||||
RLAPI int FileRemove(const char *fileName); // Remove file (if exists)
|
||||
RLAPI int FileCopy(const char *srcPath, const char *dstPath); // Copy file from one path to another, dstPath created if it doesn't exist
|
||||
@ -1154,6 +1151,8 @@ RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload fi
|
||||
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
|
||||
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
|
||||
RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
|
||||
RLAPI unsigned int GetDirectoryFileCount(const char *dirPath); // Get the file count in a directory
|
||||
RLAPI unsigned int GetDirectoryFileCountEx(const char *basePath, const char *filter, bool scanSubdirs);// Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
|
||||
|
||||
// Compression/Encoding functionality
|
||||
RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
|
||||
|
||||
133
src/raymath.h
@ -19,20 +19,25 @@
|
||||
*
|
||||
* CONFIGURATION:
|
||||
* #define RAYMATH_IMPLEMENTATION
|
||||
* Generates the implementation of the library into the included file.
|
||||
* Generates the implementation of the library into the included file
|
||||
* If not defined, the library is in header only mode and can be included in other headers
|
||||
* or source files without problems. But only ONE file should hold the implementation.
|
||||
* or source files without problems. But only ONE file should hold the implementation
|
||||
*
|
||||
* #define RAYMATH_STATIC_INLINE
|
||||
* Define static inline functions code, so #include header suffices for use.
|
||||
* This may use up lots of memory.
|
||||
* Define static inline functions code, so #include header suffices for use
|
||||
* This may use up lots of memory
|
||||
*
|
||||
* #define RAYMATH_DISABLE_CPP_OPERATORS
|
||||
* Disables C++ operator overloads for raymath types.
|
||||
*
|
||||
* #define RAYMATH_USE_SIMD_INTRINSICS
|
||||
* Try to enable SIMD intrinsics for MatrixMultiply()
|
||||
* Note that users enabling it must be aware of the target platform where application will
|
||||
* run to support the selected SIMD intrinsic, for now, only SSE is supported
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -61,11 +66,11 @@
|
||||
// Function specifiers definition
|
||||
#if defined(RAYMATH_IMPLEMENTATION)
|
||||
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
|
||||
#define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll)
|
||||
#define RMAPI __declspec(dllexport) extern inline // Building raylib as a Win32 shared library (.dll)
|
||||
#elif defined(BUILD_LIBTYPE_SHARED)
|
||||
#define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib)
|
||||
#define RMAPI __attribute__((visibility("default"))) // Building raylib as a Unix shared library (.so/.dylib)
|
||||
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
|
||||
#define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
|
||||
#define RMAPI __declspec(dllimport) // Using raylib as a Win32 shared library (.dll)
|
||||
#else
|
||||
#define RMAPI extern inline // Provide external definition
|
||||
#endif
|
||||
@ -79,7 +84,6 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -170,6 +174,35 @@ typedef struct float16 {
|
||||
|
||||
#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()
|
||||
|
||||
#if defined(RAYMATH_USE_SIMD_INTRINSICS)
|
||||
// SIMD is used on the most costly raymath function MatrixMultiply()
|
||||
// NOTE: Only SSE intrinsics support implemented
|
||||
// TODO: Consider support for other SIMD instrinsics:
|
||||
// - SSEx, AVX, AVX2, FMA, NEON, RVV
|
||||
/*
|
||||
#if defined(__SSE4_2__)
|
||||
#include <nmmintrin.h>
|
||||
#define RAYMATH_SSE42_ENABLED
|
||||
#elif defined(__SSE4_1__)
|
||||
#include <smmintrin.h>
|
||||
#define RAYMATH_SSE41_ENABLED
|
||||
#elif defined(__SSSE3__)
|
||||
#include <tmmintrin.h>
|
||||
#define RAYMATH_SSSE3_ENABLED
|
||||
#elif defined(__SSE3__)
|
||||
#include <pmmintrin.h>
|
||||
#define RAYMATH_SSE3_ENABLED
|
||||
#elif defined(__SSE2__) || (defined(_M_AMD64) || defined(_M_X64)) // SSE2 x64
|
||||
#include <emmintrin.h>
|
||||
#define RAYMATH_SSE2_ENABLED
|
||||
#endif
|
||||
*/
|
||||
#if defined(__SSE__) || defined(_M_X64) || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))
|
||||
#include <xmmintrin.h>
|
||||
#define RAYMATH_SSE_ENABLED
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Utils math
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -562,7 +595,7 @@ RMAPI int Vector2Equals(Vector2 p, Vector2 q)
|
||||
// v: normalized direction of the incoming ray
|
||||
// n: normalized normal vector of the interface of two optical media
|
||||
// r: ratio of the refractive index of the medium from where the ray comes
|
||||
// to the refractive index of the medium on the other side of the surface
|
||||
// to the refractive index of the medium on the other side of the surface
|
||||
RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)
|
||||
{
|
||||
Vector2 result = { 0 };
|
||||
@ -1050,7 +1083,7 @@ RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
|
||||
}
|
||||
|
||||
// Projects a Vector3 from screen space into object space
|
||||
// NOTE: We are avoiding calling other raymath functions despite available
|
||||
// NOTE: Self-contained function, no other raymath functions are called
|
||||
RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
|
||||
{
|
||||
Vector3 result = { 0 };
|
||||
@ -1212,7 +1245,7 @@ RMAPI int Vector3Equals(Vector3 p, Vector3 q)
|
||||
// v: normalized direction of the incoming ray
|
||||
// n: normalized normal vector of the interface of two optical media
|
||||
// r: ratio of the refractive index of the medium from where the ray comes
|
||||
// to the refractive index of the medium on the other side of the surface
|
||||
// to the refractive index of the medium on the other side of the surface
|
||||
RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
|
||||
{
|
||||
Vector3 result = { 0 };
|
||||
@ -1648,6 +1681,63 @@ RMAPI Matrix MatrixMultiply(Matrix left, Matrix right)
|
||||
{
|
||||
Matrix result = { 0 };
|
||||
|
||||
#if defined(RAYMATH_SSE_ENABLED)
|
||||
// Load left side and right side
|
||||
__m128 c0 = _mm_set_ps(right.m12, right.m8, right.m4, right.m0);
|
||||
__m128 c1 = _mm_set_ps(right.m13, right.m9, right.m5, right.m1);
|
||||
__m128 c2 = _mm_set_ps(right.m14, right.m10, right.m6, right.m2);
|
||||
__m128 c3 = _mm_set_ps(right.m15, right.m11, right.m7, right.m3);
|
||||
|
||||
// Transpose so c0..c3 become *rows* of the right matrix in semantic order
|
||||
_MM_TRANSPOSE4_PS(c0, c1, c2, c3);
|
||||
|
||||
float tmp[4] = { 0 };
|
||||
__m128 row;
|
||||
|
||||
// Row 0 of result: [m0, m1, m2, m3]
|
||||
row = _mm_mul_ps(_mm_set1_ps(left.m0), c0);
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m1), c1));
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m2), c2));
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m3), c3));
|
||||
_mm_storeu_ps(tmp, row);
|
||||
result.m0 = tmp[0];
|
||||
result.m1 = tmp[1];
|
||||
result.m2 = tmp[2];
|
||||
result.m3 = tmp[3];
|
||||
|
||||
// Row 1 of result: [m4, m5, m6, m7]
|
||||
row = _mm_mul_ps(_mm_set1_ps(left.m4), c0);
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m5), c1));
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m6), c2));
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m7), c3));
|
||||
_mm_storeu_ps(tmp, row);
|
||||
result.m4 = tmp[0];
|
||||
result.m5 = tmp[1];
|
||||
result.m6 = tmp[2];
|
||||
result.m7 = tmp[3];
|
||||
|
||||
// Row 2 of result: [m8, m9, m10, m11]
|
||||
row = _mm_mul_ps(_mm_set1_ps(left.m8), c0);
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m9), c1));
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m10), c2));
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m11), c3));
|
||||
_mm_storeu_ps(tmp, row);
|
||||
result.m8 = tmp[0];
|
||||
result.m9 = tmp[1];
|
||||
result.m10 = tmp[2];
|
||||
result.m11 = tmp[3];
|
||||
|
||||
// Row 3 of result: [m12, m13, m14, m15]
|
||||
row = _mm_mul_ps(_mm_set1_ps(left.m12), c0);
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m13), c1));
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m14), c2));
|
||||
row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m15), c3));
|
||||
_mm_storeu_ps(tmp, row);
|
||||
result.m12 = tmp[0];
|
||||
result.m13 = tmp[1];
|
||||
result.m14 = tmp[2];
|
||||
result.m15 = tmp[3];
|
||||
#else
|
||||
result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
|
||||
result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
|
||||
result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
|
||||
@ -1664,6 +1754,7 @@ RMAPI Matrix MatrixMultiply(Matrix left, Matrix right)
|
||||
result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
|
||||
result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
|
||||
result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
||||
@ -2272,13 +2363,13 @@ RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
|
||||
{
|
||||
Quaternion result = { 0 };
|
||||
|
||||
float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
|
||||
float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
|
||||
Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)
|
||||
|
||||
result.x = cross.x;
|
||||
result.y = cross.y;
|
||||
result.z = cross.z;
|
||||
result.w = 1.0f + cos2Theta;
|
||||
result.w = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z + cos2Theta*cos2Theta) + cos2Theta;
|
||||
|
||||
// QuaternionNormalize(q);
|
||||
// NOTE: Normalize to essentially nlerp the original and identity to 0.5
|
||||
@ -2572,14 +2663,14 @@ RMAPI Matrix MatrixCompose(Vector3 translation, Quaternion rotation, Vector3 sca
|
||||
forward = Vector3RotateByQuaternion(forward, rotation);
|
||||
|
||||
// Set result matrix output
|
||||
Matrix result = {
|
||||
right.x, up.x, forward.x, translation.x,
|
||||
right.y, up.y, forward.y, translation.y,
|
||||
right.z, up.z, forward.z, translation.z,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
Matrix result = {
|
||||
right.x, up.x, forward.x, translation.x,
|
||||
right.y, up.y, forward.y, translation.y,
|
||||
right.z, up.z, forward.z, translation.z,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
return result;
|
||||
return result;
|
||||
}
|
||||
|
||||
// Decompose a transformation matrix into its rotational, translational and scaling components and remove shear
|
||||
|
||||
@ -20,7 +20,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2022-2025 Christoph Wagner (@Crydsch) & Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2022-2026 Christoph Wagner (@Crydsch) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -50,14 +50,14 @@
|
||||
// Function specifiers in case library is build/used as a shared library (Windows)
|
||||
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
|
||||
#if defined(_WIN32)
|
||||
#if defined(BUILD_LIBTYPE_SHARED)
|
||||
#if defined(__TINYC__)
|
||||
#define __declspec(x) __attribute__((x))
|
||||
#endif
|
||||
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
|
||||
#elif defined(USE_LIBTYPE_SHARED)
|
||||
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
|
||||
#endif
|
||||
#if defined(BUILD_LIBTYPE_SHARED)
|
||||
#if defined(__TINYC__)
|
||||
#define __declspec(x) __attribute__((x))
|
||||
#endif
|
||||
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
|
||||
#elif defined(USE_LIBTYPE_SHARED)
|
||||
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef RLAPI
|
||||
@ -192,18 +192,20 @@ RLAPI Matrix GetCameraProjectionMatrix(Camera *camera, float aspect);
|
||||
// IsKeyPressed()
|
||||
// GetFrameTime()
|
||||
|
||||
#include <math.h> // Required for: fabsf()
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#define CAMERA_MOVE_SPEED 5.4f // Units per second
|
||||
#define CAMERA_ROTATION_SPEED 0.03f
|
||||
#define CAMERA_PAN_SPEED 0.2f
|
||||
#define CAMERA_MOVE_SPEED 5.4f // Units per second
|
||||
#define CAMERA_ROTATION_SPEED 0.03f
|
||||
#define CAMERA_PAN_SPEED 0.2f
|
||||
|
||||
// Camera mouse movement sensitivity
|
||||
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f
|
||||
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f
|
||||
|
||||
// Camera orbital speed in CAMERA_ORBITAL mode
|
||||
#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
|
||||
#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
@ -252,8 +254,11 @@ void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane)
|
||||
|
||||
if (moveInWorldPlane)
|
||||
{
|
||||
// Project vector onto world plane
|
||||
forward.y = 0;
|
||||
// Project vector onto world plane (the plane defined by the up vector)
|
||||
if (fabsf(camera->up.z) > 0.7071f) forward.z = 0;
|
||||
else if (fabsf(camera->up.x) > 0.7071f) forward.x = 0;
|
||||
else forward.y = 0;
|
||||
|
||||
forward = Vector3Normalize(forward);
|
||||
}
|
||||
|
||||
@ -285,8 +290,11 @@ void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane)
|
||||
|
||||
if (moveInWorldPlane)
|
||||
{
|
||||
// Project vector onto world plane
|
||||
right.y = 0;
|
||||
// Project vector onto world plane (the plane defined by the up vector)
|
||||
if (fabsf(camera->up.z) > 0.7071f) right.z = 0;
|
||||
else if (fabsf(camera->up.x) > 0.7071f) right.x = 0;
|
||||
else right.y = 0;
|
||||
|
||||
right = Vector3Normalize(right);
|
||||
}
|
||||
|
||||
@ -345,7 +353,7 @@ void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget)
|
||||
// - lockView prevents camera overrotation (aka "somersaults")
|
||||
// - rotateAroundTarget defines if rotation is around target or around its position
|
||||
// - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
|
||||
// NOTE: angle must be provided in radians
|
||||
// NOTE: [angle] must be provided in radians
|
||||
void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
|
||||
{
|
||||
// Up direction
|
||||
@ -382,7 +390,7 @@ void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTa
|
||||
// Move position relative to target
|
||||
camera->position = Vector3Subtract(camera->target, targetPosition);
|
||||
}
|
||||
else // rotate around camera.position
|
||||
else // Rotate around camera.position
|
||||
{
|
||||
// Move target relative to position
|
||||
camera->target = Vector3Add(camera->position, targetPosition);
|
||||
|
||||
891
src/rcore.c
@ -21,7 +21,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
|
||||
@ -7,7 +7,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2017-2025 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017-2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
|
||||