2154 Commits
2.0.0 ... 3.5.0

Author SHA1 Message Date
Ray
e25e380e80 Update webassembly.yml 2020-12-25 02:07:24 +01:00
Ray
1320d9e303 Update macos.yml 2020-12-25 02:06:50 +01:00
Ray
e4477472f3 Update android.yml 2020-12-25 02:05:39 +01:00
Ray
60ffc9f59b Update linux.yml 2020-12-25 02:04:18 +01:00
Ray
79435bf34e Update windows.yml 2020-12-25 02:03:33 +01:00
Ray
ef5667c078 Update HISTORY.md 2020-12-25 01:35:22 +01:00
Ray
b6557166f2 Update README.md 2020-12-25 01:31:15 +01:00
Ray
a7599b83a5 Update HISTORY.md 2020-12-25 01:25:40 +01:00
Ray
047747a4cc Update HISTORY.md 2020-12-25 01:22:58 +01:00
e8ea105b3d Update HISTORY.md 2020-12-25 01:21:09 +01:00
1caa31396e Update CHANGELOG 2020-12-25 01:20:19 +01:00
b973c2f08e Update SPONSORS.md 2020-12-24 23:21:44 +01:00
e0c1f25116 Update ROADMAP.md 2020-12-24 23:10:42 +01:00
d38e01d186 Minor tweak 2020-12-24 23:10:29 +01:00
ea0f6c7a26 Replace TABS by 4 spaces 2020-12-24 23:07:52 +01:00
Ray
b93c4b0c20 Update CHANGELOG 2020-12-24 19:33:52 +01:00
ec3845fa9f Review some RPI4 tracelogs 2020-12-24 19:09:05 +01:00
3e041a27b1 Update Makefile 2020-12-24 19:08:02 +01:00
5ffce8f230 Review tracelog messages for DRM platform 2020-12-24 17:56:08 +01:00
8073c5ec93 Update README.md 2020-12-24 15:51:46 +01:00
13a288d13a Update README.md 2020-12-24 15:48:43 +01:00
Ray
5662403488 Update README.md 2020-12-24 15:32:15 +01:00
b68e522ffc Updated several files while porting examples to web 2020-12-24 13:51:24 +01:00
bab1b9c1c5 Review example formating 2020-12-23 20:59:14 +01:00
d9a9bacb48 Review formatting 2020-12-23 20:30:00 +01:00
10a57f297e Merge branch 'master' of https://github.com/raysan5/raylib 2020-12-23 17:50:08 +01:00
60a3746a80 Remove dup example 2020-12-23 17:49:54 +01:00
Ray
002258aa57 Update CHANGELOG 2020-12-23 17:44:00 +01:00
Ray
c59ea67b97 Update CHANGELOG 2020-12-23 17:43:06 +01:00
7e459dc38b Review Android Makefiles to required version 2020-12-23 17:05:51 +01:00
f8a2903cec Review issues when compiling for Android 2020-12-23 17:05:07 +01:00
ef46003270 Update raylib functions parser to generate XML intellisense file
Update Notepad++ functions intellisense
2020-12-23 16:35:39 +01:00
1df89039ad Update Makefile(s) 2020-12-23 16:34:21 +01:00
0a9e080998 Remove trailing spaces 2020-12-23 15:03:26 +01:00
547960ca71 Update raylib version 2020-12-23 13:48:53 +01:00
59949bf848 Update resource file 2020-12-23 13:48:43 +01:00
Ray
28b3571517 Update CHANGELOG 2020-12-23 13:26:31 +01:00
aa38532cc3 Remove unused variable 2020-12-23 13:03:13 +01:00
9216e96315 Corrected typo 2020-12-23 13:02:40 +01:00
0da827d754 Corrected small issue 2020-12-23 12:54:57 +01:00
871c3d87b4 REMOVED: Travis CI 2020-12-23 12:46:06 +01:00
b78ee13791 ADDED: CheckCollisionLines()
Removed function from raymath
2020-12-23 12:45:53 +01:00
Ray
2bdb45f280 Remove Travis CI badge 2020-12-23 12:30:00 +01:00
668b3e4cfb [Math Feature]: Add two functions for Vector2 to know if two lines intersect and two segments intersect (#1466)
* Add a function to know if two lines intersect each other and if yes, get the intersection point

* Remove indents

* Rework the declaration of the 'Vector2LineIntersect' function, and add the 'Vector2SegmentIntersect' function

* Remove bad indents

* Fix compilation issues

* Fix compilation error

* Fix compilation error

* Replace keyword '_Bool' by 'bool'
2020-12-21 21:04:02 +01:00
Ray
51e75be9d1 Update CHANGELOG 2020-12-20 11:05:24 +01:00
Ray
976932e05e Set version for raylib 3.5 2020-12-19 20:38:49 +01:00
Ray
d82113ec34 Camera funcs, review params names
Just for a better consistency
2020-12-19 20:14:34 +01:00
Ray
9097d0b4ef REVIEW: CheckCollisionSpheres() params naming 2020-12-19 20:05:32 +01:00
Ray
f30354fc35 Minor tweak 2020-12-19 20:01:07 +01:00
Ray
d2d72b1dfb ADDED: MemAlloc() / MemFree() #1440
Exposing internal memory allocator/free, useful for advance users when required
2020-12-19 19:43:25 +01:00
Ray
cbf7369a3d Update raylib.h 2020-12-19 19:28:06 +01:00
Ray
2374281204 Avoid *Rec suffix in some variables
Pefixing/Suffixing some data type identifier in the variables is not a convention used in raylib, just reviewed it for consistency...

Still, I kept the *Rec suffix in some functions.
2020-12-19 19:27:31 +01:00
Ray
015e715278 Corrected DrawTextRecEx() bug 2020-12-19 19:12:51 +01:00
Ray
e404a18226 Support font chars padding on drawing #1432
Previous implementation did not consider any padding while drawing the characters on screen (despite being available on the font atlas), so, only minimum character area was drawn.

If some text effect shader was required (shadow, glow, outline...), there was no space in the drawn quad to draw that pixels effect.

This commit corrects that issue.
2020-12-19 12:16:23 +01:00
Ray
51e8f37688 Minimal tweak 2020-12-19 00:22:58 +01:00
Ray
c36a6f3d9f Update textures.c 2020-12-19 00:01:14 +01:00
Ray
e07bc372a1 WARNING: RENAMED several functions for consistency #1440
This is a BREAKING CHANGE!

To address the linked issue, several functions have been renamed and couterpart functions have been created to free loaded memory:
 - RENAMED: GetImageData() -> LoadImageColors()
 - RENAMED: GetImagePalette() -> LoadImagePalette()
 - RENAMED: GetWaveData() -> LoadWaveSamples()
 - ADDED: UnloadImageColors()
 - ADDED: UnloadImagePalette()
 - ADDED: UnloadWaveSamples()
2020-12-18 21:03:08 +01:00
Ray
5dd142beb6 Added some Web checks for missing GLFW functions 2020-12-18 19:32:52 +01:00
Ray
96542269d0 WARNING: GetKeyPressed() <-> GetCharPressed() #1336
Previous GetKeyPressed() method was actually returning unicode codepoints equivalent values instead of the key-code of the pressed key. So, it has been replaced by GetCharPressed(), returning unicode codepoints and GetKeyPressed() now returns key-codes.
2020-12-18 18:58:02 +01:00
Ray
893a64712e Support mouse input on example #1465 2020-12-18 18:36:04 +01:00
0987507ef5 Add headers to install cmake (#1462)
* Changed extension for web from .bc to .a

I did this to support vcpkg expectation. When using the library from vcpkg for web you would install it using vcpkg install raylib:wasm32-emscripten but also vcpkg expects the output lib to be with .a extension instead of .bc

Doesn't make a difference for standalone builds or when raylib is used as a subdirectory dependency.

* Added headers to install targets to fix vcpkg usage

Currently vcpkg works by installing the cmake target into its packages directory. The problem is that install only copies the public header at this point so we need to add the others to the install targets.
2020-12-16 19:11:21 +01:00
ef0dcaabf9 Changing JPG compression (#1463)
Since I don't think the purpose of raylib is to save space compressing image, I think it could be a good idea to keep quality from 90 to 100.
2020-12-16 19:07:18 +01:00
Ray
f5b4656801 Added additional charsPadding initialization #1432 2020-12-14 23:51:55 +01:00
Ray
5f690819e7 REVIEWED: Font struct, added charsPadding #1432 -WIP-
Not implemented usage of this variable yet but already setup for the future... some functions require review to consider it on drawing...
2020-12-14 23:47:11 +01:00
Ray
e69f2f0c26 REVIEWED: DrawGrid(), issue with buffer limits check #1417 2020-12-14 23:39:12 +01:00
Ray
d360a49f36 ADDED: UnloadFileData() / UnloadFileText() #1440 2020-12-14 20:47:58 +01:00
Ray
cd3eb3d8bd Added some security checks on GenMesh*() #1454 2020-12-14 20:41:58 +01:00
7a0e73331d Add mesh collision function so we can check meshes directly instead of having to put them in a model. (#1459)
Make model collision function call the mesh function.
2020-12-14 19:26:32 +01:00
a840d8a77d Changed extension for web from .bc to .a (#1461)
I did this to support vcpkg expectation. When using the library from vcpkg for web you would install it using vcpkg install raylib:wasm32-emscripten but also vcpkg expects the output lib to be with .a extension instead of .bc

Doesn't make a difference for standalone builds or when raylib is used as a subdirectory dependency.
2020-12-14 19:24:56 +01:00
3ec8ac52f8 Building examples by default only if raylib is standalone. (#1460)
This change only modifies the default value. In cmake you can have raylib as a subdirectory (dependency) and when you have it as dependency you wouldn't probably want to use the example by default. You can still use the option to enable them though.
2020-12-14 19:24:20 +01:00
6e79476650 Fixed the build for web using CMake. (#1452)
* Fixed the build for web using CMake.

I found that the build for me was failing and I added some if defined checks in the core.c file where the glfwSetWindowAttrib was used. (error: implicit declaration of function 'glfwSetWindowAttrib' is invalid in C99 [-Werror,-Wimplicit-function-declaration])

I also changed some values in the toolchain file so that it correctly uses the .bat files when on windows.

* Cleaned up the additional variables (they are not important)

* Added more improvements to cmakelists

Added the option to use the system provided Emscripten toolchain to be more uniform with other libraries.

Fixed and issue which prevented example being built from cmake and also building with html extensions properly.

* Fixed ENUM to STRING because of a missed warning
2020-12-13 20:29:47 +01:00
11ebb54674 Don't put the obj and temp files for all the projects in the same place, it causes conflicts (#1458) 2020-12-13 16:08:22 +01:00
a798fd401f Fixed #1455 (#1456)
* Fixed #1455

Fixed writing out of array bounds
Adjusted FPS comment to match value
Deleted unused function at the end, which has never been in use in the history of this file

* Fixed #1455

Readded the function
2020-12-13 16:06:55 +01:00
342d4faf14 Add options to set line width and aliasing to rlGL layer. (#1457)
* Add options to set line width and aliasing to rlGL layer.

* Don't do line smoothing in OpenGLES
2020-12-13 10:58:24 +01:00
Ray
e6ae4879f6 Added security check to pitch change #1450 2020-12-12 13:07:46 +01:00
Ray
459c4754dc Reviewed SetAudioBufferPitch() #1450 2020-12-12 13:01:31 +01:00
039503e7c2 Add functions to enable/disable depth writes to go with functions for depth tests. (#1451) 2020-12-05 21:53:19 +01:00
03df593263 Add function to get the position of a monitor (and fix some comments) (#1449) 2020-12-05 21:51:20 +01:00
Ray
62406259d7 Corrected minor windows flags issues 2020-12-03 20:33:46 +01:00
Ray
dd45d0ed64 Update VS2019 project 2020-12-03 20:22:06 +01:00
Ray
c4aee2d09a Add VS2019 project 2020-12-03 20:19:54 +01:00
Ray
7955381fb3 Update core_basic_window.c 2020-12-03 20:19:32 +01:00
Ray
7e9028ae08 Update user name 2020-12-03 20:17:50 +01:00
Ray
1c9726fd8c Update core_window_flags.c 2020-12-03 20:17:21 +01:00
Ray
d1119816d7 Review comment 2020-12-03 20:16:46 +01:00
Ray
0540f0ad32 Review window flags 2020-12-03 20:16:35 +01:00
Ray
84ab00d52e Merge branch 'master' of https://github.com/raysan5/raylib 2020-12-02 08:29:14 +01:00
Ray
63d33d7a7a Update CMakeLists.txt 2020-12-02 08:27:43 +01:00
679a26a195 Two small quality of life changes to projects. (#1448)
1) use the latest windows SDK not a specific one.
2) use the project dir as the root for the include dir for raylib, to help if the project is ever included in some other solution.
2020-12-02 07:35:48 +01:00
Ray
60928ec82c ADDED: UnloadModelKeepMeshes() #1441 2020-12-01 23:44:10 +01:00
Ray
0481053dad Review for issue #1446 2020-12-01 23:23:30 +01:00
Ray
59be7b9c29 Update CMakeLists.txt 2020-12-01 23:21:35 +01:00
Ray
83916bd3c2 Updated GLFW to latest 3.4 (github master - 16Nov2020)
WARNING: Some CMake files not changed
WARNING: glfw_native.h contains custom changes
2020-11-30 09:11:22 +01:00
Ray
23ed67cce0 Review some config options 2020-11-30 09:00:40 +01:00
df249f5513 Fix typecast warnings in raylib code as reported by visual studio 2019 (#1443) 2020-11-30 08:14:11 +01:00
d43268b317 Added GLFW_OPENGL_FORWARD_COMPAT for Apple Support (#1445)
Without GLFW_OPENGL_FORWARD_COMPAT, running this as a standalone will yield the error:
```
NSGL: The targeted version of macOS only supports forward-compatible core profile contexts for OpenGL 3.2 and above
```
2020-11-29 10:15:51 +01:00
0322fc28d4 optimized MatrixLookAt (#1442) 2020-11-29 10:08:22 +01:00
ed0fda2b40 Added Apple Compilation Instructions (#1444)
Stumbled on this example and I love this! Adding instructions that work for me on MacOS.. Note that glfw3 will need to be statically built locally and copied to this external/libs directory on mac. I can upload my static version, but it probably makes sense to do this only if there's some general naming convention for adding platform specific folders. Like "external_osx/lib" or "external/lib_osx". Then I'll drop my static libs in there.
2020-11-29 09:53:29 +01:00
d6f4f3ee88 REMOVED: GetImageDataNormalized()
Let the advance users manage it as they want...
2020-11-28 19:11:31 +01:00
14c1ee2681 ADDED: UnloadFontData() 2020-11-28 19:07:41 +01:00
Ray
28213c2a20 Update CHANGELOG 2020-11-25 00:24:51 +01:00
Ray
687dd34c38 Update CHANGELOG 2020-11-25 00:14:51 +01:00
Ray
3d1ae3500c REVIEWED: Window state flags -WIP-
WARNING: Several functions removed, replaced by SetWindowState() / ClearWindowState() equivalents, only for advance users.
ADDED: ClearWindowState() to reset window state
REMOVED: HideWindow() / UnhideWindow()
REMOVED: DecorateWindow() / UndecorateWindow()
2020-11-23 23:46:05 +01:00
Ray
468a0bedd8 REDESIGNED: Window state config #1367 -WIP-
Some flags not working properly yet...
2020-11-23 00:49:27 +01:00
Ray
a560fe9a1e Added some comments 2020-11-22 10:56:17 +01:00
Ray
11da1714d5 Added raylib Harbour binding 2020-11-22 09:34:42 +01:00
Ray
8e48268310 Update CHANGELOG 2020-11-22 00:16:26 +01:00
Ray
bb9d734f69 Exposing some file access results to user layer #1420 2020-11-22 00:10:16 +01:00
Ray
36dc302c25 Reverted to previous working version #1434 2020-11-21 14:14:25 +01:00
Ray
9bb4d84577 Update CHANGELOG 2020-11-20 23:23:26 +01:00
Ray
4eae76302f REPLACED: rgif.h by msf_gif.h
The improvement in performance is considerable!
2020-11-20 00:34:18 +01:00
Ray
4a7ab0ae24 Update windows.yml 2020-11-19 20:21:05 +01:00
Ray
7564097d5e Update webassembly.yml 2020-11-19 20:19:18 +01:00
Ray
7f6cd93d62 WARNING: Multiple funcs reviewed!
There were some problems about frameCount vs sampleCount that could cause some breaks.

raylib audio structs stores sampleCount = frameCount*channels.

Most libraries return framesCount instead of sampleCount.

stb_vorbis seems to refer to framesCount as samples.

All required functions have been reviewed.
2020-11-19 20:11:11 +01:00
Ray
72e51cd6de Review formating 2020-11-19 20:06:35 +01:00
Ray
700bff5fd8 Version tweak 2020-11-19 20:01:40 +01:00
Ray
9471794449 Update to latest tiniobjloader
WARNING: OBJ loading is broken at this point...
2020-11-17 00:30:12 +01:00
Ray
a54d9f734b rlUpdateTexture(): Corrected issue 2020-11-16 15:18:05 +01:00
94dd2f81e9 Update BINDINGS.md for raylib-python-cffi 3.1-dev (#1433) 2020-11-16 15:17:03 +01:00
Ray
f448542dd2 Review issues with FLAC loading 2020-11-16 12:20:50 +01:00
4d5ee7953c Updated tinyobjloader 2020-11-15 14:31:43 +01:00
cb517d0050 Update tinyobj_loader_c.h 2020-11-15 14:19:55 +01:00
a3d33d9222 Update tinyobj_loader_c.h 2020-11-15 14:18:59 +01:00
82d61a5875 Updated stb_image v2.26 and stb_image_write v1.15 2020-11-15 14:11:36 +01:00
66f9fbaa88 Update cgltf.h
v1.8
2020-11-15 14:06:39 +01:00
321f55bce1 Update audio libraries #1423
miniaudio -> v0.10.25
dr_wav -> v0.12.14
dr_mp3 -> v0.6.19
dr_flac -> v0.12.22
2020-11-15 14:04:28 +01:00
8ff2b387f9 Review code formating 2020-11-15 13:17:11 +01:00
bd287efa4c Fixed zero-window upscaling (#1428)
There is no zero-check, so window upscales to nothing.
SetupFramebuffer() is kinda wrong, it uses not its params, but global variables. I won't touch it, maybe it has purpose
2020-11-15 13:13:21 +01:00
9b2b660f91 Commented new feature 2020-11-15 13:10:12 +01:00
55dc8171f8 [text] Consider characters padding -WIP- #1432 2020-11-15 12:39:59 +01:00
Ray
c222e231f0 Added SmallBASIC binding 2020-11-08 17:47:21 +01:00
Ray
3e1cd487df Remove trailing spaces 2020-11-03 23:47:33 +01:00
f46514b855 Fixed keyboard stuttering but for cmake only (#1422)
* fixed mouse movements are bound to the screen resolution (https://github.com/raysan5/raylib/issues/1392)

* fixed keyboard stuttering on PLATFORM_RPI and PLATFORM_DRM (https://github.com/raysan5/raylib/issues/1392)

* fixed keyboard stuttering on PLATFORM_RPI and PLATFORM_DRM (https://github.com/raysan5/raylib/issues/1392)
2020-11-03 23:39:56 +01:00
Ray
05ab39ed9f REVIEWED: SaveFileText() error checking 2020-11-01 19:42:50 +01:00
Ray
5ac9cb04c2 Reverted ChangeDirectory() redesign
It returns true on success again
2020-11-01 19:06:21 +01:00
Ray
01d9af12f7 REDESIGNED: ChangeDirectory()
Not returning error code (or success), just log if it fails
2020-11-01 18:14:55 +01:00
Ray
8e15dae5ed Review contributed examples 2020-11-01 13:39:48 +01:00
Ray
5f79ad9765 Update CHANGELOG 2020-11-01 13:38:42 +01:00
fc1fc250e7 A couple of little comment fixes (#1416) 2020-10-31 14:40:35 +01:00
Ray
8327857488 Update shaders_multi_sample2d.c 2020-10-31 11:49:19 +01:00
Ray
fbc51e822b REDESIGNED: Multiple sampler2D usage on batch system
New implementation allow enabling additional textures per batch only.
2020-10-31 11:48:44 +01:00
Ray
8a16348131 Support multiple sample2D on batch drawing #1333 2020-10-29 20:22:52 +01:00
Ray
60d874caf8 REVIEWED: GetWindowScaleDPI() #1086 2020-10-29 19:29:59 +01:00
Ray
37e2d993e7 Updated assets
Reduce size and better license CC0
2020-10-29 18:41:05 +01:00
Ray
2bcd3a6df5 Simplified example and resources sizes 2020-10-28 20:35:44 +01:00
Ray
d99ac093d4 Support additional texture units for default batch system #1333
This path requires some testing...
2020-10-26 20:13:08 +01:00
Ray
d9e591f235 Review some comments 2020-10-26 20:11:58 +01:00
482b8a5e7e Some tweaks 2020-10-24 10:37:15 +02:00
Ray
88dbaae3be Update CHANGELOG 2020-10-21 23:32:24 +02:00
Ray
e820aae80b Added raylib 3.5 CHANGELOG -WIP- 2020-10-21 23:27:00 +02:00
Ray
f12db180cd Reviewed PR #1407 2020-10-21 11:08:37 +02:00
9833fe45eb Added desktop cursor getter and setter functions (#1407)
* [core] Added desktop cursor getter and setter functions

* Example: Set mouse cursor in text input box

* Setup standard cursors _after_ GLFW window initialization

* Remove old `int GetMouseWheelMove` declaration
2020-10-21 10:55:52 +02:00
eb3e9e4df5 Added version of raylib-cppsharp via used raylib license date! (#1413)
It's 2.5
@raysan5 Oh...There are 4 bindings has license date of 2016, But unsure if 1.6.0 or 1.5.0 or 1.4.0 :(

Co-authored-by: Ray <raysan5@gmail.com>
2020-10-21 00:13:39 +02:00
5df08daa3f Added Boo bindings for raylib! (#1412) 2020-10-20 21:03:19 +02:00
3c9f7263e5 fixed mouse movements are bound to the screen resolution (https://github.com/raysan5/raylib/issues/1392) (#1410) 2020-10-13 22:26:40 +02:00
fa357b8d5d Review undesired changes 2020-10-10 19:27:18 +02:00
c62c4df749 Updated miniaudio #1402 2020-10-10 19:25:23 +02:00
6ebf6b4e72 allow for multiple materials in obj files (#1408)
* allow for multiple materials in obj files also fix obj_loader hash map issues

* minor fix for warning

Co-authored-by: codifies <nospam@antispam.com>
2020-10-08 20:31:59 +02:00
Ray
41192c6d4a Replace 0.f by 0.0f 2020-10-05 20:19:18 +02:00
b29311c7ca mouse: Return float movement for precise scrolling where possible (#1397) 2020-10-05 20:16:23 +02:00
Ray
a4ea9f872f Review "aggregate initializations" #1403 2020-10-05 20:04:33 +02:00
a8685ee4fd Add Vector2Reflect to raymath.h (#1400)
Vector3Reflect exists but not Vector2Reflect. The code is pretty much the same.
I'm not sure what RMDEF does, but I added it to match other function definitions (haven't done much C programming, maybe I'm missing something). Can someone explain to me what it does?
2020-10-04 12:12:52 +02:00
7e62d973f9 Add some bindings' versions (#1398)
Raylib-forever: 3.1-dev
It generates the c-to-nim bindings straight from the source.

nim-raylib: 3.1-dev
It uses Raylib-forever.

raylib-php: 3.0
Tested it using the provided binaries.

raylib-java: 2.0
Tested it using the provided binaries.
2020-10-02 08:01:21 +02:00
0c29ca8166 Fix 1393 (#1395) 2020-09-29 17:57:28 +02:00
Ray
a850246030 Review Texture type
Texture type also maps to Texture2D and TextureCubemap
2020-09-28 00:40:32 +02:00
446f9fff00 Added note 2020-09-27 11:14:49 +02:00
4bcddc3b15 [wip] rlDrawMeshInstanced (#1318)
* rlDrawMeshInstanced first attempt

* rlDrawMeshInstanced OpenGL 3.3 and VAO checks

* rlDrawMeshInstanced GetShaderAttribLocation; comments

* example instanced shader

* RLGL_STANDALONE RAYMATH_STANDALONE Vector4

* apply suggested naming changes; add instanced mesh example

* remove orphan variables
2020-09-27 10:29:05 +02:00
e90b4d8915 Platform DRM (#1388)
* updated README.md

* fixed CMakeLists.txt to allow building and debugging with Visual Studio Code and CMAKE Tools extension

* added PLATFORM_DRM
contains mouse pointer code from https://github.com/chriscamacho

* removed redundant cleanup in InitGraphicsDevice

* fixed DRM connector mode selection

* added choosen DRM connected mode to log output

* added respecting TargetFPS on DRM mode selection, default to 60

* added support for GetMonitorRefreshRate

* changed SUPPORT_MOUSE_CURSOR_RPI to SUPPORT_MOUSE_CURSOR_NATIVE

* changed avoidProgressive to allowInterlaced

* cleanup, function extraction and improved mode selection

* README reverted to original for PR

* line endings fixed for core.c

* removed old code

* mouse pointer reverted to small square

* replaced SetGraphicDeviceName() by DEFAULT_GRAPHIC_DEVICE_DRM

Co-authored-by: kernelkinetic <kernelkinetic@outlook.com>
2020-09-27 10:18:43 +02:00
c2e56f2604 REVIEW: GenTextureCubemap(), avoid using models.c functions
- DrawCube() belongs to models.c -> rl*() alternative should be used
2020-09-26 11:51:42 +02:00
b9053eebe7 Added new GIF recording library (not used yet) 2020-09-26 11:41:49 +02:00
eef82b04ac REVIEW: Replace rlglDraw() calls by DrawRenderBatch() internal calls 2020-09-25 18:19:19 +02:00
fe8bf2fa55 REVIEWED: GenTextureCubemap(), use rlgl functionality only
Function has been reviewed to avoid any direct OpenGL call and use rlgl functionality, also, GenDrawCube() has been replaced by the internal batch system with DrawCube().

WARNING: rlEnableTexture() call must be issued after enabling the current framebuffer when using batch mechanism because it includes a set of security checks to avoid batch overflow and push/pop matrix operations.
2020-09-25 18:14:46 +02:00
b9ece86ffd Add join_paths and join prefix with include/lib dirs (#1383)
Fixes #1380: incorrect usage of CMake paths which causes issues
on some more complicated environments (NixOS especially).
2020-09-25 16:20:49 +02:00
bd512764ff REVIEW: example: models_cubicmap_pbr #1384
It does not work properly yet but it compiles correctly
2020-09-23 14:19:10 +02:00
4a97a5c63a Update models_skybox.c 2020-09-23 14:18:15 +02:00
032b2db398 REVIEWED: GenTextureCubemap()
Added some tracelog messages
2020-09-21 13:18:53 +02:00
59bbba19a7 update raylib-nelua repository url (#1382)
The repository is not a mirror anymore.
2020-09-20 18:46:51 +02:00
c05dbb4581 Updated joystick mappings with latest version of gamecontrollerdb (executed GenerateMappings.cmake), so that raylib can identify more joysticks (#1381) 2020-09-19 21:51:32 +02:00
8d41683917 REVIEWED: models_skybox example
Now supports dynamic panoramic view, just drag and drop
2020-09-19 20:42:19 +02:00
789c5fbdf9 Updated build script to generate .a on WebAssembly
This is the recommended way
2020-09-18 20:53:57 +02:00
4a242c2889 Updated library build script for HTML5 (emscripten 2.0.4) 2020-09-18 20:48:25 +02:00
b5d50ee51a EXAMPLE: models_skybox works on OpenGL ES 2.0 2020-09-18 20:47:39 +02:00
79d63e6ca1 Review comment 2020-09-18 16:44:28 +02:00
55204dae03 Review Makefile path 2020-09-18 16:43:48 +02:00
152665ff48 REDESIGNED: GenTexture*() #721
Functions have been redesigned to use rlgl and allow to externalize them (aka removing them from rlgl because they use custom shaders...).
2020-09-18 13:50:51 +02:00
Ray
b7867fb10d Update raylib-pas binding version
Related to commit https://github.com/tazdij/raylib-pas/pull/15
2020-09-18 12:25:22 +02:00
ccda320be4 REVIEWED: rlFramebufferAttach() to support texture layers
Required to attach multiple color textures and multiple cubemap faces
2020-09-18 11:37:57 +02:00
6038c8fdd5 fixed wrong error message for input device on RPI (#1379)
* fixed wrong error message for input device

* error message without errnofor input device on RPI
 to prevent from including additional header

Co-authored-by: kkl <klingenberger@bfmc.de>
2020-09-18 08:52:52 +02:00
04406c0f1a Corrected minor framebuffer issue on OpenGL ES 2.0 2020-09-18 02:14:05 +02:00
cdc8850e68 WARNING: REDESIGN of rlgl framebuffers API #721
This redesign allows more flexibility when creating RenderTexture and a simplification (and hopefully removal) of `GenTexture*()` functions, that should not belong to this model but the user code, due to the use of custom shaders.

Also, this new API opens the door for a possible GBuffers type and advance rendering possibilities...

Some functions of the API have been also simplified or even removed.

rlgl module can be used as an standalone library, so, a version for the library has been added: v3.1.0, matching current raylib version.
2020-09-18 02:11:49 +02:00
fa2c114636 WARNING: struct RenderTexture2D: Removed depthTexture
Not required anymore, attachment type is queried when required
2020-09-17 13:44:03 +02:00
6da3c1e7c3 Reverted previous change 2020-09-16 16:37:31 +02:00
cbdb9bfe42 REVIEWED: UnloadShader() issue
Avoid unloading default shader, raylib will take care of it
2020-09-16 16:33:17 +02:00
b870b9f828 Minor: remove tabs 2020-09-16 13:17:31 +02:00
90befff4b8 Make sure to detach data before deleting
Before deleting certain objects, they must be detached from their parents. That's the case for shader objects after linkage to shader program and also for the texture/cubemaps/renderbuffers attached to framebuffers. If objects are deleted before detached, they are kept in memory to avoid accessing deleted data.
2020-09-16 13:17:16 +02:00
11fbd49b73 Avoid GETCWD() warning #1371 2020-09-16 11:44:48 +02:00
43d82c1f21 Add security checks when loading data from memory 2020-09-16 11:33:56 +02:00
c5c156d65e Review GenDrawCube() and GenDrawQuad()
Better organized and commented
2020-09-15 13:44:04 +02:00
2d96196d25 REVIEWED: SaveWAV() to use memory write insted of file 2020-09-15 13:17:10 +02:00
405d3fac0c Corrected issue with floor() #1377 2020-09-15 11:40:51 +02:00
0983d7b45c Solved issues when compiled for OpenGL 1.1 2020-09-15 11:30:20 +02:00
Ray
8cf0be4b6c Review memory loading functions signesness 2020-09-14 19:20:38 +02:00
5073619962 REVIEWED: GetTextureData(), allow retrieving 32bit float data 2020-09-14 16:03:45 +02:00
43b9113c0c Reverted some previous changes... 2020-09-14 15:55:31 +02:00
d7853127db Reviewed some structs to reduce size and padding
Also updated raylib Wiki about struct sizes in 32bit and 64bit
2020-09-14 15:36:50 +02:00
ddba31d423 Add Gforth bindings and update Factor bindings (#1375) 2020-09-13 21:37:55 +02:00
Ray
c196b09d33 Remove function declaration added by error 2020-09-13 16:43:19 +02:00
Ray
db652daf42 ADDED: LoadFontFromMemory() (TTF only) #1327 2020-09-13 16:42:31 +02:00
Ray
88c5deac87 WARNING: REDESIGNED: LoadFontData() 2020-09-13 16:41:52 +02:00
Ray
250a0e3592 Minor tweak 2020-09-13 16:40:34 +02:00
Ray
63b739bbfa Corrected issue on log 2020-09-13 16:01:51 +02:00
Ray
dace2172d1 Update cgltf library to v1.7 2020-09-13 15:55:48 +02:00
Ray
5b60a743bd ADDED: LoadWaveFromMemory() #1327 2020-09-13 15:38:57 +02:00
Ray
768b29dd74 ADDED: LoadImageFromMemory() #1327 2020-09-13 15:37:15 +02:00
Ray
cb8cbb038b WARNING: RENAMED: GetExtension() to GetFileExtension() 2020-09-13 14:07:08 +02:00
f1ed8be5d7 REDESIGNED: ColorFromHSV()
Replaced Vector3 by direct values, easier to use and understand
2020-09-07 19:33:06 +02:00
85d5744679 REVIEW: glfwSetWindowMaximizeCallback() not available on web 2020-09-07 15:34:21 +02:00
311aa0ab58 Added Gambit Scheme to bindings (#1369) 2020-09-05 16:25:04 +02:00
Ray
6120ec9437 Added QuickJS-raylib version 2020-09-02 12:42:35 +02:00
Ray
4bc918fb9f Added some more versions to bindings 2020-09-02 11:27:59 +02:00
17b01e3b7a Added more versions info! (#1366)
Co-authored-by: Ray <raysan5@gmail.com>
2020-09-02 11:03:54 +02:00
900a28c165 Add versions for various bindings (#1365)
- raylib-cpp
- raylib-lua-sol
- node-raylib
- raylib-js
- raylib-chaiscript
- raylib-squirrel

Co-authored-by: Ray <raysan5@gmail.com>
2020-09-02 11:02:54 +02:00
9781e1ca8f Update BINDINGS.md (#1364) 2020-09-02 00:02:50 +02:00
Ray
796f61d447 Added some versions... PLEASE HELP! 2020-09-01 23:31:12 +02:00
Ray
76ceb1daaa Added go-raylib binding and some versions 2020-09-01 23:27:27 +02:00
Ray
ed6d27f495 Add langauge links and version field (to be filled) 2020-09-01 23:17:46 +02:00
1134024985 Update rlgl.h 2020-09-01 21:27:47 +02:00
05cdaf7d01 MOVED: rlUnproject() [rlgl] -> Vector3Unproject() [raymath] 2020-09-01 21:08:45 +02:00
a1422ba1c1 Review custom blend modes mechanism
rlBlendMode() has been added to rlgl to be used on BLEND_CUSTOM. This functionality is exposed to advance users.

In any case, new blending modes could be added if required.
2020-09-01 21:02:19 +02:00
bfafb80cde Multiple blendmodes (#1324)
Co-authored-by: max <max.cedercreutz@cetopo.com>
2020-09-01 20:33:49 +02:00
dcbe481a28 adding new windows functions (#1357) 2020-09-01 20:29:13 +02:00
Ray
e4d891fa37 Added some missing bindings 2020-08-31 18:54:04 +02:00
ffe2364334 Update miniaudio to version 0.10.18 2020-08-30 20:01:38 +02:00
8b5485f822 Remove unused variable 2020-08-30 20:00:56 +02:00
8d615a99f6 Added Never language to the list of bindings. (#1361) 2020-08-30 19:58:30 +02:00
Ray
103df6c408 Added raylib-ocaml 2020-08-29 18:42:40 +02:00
945a02798b DrawTextEx(): Minor tweak 2020-08-29 13:57:59 +02:00
Ray
9da0656c2f Update CI badges links 2020-08-23 21:21:31 +02:00
d0ebeb1713 Reorder some functions 2020-08-23 21:18:39 +02:00
ea832628c4 Review last PR formatting to follow raylib standards 2020-08-23 21:10:59 +02:00
d140dc81c0 work on quat and matrix math - deleted multiple copies of raymath.h causing issues (#1359)
Co-authored-by: codifies <nospam@antispam.com>
2020-08-23 21:01:26 +02:00
816856eb75 Corrected compiling issue
When using USE_PTHREADS=1 on libraylib.bc compilation, program requires --shared-memory passed to the linker and despite it compiles, it fails on execution (at least for me).
2020-08-23 21:01:10 +02:00
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c101f916fa Update README.md 2020-08-21 14:03:13 +02:00
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e785ca73b5 Review compilation parameter for objective C code on GLFW 2020-08-20 19:37:03 +02:00
06ff1ce2aa Minor tweak for consistency 2020-08-20 19:31:54 +02:00
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45b28b9d3d Merge branch 'master' of https://github.com/raysan5/raylib 2020-08-20 17:37:20 +02:00
b499b50154 Avoid architecture selection on gcc, use correct gcc version instead
Review raylib resource file for DLL compilation
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62302b1f71 Update and rename ci_src_examples_macos.yml to macos.yml 2020-08-17 20:54:10 +02:00
Ray
18aef2f781 Rename ci_src_examples_win.yml to ci_src_examples_win.yml.disabled 2020-08-17 20:49:04 +02:00
Ray
4fd227527e Rename cd_src_release.yml to cd_src_release.yml.disabled 2020-08-17 20:48:44 +02:00
Ray
2dd4ab9535 Update windows.yml 2020-08-17 20:47:58 +02:00
Ray
a96b2b5b0d Update windows.yml 2020-08-17 20:46:25 +02:00
Ray
e3709a9754 Create windows.yml 2020-08-17 20:40:17 +02:00
2d0811d94c Update Makefile 2020-08-17 20:38:06 +02:00
c32ae480af RENAMED: FormatText() -> TextFormat()
This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
2020-08-16 11:28:15 +02:00
26f6a64a39 NEW EXAMPLE: shaders_hot_reloading #1198 2020-08-16 11:18:25 +02:00
ebdeab7e25 Code reorganization on example 2020-08-16 11:17:33 +02:00
Ray
7b346dbbe1 Review issue with .fnt -> .png path #1351
When .fnt file is in the .exe path, image path was wrongly calculated
2020-08-15 11:32:23 +02:00
Ray
902a97f540 Update BINDINGS.md 2020-08-15 11:00:32 +02:00
Ray
53b17765f4 Added raylib-luajit 2020-08-13 10:53:09 +02:00
810f51b3e7 Change raylib version for VSCode mingw project makefile (#1347) 2020-08-12 15:04:17 +02:00
ad1b3330b7 Support mulstiple WAV sampleSize for MusicStream #1340
24bit per sample is not supported internally and automatically converted 16bit
2020-08-11 19:08:07 +02:00
702341ae6e Making the windows build script a bit faster by verifying if the msvc environment was set up previously and only setting it up if it wasn't (#1346) 2020-08-10 21:08:51 +02:00
Ray
959d0d2591 Review Makefiles for WEB compilation 2020-08-08 14:08:56 +02:00
1841a6bd3b CMake: allow spaces in CMAKE_INSTALL_PREFIX
We use @CMAKE_INSTALL_PREFIX@ in the pkg-config template, but the way we
use it breaks when used with a path containing a space. Use quote to fix
this. This now means, we probably can't have quotes, but that's of
lesser concern.
2020-08-08 01:11:45 +02:00
6108ba89df CMake: don't use raylib_static name for MinGW on Windows
There are no *.lib files that could overwrite each other when building
both static and shared versions of raylib at once. So just use the
normal library name without _static suffix.
2020-08-08 01:11:45 +02:00
2c7dc70878 Reset close status for next frame #1339 2020-08-06 11:47:46 +02:00
Ray
2d866d5118 Added raylib-jai 2020-08-05 12:19:13 +02:00
9e75f870bb Update Makefile for web (#1332)
When you install emsdk out of the box, the directory is no longer `$(EMSDK_PATH)/python/33.7.4_64bit` but rather `$(EMSDK_PATH)/python/3.7.4-pywin32_64bit` noting the `3.7.4-pywin32_64bit` change on the last file.

Thus, without adjusting this in the raylib Makefile it will throw an error:

```
PS C:\raylib\raylib\src> make PLATFORM=PLATFORM_WEB -B                                                                  emcc -c core.c -Wall -D_DEFAULT_SOURCE -Wno-missing-braces -Werror=pointer-arith -fno-strict-aliasing -std=gnu99 -Os -s USE_GLFW=3 -I. -Iexternal/glfw/include -Iexternal/glfw/deps/mingw -DPLATFORM_WEB -DGRAPHICS_API_OPENGL_ES2              '"python"' is not recognized as an internal or external command,                                                        operable program or batch file.  
```

However, changing this line in the Makefile compiles raylib for web as expected

`"raylib library generated (libraylib.bc)!"`
2020-08-02 20:21:59 +02:00
168948d91d Update raudio_standalone.c 2020-07-31 12:31:40 +02:00
7eb6cb470b Update raudio_standalone.c 2020-07-31 12:13:10 +02:00
6e9e7bd6bc LoadSound(): Use memory loading (WAV, OGG, MP3, FLAC) #1312 2020-07-31 12:13:04 +02:00
3c095f9d34 Fix color of ambient light (#1330) 2020-07-30 12:51:58 +02:00
1d895616f7 rlCheckErrors (#1321)
* rlglCheckErrors

* rlglCheckErrors LOG_WARNING

* rename to rlCheckErrors; improve messages; revert core.c
2020-07-30 12:50:20 +02:00
9c2ff464b0 Support pthreads on PLATFORM_WEB compilation 2020-07-28 20:36:10 +02:00
20301d1e5d Corrected issue with framebuffer size storage #1298 2020-07-28 11:44:45 +02:00
488c60d139 Small shader fix on vec3 initialization #1298 2020-07-28 11:27:05 +02:00
Ray
b5eb104b08 Consider empty title for window #1323 2020-07-24 18:20:37 +02:00
Ray
14d37464ad DrawTriangleFan(): Add a comment about vertex order #1316 2020-07-22 11:12:04 +02:00
cebcdea80f [wip] MeshNormalsSmooth() (#1317)
* MeshSmoothNormals() by average

* wrong comment

* spelling

* use correct function naming convention
2020-07-20 11:05:18 +02:00
6ec847a93f Find a better mechanism to avoid FBO on OpenGL 2.1 if required #1290 2020-07-17 19:41:38 +02:00
feedf332a8 Issue with render size assignment on RPI/Android #1314 2020-07-17 18:39:31 +02:00
642f42bb4f Reviewed comment in LoadIQM() #1315 2020-07-17 18:22:09 +02:00
bdd253a66a clamp ray hit y position to ground plane height (#1311) 2020-07-15 11:13:03 +02:00
7760575d3f fix emcc warning (-Wparentheses-equality) (#1310) 2020-07-14 21:25:21 +02:00
6fb5207694 Update resources LICENSE 2020-07-14 19:17:08 +02:00
67acb0f840 Update audio resources LICENSE 2020-07-14 19:11:09 +02:00
dd5f448f25 Update Makefile Android 2020-07-14 19:09:58 +02:00
0b52c57a24 Update Makefile emsdk paths 2020-07-14 19:07:51 +02:00
d2d50bc60f Update miniaudio to v0.10.14 2020-07-14 18:59:00 +02:00
a9d676a5fd scale perspective top calc for near culing plane (#1309) 2020-07-14 10:36:22 +02:00
bf429a0058 Remove conditional __EMSCRIPTEN__
Not required anymore
2020-07-13 18:57:46 +02:00
4de362b405 Updated miniaudio to v0.10.13, fixes emscripten compilation error (#1306) 2020-07-13 18:56:17 +02:00
0db0e6acd8 WARNING: REMOVED: LoadImageEx()
Reason for removal: This function forces a specific Image data format, it copies data internally (it could be confusing and lead to memory leaks), it's redundant, there is a simpler alternative and raylib promotes using structures directly
2020-07-10 19:18:29 +02:00
7199dd570f REVIEW: Pointer lock emscripten API does not work #1241
It seems some internals change recently due to web security reasons and some emscripten HTML5 funtionalities like pointerLock or fullscreen modes behave very weird or just don't work as expected
2020-07-10 18:23:17 +02:00
3f4c6fee11 Correct issue when not supporting GIF format 2020-07-10 17:24:37 +02:00
c57323f29c ADDED: LoadImageAnim() to load animated sequence of images 2020-07-10 13:59:01 +02:00
fa7799143e Update miniaudio to v0.10.12, solves #1288 2020-07-10 13:29:42 +02:00
57dc8a91dd Disable FBO support on OpenGL 2.1 #1290 2020-07-10 13:14:56 +02:00
86a8f1d5d5 Chromium needs a larger audio buffer (#1300)
* Chromium needs a larger audio buffer: https://github.com/dr-soft/miniaudio/issues/150

* changed PLATFORM_WEB to __EMSCRIPTEN__
2020-07-10 12:34:35 +02:00
b4ff6fdde3 Review skybox shaders 2020-07-10 12:20:57 +02:00
956f61cf14 Merge branch 'master' of https://github.com/raysan5/raylib 2020-07-10 12:20:40 +02:00
0877019fb6 Review comment 2020-07-10 12:15:52 +02:00
2d4956feeb Fix format-security error in rlgl_standalone.c (#1305)
See #1304
2020-07-10 11:17:46 +02:00
871cd1a76a Free leaked allocations from render objects (#1302) 2020-07-09 20:42:20 +02:00
00fda3be65 Fix incorrect color transform to 255 space (#1297) 2020-07-05 20:02:32 +02:00
Ray
6832da5aa7 Update SPONSORS.md 2020-07-04 11:49:54 +02:00
Ray
5986eee6ab Expose additional configuration options
Some internal defines have been exposed in config.h
2020-06-30 11:05:09 +02:00
Ray
00557df17f Update SPONSORS.md 2020-06-29 21:15:27 +02:00
4d71e9b44f Added new function DrawTextureTiled() (#1291)
* Implemented DrawTextureTiled()

* Example added
2020-06-27 23:59:14 +02:00
Ray
eae6e6a828 Minor format tweak 2020-06-27 14:11:21 +02:00
Ray
5b294b7cff Corrected issue with OpenGL 1.1 support 2020-06-27 14:10:53 +02:00
Ray
03846342bb Update SPONSORS.md 2020-06-25 16:50:51 +02:00
Ray
ba39a1b304 ADDED: UpdateTextureRec() 2020-06-25 16:26:59 +02:00
25fb24ba7d [add] GetMonitorRefreshRate(int monitor); (#1289) 2020-06-24 18:28:57 +02:00
Ray
be80708d41 REVIEWED: textures_raw_data #1286 2020-06-23 01:06:05 +02:00
Ray
38530ebf12 REVIEWED: ToggleFullscreen(), issue #1287 2020-06-23 00:39:06 +02:00
Ray
bd13d4a471 Add missing include 2020-06-23 00:33:51 +02:00
e18c4c1158 REVIEWED: ColorAlphaBlend(), support tint color 2020-06-20 23:32:32 +02:00
6b94ce2204 [UWP] Fix time query precision (#1284) 2020-06-20 21:13:32 +02:00
7ed7116e27 REVIEWED: ColorAlphaBlend(), integers-version, optimized #1218 2020-06-20 19:57:09 +02:00
5a862bce29 REVIEWED: ImageDraw(), consider negative source offset properly #1283 2020-06-20 18:49:15 +02:00
da582e2eec REVIEWED: ImageDraw() #1283 2020-06-20 18:10:21 +02:00
0e26d514b8 Fix bug #1270 (#1282)
* Fix bug #1270

Added an argument to the shader in order to flip the texture

* Fix Bug #1270

* Fix bug #1270
2020-06-20 17:55:56 +02:00
Ray
c833644a0e Update SPONSORS.md 2020-06-19 13:42:23 +02:00
c078640fa5 Commented Fade() macro 2020-06-16 10:37:31 +02:00
afcc584fb6 RE-ADDED: Fade() function to avoid multiple breaking changes
Probably there is a better way to do this but this is a temporary solution for backward compatibility
2020-06-16 10:36:05 +02:00
589d606000 REDESIGNED: ImageDraw(), optimized #1218
After multiple tests and lot of redesign, current implementation is the fastest one. It also considers several fast-paths for maximum speed!
2020-06-15 12:06:41 +02:00
32c0a7a135 Small code optimization 2020-06-15 12:05:03 +02:00
bfa6544030 REDESIGNED: ImageResize(), optimized #1218 2020-06-15 12:04:18 +02:00
691c1f9391 REDESIGNED: ImageFromImage(), optimized #1218 2020-06-15 12:03:33 +02:00
ad954dc7ab WARNING: BIG CHANGE: Move Color functions to texture module
WARNING: Some functions ADDED and some RENAMED:
- RENAMED: Fade() -> ColorAlpha() [Added #define for compatibility]
- ADDED: ColorAlphaBlend()
- ADDED: GetPixelColor()
- ADDED: SetPixelColor()
2020-06-15 12:02:50 +02:00
ec09fea29a REDESIGNED: ImageDraw(), optimization #1218
Trying a new optimization approach, some additional functions added, they will be probably exposed soon.
2020-06-11 22:47:25 +02:00
15bfe44e73 REVIEWED: ImageDraw(), optimizations test #1218
Despite all the effort put on function optimization, dealing with alpha blending is complex, considering src and dst could have different pixel format...
2020-06-11 12:47:47 +02:00
a6e6a99cb6 REDESIGNED: ImageAlphaClear(), optimized #1218 2020-06-10 23:10:16 +02:00
4745ebeed5 REVIEWED: ImageResizeCanvas(), optimization #1218
Optimized to avoid ImageCrop() calls, now we define the source image rectangle and we just copy that data over the new canvas.
2020-06-10 21:21:37 +02:00
dea0279a74 REVIEWED: ExportImage(), optimized 2020-06-09 19:52:10 +02:00
7ef0fb4192 REVERTED: ExportImage() changes
Always using RGBA for now.
2020-06-08 21:18:42 +02:00
82f7dd017e REVIEWED: ImageAlphaPremultiply(), optimization 2020-06-08 18:24:53 +02:00
40bc6afdbd REVIEWED: ImageAlphaClear(), minor optimization 2020-06-08 18:23:59 +02:00
6264c4901b Fix wrong height used when using scissor mode with render texture of different height from window (#1272) 2020-06-08 10:32:23 +02:00
73cc33b493 Fix extra memory allocated when updating color buffer in mesh (#1271) 2020-06-08 10:31:39 +02:00
87592e2625 Update textures.c 2020-06-07 20:32:43 +02:00
d0e9228660 REDESIGNED: ImageResizeCanvas(), optimized #1218 2020-06-07 18:33:30 +02:00
a9fb0aa207 ImageToPOT() renamed parameter 2020-06-07 18:32:20 +02:00
b5174a9990 REVIEWED: ImageCrop() #1218
Further optimization, moving data line-by-line
Old optimization left for reference
2020-06-07 12:57:57 +02:00
b7d53ce314 REVIEWED: ImageToPOT() #1218
Using ImageResizeCanvas()
2020-06-07 12:56:47 +02:00
78c3d619f9 REVIEWED: ImageAlphaCrop() #1218
Now uses GetImageAlphaBorder()
2020-06-07 12:33:42 +02:00
02ff68e1a3 REDESIGNED: ImageCrop(), optimized #1218 2020-06-07 12:16:27 +02:00
7cf1e76d53 REVIEWED: ExportImage(), optimized #1218
Avoid GetImageData() retrieval and free
2020-06-07 11:57:22 +02:00
776e4a37ef REDESIGNED: ImageRotateCCW(), optimized #1218 2020-06-07 11:53:13 +02:00
79e2fbe0c6 REDESIGNED: ImageRotateCW(), optimized #1218 2020-06-07 11:52:55 +02:00
d278eae4a3 REDESIGNED: ImageFlipHorizontal(), optimized #1218
Added several optimized options for future reference (if required)
2020-06-07 11:52:21 +02:00
93d6dd3023 REDESIGNED: ImageFlipVertical(), optimized #1218 2020-06-07 11:51:26 +02:00
5d0b2c796e Remove warning from GetDirectoryPath() 2020-06-07 11:50:03 +02:00
992fefa823 Merge branch 'master' of https://github.com/raysan5/raylib 2020-06-07 11:49:24 +02:00
0fda4b1183 Update raysan.png 2020-06-07 11:49:10 +02:00
e07512e213 Fixed buffer overflow in GenMeshPoly (#1269)
Co-authored-by: frithrah <simon@frithrah.com>
2020-06-05 19:13:31 +02:00
00af1c0607 Update explosion.png 2020-06-03 01:30:07 +02:00
9ce838806b [examples] Review/change audio resources 2020-06-03 01:29:24 +02:00
6b9e49e965 [example] Update textures_sprite_explosion 2020-06-03 00:07:13 +02:00
5867a63068 Update textures_sprite_button.png 2020-06-03 00:06:52 +02:00
d8e079dad3 [example] Update textures_particles_blending 2020-06-03 00:06:47 +02:00
3792951023 REVIEWED: GetPixelDataSize() to consider compressed data properly 2020-06-02 23:08:34 +02:00
a4333035c7 Use TRACELOG() macro instead of TraceLog() function 2020-06-02 23:07:42 +02:00
b00ab118c6 [examples] text_font_sdf - Corrected bug 2020-06-02 23:07:11 +02:00
8a501ef06d Review some png images 2020-06-02 12:58:46 +02:00
82fca43406 Replaced some resources for better licensing
Some resources used in examples have not a clear license, so, I'm replacing some of them for clearly licensed versions or resources created by me under CC0. License file to be added.
2020-05-31 23:31:43 +02:00
0e1d7d6430 Fixing Android build from Linux. Letting ANDROID_NDK to be modified at compile time. Default path to the ANDROID_TOOLCHAIN have changed in the latest Android command-line tools release. (#1264)
Co-authored-by: Branlix 3000 <branlix@3000.3k>
2020-05-31 21:18:33 +02:00
fed4716c3b resources PNG chunks cleaning 2020-05-28 21:18:58 +02:00
15e1e9ba24 Added resources license 2020-05-28 21:17:40 +02:00
64747478fe Renamed some resources for naming consistency 2020-05-28 21:17:16 +02:00
36a15a745c Remove unused font 2020-05-28 21:16:13 +02:00
6e84120b89 fix bug in QuaternionFromVector3ToVector3 (#1263) 2020-05-27 17:52:23 +02:00
c43e889e39 Corrected bug on TextJoin() 2020-05-27 13:45:11 +02:00
aff47d1564 Added bool IsCursorOnScreen(void). (#1262)
- The Mouse struct already stores cursorOnScreen. This function simply exposes it to the usage code.
2020-05-26 11:59:25 +02:00
Ray
ae334e9a6e Update SPONSORS.md 2020-05-25 23:56:22 +02:00
1c5df677e1 REDESIGNED: ExportWaveAsCode() to use memory buffer 2020-05-24 15:48:07 +02:00
b0f245d8c5 Review ExportImageAsCode() comment 2020-05-24 15:47:15 +02:00
8120547639 Added LoadWAV()/SaveWAV() memory buffer sample code
It could be useful in a future...
2020-05-24 00:20:32 +02:00
a6fcd32339 Support WAV music streaming #1198
Switched custom WAV laoding/saving funtionality to drwav library, it also provides the required mechanisms to stream wav data.
2020-05-23 23:19:59 +02:00
427e543d84 Corrected issue
Compression API requires functions provided by stbi_image_write (DEFLATE compression)
2020-05-23 23:17:34 +02:00
fe5fe230b9 Update dr_wav.h 2020-05-23 23:16:40 +02:00
394bf00ba5 REDESIGNED: ExportMesh() to use memory buffer #1232
This change could introduce an issue on dataSize precalculation...
2020-05-23 19:48:40 +02:00
4e8e90b6df Add note comment on ExportImageAsCode() 2020-05-23 19:46:58 +02:00
0bcb892975 REDESIGNED: LoadIQM(), LoadModelAnimations() to use mem buffers 2020-05-23 19:24:15 +02:00
94789dd24a Review usage of sizeof(), unify conventions
All functions requiring sizeof() now follow the same convention:

NUM_ELEMENTS*NUM_SUBELEMENTS*sizeof()
2020-05-23 19:23:40 +02:00
b95673f701 Use RL_FREE() instead of free() 2020-05-23 19:21:46 +02:00
d3dece3343 REDESIGNED: ExportImageAsCode() to use memory buffer #1232 2020-05-23 18:24:53 +02:00
c1e0978555 Replaced strncat() by memcpy() in some functions 2020-05-23 18:05:41 +02:00
795c079c55 Corrected issues on LoadPKM() 2020-05-23 18:04:58 +02:00
a33dd87c99 Added Blend Modes example. (#1261) 2020-05-22 02:30:23 +02:00
c1bb051e61 Avoid some warnings 2020-05-22 02:26:47 +02:00
76f8e84901 Reviewed LoadBMFont() to load data from memory #1232 2020-05-22 02:19:45 +02:00
70cd2f1edf Tweak 2020-05-22 02:18:50 +02:00
0e56bc2929 Replace file accesses by memory accesses
Several functions used to load external files have been reviewed to just load the full file with LoadFileData() and load data from memory from there. This way all file access functionality is centralized in utils module.

Functions reviewed: LoadDDS(), LoadPKM(), LoadKTX(), LoadPVR(), LoadASTC(), SaveKTX()
2020-05-22 01:47:30 +02:00
a2955bc5b3 Corrected issue with multichannel on CloseAudioDevice() 2020-05-22 00:32:23 +02:00
cdbe1b6190 Review buffer limits on rectangle drawing 2020-05-21 18:57:45 +02:00
b3eea3d322 Avoid loading texcoords and normasl from model if not existent 2020-05-18 18:35:47 +02:00
6acb7bcfe4 Avoid glGetStringi() on OpenGL 2.1 2020-05-18 13:24:21 +02:00
d9a96c4ca0 added BLEND_SET (#1251)
* added BLEND_SET

* renamed BLEND_SET to BLEND_ADD_COLORS
2020-05-16 13:39:38 +02:00
abb94bd2ff Adding Normalize and Remap functions (#1247)
* Adding Norm and Remap functions

// Normalize input value within input range
// Remap input value within input range to output range

* Rename Norm to Normalize

To make it uniforms with Raylib's functions

* Calculate Remap without other functions
2020-05-15 13:08:28 +02:00
b897ae092a ADDED: Ecample: embedded files loading 2020-05-14 23:58:36 +02:00
d14c51aa2a Introduced Vector2 and Vector3 Square Lenght. (#1248)
* Introduced Vector2 and Vector3 Square Lenght.

* Square length functions renamed
2020-05-14 22:31:58 +02:00
7b001164ef Review formatting GetPRevDirectoryPath() 2020-05-14 17:37:54 +02:00
64d44d131d Emscripten fullscreen -WIP- 2020-05-14 17:35:26 +02:00
ivn
730375faf7 fix bug in GetPrevDirectoryPath on Unix-like systems (#1246) 2020-05-14 17:30:32 +02:00
257f232d41 WARNING: BREAKING CHANGE: Review audio looping system
Current looping system was broken, `loopCount` has been converted to `bool looping` and user can enable/disable with `music.looping = false`. `SetMusicLoopCount()` has been removed.
2020-05-14 14:00:37 +02:00
3a33fe0fd9 Avoid LoadImageEx() usage internally
At this point LoadImageEx() could be removed from raylib... still thinking about it...
2020-05-14 13:37:52 +02:00
65b7047111 Remove some [textures] function dependencies
- LoadFontDefault() -> Some code simplifications
 - LoadFontFromImage() -> Avoid LoadImageEx()
 - LoadFontData() -> Avoid GenImageColor(), ImageFormat()
 - LoadBMFont() -> Avoid ImageCopy(), ImageFormat()
2020-05-14 13:36:22 +02:00
ca6016cc71 TextToInteger() always exposed 2020-05-14 13:32:57 +02:00
4ec40e720c GenMeshCubicmap() added comments and simplification 2020-05-11 17:54:23 +02:00
Ray
45450db45a Update BINDINGS.md 2020-05-11 13:58:28 +02:00
Ray
d7b0422769 Update BINDINGS.md 2020-05-11 13:43:58 +02:00
763aa5b8a2 Fixed Generated Normals for GenMeshCubicmap (#1244)
Just flipped the signs of `n5` and `n6` at lines `2021` and `2022`.
2020-05-11 11:41:21 +02:00
4e3ab8f27d Update config.h.in 2020-05-09 17:37:02 +02:00
3a4e3d8747 Update CMakeOptions.txt 2020-05-09 17:36:16 +02:00
3a6af2cc57 Remove SUPPORT_IMAGE_DRAWING flag
ImageDraw() is actually used in multiple functions and it aslo depends on several functions...
2020-05-09 17:17:54 +02:00
913ef1d56f Misc code reviews 2020-05-09 13:05:54 +02:00
0bd64b7975 Gamepad axis bug fixes and improvement (#1228)
* Fix gamepad axis count

* Fix Xbox axis drawing

* Ignore low axis values

* Revert "Fix gamepad axis count"

This reverts commit f08ae4bf

* Fix GamepadAxis API

* Fix conflict with master

* Revert Gamepad MAX definitions

* Revert MAX_GAMEPAD_AXIS update
2020-05-09 12:39:41 +02:00
7efed56b66 Added [text] flag: SUPPORT_TEXT_MANIPULATION 2020-05-09 12:38:33 +02:00
7a1d3d807f WARNING: RENAMED: ImageExtractPalette() -> GetImagePalette() 2020-05-09 12:07:18 +02:00
cb3bdf09c6 Merge branch 'master' of https://github.com/raysan5/raylib 2020-05-09 12:05:08 +02:00
959447d8ed Reorganized texture functions
Removed ImageAlphaMask() dependency on [text] LoadBMFont()
2020-05-09 12:05:00 +02:00
Ray
2d1cbe3cb3 Update .gitignore 2020-05-08 22:48:10 +02:00
db4a618c6f Fix materials loading for IQM models (#1227) 2020-05-08 20:27:10 +02:00
df5c522049 Update CMakeLists.txt to fix CMake build for Raspberry Pi (#1229) 2020-05-07 22:22:09 +02:00
Ray
4e29294caa Update BINDINGS.md 2020-05-07 19:22:43 +02:00
Ray
a813c40abf Update BINDINGS.md 2020-05-07 19:19:13 +02:00
Ray
37dccd98a6 Added bindings: raylib-purebasic, clj-raylib 2020-05-07 18:37:55 +02:00
d357b116fe Reviewed missing check for JPG 2020-05-07 18:08:35 +02:00
6fa6757a8b Comment tweak 2020-05-07 13:39:41 +02:00
f6ca045735 ADDED: DrawTriangle3D() and DrawTriangleStrip3D()
Those functions could be very useful for custom triangle data drawing, using internal batch system.
2020-05-07 12:46:45 +02:00
2e8299742b Comments review 2020-05-07 12:45:44 +02:00
67d8b43b0e Review first person movement Y waving
Some comments added
2020-05-07 12:45:23 +02:00
fdad1f023b Avoid all MSVC compile warnings
Most warning were related to types conversion (casting required) and unsigned/signed types comparisons.

Added preprocessor directives (_CRT_SECURE_NO_DEPRECATE; _CRT_NONSTDC_NO_DEPRECATE) to avoid warnings about unsafe functions, those functions are safe while used properly and recommended alternatives are MS only.

Some external libraries still generate warnings.
2020-05-06 19:12:09 +02:00
Ray
9a1e934621 Added raylib D bindings! 2020-05-06 11:38:21 +02:00
526c85773f Replace deprectared usleep() calls 2020-05-06 11:33:08 +02:00
845596c30a No need for "LOGO_RECS_SIDE" maybe an artifact? (#1236)
Game will not compile with those four lines of code.
2020-05-06 11:27:55 +02:00
Ray
72443f8f25 Removed RaylibSharp (dead link) 2020-05-02 11:56:24 +02:00
Ray
695e937102 Added binding raylib-Forever 2020-05-02 11:48:07 +02:00
b8055925bf Update raymath.h 2020-05-01 18:19:54 +02:00
6a8e4795da Update core_input_multitouch.c 2020-05-01 18:16:04 +02:00
af744b07c3 Review latest PR formatting 2020-05-01 18:04:47 +02:00
4583987fb9 Add Vector2MoveTowards function (#1233) 2020-05-01 17:50:41 +02:00
c83477ffca WARNING: Big internal redesign!
Created RenderBatch type and related functions to allow rlgl users creating custom and separate render batches and not only rely on one internal render batch.

This feature has not been exposed on raylib yet because it implies some breaking changes. Right now a custom RenderBatch is just used internally in rlgl.
2020-05-01 17:34:43 +02:00
51c3bef497 Review exposed #defines and allow user re-defining
There are multiple #define values around raylib, usually not exposed for redefinition, just reviewed all of them to allow users redefining them on compile time if required.

Also, multiple #define have been renamed and commented.
2020-05-01 17:31:44 +02:00
1c15dc7292 Reviewed UWP update
Mostly code formatting tweaks
2020-04-30 21:00:09 +02:00
0981dde9d4 Remove strcmp() requirement 2020-04-30 20:17:16 +02:00
4ca4326bf9 Review LoadGLTF() to read from memory buffer 2020-04-30 19:51:57 +02:00
4b03860810 UWP rework (#1231)
* First draft of UWP rework.

* Read desc

- Moved UWP specific functions to uwp_events.h
- Removed BaseApp.
- Implemented example UWP lifecycle.

* Added GIF recording and screenshot support.

* Character inputs and filesystem stuff

* Fix game closing on Xbox when B is pressed.

* Fix the gamepad binding hack

* Add as many keys as I believe are possible.

* Implemented mouse locking of a sort.

* Remove rogue todo, the rest are for a game dev using this example.

* Implemented touch how I "think" it should work. I cant test this.

* Review.
2020-04-30 19:48:39 +02:00
Ray
2f454aa4b0 Added latest SPONSORS to list! Thank you very much! 2020-04-29 22:54:40 +02:00
Ray
b1a0f9873b Added raylib-beef to list 2020-04-29 21:10:11 +02:00
ac8f436c3b Init CORE.Window.focused 2020-04-29 20:55:17 +02:00
e65d15f6ad Merge branch 'master' of https://github.com/raysan5/raylib 2020-04-27 18:03:05 +02:00
94ab5e2aab Review issue with vertex batch overflow #1223 2020-04-27 18:02:54 +02:00
Ray
06f6497181 Update README.md 2020-04-27 17:49:57 +02:00
6e2d39c51b ADDED: IsWindowFocused() 2020-04-27 17:41:29 +02:00
Ray
ce2e48af52 Update to use latest emscripten and android ndk
- To support ASYNCIFY instead of EMTERPRETER
 - No need to generate a standalone toolchain for Android NDK
2020-04-26 13:46:15 +02:00
72cc3e0530 Corrected issue #1203 2020-04-26 13:23:03 +02:00
8e59ecb50c ADDED: GetWindowScaleDPI() 2020-04-24 23:17:32 +02:00
ivn
b73e7372d8 Fix for building examples with latest emsk (LLVM): remove EMTERPRETIFY, add ASYNCIFY (#1215) 2020-04-23 15:45:26 +02:00
dd7dd1ac8b Mempool and other Allocators Optimization (#1211)
Optimizations of allocators.
Renamed 'Stack' to 'Arena'.
Replaced certain define constants with an anonymous enum.
Refactored MemPool to no longer require active or deferred defragging.
2020-04-22 13:11:45 +02:00
0570e49d14 [android] Extend validity of the certificate (#1212)
For uploading a apk to Google Play a minimun of 25 years (9125 days) is needed for the validity of the key.

More info:
https://developer.android.com/studio/publish/app-signing
2020-04-22 13:09:41 +02:00
Ray
3494a29603 Update README.md 2020-04-21 21:19:20 +02:00
596499416f Update easings.h (#1210)
Make easings.h use powf and sqrtf instead of pow and sqrt.
2020-04-21 21:17:58 +02:00
00b3199859 Added raymath to examples 2020-04-16 13:49:19 +02:00
c8309327f8 Merge branch 'master' of https://github.com/raysan5/raylib 2020-04-16 13:49:05 +02:00
baf5e02f43 Remove comment 2020-04-16 13:48:47 +02:00
Ray
2f044acb4e Update new-issue-template.md 2020-04-15 20:05:19 +02:00
Ray
ff58f7e846 Update new-issue-template.md 2020-04-15 20:04:14 +02:00
Ray
736c6761a2 Create config.yml 2020-04-15 20:02:51 +02:00
Ray
c30d394efe Update new-issue-template.md 2020-04-15 19:58:51 +02:00
6582084e9b Set the correct version of make on macos (#1202) 2020-04-14 19:50:53 +02:00
Ray
3f1029c281 Added binding: jaylib (Java) 2020-04-14 13:04:51 +02:00
8d51ad567f Review UWP project -WIP- 2020-04-13 16:40:04 +02:00
32387317bf Make raymath more consistent (#1197)
* Make raymath naming and functions more consistent

* Minor fixes

* Fix examples

* Fix Physac

* New naming rules

* Apply naming to Quaternion functions

* Apply to models.c

* Remove *MulitplyValue / *DivideValue
2020-04-13 16:32:45 +02:00
f0fe03087a Remove tshirt design
It makes no sense to have this here...
2020-04-13 15:35:56 +02:00
26f39e41a9 Remove games from building 2020-04-13 15:10:42 +02:00
fd5d1dfcb6 WARNING: REMOVED raylib/games - Moved to raysan5/raylib-games
Move raylib games to another repo. It will reduce repo size for new clones.

I considered also removing the related history with [`git filter-repo`](https://github.com/newren/git-filter-repo) (the current sane alternative to the deprecated `filter-branch`) but it has some implications: It would had made a new repository with distinct history and checksums. If the repo was previously published,
the history of the new one won't have been compatible with the history others have pulled.
2020-04-13 13:31:45 +02:00
eb04be8141 Review VSCode tasks 2020-04-13 12:07:05 +02:00
c21e9a721b Fix VSCode (#1193)
* Executable is called game, not main

* Use make not mingw32-make on macOS
2020-04-13 11:51:40 +02:00
b4af1b2cc0 add makefile to support multiple C files (#1195)
* tcc-based vscode project for windows

Signed-off-by: misterpah <misterpah@gmail.com>

* add makefile to support multiple C files
2020-04-11 20:01:28 +02:00
5ff5be388f Merge branch 'master' of https://github.com/raysan5/raylib 2020-04-11 12:03:59 +02:00
a7311af8c3 Corrected examples after API change: ImageDrawText*() 2020-04-11 11:26:16 +02:00
17ee57c458 tcc-based vscode project for windows (#1191)
Signed-off-by: misterpah <misterpah@gmail.com>
2020-04-11 11:23:00 +02:00
cc816345bf WARNING: API BREAK: Removed LoadImagePro()
Actually this function is useless and potentially dangerous, internally, a shallow copy of data was done. Same could be accomplished accesing image.data directly.
2020-04-10 19:26:36 +02:00
b132da0ac2 WARNING: API BREAK: Reviewed ImageDrawText*() params order
To unify with DrawText*() equivalent functions
2020-04-10 19:10:15 +02:00
d419602c99 Review display size init for RPI 2020-04-09 23:50:00 +02:00
926651b708 Optimized ImageDrawPixel()
Now it's blazing fast. It modifies image.data directly.

Previous version could take up to 3-4 seconds to draw a line... now it takes some nanoseconds...
2020-04-09 22:44:10 +02:00
0abe557af1 Fixed issue with ImageDrawLine() 2020-04-08 12:37:52 +02:00
6c9f6cf084 Revert "CMake: Don't create symlinks on unsupporting file systems (#539)"
As noted in #539, the symlink check was to support compiling raylib on
VirtualBox vboxfs as no symlinks are supported there.

With me using Linux as daily driver outside VirtualBox now, this 'feature'
is most likely unused by anyone, but still annoys other users (#791).
Just revert it and be done with it. If there are really others building
raylib on vboxfs or a similarly crippled file system under Linux, they
should now step forward when their build breaks.

This reverts commit b8ca51fd01.
2020-04-08 11:01:26 +02:00
Shy
81c44e32c3 ignore symlink creation failure error 2020-04-08 07:05:43 +02:00
2b5188c4b3 Updated VS2017.UWP output folders 2020-04-07 21:19:43 +02:00
a25d3b7ff4 Update raylib.vcxproj 2020-04-07 21:14:36 +02:00
42f09eb2b8 Delete .gitignore 2020-04-07 18:52:07 +02:00
ef9e9bfa7d Review Android piepline
- Removed generate_android_toolchain, since version r21 AndroidNDK it's the toolchain
 - Removed external lib native_app_glue, provided by AndroidNDK
2020-04-07 17:54:08 +02:00
f31b87fae8 Remove ANGLE project
Actually, project just adds 50MB of ANGLE libraries not related to raylib.
Also reviewed UWP project to consume ANGLE from the NuGet package.
2020-04-07 17:43:21 +02:00
3b174876b3 Update launch.json 2020-04-07 16:43:40 +02:00
62b7064e90 Corrected issue with depth initialization #1179 2020-04-06 19:58:28 +02:00
Ray
0a25b9d39b Update README.md 2020-04-06 13:30:32 +02:00
5fb6155eea Removed unused Duck model. 2020-04-06 11:37:47 +02:00
4f40f8bc47 added log warning for unsupported file extension for music stream (#1176)
* added log warning for unsupported file extension for music stream

* updated error log message for music stream when file format isn't supported
2020-04-06 11:26:09 +02:00
Ray
8d0888afef Update SPONSORS.md 2020-04-05 23:26:32 +02:00
2d6303e9fe Allow for empty replacement string (#1178) 2020-04-05 22:42:59 +02:00
90fb53bccc Review android_fopen() to support SDCard access 2020-04-05 17:51:27 +02:00
4ceb4d3bf3 Some code tweaks, comments and defines 2020-04-05 17:50:37 +02:00
9c280bc7af TextReplace changes (#1172)
- Added NULL return if the replacement string (`by`) is empty
- Reordered sanity checks since there's no need to initialize variables if the strings are invalid.
2020-04-04 14:25:57 +02:00
8444c3f705 Fixed offset check in GenImageFontAtlas (#1171)
* Fixed offset check in GenImageFontAtlas

* Fixed code formatting to follow raylib notation rules
2020-04-02 23:53:29 +02:00
Ray
7ef114d1da Set build type to Release only #1164 2020-04-01 11:07:01 +02:00
adb20569be Review shared library building 2020-04-01 11:06:05 +02:00
Ray
07f3a65a96 Update ROADMAP.md 2020-03-31 23:00:48 +02:00
Ray
6a8b1079c1 Update project version for release 2020-03-30 23:42:17 +02:00
Ray
703850b341 Update README.md 2020-03-30 23:28:38 +02:00
8da6307456 Get icons back on shell.html
It seems there is some related issue on emscripten side... but I'll keep the icons here despite not displayed properly for the moment.
2020-03-30 21:34:45 +02:00
e469f4ebf7 Update config.h, enable some file-formats by default 2020-03-30 17:42:42 +02:00
8941cf3e66 Update textures.c 2020-03-30 17:42:19 +02:00
68cad30646 Remove useless files 2020-03-30 17:27:03 +02:00
fc7ec5e907 Update raylib.h 2020-03-30 17:11:35 +02:00
1a948849f3 [cppcheck] Fix minor warnings in models.c and raudio.c (#1162)
Errores fixes:
models.c,2843 Either the condition 'fileData!=NULL' is redundant or there is possible null pointer dereference: fileData.
raudio.c,805, 806, 807, 808, %d in format string (no. 2) requires 'int' but the argument type is 'unsigned int'.
2020-03-30 17:08:01 +02:00
Ray
bba10504e2 Update HISTORY.md 2020-03-30 16:30:34 +02:00
Ray
ff11a6fbe8 Update CHANGELOG 2020-03-30 16:25:59 +02:00
Ray
27ebe78313 Update CHANGELOG 2020-03-30 16:23:37 +02:00
44961d1975 Update core_basic_window.c 2020-03-30 16:09:09 +02:00
e8a8d544c5 Review formating and signegness issues 2020-03-30 14:38:16 +02:00
62cdb2299b [cppcheck] Improvements in SaveStorageValue() in core.c (#1160)
* [cppcheck] Improvements in SaveStorageValue() in core.c

in file core.c cppcheck shows errors only in function SaveStorageValue():

* Common realloc mistake: 'fileData' nulled but not freed upon failure
* Memory pointed to by 'fileData' is freed twice.

Validation:
* Tested examples/core/core_storage_values.c
* Launched Unit Test for this function
* Rerun CPPCHECK afer fix

* [cppcheck] Change functions header to accept only positive position in files

Changes:
* Functions SaveStorageValue(), LoadStorageValue() (core.c)
* Functions LoadFileData(), SaveFileData() (utils.c)
* Headers in raylib.h

Validation:
* Tested examples/core/core_storage_values.c
* Launched Unit Test for these functions
* Rerun CPPCHECK afer fix
2020-03-30 13:51:36 +02:00
Ray
9b66883e0b Update README.md 2020-03-30 13:29:05 +02:00
Ray
d1b0d6a6dc Update README.md 2020-03-30 13:28:30 +02:00
Ray
c47ba58494 Update README.md 2020-03-30 13:23:20 +02:00
41582f0448 Fix "variable is reassigned before use" linter warning on raymath.h (#1158) 2020-03-29 22:03:10 +02:00
3e76d3a3d3 Added example: shaders_spotlight 2020-03-29 14:25:09 +02:00
733ed972f7 Reorganize image functions 2020-03-29 13:37:33 +02:00
5d7050bdf9 Reorganize image/texture functions for consistency 2020-03-29 13:31:12 +02:00
a025636fa1 Update ImageDraw*() functions to match arguments of Draw*() (#1156)
* Update ImageDraw*() functions to match arguments of Draw*()

Updated draw functions:
ImageDrawPixel()
ImageDrawPixelV()
ImageDrawCircle()
ImageDrawCircleV()
ImageDrawLine()
ImageDrawLineV()
ImageDrawRectangle()
ImageDrawRectangleV()
ImageDrawRectangleRec()

* [nodepadpp] Update Notepad++ ImageDraw defintions

This updates the Notepad++ definitions with the updated ImageDraw methods.

* [examples] Add ImageDraw calls to textures_image_drawing

* Update ImageDraw*() methods
2020-03-29 12:43:34 +02:00
Ray
3c3dfde3f9 Added binding: raylib-zig 2020-03-28 19:35:20 +01:00
Ray
5829fdb73e Added binding: raylib-ats2 2020-03-28 19:30:00 +01:00
Ray
9b74c40fc2 Update HISTORY.md 2020-03-28 19:17:51 +01:00
66e0d774bd Revert "Update compilation warning flags (#1151)"
This reverts commit 2528854664.
2020-03-28 18:39:56 +01:00
a5e1aff99b [example] Integrate virtual mouse in main example 2020-03-28 18:36:30 +01:00
e333eb415b Update window rc 2020-03-28 18:27:56 +01:00
Ray
02df366a7a Update HISTORY.md 2020-03-27 20:40:00 +01:00
Ray
976a10c891 Update CHANGELOG 2020-03-27 20:31:20 +01:00
d28e73849b Review TRACELOG() messages 2020-03-27 18:49:21 +01:00
d7b15ac1cf Review TRACELOG() categories 2020-03-27 18:45:37 +01:00
c0c775e45d [rlgl] Review TRACELOG() messages, categorized 2020-03-27 18:31:36 +01:00
b5842434c2 Corrected missing semicolon 2020-03-27 18:31:16 +01:00
c7e9951795 [core] Review TRACELOG() messages, categorized 2020-03-27 18:06:09 +01:00
70ed975b99 [models] Review TRACELOG() messages, categorized 2020-03-27 17:43:51 +01:00
7e2b1b4ff0 [textures] Review TRACELOG() messages 2020-03-27 17:43:38 +01:00
915b5f370b [raudio] Review TRACELOG() messages, categorized 2020-03-27 17:43:24 +01:00
0c6c421508 [raudio] Review TRACELOG() messages, categorized 2020-03-27 17:16:30 +01:00
bc2c6251f8 [text] Review TRACELOG() messages, categorized 2020-03-27 17:16:07 +01:00
b9dd459d5a [textures] Review TRACELOG() messages, categorized 2020-03-27 17:15:44 +01:00
28da2522fe [utils] Review TRACELOG() messages, categorized 2020-03-27 17:15:26 +01:00
2528854664 Update compilation warning flags (#1151)
* Update compilation warning flags

Removed the -Wall flag that allow many warnings and added manually all the warning flags that don't generate warnings in the src/external folder.
Specifically, these are some of the flags reporting errors in src/external:

-Wmissing-prototypes
-Wunused-variable
-Wunused-value
-Wunused-parameter
-Wunused-function

* Uptade compilation flags in examples with missing -std=c99
2020-03-26 18:48:34 +01:00
7ae7a87f8a Remove trail spaces 2020-03-25 19:41:51 +01:00
3d41c1b6cd Minor tweaks 2020-03-25 19:38:55 +01:00
96005f2566 ADDED: IsWindowFullscreen() 2020-03-25 18:52:38 +01:00
e37d021cd3 Enable IQM models support on config.h 2020-03-25 18:51:46 +01:00
133a882556 Update config.h 2020-03-25 18:39:28 +01:00
74339b9fdc [example] Review shaders_spotlight to work on GLSL 100 2020-03-25 18:39:21 +01:00
2dbcef218c spotlight example, each spot has own radius, mouse countrol (#1148)
NB glsl100 shader needs testing on "bare metal"

Co-authored-by: codifies <nospam@antispam.com>
2020-03-25 10:28:16 +01:00
e07281f8bd Fixed DrawTextRecEx() selection when wordwrap is ON (again) (#1149) 2020-03-25 10:27:43 +01:00
5e670be239 REVIEWED: shaders_spotlight example
It seems something is not working properly...
2020-03-24 19:49:09 +01:00
05abaee0e0 Update core_window_letterbox_virtual_mouse.c 2020-03-24 19:10:50 +01:00
d657537821 Support mtl loading by tinyobj_parse_obj() #1134
I don't like this solution but well... let's use it for the moment...
2020-03-24 18:42:57 +01:00
Ray
5fe0db347c Update HISTORY.md 2020-03-24 15:03:55 +01:00
Ray
649665eac9 Update CHANGELOG 2020-03-24 15:01:09 +01:00
efe359d613 as per request spotlight example (#1146)
Co-authored-by: codifies <nospam@antispam.com>
2020-03-24 14:27:14 +01:00
c45fe62abc Add files via upload (#1147)
Virtual mouse with window letterbox, and Clamp
2020-03-24 14:25:44 +01:00
584e2d664c GenMeshHeightmap flat shading normals (#1140) 2020-03-24 13:27:49 +01:00
51a8e1d692 Remove define not required 2020-03-24 13:26:34 +01:00
da836a732c Android: Better track touch input returned from IsMouse*() (#1144)
* Android: Better track touch input returned from IsMouse*()

Switch to actually tracking touch input to use for "mouse" input rather
than the gestures system. The gesture system as an abstraction ontop of
raw touch input loses some information needed to map to "mouse"
input.

Before,
- IsMouseButtonReleased() triggers immediately after the initial touch
(because GESTURE_TAP activates immediately on touch) instead of waiting for the
touch to be released.
- IsMouseButtonUp() returns false, when it should just be the opposite
of IsMouseButtonDown().
- IsMouseButtonDown() returns true only after GESTURE_HOLD (which
activates after some period of time after GESTURE_TAP), when instead it
should just be true whenever there is touch input i.e. gesture !=
GESTURE_NONE or alternatively when any input is received on the screen.

After this PR, touches map closer to mouse input.
- IsMouseButtonReleased() triggers when touch is released (last frame
was touched, this frame not touched).
- IsMouseButtonUp() returns the opposite of IsMouseButtonDown()
- IsMouseButtonDown() is true when
(AMOTION_EVENT_ACTION_DOWN || AMOTION_EVENT_ACTION_MOVE) and false when
(AMOTION_EVENT_ACTION_UP)

* RPI: Include index check for RPI in GetTouchPosition()
2020-03-24 13:23:34 +01:00
6bab884d1d Added note on examples not supporting GLSL100 2020-03-24 12:39:05 +01:00
4e6db307e4 appveyor: configure for Release with Debug Info
We build the library as debug with AppVeyor and package it this way,
which is unfortunate, because on Windows it's linked against debug
variants of the C runtime. Fix this by build RelWithDebInfo instead

Fixes #1128.
2020-03-24 06:37:22 +01:00
0229f9b1a4 CMakeLists.txt: report generated CMAKE_CONFIGURATION_TYPES
We might want to customize this in feature for multi-config builds (e.g.
a Visual studio build with both Debug and Release configurations).

Output the variable value for user awareness.
2020-03-24 06:37:22 +01:00
6bbaca118f ended up using the 100 version shaders as off the top of my (#1142)
head can't think of any improvement I could use on the shaders for
version 120
This has been tested on Linux (Desktop) requires testing on a Rpi

Co-authored-by: codifies <nospam@antispam.com>
2020-03-23 23:07:42 +01:00
Ray
ba3b4b2d08 Set a release date for raylib 3.0! 2020-03-23 20:56:31 +01:00
fcdb120935 Comment tweaks 2020-03-23 20:24:20 +01:00
8f45370073 Comment tweaks 2020-03-23 20:24:09 +01:00
Ray
502bc61931 Update HISTORY.md 2020-03-23 14:30:19 +01:00
Ray
5a39b22521 Update CHANGELOG 2020-03-23 14:22:06 +01:00
Ray
6c44c9d730 Update HISTORY.md 2020-03-21 21:14:26 +01:00
Ray
a523c64718 Update CHANGELOG 2020-03-21 20:33:46 +01:00
5aebd2a16c Review formating from PR #1138 2020-03-21 20:30:40 +01:00
574c689ff7 Added draw functions to ImageDraw*() (#1138)
Added draw functions:
ImageClearBackground()
ImageDrawPixel()
ImageDrawLineEx()
ImageDrawCircle()
2020-03-21 20:23:50 +01:00
Ray
b178c992a1 Update README.md 2020-03-21 20:21:08 +01:00
Ray
a4d31e1dad Added raylib 3.0 notes -WIP- 2020-03-21 20:20:37 +01:00
Ray
e151487fde Review history introduction 2020-03-21 19:13:16 +01:00
Ray
061848cd0c Updated badges links 2020-03-21 18:48:04 +01:00
Ray
ab1c12c449 Update Travis/AppVeyor badges 2020-03-21 15:05:02 +01:00
Ray
8db8401bc1 Review Travis/AppVeyor badges 2020-03-21 13:50:24 +01:00
Ray
58a81dd760 Update README.md 2020-03-21 13:48:53 +01:00
Ray
a5838e40d9 Update CONTRIBUTING.md 2020-03-21 13:37:48 +01:00
Ray
78e8fd1c31 Update CHANGELOG 2020-03-21 13:32:53 +01:00
Ray
2d07d29a1c Update README.md 2020-03-21 13:29:03 +01:00
Ray
19bbcbb486 Update badges 2020-03-21 13:26:19 +01:00
Ray
b6ba3dacb9 Playing with badges 2020-03-21 13:23:20 +01:00
Ray
65d9d0aac1 Testing badges 2020-03-21 13:22:06 +01:00
Ray
b9c966f902 Playing with badges... 2020-03-21 13:01:50 +01:00
Ray
d62368f133 Update README.md 2020-03-21 12:43:27 +01:00
Ray
3d66a6c93f Added: new binding to Carp 2020-03-21 11:28:18 +01:00
01e035e28b Android: Track touch motion across screen (#1137)
This was working in 2.6 but no longer does in current git tree.
It appears touch position is only tracked on
AMOTION_EVENT_ACTION_[DOWN|UP], which only registers the initial touch
on the screen. Subsequent movement is not tracked into CORE.

Touch position and the Gesture System appears to be updated twice in
AndroidInputCallback in what looks like perhaps a copy paste error (code
is identical) with the exception of tracking AMOTION_EVENT_ACTION_UP in
the 2nd copy of the code (but this is not necessary to track).

If you need to track the first touch or release touch position, you can
do so with checking IsMouseButton[Pressed|Released] on the same frame.

This patch makes it so the touch position is always updated, and merges the
duplicated code into 1 singular code path.
2020-03-19 16:56:48 +01:00
4af4483f5f Added security check in case init fails #1135 2020-03-17 20:57:01 +01:00
2344941974 Replace external libraries custom allocators by raylib ones #1074
NOTE: Two libraries still use custom allocators: glfw and stb_vorbis
2020-03-17 13:40:07 +01:00
Ray
6f41b9594a Update README.md 2020-03-16 20:46:28 +01:00
Ray
3e049c09d5 ADDED: XD Pascal bindings 2020-03-16 19:11:06 +01:00
92e1205f40 Adding the option to change the target platform(x86/x64), Generating the .pdb file on debug builds, and correcting comments that called the script 'windows-build.bat' instead of 'build-windows.bat' (#1133) 2020-03-16 10:32:39 +01:00
71b06caed4 Corrected typo 2020-03-15 17:06:08 +01:00
4611406c68 REVIEWED: ImageTextEx() to support line breaks #1131
NOTE: This functionality has an important issue, line space is fixed to 1.5 font.baseSize pixels, depending on the font and how it has been generated that spacing could be too wide or too narrow...
2020-03-15 16:18:48 +01:00
427be604b9 Android: Set display.[width, height] before screen size check (#1132)
In `InitGraphicsDevice(...)`, the Android section has a screen security check
like other platforms- but CORE.display.width, CORE.display.height are
not set yet, so the security check sets it to 0. So ensure we query the
device's screen width and height before the screen size security check.

This also gives you the ability to run a proper full-screen application
on Android without any scaling and guess work on the target device by
setting screen width and height to 0 in `InitWindow(...)` and using
`GetScreen[Width|Height]()` to get the actual values.
2020-03-15 15:56:43 +01:00
Ray
d57b5ac89a Added note on transparent framebuffer w/o X11 on RPI 2020-03-12 17:47:35 +01:00
Ray
82937e1564 Update .gitignore 2020-03-12 13:02:18 +01:00
Ray
7fa12844ed [text] TextToUpper(): Added note on diacritics 2020-03-12 13:02:09 +01:00
Ray
af011bc952 ADDED Binding: FreeBasic 2020-03-09 18:52:41 +01:00
Ray
4c728f0b54 Minor tweaks 2020-03-09 18:45:37 +01:00
Ray
5895fb6adc Address issue #1125 2020-03-09 13:01:10 +01:00
eb6f8bd0ba Revert "Always use latest raylib version for cmake (#1123)" (#1126)
We didn't use the latest version, but a compatible version, which is established by raylib-config-version.cmake.

It's ok to have a minimal version, so revert b7c0d5b6dd.
2020-03-09 08:29:47 +01:00
b7c0d5b6dd Always use latest raylib version for cmake (#1123)
* Always use latest raylib version

* Always use latest raylib version

* Always use latest raylib version
2020-03-08 18:04:29 +01:00
680f9d5772 Changed if to else if. (#1122) 2020-03-08 18:03:23 +01:00
20d8889a03 ADDED Bindings: raylua-lua (raylua) (#1124) 2020-03-08 18:02:37 +01:00
Ray
c67bc02dd1 Reviewed missing include 2020-03-07 21:54:54 +01:00
Ray
1b56f7917e Update raylib version 2020-03-05 19:33:54 +01:00
Ray
7639726193 ADDED Bindings: raylib-luamore, raylib-nelua, raylib-mosaic 2020-03-05 18:58:10 +01:00
Ray
fb2ed693e4 Android: Support file saving to internal data storage 2020-03-05 18:12:41 +01:00
Ray
966e8adcf9 Reviewed and Updated Android compilation scripts 2020-03-05 12:25:39 +01:00
Ray
c3386300d3 Remove comment 2020-03-04 18:23:31 +01:00
Ray
cb4c676f5d Added BlitzMax binding 2020-03-04 13:12:16 +01:00
Ray
74c486201d ADDED: LoadFileText() and SaveFileText()
Improved file access checks
2020-03-04 00:21:46 +01:00
Ray
6b8f30964d WARNING: Corrected issue with IsKeyDown() #1119 2020-03-03 16:43:15 +01:00
Ray
dc2e5c1751 Update core.c 2020-03-03 16:10:31 +01:00
Ray
645a5b2507 Avoid icons in shell
Very weird... lately icons are not properly displayed on browser!
2020-03-03 15:53:13 +01:00
Ray
3a073db029 REVIEWED: Mouse/Touch input system
After several reviews, now it seems everything works as expected.
2020-03-03 14:58:54 +01:00
Ray
a6297a2be1 Some code tweaks 2020-03-03 01:21:06 +01:00
Ray
8724cf2ea5 Support any mouse button for gesture detection 2020-03-02 13:29:36 +01:00
Ray
485787059a Review shader exaples to work on web (GLSL 100) 2020-03-02 13:27:54 +01:00
Ray
08615d3247 Review some comment 2020-03-02 12:22:57 +01:00
Ray
a1b2d96d9c Support touch drawing on web 2020-03-02 12:22:38 +01:00
3c2ee1cc75 Update raymath.h (#1118)
* Update raymath.h

Added Vector2Rotate Function.

* Update raymath.h
2020-03-02 10:22:08 +01:00
Ray
117696a893 Update textures_mouse_painting.c 2020-03-02 00:09:05 +01:00
Ray
2f5a7ddcc6 Added comment on IsMouseButtonDown() issue
IsMouseButtonDown() does not process touch state down properly, state is reseted every frame...
2020-03-02 00:07:06 +01:00
Ray
18a9982126 Reviewed IsMouseButtonDown() 2020-03-01 01:29:34 +01:00
Ray
41d3c47ffe Update Makefile 2020-03-01 01:28:49 +01:00
Ray
7428747ef0 REDESIGNED input system for better mouse/touch support 2020-02-29 22:10:23 +01:00
Ray
1ee6290fcf Replaced fabs() by fabsf() when required 2020-02-28 12:54:39 +01:00
572969d8b7 LoadText() tweak (#1113)
Guarantee string is zero-terminated
2020-02-28 08:23:05 +01:00
Ray
f2247c6f0a REVIEWED: LoadText() 2020-02-28 00:32:46 +01:00
Ray
05992a6fce Tweaks 2020-02-27 16:37:32 +01:00
Ray
c8464bc731 Corrected return value 2020-02-27 16:22:34 +01:00
Ray
b2098a2d60 REDESIGN: ExportImage()
Use new file I/O ABI
2020-02-27 16:15:58 +01:00
Ray
ac73e3b5e2 REDESIGN: ExportWave()
Use new file I/O ABI
2020-02-27 16:15:20 +01:00
Ray
1be68d8cfe Tweak on variable init 2020-02-27 16:14:50 +01:00
Ray
eb86d69a38 Review default config flags 2020-02-27 16:14:31 +01:00
Ray
acfa967e89 Corrected issue with variable name 2020-02-27 13:56:27 +01:00
Ray
5ff0776235 Remove trail spaces and some tweaks 2020-02-27 13:33:09 +01:00
Ray
2a408d789c REDESIGNED: LoadImage() -WIP-
Using new file I/O ABI
2020-02-27 13:21:51 +01:00
Ray
5100cb3e7f REDESIGNED: LoadImageRaw(), LoadAnimatedGIF()
Using new file I/O ABI
2020-02-27 13:21:21 +01:00
Ray
b029fb6d31 REDESIGNED: LoadFontEx()
Using new file I/O ABI
2020-02-27 13:19:58 +01:00
Ray
245ba2a152 LoadText(): Added comment 2020-02-27 13:19:13 +01:00
Ray
89ecad1e29 Review macros 2020-02-27 13:18:55 +01:00
Ray
23bde477e5 REDESIGN: LoadStorageValue()/SaveStorageValue()
Using new file I/O ABI
2020-02-27 13:18:15 +01:00
Ray
2294947660 Update core_storage_values.c 2020-02-26 23:42:41 +01:00
Ray
5aed36e76d Tweaks on fullsccreen detection... 2020-02-26 23:42:06 +01:00
Ray
e5b5aea998 WARNING: RENAMED: Storage functions
Renamed functions for consistency:

 - StorageLoadValue() > LoadStorageValue()
 - StorageSaveValue() > SaveStorageValue()
2020-02-26 23:40:53 +01:00
Ray
fadd74358b Security check 2020-02-26 23:38:12 +01:00
Ray
7912fac815 Correct typo 2020-02-26 23:19:29 +01:00
Ray
fa4e0c1a26 Reviewed example 2020-02-26 20:47:08 +01:00
Ray
1046449339 ADDED: LoadFileData(), SaveFileData() 2020-02-26 20:29:33 +01:00
Ray
c5d5d19443 Remove trail spaces 2020-02-26 20:23:55 +01:00
Ray
0f783aab34 Remove TraceLog() dependency on standalone mode 2020-02-26 20:23:36 +01:00
Ray
7849db65e0 Remove TraceLog() dependency on standalone mode 2020-02-26 20:23:06 +01:00
Ray
9b5a796213 Use float math functions 2020-02-26 20:20:52 +01:00
Ray
32e374d941 [core] SetWindowSize() try to support PLATFORM_WEB -WIP- 2020-02-24 12:35:53 +01:00
Ray
113a580021 [rlgl] LoadText() variable scope improvement 2020-02-24 12:05:54 +01:00
Ray
a77273d8d8 Make sure current text buffer is empty #1109 2020-02-24 11:15:02 +01:00
Ray
310fd9b147 Update to latest emscripten toolchain
Corrected issue on web compilation
2020-02-22 17:21:10 +01:00
Ray
01d8642520 Merge branch 'master' of https://github.com/raysan5/raylib 2020-02-22 10:38:37 +01:00
Ray
30f3e49f3d Improve inputs on Android 2020-02-22 10:38:32 +01:00
Ray
0b8aded399 Support ToggleFullscreen() on web 2020-02-22 10:37:43 +01:00
Ray
d2aeafcf1e Update Makefile 2020-02-22 10:36:34 +01:00
Ray
81881a120c Comment tweak 2020-02-22 10:36:20 +01:00
e7fdf8a13d Expand GLTF Model support (#1108)
* Update GLTF support to include loading color for albdeo (saved in the color value of the materialmap), support occlussion and emmission maps.. as well as some quality of life updates.

* clean up to use single image
2020-02-22 10:17:30 +01:00
Ray
a750bcceec Support links on WebAssembly 2020-02-21 01:13:41 +01:00
Ray
67d0bf75a7 Update Makefile paths to use emscripten upstream
Note that emscripten upstream branch implements the new asyncify implementation, expected to be faster than emterpreter one.
2020-02-20 23:00:29 +01:00
Ray
a8a21312e1 Removed TABS 2020-02-20 13:46:49 +01:00
Ray
42dad5df95 [rnet] Renamed some functions 2020-02-20 13:46:33 +01:00
Ray
e176a476c0 [rnet] Review network examples formatting 2020-02-20 12:42:37 +01:00
Ray
19390eaf09 [rnet] Examples review -WIP- 2020-02-19 18:16:20 +01:00
Ray
faff512140 [rnet] Convert to header-only
Some functions renamed
2020-02-19 18:15:59 +01:00
Ray
946a6cb280 Review mouse inputs 2020-02-19 12:44:57 +01:00
Ray
7d789763d6 Update API version 2020-02-19 12:35:30 +01:00
Ray
d62a2f793f Improved GetFPS() calculation for average 2020-02-19 12:20:15 +01:00
Ray
9eefcb7939 Update miniaudio.h 2020-02-19 12:19:41 +01:00
o3o
36bf8a60d8 Fix #1103 (#1104)
Fix 1102
2020-02-18 23:19:30 +01:00
Ray
6d1cdf25a7 [rnet] Review module formating
Align formating with other raylib modules coding style.
2020-02-18 18:15:22 +01:00
Ray
51db3b589d Review function name on RAUDIO_STANDALONE 2020-02-18 18:14:22 +01:00
Ray
b18940d3c6 Remove spaces 2020-02-18 18:03:28 +01:00
Ray
3f25c52a29 Some security checks in case music is not properly loaded 2020-02-18 16:30:52 +01:00
Ray
39e73ccc4d [text] TextLength() security check 2020-02-17 00:47:05 +01:00
Ray
df4b55d657 Comment fprintf() calls 2020-02-17 00:46:41 +01:00
Ray
80dbbef0f5 Update Notepad++ intellisense 2020-02-14 23:48:40 +01:00
Ray
23b75281ad Add function prototype 2020-02-14 23:10:02 +01:00
Ray
91b2dc2aa9 [raudio] ADDED: SetAudioStreamBufferSizeDefault()
There could be some cases where we need to define the internal audio buffer size, now it's possible.

RENAMED: InitAudioBuffer() to LoadAudioBuffer()
RENAMED: CloseAudioBuffer() to UnloadAudioBuffer()

Renamed some defines and reviewed some comments.
2020-02-14 17:13:37 +01:00
Ray
7459a5c6ef Remove "No Audio Buffer" traces 2020-02-14 11:44:50 +01:00
Ray
8820baf5cc Update miniaudio.h 2020-02-13 11:41:33 +01:00
Ray
3b3e163c48 [raudio] Corrected issue with OGG sound loading 2020-02-13 11:41:28 +01:00
Ray
83fb4613c1 Review some RPI issues 2020-02-13 00:13:56 +01:00
Ray
1b20182d33 Updated periodSize reference 2020-02-12 14:45:02 +01:00
Ray
7dfe42d6d0 Trace log comment review 2020-02-12 13:49:08 +01:00
Ray
55f0647213 [core] Avoid pixel bleeding issue on MSAA 2020-02-12 13:48:50 +01:00
Ray
484c6b360f Reviewed Cppcheck issues #1098 2020-02-12 13:16:18 +01:00
dec85f741a Fixed memory leaks in textures.c (#1097) 2020-02-11 22:25:27 +01:00
Ray
87d5b51256 REVIEWED: GetDirectoryPath()
Check if provided path is a full path containing system root letter: C:\
2020-02-11 19:12:49 +01:00
Ray
aa3b413390 SUPPORT_HALFBUSY_WAIT_LOOP 2020-02-11 19:01:29 +01:00
Ray
ee43a14f19 Update CHANGELOG 2020-02-11 16:52:52 +01:00
64c23f8477 REVIEWED: VS2017.UWP project
It seems there is some problem on drawing... :(
2020-02-10 17:45:50 +01:00
49145e90a2 Remove spacing 2020-02-10 13:16:34 +01:00
28e12a6c6a [raudio] Update to latest miniaudio 0.10 2020-02-10 12:42:40 +01:00
131132f17d Minor tweaks 2020-02-10 10:56:48 +01:00
884e868e92 Review DEBUG trace log and custom allocators
Not exposing some data structures
2020-02-10 10:56:39 +01:00
eb2483338f REVIEWED: Makefile, examples clean target #1087 2020-02-09 21:06:51 +01:00
becd3c3831 REVIEWED: GenMeshCylinder(), solved issue #1088 2020-02-09 21:04:03 +01:00
34fafb733f Corrected issue with toupper() usage 2020-02-09 16:11:32 +01:00
90c129fd61 Review some libc dependency comments 2020-02-09 16:11:11 +01:00
9922160ab4 Minor tweaks 2020-02-09 13:23:12 +01:00
Ray
1d324d5496 Update CHANGELOG 2020-02-07 18:02:09 +01:00
Ray
03c38396f3 Update CHANGELOG 2020-02-07 17:55:10 +01:00
Ray
85cecb2aae Update CHANGELOG for raylib 3.0 -WIP- 2020-02-07 17:39:29 +01:00
Ray
d15b93839b Update ROADMAP.md 2020-02-07 16:32:57 +01:00
Ray
b06497cad6 Update BINDINGS.md 2020-02-07 12:09:54 +01:00
Ray
f632e32100 Corrected typo 2020-02-07 12:09:34 +01:00
Ray
52a6d756f4 Added raylib-chibi binding 2020-02-07 12:09:05 +01:00
Ray
f4ca5b378a Review missing include 2020-02-06 18:10:52 +01:00
Ray
97054e4e0f Review ALL games to raylib 3.0 2020-02-06 18:07:25 +01:00
Ray
86bdf60887 Corrected issue with TextToUpper() and TextToLower()
This issue was breaking multiple things...
2020-02-06 17:52:33 +01:00
Ray
4b4f052fea Review game templates 2020-02-06 16:56:01 +01:00
Ray
2de92e3c07 Minor format tweaks 2020-02-06 16:44:04 +01:00
Ray
85e7856989 Update resource files 2020-02-06 16:37:38 +01:00
Ray
b4293edd70 Update GLFW to latest master 2020-02-06 16:30:48 +01:00
Ray
6c7685da3f Update external libraries 2020-02-06 16:29:57 +01:00
Ray
ea40bda88c Added func used in comments 2020-02-04 17:52:40 +01:00
Ray
1184db83f7 Review GetCurrentTime() 2020-02-04 17:06:08 +01:00
Ray
ca600b44a0 Update gestures.h 2020-02-04 17:02:06 +01:00
Ray
b5fe41f41a Review libc dependencies and remove when possible
Just for clarification, no plans to remove libc dependency, just did some code analysis to see how much raylib depend on stardard C library. My conclusions:

 - stdlib.h: primary dependency is for malloc() and free()
 - stdio.h: primary dependency is for FILE access, maybe it could go through a custom ABI?
 - string.h: just around 8 functions required
 - math.h: just around 8 functions required
 - others: 1-2 functions required for some other headers
2020-02-04 16:55:24 +01:00
Ray
3cd9e3896a tweak 2020-02-04 15:43:14 +01:00
7024628c65 Update to miniaudio 0.10 (#1092)
* Update to miniaudio 0.10

This replaces the old ma_pcm_converter with ma_data_converter.

At this time of this commit, miniaudio 0.10 is still in the testing
phase. To make it easier to update miniaudio.h during this period, I've
temporarily moved the @raysan5 Win32 customizations to raudio.c because
there may be quite a few updates to miniaudio.h during this time.

* Use miniaudio's built-in volume control.
2020-02-04 13:43:31 +01:00
Ray
d2bb6185f1 Review issue with RLGL TraceLog() 2020-02-03 20:20:00 +01:00
Ray
c3f06b7470 Remove all trail spaces 2020-02-03 19:26:28 +01:00
Ray
a7afd8de99 Update rlgl.h 2020-02-03 19:25:05 +01:00
Ray
cde26c743c Replace TraceLog() function by TRACELOG macro
Added SUPPORT_TRACELOG_DEBUG config
2020-02-03 19:13:24 +01:00
Ray
40b73a8a91 Develop branch integration (#1091)
* [core] REDESIGNED: Implement global context

* [rlgl] REDESIGNED: Implement global context

* Reviewed globals for Android

* Review Android globals usage

* Update Android globals

* Bump raylib version to 3.0 !!!

* [raudio] REDESIGNED: Implement global context

* [raudio] Reorder functions

* [core] Tweaks on descriptions

* Issues with SUPPORT_MOUSE_GESTURES

* [camera] Use global context

* REDESIGN: Move shapes drawing texture/rec to RLGL context

* Review some issues on standalone mode

* Update to use global context

* [GAME] Upload RE-PAIR game from GGJ2020 -WIP-

* Update game: RE-PAIR

* [utils] TRACELOG macros proposal

* Update config.h
2020-02-03 18:31:30 +01:00
Ray
6f3c99a295 Update project version for release 2020-02-03 18:21:37 +01:00
Ray
9ce2331cc1 [build] Makefile examples modularization
Now examples can be compiled by module, that's useful when compilation fails at some point
2020-01-30 13:47:39 +01:00
Ray
cacd4a9d90 Some examples tweaks 2020-01-30 12:27:04 +01:00
Ray
be7f717a24 Update to be detected by GitHub 2020-01-29 14:53:19 +01:00
Ray
4992edab24 ADDED: DrawPoint3D() 2020-01-29 12:21:22 +01:00
Ray
af3df8bdd6 Review PHYSAC_NO_THREADS on WebAssembly 2020-01-29 12:10:50 +01:00
Ray
02a533768c Review bool type check 2020-01-29 12:10:09 +01:00
Ray
46046bf018 Review spacing 2020-01-29 12:09:56 +01:00
Ray
bc29720024 Renamed Mat2 to Matrix2x2 2020-01-29 12:09:35 +01:00
Ray
6a2e51ec78 Added comments related to #837 2020-01-29 11:42:55 +01:00
Ray
e6d304cdc2 Tweak to avoid compilation warning 2020-01-28 18:35:14 +01:00
Ray
4663cc03f3 Removed big examples 2020-01-28 18:34:59 +01:00
Ray
77484cb19c Update README.md 2020-01-28 18:32:48 +01:00
Ray
15345ded25 Removed big examples (models_solar_system_rlgl) 2020-01-28 18:30:55 +01:00
Ray
c715cae18d Some tweaks 2020-01-28 16:40:12 +01:00
Ray
98a7d35bab Corrected issue with matrix order multiplication #1054 2020-01-27 16:32:28 +01:00
Ray
4f7d090fb2 ADDED: DrawEllipse() and DrawEllipseLines() #1047 2020-01-27 16:21:37 +01:00
Ray
954f029118 Support touch/mouse indistinctly
REMOVED: IsTouchDetected()
2020-01-27 15:31:43 +01:00
Ray
4fa2c32906 Review touch input scaling for PLATFORM_WEB #163
Now touch inputs scale proportionally to the canvas size
2020-01-27 12:09:31 +01:00
Ray
7e9bed5c89 Review default font scale filter for HighDPI mode 2020-01-26 18:53:34 +01:00
Ray
5ec87c4c6f ADDED: TextCopy() #1083 2020-01-26 18:38:46 +01:00
Ray
05443cd0c8 Corrected bug #989 2020-01-26 18:29:13 +01:00
Ray
b02c6127a0 Minor tweaks 2020-01-26 13:27:37 +01:00
Ray
46774a8167 REVIEWED: GetDirectoryPath() 2020-01-26 13:01:35 +01:00
Ray
f28c1ef675 ADDED: IsTouchDetected() 2020-01-24 19:45:51 +01:00
Ray
eee995ec3d ADDED: GetWorldToScreenEx()
Addressing issue #1056
2020-01-24 18:54:53 +01:00
Ray
a3ca859db2 Allow MAX_BATCH_BUFFERING config at compile time 2020-01-24 18:36:20 +01:00
Ray
40d6c15798 Addressed issue #1051
Allow frustrum culling near/far distance configuration at compile time.
2020-01-24 18:35:58 +01:00
Ray
d41386d661 Minor tweaks to avoid warnings 2020-01-24 18:23:36 +01:00
Ray
7ae426c377 Redesigned TextToInteger() 2020-01-24 17:58:19 +01:00
Ray
fa0d5bbf9e Remove duplicate function 2020-01-23 21:12:50 +01:00
Ray
d10ff78822 WARNING: Renamed Vector3Multiply() to Vector3Scale()
Renamed for consistency with Vecto2Scale()
Also renamed Vector3MultiplyV() to Vector3Multiply()
2020-01-23 21:10:12 +01:00
Ray
e932d23cf4 Update cgltf.h 2020-01-22 23:24:11 +01:00
Ray
49b723e76d Correct issue with define 2020-01-22 15:11:22 +01:00
Ray
71017993ce Remove unneeded traces 2020-01-21 00:32:35 +01:00
42d56d2f37 Added SUPPORT_HALFBUSY_WAIT_LOOP 2020-01-19 17:31:55 +01:00
cff38308b7 Support custom allocator 2020-01-19 13:05:21 +01:00
9c52a4932d Corrected issue with types 2020-01-19 12:49:33 +01:00
edc1d2511d Review module to fit raylib conventions
Support custom allocators
2020-01-19 12:29:21 +01:00
1c4dadcf68 Support custom memory allocators 2020-01-19 12:10:09 +01:00
d797bb3e1c Support custom memory allocators 2020-01-19 11:42:16 +01:00
bec467705e Review custom allocators 2020-01-19 11:23:38 +01:00
fe0d04c879 Review functions modifiers 2020-01-19 11:23:27 +01:00
406373caa9 Review functions definition modifiers 2020-01-19 11:22:28 +01:00
6a46dcb374 Fix compilation when the SUPPORT_MESH_GENERATION feature is not supported (previously, the loadModel function was using the GenMeshCube texture, if no model founded, to generate a default cube mesh (#1075) 2020-01-17 23:06:46 +01:00
7e77dc7a21 Create makefile for building android app on osx (#1070)
* Create makefile for building android app on osx

This makefile can work on macos to build android app

* Update and rename Makefile.macos.android to Makefile.Android.macos

Rename the makefile for android macos.

* Update Makefile.Android.macos

replace the user specific folder with env var $HOME
2020-01-16 16:41:49 +01:00
Ray
56e7a75a77 Update ci_src_examples_win.yml 2020-01-15 18:28:29 +01:00
Ray
0b4af7d341 Update ci_src_examples_win.yml 2020-01-15 18:25:02 +01:00
Ray
8deac79028 Update ci_src_examples_win.yml 2020-01-15 18:22:55 +01:00
Ray
2031c06880 Update ci_src_examples_win.yml 2020-01-15 18:20:16 +01:00
Ray
20e446cc7d Review Makefiles for web compilation 2020-01-15 18:00:13 +01:00
Ray
1eae4b483b Commented unnecessary printf()/puts() calls 2020-01-15 13:14:06 +01:00
Ray
1f82b0d847 Comment tweak 2020-01-15 13:13:30 +01:00
Ray
b0ce16b460 LoadFontData(): generate empty image for space
This could be required on texture packing ;)
2020-01-15 11:53:46 +01:00
Ray
237972652d GetImageAlphaBorder() return 0 in case of blank image 2020-01-15 11:52:50 +01:00
Ray
9f699af138 Merge branch 'master' of https://github.com/raysan5/raylib 2020-01-15 11:22:15 +01:00
Ray
4525c897e2 GetImageData() returns NULL if image size is 0 2020-01-15 11:22:00 +01:00
019434a37e Fix for short non-looping sounds (#1067)
Short non-looping sounds can sometimes think they need to keep playing and will output their first few frames again. This helps to break out of all the loops instead of just this one.
2020-01-14 09:15:52 +01:00
Ray
22b7713287 IsFileExtension(): Review issue with no-extension files 2020-01-12 13:56:03 +01:00
Ray
a748c3bf25 Review VS2017 project to support x64 properly 2020-01-12 13:52:01 +01:00
Ray
cc827041a9 Update ci_src_examples_win.yml 2020-01-10 17:20:51 +01:00
Ray
95d31b0986 Update ci_src_examples_win.yml 2020-01-10 17:10:32 +01:00
Ray
e30995c65c Update ci_src_examples_win.yml 2020-01-10 17:05:38 +01:00
Ray
2829cec720 Update ci_src_examples_win.yml 2020-01-10 16:37:23 +01:00
Ray
a63a422972 Update ci_src_examples_win.yml 2020-01-10 16:13:41 +01:00
Ray
e043dad2a6 Update ci_src_examples_win.yml 2020-01-10 16:09:45 +01:00
Ray
aca9f20c2e Update ci_src_examples_win.yml 2020-01-10 16:04:04 +01:00
Ray
da51abf07f Update ci_src_examples_win.yml 2020-01-10 16:00:19 +01:00
Ray
31af42ee8e Update ci_src_examples_win.yml 2020-01-10 15:58:29 +01:00
Ray
c77f97c84a Update ci_src_examples_win.yml 2020-01-10 15:52:33 +01:00
Ray
d8f1aad494 Added CI badges 2020-01-10 13:45:30 +01:00
Ray
6b2aa173fc Update cd_src_release.yml 2020-01-10 13:05:19 +01:00
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2cf8352b95 Update cd_src_release.yml 2020-01-10 13:04:48 +01:00
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55e7428924 Update cd_src_release.yml 2020-01-10 12:38:53 +01:00
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c7fe2c772e Update cd_src_release.yml 2020-01-10 12:04:16 +01:00
Ray
a4a10a6edd Update cd_src_release.yml 2020-01-10 11:29:08 +01:00
Ray
c2e79a212c Update cd_src_release.yml 2020-01-10 11:23:35 +01:00
Ray
680cbdf1f0 Update ci_src_examples_macos.yml 2020-01-10 11:20:43 +01:00
Ray
9961e3b0d7 Update ci_src_examples_win.yml 2020-01-10 11:10:05 +01:00
Ray
5997fa8fe1 Update ci_src_examples_win.yml 2020-01-10 11:05:49 +01:00
Ray
59a44bf5b9 Update ci_src_examples_win.yml 2020-01-10 10:56:53 +01:00
Ray
30f21438bc Update README.md 2020-01-10 00:05:31 +01:00
Ray
ebcbe292c1 Update ci_src_examples_linux.yml 2020-01-09 23:53:16 +01:00
Ray
b978dec51c Update cd_src_release.yml 2020-01-09 23:51:47 +01:00
Ray
8cef1d12f2 Create cd_src_release.yml 2020-01-09 23:45:41 +01:00
Ray
a77505c554 Update ci_src_examples_linux.yml 2020-01-09 23:39:43 +01:00
Ray
e0d4cc3143 ADDED: DrawPolyLines() 2020-01-09 18:34:20 +01:00
Ray
fcf15fe8c0 Removed comment 2020-01-09 18:33:50 +01:00
Ray
1694887f9b Update ci_src_examples_win.yml 2020-01-09 17:33:53 +01:00
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0237231a8d Update ci_src_examples_win.yml 2020-01-09 17:30:35 +01:00
Ray
e88099bfd3 Update ci_src_examples_win.yml 2020-01-09 17:27:52 +01:00
Ray
887881486b Update ci_src_examples_win.yml 2020-01-09 17:27:03 +01:00
Ray
f21bd8836a Update ci_src_examples_win.yml 2020-01-09 17:21:12 +01:00
Ray
18c309fb38 Update ci_src_examples_win.yml 2020-01-09 17:13:53 +01:00
Ray
bc07636d6b Update ci_src_examples_win.yml 2020-01-09 17:06:34 +01:00
Ray
7104911236 Update ci_src_examples_win.yml 2020-01-09 16:55:12 +01:00
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ca329bba0d Update ci_src_examples_win.yml 2020-01-09 16:53:00 +01:00
Ray
d1a4c1f789 Update ci_src_examples_win.yml 2020-01-09 16:50:01 +01:00
Ray
451969de1b Update ci_src_examples_macos.yml 2020-01-09 16:36:01 +01:00
Ray
7fe8d25253 Update ci_src_examples_linux.yml 2020-01-09 16:35:42 +01:00
Ray
b17937dda8 Create ci_src_examples_macos.yml 2020-01-09 16:33:57 +01:00
Ray
6f0a4a7663 Rename ccpp.yml to ci_src_examples_linux.yml 2020-01-09 16:06:58 +01:00
Ray
98f4e06a37 Create ci_src_examples_win.yml 2020-01-09 16:06:17 +01:00
Ray
1db9a85b5d Added more examples to list 2020-01-09 14:16:10 +01:00
Ray
e5c9e5e328 Added new categories 2020-01-09 13:57:24 +01:00
Ray
eb8512b43c Added some more examples 2020-01-09 13:45:34 +01:00
Ray
6321dd4614 Added shapes examples 2020-01-09 13:32:19 +01:00
Ray
689f3c086b Update README.md 2020-01-09 13:26:26 +01:00
Ray
9f79ed2972 Create core_2d_camera_platformer.png 2020-01-09 13:23:40 +01:00
Ray
421bbde1e0 Redesigning tables 2020-01-09 13:22:14 +01:00
Ray
10982fa184 Renamed directory 2020-01-09 13:14:57 +01:00
Ray
a1809fad4c Renamed directory: physac -> physics
Examples categories are independent from the module they use, despite in some cases module name matches category name.
2020-01-09 13:11:56 +01:00
Ray
8f05322263 Review example and screenshots 2020-01-09 12:58:24 +01:00
Ray
358ca7595d Review IsFileExtension() to be case-insensitive 2020-01-09 10:43:21 +01:00
Ray
89fedf0bb9 Comments review 2020-01-08 18:33:21 +01:00
Ray
4211056354 Reviewed some comments 2020-01-08 18:21:08 +01:00
Ray
6d56c99a37 Reorganized some variables for consistency 2020-01-08 17:19:06 +01:00
Ray
f46fcb8307 IsAudioBufferPlaying() replace ERROR by WARNING 2020-01-08 12:41:36 +01:00
Ray
b708965ab7 Added examples images to README 2020-01-07 19:06:44 +01:00
Ray
3c8b7a41b2 Merge branch 'master' of https://github.com/raysan5/raylib 2020-01-07 16:45:39 +01:00
Ray
a08508f6a4 Renamed LICENSE.md to LICENSE 2020-01-07 16:45:17 +01:00
Ray
7e0929e3b4 Create README.md 2020-01-07 16:26:41 +01:00
793977db4a Review resources LICENSE 2020-01-06 19:50:26 +01:00
b5b3bbb30b Review variable name 2020-01-06 19:49:52 +01:00
615cb35d96 VS2017 project: Added x64 platform configuration
NOTE: When building for 64bit in raylib static mode, CloseWindow() symbol collides with user32.lib symbol. No solution for that at the moment, just compile raylib as shared library (raylib.dll), actually it can be chosen on project configurations.
2020-01-05 20:13:35 +01:00
21c30f43d4 Update year to 2020 2020-01-05 20:01:54 +01:00
c20ccfe274 Review PR #1040 naming and formating 2019-12-29 13:55:15 +01:00
c0d1425aac Remove TABS 2019-12-29 13:53:05 +01:00
350cb0a8a8 GenTextureCubemap(): renamed parameter 2019-12-29 13:52:48 +01:00
cedd5efe4c fixed free camera pitch (#1040) 2019-12-29 13:47:01 +01:00
f8bd56b07f Normals was not correctly updated when using animated meshes (#1052)
* Normal vbo not correctly updated
2019-12-29 12:17:36 +01:00
Ray
9fbf5c8ca2 Review VS2017 project configuration 2019-12-25 10:12:59 +01:00
caa1f45643 Forcibly ensure .xm playback starts in the right place; fixes #1043. (#1045) 2019-12-21 13:02:54 +01:00
Ray
5e8b6b0157 Review flags and web compilation 2019-12-16 18:07:17 +01:00
Ray
8473e94879 Add some comments on desktop multi-touch 2019-12-16 18:06:48 +01:00
Ray
8dece6a179 Update README.md 2019-12-15 23:09:20 +01:00
Ray
ccf085ac70 Merge branch 'master' of https://github.com/raysan5/raylib 2019-12-15 23:02:35 +01:00
Ray
dde1d68a02 Remove KDevelop 2019-12-15 23:02:04 +01:00
Ray
14884a2a6c Update supported projects 2019-12-15 23:01:08 +01:00
Ray
9c62d8a400 Remove VS2015 project 2019-12-15 22:57:53 +01:00
6e1326143e Typo fixes (#1039)
* Update SPONSORS.md

* Update SPONSORS.md

* Update CONTRIBUTING.md

* Update CONTRIBUTING.md
2019-12-13 20:40:47 +01:00
Ray
03e6006ac8 Corrected bug on rlReadTexturePixels() 2019-12-11 23:26:42 +01:00
Ray
e614942a2d Read texture data as RGBA from FBO on GLES 2.0 2019-12-11 23:22:10 +01:00
Ray
1397242d88 Small code tweak to avoid warning 2019-12-11 23:14:32 +01:00
Ray
b8246d8592 Minor format tweaks for PR #1036 2019-12-10 00:18:29 +01:00
7eacac24d5 SetWindowMonitor made functioning again. (#1036)
* We get the video mode from the target monitor and use that to set, therefore
keeping windowed-fullscreen
* Added a GLFW_AUTO_ICONIFY 0 hint so that glfw does not minimize the window
when changing focus from a windowed fullscreen window. This is more expected
behavior for windowed full screen, when a user alt-tabs or clicks on a window in
the other monitor, they expect their windowed-fullscreen window to remaining up.
2019-12-10 00:14:56 +01:00
2a64aa2abd external: glfw: reinstate export of GLFW_PKG_{DEPS,LIBS}
We were doing this before, but it was deleted during the
last GLFW update. Readd it to fix the associated macOS CI failure.

Fixes: ea5cd42e6 ("Update GLFW to version 3.4")
2019-12-05 00:29:24 +01:00
Ray
f976b03a4f Update ccpp.yml 2019-12-04 20:23:13 +01:00
Ray
8db130289e Update ccpp.yml 2019-12-04 20:11:34 +01:00
3aad221b1e Review some shaders to work on GLSL 100
Tested on Raspberry Pi... Just note that platform is very limited by GPU...
2019-12-04 19:52:53 +01:00
Ray
ff499fe57d Update ccpp.yml 2019-12-04 18:42:50 +01:00
Ray
3c75bb5e6d Update ccpp.yml 2019-12-04 18:34:11 +01:00
8a08a9b225 Fix IsMouseButtonReleased() when press/release events come too fast (#1032)
If press/release events for a mouse button come too fast, then using
`IsMouseButtonReleased()` does not work. This has been noticed when
using a touchpad on Linux when tapping with two fingers two emulate
right mouse button click.

The situation looks like this:

```
BeginDrawing           <-- current==released, previous==released
Pressed                <-- current=pressed
Released               <-- current=released
IsMouseButtonReleased  <-- returns false because current==previous
EndDrawing             <-- previous=released
```

The fix is to update the previous mouse button state in addition to
current mouse button state when `MouseButtonCallback()` is called by
glfw. Now the situation is as follows:

```
BeginDrawing           <-- current==released, previous==released
Pressed                <-- current=pressed, previous=released
Released               <-- current=released, previous=pressed
IsMouseButtonReleased  <-- returns true because current!=previous
EndDrawing             <-- previous=released
```
2019-12-04 18:29:11 +01:00
Ray
1b7d136daa Create ccpp.yml 2019-12-04 18:25:17 +01:00
f346c672fb Work on macOS HighDPI issue #826 2019-12-04 18:09:56 +01:00
08adb4b8c3 Check and testing timming #865 2019-12-04 17:59:17 +01:00
3d936061c8 Corrected issue #1027 2019-12-04 11:05:46 +01:00
Ray
95f3b6e18e Review VSync on fullscreen mode
It seems to work ok on my old Intel HD Graphics card... it should work anywhere else
2019-12-01 13:58:29 +01:00
8eecbbe4aa fixes for switching full-screen and v-sync (#963)
* fixes for switching full-screen and v-sync

* requireVsync flag
2019-12-01 13:46:09 +01:00
Ray
ea5cd42e6c Update GLFW to version 3.4 2019-12-01 13:30:02 +01:00
Ray
3ffe34f9bb ADDED: DrawTextCodepoint()
- Renamed GetGlyphIndex() parameter
 - Review DrawTextEx() implementation
 - Review DrawTextRecEx() implementation
2019-12-01 13:28:14 +01:00
Ray
416a52b5bc Minor comments tweak 2019-12-01 12:55:33 +01:00
Ray
91faf72dda Rename and review: core_2d_camera_platformer 2019-11-25 13:06:56 +01:00
Ray
60e8511543 Update miniaudio.h to v0.9.8 2019-11-25 11:42:49 +01:00
Ray
97abaff4c5 Support rlPushMatrix() and rlPopMatrix() on mesh drawing 2019-11-25 11:29:04 +01:00
Ray
5ad65d9291 Minor format tweaks 2019-11-25 11:26:26 +01:00
776304e8e8 Comments (#1026)
* swapped comments, expanded comment for clarity

* revert alignments

* adjusted for consistency
2019-11-25 00:13:05 +01:00
d5aab98ac9 Review PR #1015
Just simplified code a bit
2019-11-24 14:08:27 +01:00
1f66f0d9a2 [text] TextFormat() caching (#1015) 2019-11-24 14:01:35 +01:00
c1a02e9fca Review PR #1022
Actually OpenAL is not used any more, it should be using CoreAudio
2019-11-24 13:43:48 +01:00
f987ac9dca fix example build on macos (#1022) 2019-11-24 13:41:23 +01:00
1d3f230c92 Review key input queue PR #1012
Keeping original API
2019-11-24 13:39:45 +01:00
ae301a1d23 add api FIFO based character input. (#1012)
* add api FIFO based character input.

* rename input character functions

* replace tab to space x4 #1012
2019-11-24 12:46:00 +01:00
b132ae099b Fix camera not working problem at align z direction. #924 (#1013)
* Fix camera not working problem at align z direction. #924

* replace tab to space x4
2019-11-24 12:37:52 +01:00
Ray
2783d0d63e DrawPoint3D(): PR review 2019-11-22 00:33:50 +01:00
5d27c1e6c9 Add DrawPoint3D() function to models.c (#1019)
Uses fewer vertexes than using DrawCube() or DrawSphere() for points.  The small line is on analogy to the code for DrawPoint() in shapes.c.
2019-11-22 00:30:19 +01:00
d2882a68fe Adding double ended stack & Mempool Reset function (#1021) 2019-11-22 00:27:23 +01:00
Ray
2ae5849826 Update BINDINGS.md 2019-11-22 00:18:03 +01:00
Ray
25ae374f62 Added raylib binding 2019-11-20 21:46:04 +01:00
8b7db29ba0 Fix Makefile missing X11 lib when building as a shared library on Linux. (#1018) 2019-11-15 19:46:20 -08:00
74642ba1c6 Fix VSCode template for debugging. (#1014) 2019-11-12 19:30:45 +01:00
96b0563249 [rlgl] Create function rlUpdateMeshAt (#1010)
* [rlgl] Create function `rlUpdateMeshAt`

* [rlgl] Update function `rlUpdateMeshAt`
2019-11-11 11:49:13 +01:00
00c611a5fb [Core] Added ColorFromNormalized which is the reverse of ColorNormalize. (#1011) 2019-11-08 21:02:41 +01:00
bba8454034 rlUpdateMesh now supports updating indices (#1009) 2019-11-06 11:43:36 +01:00
29b9b054dd REVIEW: rlLoadTexture()
Corrected bug when loading a RenderTexture texture passing NULL data.
2019-11-04 13:40:59 +01:00
e8b89b5ecf REVIEW: GetImageData() and GetImageAlphaBorder() 2019-11-04 13:30:55 +01:00
5d9df629d7 Fix generation of web examples (#1007)
At least on Linux, CMake seems to add automatically
the '-rdynamic' flag. As a result, Emscripten
generates a fat HTML file that does not work.
Removing it allows HTML+JS+WASM generation.
2019-11-01 19:09:38 +01:00
Ray
dc6136e820 Review formatting for PR #1004 2019-10-29 16:03:21 +01:00
75b0264f35 fix various problems, thanks CppCheck :) (#1005)
* explained a bit more the core_window_letterbox example

* fixed a few 'ups' moments that could lead to mild head pain and time loss
2019-10-29 15:57:19 +01:00
Ray
64c588e9d8 Review latest PR #1003 2019-10-29 15:56:14 +01:00
862ef0524e Raysan (#1003)
* new linux makefile for Android portages

* Revert "projects: CMake: bump up minimal raylib version (#983)"

This reverts commit 82306af111.

* new PR for upstream

* for Raysan
2019-10-29 15:54:01 +01:00
Ray
d73abe73e5 REDESIGN: TextToUtf8()
ADDED: CodepointToUtf8()
2019-10-28 20:53:32 +01:00
Ray
6bf746d531 Corrected issue with function renamed 2019-10-28 20:39:39 +01:00
Ray
f6df47dfe5 ADDED: TextToUtf8() -WIP-
RENAMED: TextCountCodepoints() -> GetCodepointsCount()
2019-10-27 23:56:48 +01:00
3f12fa54f7 Update Bindings list include raylib-pas info (#1001) 2019-10-27 17:15:25 +01:00
90b3dceb54 added GetMatrixProjection fixed issue with GL11 where model matrix was identity (#999) 2019-10-27 12:13:18 +01:00
a6db31c01e updated RayMarching Demo (#997)
* Removed Unused Uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Removed Unused uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Updated Source

  Added   - #define PLATFORM_DESKTOP line for desktop users.
            This now will correctly find the proper glsl version for the raymarching.fs file.
  Removed - Uniforms --> deltaTime and viewUp. Including the code that was setting them.
            They were never used and they were triggering a log warning.
  Removed - The const from both screenWidth and screenHeight.
            Now they can be used to update the shader resolution when screen is resized.
            NOTE : This is a quick fix and probably not the best idea.
  Added   - IsWindowResized() to check if screen is resized.
            If window is resized then width, height and shader resolution are updated.
  Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see.

* Closer Match to original code

* Removed the PLATFORM_DESKTOP Define
2019-10-26 09:45:15 +02:00
Ray
39e22046c1 ClearDirectoryFiles(): Corrected issue #994 2019-10-25 14:29:12 +02:00
3d8b1165a8 mem leak in gltf loader (#995) 2019-10-23 10:42:17 +02:00
Ray
163a9e1f41 ClearDirectoryFiles() corrected bug 2019-10-23 00:46:41 +02:00
Ray
9b6227688f Corrected issue #992 2019-10-22 23:31:04 +02:00
Ray
3c2ce77b7b ClearDirectoryFiles(): Corrected memory leak #991 2019-10-22 23:18:42 +02:00
Ray
1878a9ea01 Corrected possible memory leak #993 2019-10-22 23:15:41 +02:00
Ray
06910eedfd Minor comment tweak 2019-10-22 23:15:26 +02:00
Ray
ca92f43c27 Review some defines 2019-10-22 00:37:10 +02:00
Ray
ea70c47a1a Review latest PR 2019-10-21 17:55:37 +02:00
3f7fa6d6e7 Add multi texture support for materials in GLTF format (#979)
* Initial commit of addition for GLTF materials.. should support loading more than just albedo map.

* Clean up

* fixed seg faults and leaks

* temp don't overwrite defuse colour when rendering

* undid something dumb!

* correctly mixed diffuse map color when rendering to preserve not overwrite it
2019-10-21 17:38:23 +02:00
Ray
ab52f98480 Update text.c 2019-10-21 17:37:47 +02:00
Ray
c1d282d9e8 Corrected bug on no-extension 2019-10-21 17:37:43 +02:00
e25f4dca1f Update external libraries 2019-10-19 17:26:58 +02:00
68dcb55349 Corrected bug on ImageDrawRectangleLines() 2019-10-19 17:26:45 +02:00
Ray
b75511248d Remove trailing spaces 2019-10-17 17:18:03 +02:00
Ray
e40c26dea5 REVIEWED: GetCodepoints() issue
- Improved LoadBMFont()
2019-10-17 17:07:09 +02:00
Ray
7baa2975ec REDESIGNED: IsFileExtension()
Now it accepts a ';' separated list of extensions, useful to check multiple extensions
2019-10-11 20:13:11 +02:00
Ray
e0cb892d2d ADDED: GetCodepoints()
Get the unicode equivalent characters (as int array) from a UTF-8 text array... maybe this function is renamed to be clearer to users...
2019-10-11 20:12:15 +02:00
Ray
12d3e21f1b REVIEW: ImageAlphaMask()
When adding alpha mask to GRAYSCALE image, if using ImageFormat(), it could change pixel values, now we avoid that, mask is just added as an extra channel
2019-10-11 20:08:41 +02:00
161c8b7d08 corrected examples Makefile target (#985) 2019-10-11 14:54:13 +02:00
82306af111 projects: CMake: bump up minimal raylib version (#983)
While at it, add comment to indicate what the version signifies.

[a3f: updated commit message]
2019-10-10 12:39:40 +02:00
596338b26a Check whether parsing mtl file was succesful (#982) 2019-10-03 21:05:21 +02:00
eb772bc1e0 Check whether GLTF was loaded correctly (#981) 2019-10-03 17:07:32 +02:00
047f093503 Remove dead assignments (#980)
The result of `success` is actually never used. Either we should check
for it and return or remove it. I assume just checking the last one is
okay.
2019-10-03 17:06:08 +02:00
Ray
df84f93938 Add security checks on file writting 2019-09-30 17:32:06 +02:00
Ray
a8e63b9724 Convert default shader to const strings 2019-09-25 16:45:17 +02:00
99e86d180b Const corectness for LoadShaderCode (#977)
* Const corectness for LoadShaderCode

* Added const for standalone variant as well.
2019-09-25 16:31:10 +02:00
8adcec185e Improve code readability (#976) 2019-09-24 23:08:07 +02:00
Ray
3fcf2ee19a Example renamed 2019-09-22 22:13:22 +02:00
Ray
bdcb16e7bb Review PR and comments 2019-09-22 21:47:19 +02:00
a679b0ccc0 contributed simple shader example (#973)
Contributed simple shader example
2019-09-22 21:28:50 +02:00
acedf4a0d5 Fixed regular polygon shape rendering (#972) 2019-09-22 21:25:39 +02:00
Ray
1f730b3b35 Review ImageCrop() security checks 2019-09-20 15:55:55 +02:00
Ray
b331edd7a6 Let the user choose the formats 2019-09-20 15:54:10 +02:00
Ray
9d53e07883 Added preprocessor macros for GIF 2019-09-19 17:36:48 +02:00
bce2dd1231 fixed leak with PBR example (#971) 2019-09-19 17:11:37 +02:00
Ray
d089e1cd34 ADDED: LoadAnimatedGIF() -WIP-
Still looking for a better way to integrate it into raylib API, maybe add a LoadImageAnim()?
2019-09-19 16:09:36 +02:00
Ray
741afde3bc Review PR formatting 2019-09-19 13:36:55 +02:00
314c4061df fixs issue mem leak with LoadModel / OBJ and issue with -1 material index (#969) 2019-09-19 13:28:01 +02:00
08165fed18 Review DecompressData() types, for consistency 2019-09-15 11:15:33 +02:00
112874fe07 Review issue with HDR pixels loading 2019-09-14 20:07:44 +02:00
c10348cc85 Review conditions 2019-09-14 19:01:33 +02:00
Ray
904a7ee032 Update for latest emsdk configuration
Note that latest emsdk changed paths
2019-09-13 17:08:20 +02:00
Ray
4ccf1e61be Corect typo 2019-09-13 17:07:29 +02:00
6916ff58b1 fixed some memory leaks, still issue with material index allocation leaking 4 bytes (possibly double allocation) (#964) 2019-09-13 13:29:52 +02:00
Ray
e5d5f6e367 Review possible memory leak with my_strndup() 2019-09-13 12:58:42 +02:00
Ray
7caedff9ca Review weird PBR shader issue >_< 2019-09-12 19:22:47 +02:00
Ray
d9d9c6111b RENAMED: text_sprite_font > text_font_spritefont 2019-09-12 16:30:39 +02:00
Ray
8d6f179062 RENAMED: text_ttf_loading > text_font_filters 2019-09-12 16:29:26 +02:00
Ray
7e08b312d5 RENAMED: text_bmfont_ttf > text_font_loading 2019-09-12 16:28:58 +02:00
Ray
c6d2502bdb Review example crashing
Note this example is not working properly, it still requires some review.
2019-09-12 16:27:58 +02:00
Ray
a2fd427224 Comment tweak 2019-09-12 16:26:37 +02:00
Ray
74ed3d07f9 Add glTF Duck model 2019-09-12 16:26:19 +02:00
Ray
ce58b168f6 REMOVED: models_obj_viewer 2019-09-12 16:25:33 +02:00
Ray
c247c371c3 REDESIGNED: models_obj_loading > models_loading 2019-09-12 16:25:14 +02:00
Ray
0a2177b4bc ADDED: GetWindowPosition() 2019-09-10 12:43:44 +02:00
Ray
ae2452d280 ADDED small compression API
- ADDED: CompressData()
 - ADDED: DecompressData()
2019-09-09 21:56:16 +02:00
Ray
2d6bc1ff42 Update raudio.h 2019-09-09 21:54:40 +02:00
Ray
dec5f332ad Revert "Update tinyobj_loader_c.h"
This reverts commit 53b32f1c20.
2019-09-08 16:46:08 +02:00
Ray
d93f8eadf8 REVIEW: GetFileName(): Security checks 2019-09-08 01:11:53 +02:00
Ray
53b32f1c20 Update tinyobj_loader_c.h 2019-09-05 13:15:47 +02:00
Ray
402ce4e53b Update plane_diffuse.png 2019-09-04 15:04:09 +02:00
Ray
861a619053 Review dr_flac usage
Replaced DEPRECATED functions
2019-09-03 23:24:09 +02:00
Ray
fc95ceadf0 Remove sampleLeft from Music struct... -WIP-
...moved to internal AudioBuffer structure as totalFramesProcessed, now time measure works again... but there is some problem with looping...
Also note some inconsistencies between frames and samples, it seems those concepts are not considered correctly in the code.
2019-09-03 23:08:02 +02:00
dde1e0671f examples makefile not deleting examples in Linux (#955)
I'm not sure why the clean command is so complex (especially given that find -type f -executable | xargs rm -fv works!)
but I fixed the version as is, to support x-pie-executable which was preventing it deleting anything on my system...
2019-08-27 19:58:49 +02:00
4e43192561 Review latest PR 2019-08-27 13:15:56 +02:00
97101d1003 Add screen->world and world->screen functions for 2D; add extended camera2D example (#947) 2019-08-27 13:05:28 +02:00
37bb8e9554 UpdateModelAnimation() - Added security check 2019-08-27 12:23:30 +02:00
41732bebe8 Formatting tweak 2019-08-27 12:22:54 +02:00
e2183f0b99 Update version in case no config.h is being used 2019-08-27 12:10:09 +02:00
f565ff018e REMOVED: FLAG_SHOW_LOGO
raylib logo animation has been removed. That funtionality was very restrictive, not configurable at all and hardly ever used, also, it added a coupling dependency of `core` module with `shapes` and `text` modules.
2019-08-27 11:24:04 +02:00
8241dcf80b Review models loading, memory initialization 2019-08-27 11:16:43 +02:00
c661cad692 Review all RL_CALLOC() calls
All data should be properly initialized by now
2019-08-27 10:56:49 +02:00
37a6f12037 Unload model shaders and textures
They are not automatically unloaded when unloading the model!
2019-08-26 21:19:04 +02:00
addbd88833 Expose scissor functionality 2019-08-26 21:09:03 +02:00
8e86f3586d IsAudioBufferProcessed -> IsAudioStreamProcessed (#951)
It appears that you've missed renaming this function here, which makes trying to compile standalone raudio.c error out.
2019-08-26 00:34:54 +02:00
Ray
e67c842faa Tweak on atlas size computing
Some generated fonts were not fitting the image...
2019-08-24 20:03:47 +02:00
Ray
061294e4d1 Update miniaudio.h 2019-08-24 10:11:32 +02:00
20fa362700 Review comment 2019-08-21 18:59:15 +02:00
20257f3e49 Uniform initialization not supported on GLSL 100 2019-08-20 21:17:06 +02:00
3db13edd89 Support mouse cursor on RPI native
Reduced bunnymark limits
2019-08-20 20:39:22 +02:00
a727f5768f Review OpenGL ES 2.0 extensions check 2019-08-20 19:33:46 +02:00
bf0db83134 Merge branch 'master' of https://github.com/raysan5/raylib 2019-08-20 19:33:05 +02:00
ef3b01dffc RPI: Corrected issue when creating 3d projection view 2019-08-20 19:32:12 +02:00
Ray
64575e711b Update README.md 2019-08-20 13:15:48 +02:00
Ray
3414910809 Update README.md 2019-08-20 13:15:10 +02:00
Ray
2f42b0ce85 REVIEW: TextSplit()
Just adding a security check
2019-08-19 15:09:54 +02:00
12bcdb977a Update shapes.c for smoother collision detection (#946)
By removing the equal sign, if the 2 rects a right next to each other and not overlapping, there will be no collision detection. This is what a majority of other game libraries do and would make it easier to implement collisions for tile based games.
2019-08-19 13:32:17 +02:00
Ray
973d32f9a7 Reviewed issue #943 2019-08-19 12:17:02 +02:00
Ray
049a1c8f6d Merge branch 'master' of https://github.com/raysan5/raylib 2019-08-19 12:09:25 +02:00
Ray
4b79f63d07 new example: shaders_fog 2019-08-19 12:08:45 +02:00
7ebcd06652 Fix uninitialized vboId in GenMeshHeightmap (#949) 2019-08-19 10:25:26 +02:00
Ray
ce8d7042c6 PR formatting review 2019-08-16 16:15:47 +02:00
d8b8c0f3fc change Camera2D behavior (#945) 2019-08-16 16:09:50 +02:00
c387bc586d RENAMED: IsAudioBufferProcessed() -> IsAudioStreamProcessed()
Renamed for consistency with similar functions
2019-08-13 17:41:31 +02:00
c629b16ebc Corrected issue on compressed textures data size 2019-08-12 12:35:23 +02:00
cef1e6e2e2 Added notes about vertex order 2019-08-11 21:26:12 +02:00
740834bb83 REVIEW: GetDirectoryPath() and GetPrevDirectoryPath() 2019-08-11 12:04:54 +02:00
2c2ccadd32 Small fix in GetMouseY (#940) 2019-08-11 11:17:20 +02:00
6f2f09947f addition to raylib to create matrix from 3 euler angles (#938) 2019-08-09 17:04:52 +02:00
Ray
e6e48675cc Formating tweaks 2019-08-08 23:08:54 +02:00
108f7f6fee Corrected small issue on miniaudio
ONly Neon processors
2019-08-08 10:32:42 +02:00
2234158049 Merge branch 'master' of https://github.com/raysan5/raylib 2019-08-08 10:18:25 +02:00
3ebc55fdfe Reviewed comment 2019-08-08 10:18:12 +02:00
084fb31186 Removing '__RemoveNode' (#935)
Replaced '__RemoveNode' as it was causing invalid memory accesses with regular doubly linked list deletion algorithm.
Replaced double pointer iterator in 'MemPoolAlloc' with single pointer iterator.
Fixed undefined variables errors in 'MemPoolFree' for the freelist bucket.
2019-08-08 10:00:23 +02:00
2d5cc5ddbf fixed xmloader bug, user must free model shaders and textures as they might be shared (#933) 2019-08-08 09:57:21 +02:00
f3555a1016 Fix memleak in physics_restitution example (#932) 2019-08-07 09:24:56 +02:00
5f1990e044 Fix build caused by GetImageAlphaBorder() (#931)
Fix build failure introduced in 2a913b6587
2019-08-07 09:23:15 +02:00
Ray
3d46297cc1 Update external libraries 2019-08-07 00:33:57 +02:00
Ray
439e73a8ec Change raylib version to 2.6-dev 2019-08-07 00:33:33 +02:00
Ray
3d5fa81bf2 WARNING: Redesigned structs
- Mesh, Shader, Material structs have been reviewed to minimize size when passed by value, all required code has been reviewed.
 - GetCollisionRayModel() reviewed to avoid pointer, not required because model is not modified inside the function
 - UnloadMesh() reviewed, pointer not required
 - CheckCollisionRay*() parameters name reviewed
2019-08-07 00:32:44 +02:00
Ray
2a913b6587 ADDED: GetImageAlphaBorder() 2019-08-07 00:28:05 +02:00
Ray
042499188c ADDED: DirectoryExists() and GetPrevDirectoryPath() 2019-08-07 00:27:32 +02:00
Ray
b354c10072 ADDED: DirectoryExists()
ADDED: GetPrevDirectoryPath()
2019-08-07 00:26:33 +02:00
6267fd1865 Fix memory leak in LoadGLTF() (#929)
Free texturePath in LoadGLTF()
2019-08-06 23:09:27 +02:00
f518c4e939 Fix loading multiple animations from .iqm file (#928)
* Fix loading multiple animations from .iqm file

* Fix memory leak in models_animation example

* Added export instructions to the animation example

* use raylib free

* include <stdlib.h> to appease the travis CI gods

* replace tabs with spaces
2019-08-06 23:08:58 +02:00
e53e42f43d Improved Android Building (#930)
Added in a check for x86 and x86_64 branches of android

Added in $(OS) checks to see if we're running on windows or *nix

Added a default location for android ndks and sdks at /usr/lib/android
2019-08-06 23:06:26 +02:00
Ray
94abe0db88 Allow GitHub Sponsors only 2019-08-03 12:57:06 +02:00
89c16baf18 Replace tabs with spaces and update year of copyright notices (#927)
* Update year of copyright notices

* Fix mistake in comment

* Fix typo ("algorythms")

* Replace tabs with spaces

* Remove trailing whitespace and fix mistake in comment

* Fix ExportImageAsCode missing comment rectangle corner

* Replace tab with spaces

* Replace tabs with spaces
2019-08-03 11:07:41 +02:00
68ffbc06c7 explained a bit more the core_window_letterbox example (#925) 2019-08-02 15:16:43 +02:00
f81cb1a252 End of July rmem Update (#923)
Object Pool Changes:
-- changed 'size' member name of 'union ObjInfo' to 'index' to better name its purpose.
Memory Pool Changes:
-- Added memory node buckets to store and allocate smaller, more frequent byte sizes.
-- Replaced 'memset' call to deinitialize free list data with NULL and 0 assignments.
-- Removed some no-longer-needed commented-out code.
-- Changed insertion sort code to put the largest size at the tail rather than the head.
-- Made certain pointer variables as constant pointers.
2019-07-31 11:24:33 +02:00
1da7e1da8c Review VSCode project 2019-07-30 14:00:10 +02:00
5775f9d224 Patched potential bug when defragging. (#920)
* Patched potential bug when defragging.

Patched a potential bug concerning the '__RemoveNode' function as, when removing certain nodes that are either at the head or tail, it can yield a free list node of size 0 bug as the previous node was removed and its size was set to 0 but not fully removed from the other nodes.

* A few more potential bug patches.
2019-07-28 21:37:31 +02:00
38ee6156f8 Update textures_mouse_painting.c 2019-07-28 19:04:30 +02:00
b83d165764 Replace tabs by spaces 2019-07-28 15:33:55 +02:00
895f9613d2 Added image saved message 2019-07-28 15:26:22 +02:00
602d2a65dd Reviewed new examples 2019-07-28 15:09:01 +02:00
879c874330 Added scissor test and mouse painting examples proposed in #890 (#919)
- Updated Makefile with new examples
2019-07-28 11:12:13 +02:00
153f078bd1 Update raygui.h 2019-07-27 12:42:18 +02:00
9a478bef1a Avoid ricons.h 2019-07-27 12:04:47 +02:00
a1c551c6c4 Reviewed rlTextureParameters()
Reviewed latest PR to also consider OpenGL 1.1 extension support (unprobable).
2019-07-27 11:59:41 +02:00
e44eae3cd5 Changes without CLion mess (#916) 2019-07-27 11:53:00 +02:00
814952c01d #917 This commit changes the path to 'shell.html' in all Makefiles (#918) 2019-07-27 11:45:49 +02:00
6baf8bccb1 Removed functions modifiers 2019-07-27 11:44:50 +02:00
f46ffb98a6 Update raygui.h 2019-07-27 11:44:13 +02:00
Ray
65d003507b Update FUNDING.yml 2019-07-27 09:56:24 +02:00
Ray
251f90cd31 WARNING: Replaced Music pointer by struct
Now, multiple music parameters are exposed to the user!
2019-07-26 10:26:39 +02:00
Ray
8e870f0eda Try to support stack matrices on models drawing
Not working yet... :(
2019-07-24 22:40:12 +02:00
Ray
7c05e498fc Test Camera on Android
It can break building on that platform...
2019-07-24 22:39:33 +02:00
Ray
eed53a5b44 Changed macro CLITERAL 2019-07-24 22:38:57 +02:00
Ray
9909c83012 REMOVED: LoadWaveEx()
Completely useless and actually buggy!
2019-07-24 22:38:40 +02:00
Ray
73a3d4a183 Review comments 2019-07-24 22:38:06 +02:00
Ray
ae95111006 Some variables renamed 2019-07-24 22:37:24 +02:00
Ray
8730f22371 Remove note 2019-07-24 22:37:00 +02:00
Ray
a5329efb23 Some tweaks revisiting an old game... 2019-07-24 22:36:52 +02:00
Ray
b4d67499a7 BREAKING CHANGE: Read description
Changes:

 - Font structure has been redesigned, CharInfo structure contained character rectangle within font texture, it has not much sense, considering that it was an information relative to the font atlas generated and not the character itself, so character rectangles have been moved out from CharInfo to Font.
 - CharInfo included a data parameters to contain character pixel data (usually grayscale), generated on TTF font generation. It was inconsistent with other fonts types, so, now CharInfo includes directly an Image of the glyph.
 - REDESIGNED: GenImageFontAtlas(), additional recs parameter added, loaded and filled inside the function to export atlas characters rectangles, instead of silently modify the input CharInfo data.
 - REVIEWED: ImageTextEx(), funtion retrieved the font atlas image from the GPU, that was slow and problematic in several platforms. Now it uses directly the CharInfo image. Support for unicode codepoints has also been added.
 - REDESIGNED: ImageDraw(), now it includes an additional parameter, the color tint, not only it could be useful for several situations but also function signature is more consistent with similar functions.
 - ADDED: ImageFromImage() to generate a new image from a piece of another image.
 - REVIEWED: GetNextCodepoint(), renamed parameters to be more clear.

Also all examples and games that were affected by those changes have been reviewed.
2019-07-24 15:05:14 +02:00
Ray
543c0ba30d Added Sound parameters data 2019-07-24 14:48:45 +02:00
47137b1489 CMake: fix dependency build with -Draylib_USE_STATIC_LIBS=ON
Fixes #899, which made apparent three issues with how static libraries
are handled in raylib-config.cmake:

- XPREFIX is set before pkg_check_modules, which causes a duplicate
  STATIC in variables, e.g. PC_RAYLIB_STATIC_STATIC_.*
- raylib_static is searched for, but no library exists with that name
- raylib_LDFLAGS isn't populated properly

This commit fixes these.
2019-07-24 00:12:38 +02:00
Ray
7b448f59e2 Update raylib.h 2019-07-23 23:37:14 +02:00
Ray
2cb3b91913 Try to avoid collision with CoreAudio on macOS 2019-07-23 23:08:29 +02:00
Ray
2433f30b4b Reviewed ImageDraw() and ImageResizeCanvas()
Added security checks in case provided image to functions hasn't been properly loaded... just to avoid program crashes.
2019-07-23 22:24:25 +02:00
Ray
b44b7dd310 WARNING: Complete review of raudio -WIP-
This module has been completely reviewed, old structures still contained OpenAL useless data, a full module revision. Some of the changes:
 - Redesigned internal MusicData structure
 - Exposed MusicStream structure data
 - Reviewed AudioStream structure
 - Redesigned Sound structure

Still some work to do...
2019-07-23 22:21:01 +02:00
Ray
632d064b21 Review text functions return value
It needs to be freed
2019-07-22 21:29:50 +02:00
Ray
bc3983a3dd Solved issue #912 2019-07-22 21:15:25 +02:00
f501d42e47 Increasing threshold size for traversing memory blocks (#914)
L235 - Increased the memory threshold size so that we can further reduce fragmentation by allocating memory blocks that is close to the requested size by 16 bytes.
2019-07-22 10:17:27 +02:00
Ray
4b2f6b2b5f Check buffer limit on DrawBillboardRec() 2019-07-22 00:12:51 +02:00
Ray
3fd48a14a2 Create SPONSORS.md 2019-07-18 23:19:22 +02:00
Ray
55e76dab47 Update FUNDING.yml 2019-07-16 23:32:49 +02:00
Ray
8d576aaf2b Update FUNDING.yml 2019-07-16 20:36:08 +02:00
e5271dbdc3 Move raylib memory pool docs to raylib Wiki 2019-07-15 19:30:58 +02:00
e8829538c9 Review rmem functions naming and coding conventions 2019-07-15 19:25:55 +02:00
c563b53afb Submitting rmem memory and object pool module (#898)
* Submitting rmem memory and object pool module

* changed 'restrict' to '__restrict' so it can compile for MSVC

Added `const` to parameters for `MemPool_Realloc`

* Update and rename mempool README.txt to mempool_README.md

* Update mempool_README.md

* Update mempool_README.md

* Update and rename objpool README.txt to objpool_README.md

* implementing changes

* updating header for changes.

* forgot to change _RemoveNode to __RemoveNode

* removing l

* removing l

* Updating documentation on MemPool_CleanUp function

* Updating documentation on ObjPool_CleanUp function

* changed *_CleanUp function parameter

Replaced `void*` pointer to pointer param to `void**` so it's more explicit.

* Updating header to reflect changes to the *_CleanUp functions

* A single change for the mempool and a patch for the objpool.

Object Pool Patch: if you deplete the object pool to 0 free blocks and then free back one block, the last given block will be rejected because it was exactly at the memory holding the entire pool.
Mempool change: switched memory aligning the size from the constructor to when allocating.
2019-07-15 18:28:09 +02:00
e19616592d Adding solar system examples. (#900) 2019-07-15 18:26:47 +02:00
24566c0cf3 Delete CODE_OF_CONDUCT.md 2019-07-15 13:41:58 +02:00
a386cedae6 Review extensions loading and freeing 2019-07-12 14:36:20 +02:00
83f6ae148a Merge branch 'master' of https://github.com/raysan5/raylib 2019-07-12 14:33:13 +02:00
f9a2d89ed2 Use function GetSizeBase64() 2019-07-12 14:33:06 +02:00
Ray
b4da7b6777 Review VSCode project 2019-07-02 18:36:09 +02:00
Ray
4ad1fa85a4 Remove old OpenAL comments 2019-06-29 11:26:31 +02:00
Ray
892813de76 Review multichannel PR addition
- Capital letters at beginning
- for loop spacing and brackets
- Functions naming for consistency
- Example following examples template
- Other tweaks
2019-06-29 11:26:08 +02:00
83a4eb0852 add multi channel audio to raudio (#895)
* added multi channel sound replay to raudio
added -fPIC to Makefile for Linux
added simple lighting and audio multi channel to examples Makefile

* not properly reporting audio buffer pool size...
2019-06-29 10:49:42 +02:00
a4e307ed96 Fix typo in comment (onlyl -> only) 2019-06-24 16:06:02 +02:00
Ray
65a21ab416 Renamed screenWidth & screenHeight 2019-06-19 16:01:47 +02:00
Ray
1b249ac1e1 Define some globals 2019-06-19 15:43:35 +02:00
Ray
e0854696b4 ADDED: DrawTriangleStrip() 2019-06-17 10:29:58 +02:00
Ray
f951f0c536 RENAMED: LoadDefaultFont() -> LoadFontDefault()
Renamed internal function for consistency with similar functions.
2019-06-16 23:42:51 +02:00
Ray
e36a80f730 Code tweaks 2019-06-16 23:37:16 +02:00
Ray
d21422687a Some formatting tweaks 2019-06-16 23:36:04 +02:00
Ray
9a7d4ccb79 Merge pull request #893 from kawa-yoiko/rlgl-quad-padding
Fix vertex padding not zeroed for quads
2019-06-15 19:58:28 +02:00
5baab54f93 Fix vertex padding not zeroed for quads, close #891 2019-06-15 13:51:56 +08:00
Ray
721d18589f Corrected issue with input threads (RPI) 2019-06-14 18:24:55 +02:00
Ray
dccd61bef9 Support new flag: FLAG_WINDOW_ALWAYS_RUN
Do not stop update/draw on window minimized

WARNING: SetConfigFlag() was reviewed to support int flags
2019-06-14 17:18:33 +02:00
Ray
9c991bd079 Remove example from Android building 2019-06-14 13:35:42 +02:00
Ray
81d8302d53 ADDED: shaders_basic_lighting 2019-06-14 12:59:40 +02:00
Ray
a43d49ed72 Added CMake flags
Reviewed comments
2019-06-12 12:21:23 +02:00
Ray
0c60af8981 Tweak: Change check order 2019-06-12 12:14:36 +02:00
Ray
9609ebf49a Corrected IQM function declaration 2019-06-12 12:12:59 +02:00
Ray
55380f8489 Review DEBUG mode 2019-06-12 12:08:39 +02:00
Ray
266df463cc Support externally provided compiler 2019-06-12 12:03:34 +02:00
Ray
5fec3ef895 Merge pull request #879 from DarkElvenAngel/Keyboard-patch
Keyboard patch
2019-06-12 12:00:52 +02:00
Ray
396b830db5 Update CONTRIBUTING.md 2019-06-12 11:30:18 +02:00
034e9ba1b8 Add files via upload 2019-06-10 17:09:53 -04:00
d7f4be0715 Merge pull request #1 from raysan5/master
Update
2019-06-10 16:12:06 -04:00
Ray
baf7d7d19a Update BINDINGS.md 2019-06-09 23:15:42 +02:00
Ray
632d16e27d Added raylib-python-cffi 2019-06-09 22:54:56 +02:00
Ray
f6db1ef9c5 Merge pull request #876 from XiaochuanWang/patch-2
Update Makefile
2019-06-09 21:38:37 +02:00
Ray
9b3b28c81f Merge pull request #875 from XiaochuanWang/patch-1
Update Makefile
2019-06-09 21:38:23 +02:00
391555a063 Update Makefile
corrected file location for "raylib.rc.data", which will cause an error during compilation
2019-06-09 01:45:51 +10:00
63e320d405 Update Makefile
a minor issue: where the location of the file "raylib.rc.data" is wrong, and this will cause an error in compilation.
2019-06-09 01:08:10 +10:00
Ray
59b7412772 Updated games building 2019-06-07 00:16:08 +02:00
Ray
718f7a0161 Remove wrong files 2019-06-06 23:56:05 +02:00
Ray
dee602464b Merge branch 'master' of https://github.com/raysan5/raylib 2019-06-06 23:52:53 +02:00
Ray
baf225dc01 Update emsdk version for testing 2019-06-06 23:52:49 +02:00
Ray
6945511e82 Update example 2019-06-06 23:52:25 +02:00
Ray
e1f3f84e84 Merge pull request #873 from msmshazan/ANGLE-fix
Changed ANGLE binaries location
2019-06-06 14:23:37 +02:00
eb1b2535f6 Change ANGLE binaries location 2019-06-06 16:44:37 +05:30
Ray
566a8d17c8 Update CONTRIBUTING.md 2019-06-06 12:45:24 +02:00
Ray
af38e18389 Review projects <PlatformToolset> to use default 2019-06-06 12:19:39 +02:00
Ray
37ce51b274 Merge pull request #872 from msmshazan/ANGLE-fix
Added VS2017.ANGLE Project
2019-06-06 11:51:43 +02:00
Ray
498c172d8e Review function prototype 2019-06-06 11:38:45 +02:00
272d9d58e3 Add VS2017.ANGLE Project 2019-06-06 15:03:03 +05:30
Ray
7b4831f1b7 Update LICENSE.md 2019-06-05 13:35:34 +02:00
Ray
bdbc05c0dc Review font 2019-06-05 13:35:22 +02:00
Ray
e3ef738264 Replace TABS by spaces 2019-06-05 13:01:58 +02:00
Ray
03720b30a1 Review contributed example 2019-06-05 12:58:53 +02:00
Ray
ddaa4a304d Review contributor info 2019-06-05 12:58:35 +02:00
Ray
24c7549698 Merge pull request #869 from codecat/example-waving-cubes
Added waving cubes example
2019-06-05 12:30:55 +02:00
Ray
c5f605e888 Merge pull request #862 from a3f/master
build: increment API_VERSION after release
2019-06-05 12:29:28 +02:00
Ray
5c8191f8a7 Merge pull request #867 from PompPenguin/master
Removed unused code for CAMERA_THIRD_PERSON
2019-06-05 12:29:00 +02:00
923f4b9bbd Added waving cubes example 2019-06-05 10:35:20 +02:00
e103320ad8 build: increment API_VERSION after release
With v2.5.0 out, increment API_VERSION, so binaries dynamically linked
against the released raylib aren't accidentally paired with a development
or later released raylib that may be incompatible.
2019-06-05 08:58:24 +02:00
7367140fb4 Update camera.h
Removed unused code for CAMERA_THIRD_PERSON.
2019-06-04 18:06:10 -04:00
Ray
df7a058216 Review projects paths 2019-06-05 00:04:31 +02:00
1ba5f1515d Merge pull request #1 from raysan5/master
Merge pull request #866 from PompPenguin/master
2019-06-04 18:01:17 -04:00
Ray
0b7373446d Merge pull request #866 from PompPenguin/master
Update camera.h
2019-06-04 23:46:01 +02:00
767ac9bc3e Update camera.h
Updated CAMERA_THIRD_PERSON
2019-06-04 17:29:18 -04:00
Ray
6f9c176d93 Support SSH keyboard on RPI 2019-06-04 18:09:17 +02:00
Ray
538dfa010d Merge pull request #858 from NerdThings/cmake-mp3-fix
Add MP3 config to config.h.in
2019-06-02 21:48:48 +02:00
2eb7e96f4b Add MP3 config 2019-06-02 19:31:17 +01:00
Ray
093042b760 Comments review 2019-06-01 13:08:48 +02:00
Ray
434e460c18 Example instructions tweak for clarity 2019-05-31 16:42:16 +02:00
Ray
65474c621c Update raylib.c.tags 2019-05-31 11:59:06 +02:00
Ray
a9f33c9a89 Reduce textures size 2019-05-31 10:03:44 +02:00
Ray
22a363d1ec Update npes_saved_tcc.txt 2019-05-31 10:03:17 +02:00
Ray
1ccb7f287e Update LICENSE.md 2019-05-31 10:02:15 +02:00
Ray
a352e4ddac Update LICENSE.md 2019-05-31 10:01:50 +02:00
Ray
56cb60b323 Update to raylib 2.5 2019-05-31 09:57:22 +02:00
Ray
1a32e76fbd Review compilation resources 2019-05-30 18:09:33 +02:00
Ray
e5a73b7398 Review compiler scripts 2019-05-30 17:44:06 +02:00
Ray
22cd55d585 Updated Notepad++ intellisense to raylib 2.5 2019-05-30 17:25:01 +02:00
Ray
f9888d15ac Merge pull request #855 from neonmoe/patch-buildscripts
Fix and update projects/scripts
2019-05-29 17:41:25 +02:00
Ray
bb34398796 Merge pull request #856 from wbrbr/master
Fix jar_xm_reset
2019-05-29 17:39:20 +02:00
e660621389 Fix jar_xm_reset 2019-05-29 17:15:11 +02:00
Ray
20bdc3bc2a Merge pull request #854 from ChrisDill/master
Added array bounds check to textures_bunnymark
2019-05-29 16:40:02 +02:00
228f86d3ca Fix and update projects/scripts 2019-05-29 17:36:44 +03:00
42d57bbe00 Added array bounds check to textures_bunnymark 2019-05-29 13:58:31 +01:00
Ray
5d3905d4d4 Update HISTORY.md 2019-05-29 13:55:50 +02:00
Ray
efdc6f87d5 Define standard examples size 2019-05-29 13:47:57 +02:00
Ray
51a28739dd Update HISTORY.md 2019-05-29 13:36:09 +02:00
Ray
9fa0d10779 Update CONTRIBUTING.md 2019-05-29 12:18:04 +02:00
Ray
c211568abc Create FUNDING.yml 2019-05-29 09:32:39 +02:00
Ray
e5e330bf17 Merge pull request #853 from Narice/master
Added Narice to the CONTRIBUTING.md
2019-05-28 12:24:01 +02:00
Ray
4e0a5909e7 Hide progress bar 2019-05-28 12:08:04 +02:00
b34bc421ff Added Narice to the CONTRIBUTING.md 2019-05-28 11:25:06 +02:00
Ray
63b89f53f9 Update ROADMAP.md 2019-05-28 00:33:52 +02:00
Ray
b57563a41b Update ROADMAP.md 2019-05-28 00:32:59 +02:00
Ray
aa0afb55a5 Update ROADMAP.md 2019-05-28 00:30:42 +02:00
Ray
18b8461502 Update CHANGELOG 2019-05-28 00:30:33 +02:00
Ray
bf0aed2655 Update HISTORY.md 2019-05-27 23:41:15 +02:00
Ray
405e40ea03 Update CONTRIBUTING.md 2019-05-27 20:50:27 +02:00
Ray
e37d5cec6d Update CHANGELOG 2019-05-27 20:21:24 +02:00
Ray
a488701d1d Update README.md 2019-05-27 15:31:57 +02:00
Ray
95d25b0192 Update README.md 2019-05-27 15:25:41 +02:00
Ray
bef809d841 Setup version for release 2019-05-27 13:03:14 +02:00
Ray
87774a0a21 Review variables initialization 2019-05-27 00:18:15 +02:00
Ray
241c4c8d14 Review easings PR 2019-05-25 01:33:03 +02:00
Ray
163a6581aa Merge pull request #852 from flashback-fx/master
easings.h refinement and example
2019-05-25 00:32:49 +02:00
bc285f71ed rename easings_example.c to easings_testbed.c 2019-05-24 22:24:01 +00:00
d5f664373d Move easings_example to its proper place 2019-05-24 22:18:44 +00:00
b7d4856745 Add easings example 2019-05-24 19:10:14 +00:00
d4487bcfa7 Use tgmath.h and float constants in easings.h 2019-05-24 19:07:59 +00:00
Ray
2eb280e836 Delete HELPME.md 2019-05-24 12:22:40 +02:00
Ray
675330af39 Update CONTRIBUTING.md 2019-05-24 12:22:20 +02:00
Ray
bcb83a3127 Merge pull request #850 from wbrbr/xm_fix
Add rewind for the XM music format
2019-05-23 17:17:17 +02:00
dec604bd71 Move jar_xm_reset to jar_xm.h 2019-05-23 16:40:15 +02:00
Ray
5e8ffec0f6 Merge pull request #849 from wbrbr/master
Fix unitialized struct member bug (#848)
2019-05-22 23:40:37 +02:00
78817305c5 Add rewind for the XM music format 2019-05-22 22:16:18 +02:00
13a1744ca9 Fix #848 2019-05-22 20:29:34 +02:00
Ray
978f3a9570 Update Makefile 2019-05-22 18:31:50 +02:00
Ray
31bcaffd7d Added AudioContext Resume/Suspend button 2019-05-22 16:13:59 +02:00
Ray
f45691ca8d Rename function to follow javascript notation 2019-05-22 16:12:47 +02:00
Ray
7421ac9e24 Add code to resume blocked AudioContexts 2019-05-22 12:33:28 +02:00
Ray
a33b0002ee Review js formatting for better readability 2019-05-22 10:55:03 +02:00
Ray
5f0866463c Update Makefile 2019-05-22 10:41:24 +02:00
Ray
be7e56f51e Move emscripten web shell to src 2019-05-22 10:40:51 +02:00
Ray
e6ca2c4ba3 Comment tweaks 2019-05-22 09:57:17 +02:00
Ray
3bfcecb3af Review metat tags and embed logo 2019-05-21 23:30:34 +02:00
Ray
477f05db13 Review games 2019-05-21 22:36:52 +02:00
Ray
b1806f6600 Add config SUPPORT_SSH_KEYBOARD_RPI
Allow to reconfigure stdin to read input keys, this process could lead to undesired effects. Use with care.

Disabled by default.
2019-05-21 20:59:13 +02:00
Ray
322cf34fe0 Update Makefile 2019-05-21 18:02:29 +02:00
Ray
cea0150c6e Ignore web bitcode lib 2019-05-21 18:02:20 +02:00
Ray
8b4f58b9e9 Review sample games 2019-05-21 17:47:06 +02:00
Ray
0027868d1f Review Makefiles 2019-05-21 17:46:52 +02:00
Ray
f325978b26 Update issue templates 2019-05-21 10:31:06 +02:00
Ray
8db2203bcc Review paths 2019-05-21 10:16:52 +02:00
Ray
3dfbeb5488 Update core_3d_picking.c 2019-05-21 10:16:39 +02:00
Ray
316b6aa181 Reverted change that breaks mouse on web 2019-05-20 17:21:46 +02:00
Ray
72ab65277b Avoid some warnings 2019-05-20 16:37:44 +02:00
Ray
b525039e0a Review ALL examples 2019-05-20 16:36:42 +02:00
Ray
a43a7980a3 Update raylib version to 2.5 2019-05-20 11:21:55 +02:00
Ray
371abb0a26 Review glTF implementation formatting
Added comments for the future
2019-05-20 11:13:38 +02:00
Ray
9a52c716cc Merge pull request #842 from wbrbr/gltf2
Load glTF
2019-05-20 10:49:02 +02:00
e01a381aec Load glTF 2019-05-18 11:36:47 +02:00
Ray
c1594fa445 Tweaks 2019-05-18 01:31:48 +02:00
Ray
6332bc0398 Corrected issue with shader loading
When using FormatText() several times in same function, returned string is static and so, the same is returned, resulting in failures on shader loading.
2019-05-18 01:24:00 +02:00
5ef7beb0c5 Makefile: move -x objective-c option before filename
From the Clang documentation[1]:
> -x<language>, --language <arg>, --language=<arg>
> Treat subsequent input files as having type <language>

Follow the advice. Fixes #840.
[1]: https://clang.llvm.org/docs/ClangCommandLineReference.html
2019-05-17 20:27:43 +02:00
e1ecebfff9 Revert "fixed GLFW compiler flag for OSX"
This reverts #841 commit 97160fd970.
2019-05-17 20:27:42 +02:00
Ray
245cf2400e Review shader examples 2019-05-17 20:03:04 +02:00
Ray
0ec46e8976 Merge pull request #841 from iskolbin/master
[build] fixed GLFW compiler flag for OSX
2019-05-17 17:38:46 +02:00
97160fd970 fixed GLFW compiler flag for OSX 2019-05-17 17:56:05 +03:00
Ray
970f1e8ff1 examples review 2019-05-17 01:17:40 +02:00
Ray
ce87d2ced4 new example: shaders_eratosthenes
Contributed by ProfJski
2019-05-16 17:23:31 +02:00
Ray
9fd410b8a8 Review shader to use provided texture coordinates
Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
2019-05-16 17:07:59 +02:00
Ray
cf4fde9456 Corrected bug on NEON 2019-05-16 16:10:52 +02:00
Ray
9994f16479 Review build config on web 2019-05-16 15:40:28 +02:00
Ray
25ac9bfb28 Update dr_flac, dr_mp3, dr_wav to latest version 2019-05-16 15:31:33 +02:00
Ray
579d932551 Update miniaudio to v0.9.4 2019-05-16 15:30:41 +02:00
Ray
f44dfa1ef2 Implement VR distortion shader for GLSL 100 2019-05-16 15:30:03 +02:00
Ray
f1ffb3f573 Review shaders for GLSL 100 2019-05-16 10:05:14 +02:00
Ray
84fb2e00df Merge pull request #838 from eggmund/master
Update julia set example.
2019-05-15 19:03:39 +02:00
eb7beb59b6 Ammended comment.
Also changed path to shader back to what it was originally.
2019-05-15 17:59:03 +01:00
a7c5e3cab7 Updating julia set example.
Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
2019-05-15 17:55:19 +01:00
Ray
998b4180e1 Update example! 2019-05-15 17:00:50 +02:00
Ray
5a1a0a3492 Corrected issue with multi-mesh obj models
Note that all meshes are loaded as a single one at this moment, loading should be improved!
2019-05-15 15:12:56 +02:00
Ray
0b18133e46 Update shaders_julia_set.c 2019-05-15 13:10:00 +02:00
Ray
d878a0aecb Update shaders_julia_set.c 2019-05-15 12:53:13 +02:00
Ray
ab44033ed6 Added new examples to Makefile 2019-05-15 12:24:09 +02:00
Ray
0eece03205 Corrected issue with texture flip X 2019-05-15 12:22:29 +02:00
4d8b9e595a external: glfw: Revert "Added WinMM library"
This reverts commit 4773de26a5.

which adds -lwinmm at the wrong place. It should be in the raylib
linker flags, not GLFW's.
2019-05-15 08:14:24 +02:00
e7995c483d .travis.yml: update wayland dependency ECM version
extra-cmake-modules 5.38.0a is no longer hosted at the specified
kernel.org link. Use the occasion to move on to 5.58.

Because newer ECM debian packages have the control.tar file
xz-compressed, we need to update dpkg as well on trusty.
For more information, see
https://bugs.launchpad.net/ubuntu/+source/dpkg/+bug/1730627
2019-05-15 08:13:25 +02:00
0467f32cc1 examples: CMake: restrict OpenGL deprecation warnings to macOS 2019-05-15 08:13:20 +02:00
e8a376c80c CMake: add winmm.dll as Windows dependency
Fixes: e0e2346c22 ("NO SUPPORT_BUSY_WAIT_LOOP by default")
2019-05-15 08:11:41 +02:00
Ray
3f7b14aeed Corrected web issue 2019-05-14 18:02:11 +02:00
Ray
7eb488a350 Improve support for web building
Note that building examples for web as they are (no code adaptation for web avoiding while loop) implies using the emterpreter... and that's very slow!
2019-05-14 18:01:20 +02:00
Ray
424d3ca8d9 examples review
Redesigns, deletes and renames

Also noted authors propertly on contributed examples
2019-05-14 15:34:23 +02:00
Ray
2edec8ae28 Some example tweaks 2019-05-14 00:08:21 +02:00
Ray
6f7b721d81 Merge branch 'master' of https://github.com/raysan5/raylib 2019-05-14 00:07:44 +02:00
Ray
6804c2189e new examples: shaders_texture_waves 2019-05-14 00:07:34 +02:00
00431396b0 Merge branch 'master' of https://github.com/raysan5/raylib 2019-05-12 21:53:21 +02:00
d50aa32ec8 Update CMakeLists.txt 2019-05-12 21:51:19 +02:00
Ray
4b8c56ebd3 Merge pull request #835 from eggmund/master
Added julia set shader example.
2019-05-12 21:50:48 +02:00
aea3b2df65 Fixed another small comment error 2019-05-12 17:31:04 +01:00
c25154064d Fixed small error in comments 2019-05-12 17:14:52 +01:00
49a49e492a Added julia set shader example. 2019-05-12 16:50:56 +01:00
561c486ceb Add WinMM library for linkage
Now it's required on Windows if not using a busy wait loop
2019-05-10 20:51:48 +02:00
Ray
2ee3b2576c Merge pull request #833 from Demizdor/fix_selection
Fixed DrawTextRecEx() selection when wordwrap is ON
2019-05-10 15:19:41 +02:00
509d9411a1 Fixed DrawTextRecEx() selection when wordwrap is ON 2019-05-10 13:57:24 +03:00
Ray
a2ed65aa14 Make code a bit clearer for beginners 2019-05-09 16:10:55 +02:00
Ray
46bac0ba2c Add comment in CheckCollisionSpheres() 2019-05-09 16:09:49 +02:00
Ray
5fd3f13cb6 Merge pull request #832 from ProfJski/master
Remove sqrt() from CheckCollisionSpheres()
2019-05-09 16:04:52 +02:00
1655463ba5 Update models.c 2019-05-08 14:14:57 -04:00
4330b098f3 Merge pull request #1 from ProfJski/ProfJski-patch-1
Update CheckCollisionSpheres() to avoid sqrt
2019-05-08 14:04:46 -04:00
d3dae38449 Update CheckCollisionSpheres() to avoid sqrt
Square root calls are computationally expensive.  In this case, they can be avoided.  Instead of checking distance<RadA+RadB, check distance squared against (RadA+RadB) squared.  The dot product of Vector3Subtract(B,A) with itself gives distance squared, so I used this code instead of an element-by-element computation of distance squared.  The only downside is that your geometric code is very readable, whereas this is less so.
2019-05-08 13:54:12 -04:00
Ray
97c8a28aaa Remove trail spaces 2019-05-08 18:33:09 +02:00
Ray
ecea95f50f Update raylib.rc.data 2019-05-08 17:14:46 +02:00
Ray
4773de26a5 Added WinMM library
Required for high resolution timer
2019-05-07 22:56:38 +02:00
Ray
f6d1ffd4cd Tweak ON flag 2019-05-07 15:23:56 +02:00
Ray
9824387773 Added resource file for raylib.dll
Some minor tweaks
2019-05-07 15:16:14 +02:00
Ray
f6d1448da9 Review CMake option flags 2019-05-07 15:15:23 +02:00
Ray
e0e2346c22 NO SUPPORT_BUSY_WAIT_LOOP by default 2019-05-07 10:05:21 +02:00
Ray
afd90a5a56 Add comment tweak 2019-05-07 09:50:40 +02:00
Ray
5d09ca550f Update issue templates 2019-05-06 22:27:16 +02:00
Ray
7be6e3e288 Update issue templates 2019-05-06 17:31:49 +02:00
Ray
7a23a35eed Remove broken example: standard_lighting 2019-05-06 16:39:25 +02:00
Ray
621965cb8c Move bunnymark example to another module 2019-05-06 16:38:58 +02:00
Ray
8bafe03ee0 Update text_unicode.c 2019-05-06 10:54:45 +02:00
Ray
eeef7fdb51 Review example formatting 2019-05-06 10:46:56 +02:00
Ray
528e164ac5 Corrected issue with wrong text measuring 2019-05-06 10:17:34 +02:00
Ray
80c8599e81 Avoid warnings pre-evaluating values
Variable operations inside the functions should be evaluated before the function operations.
2019-05-06 10:07:06 +02:00
Ray
4c33d38812 Avoid warnings pre-evaluating values
Variable operations inside the functions should be evaluated before the function operations.
2019-05-06 10:05:43 +02:00
Ray
2ddc4bacba Example review 2019-05-06 09:41:54 +02:00
3e0e91013f Revert "CMake: make unsequenced modifications an error"
This reverts commit 23c1c0bdb2.

Because add_if_flag_compiles apparently allows unsequenced
even if the compiler doesn't support it..
2019-05-04 23:56:38 +02:00
23c1c0bdb2 CMake: make unsequenced modifications an error
They not only result in discrepancies between different compiler,
but trigger undefined behavior. Avoid them by having them break
the CMake build and CI.
2019-05-04 23:20:29 +02:00
43bfb979e5 examples: CMake: warn once only about macOS OpenGL deprecation
Otherwise compiling rlgl is too spammy. While at it remove
the now unneeded CheckIncludeFiles.
2019-05-04 23:05:30 +02:00
ae2e48c77f CMake: don't use system GLFW headers if using built-in GLFW
This fixes the current CI failure.
2019-05-04 23:04:52 +02:00
7d57a64337 Travis CI: build, don't download, external GLFW
CI is failing because we still test with GLFW 3.2, while
the internal GLFW is 3.3. To avoid such breakages in future,
build and install our own GLFW instead of relying on an external
Debian package.
2019-05-04 23:04:52 +02:00
36d8a648f0 external: glfw: reinstate export of GLFW_PKG_{DEPS,LIBS}
We were doing this before, but it was deleted during the
last GLFW update. Readd it to fix the associated macOS CI failure.

Fixes: cd934c9f6 ("Update GLFW to 3.3.1")
2019-05-04 22:28:21 +02:00
2cda760312 examples: CMake: don't build core_loading_thread if no pthreads
The example requires pthreads and now C11 <stdatomic.h>, thus skip it
if either isn't available.

This also fixes the current Travis CI build failure for the
Windows configuration.
2019-05-04 21:23:41 +02:00
6681fd7df2 examples: core_loading_thread: fix race condition
A plain variable is insuffecient for inter-thread communication. Both the
compiler and the processor may reorder accesses. The compiler could even
cache dataLoaded with the result that STATE_FINISHED becomes unreachable.

Fix this by using C11 atomic_bool, which guarantees sequential consistency.

This fixes #827.
2019-05-04 21:23:19 +02:00
53d9beb534 examples: core_loading_thread: use symbolic names for state machine states
And while at it, use a switch clause to make the state machine
structure clearer.
2019-05-04 17:15:48 +02:00
Ray
0fe409bfa9 Renamed example 2019-05-03 17:57:36 +02:00
Ray
f53395694d Create examples_template.c 2019-05-03 17:56:58 +02:00
Ray
62f1511e5f Batch of 9 new shapes examples!
Some examples included in this batch require the included libraries: `easings.h` and `raygui.h`. Examples included:

 - shapes_bouncing_ball
 - shapes_collision_area
 - shapes_following_eyes
 - shapes_draw_circle_sector (requires raygui.h)
 - shapes_draw_rectangle_rounded (requires raygui.h)
 - shapes_draw_ring (requires raygui.h)
 - shapes_easings_ball_anim (requires easings.h)
 - shapes_easings_box_anim (requires easings.h)
 - shapes_easings_rectangle_array (requires easings.h)
2019-05-03 16:00:16 +02:00
Ray
0c53360a3a new example: textures_sprite_explosion 2019-05-03 15:56:07 +02:00
Ray
c6b7f9c5b0 Some minor comments 2019-05-03 15:55:24 +02:00
Ray
f44888e466 Force HighDPI on macOS 2019-05-03 09:45:16 +02:00
Ray
4d00b5a8bb Merge pull request #824 from kawa-yoiko/highdpi-cmakeopt
Add SUPPORT_HIGH_DPI to CMakeOptions.txt
2019-05-03 09:42:48 +02:00
780cefc3b0 Add SUPPORT_HIGH_DPI to CMakeOptions.txt 2019-05-03 12:24:20 +08:00
Ray
0b2bad4205 Update models_first_person_maze.c 2019-05-02 13:24:02 +02:00
Ray
beda4180cd Added missing include 2019-05-02 13:15:05 +02:00
Ray
a9ebf8e10d new example: textures_sprite_button 2019-05-02 13:01:36 +02:00
Ray
34feacc148 new example: core_loading_thread
Data loading in a second thread with progress bar in main thread
2019-05-02 12:22:54 +02:00
Ray
d46160fb6e example review: models_first_person_maze
Added walls collision check
2019-05-02 12:22:15 +02:00
Ray
fc56f8d9ef Work on touch_as_mouse input -WIP- 2019-05-02 09:46:01 +02:00
Ray
73a54fcc3d Update Makefile 2019-05-02 00:15:46 +02:00
Ray
0f84f9f51f Merge pull request #823 from Narice/master
Defined PI (#822)
2019-05-02 00:07:31 +02:00
a54af067c2 Added guards to PI define
Added guards to not redefine it if the user is using it with raylib.h
also added an 'f' at the end of the define to keep compliant with raylib's PI define
2019-05-01 22:03:32 +02:00
59c436c922 Defined PI (#822)
PI is not always defined in math.h, thus it must be defined in this header
2019-05-01 21:41:51 +02:00
Ray
c9025ed205 Corrected issue with texture rendering
Not sure if already corrected...
2019-05-01 16:15:33 +02:00
Ray
bb2841a26d WARNING: Support high DPI displays
This change could break things. So, I created SUPPORT_HIGH_DPI flag to enable it (disabled by default).

Basically, it detects HighDPI display and scales all drawing (and mouse input) appropiately to match the equivalent "standardDPI" screen size on highDPI. It uses screenScaling matrix to do that.

This scaling comes with some undesired effects, like aliasing on default font text (keep in mind that font is pixel-perfect, not intended for any non-rounded scale factor).

The only solution for this aliasing would be some AA postpro filter or implementing the highDPI scaling in a different way: rendering to a texture and scaling it with FILTER_BILINEAR, check `core_window_scale_letterbox.c` example for reference.

Use at your own risk.
2019-05-01 14:30:36 +02:00
270f563964 Minor tweaks 2019-04-28 18:30:27 +02:00
100c82e369 Review formatting to follow raylib style 2019-04-28 18:23:21 +02:00
Ray
fc6186a632 Merge pull request #821 from NerdThings/gamepad-rework
Gamepad Rework
2019-04-28 18:12:36 +02:00
a51f3be38f Fix web 2019-04-28 16:53:20 +01:00
f36ba6a2f4 Damn, made a mistake 2019-04-28 16:32:05 +01:00
948a442704 Update gamepad example to use new enums 2019-04-28 16:20:14 +01:00
86eba24970 This is dumb... 2019-04-28 16:08:07 +01:00
e69688437a Why does visual studio keep using tabs!!! 2019-04-28 16:06:56 +01:00
d42965b0b0 Fix tabs 2019-04-28 16:05:45 +01:00
3244ec2a1d Add another UWP comment for clarity 2019-04-28 16:03:23 +01:00
7ca856f9b7 Formatting changes 2019-04-28 15:59:39 +01:00
f8c6226826 Merge branch 'master' into gamepad-rework 2019-04-28 15:54:50 +01:00
40940f4398 Some formatting review 2019-04-28 16:45:23 +02:00
7c10f971c1 Expose enable/disable backface culling
Some tweaks on BeginVrDrawing()
2019-04-28 16:03:59 +02:00
55cb13f1b8 Remove example on Android 2019-04-28 15:46:08 +02:00
604a8c0b78 WARNING: Functions renamed
Two functions have been renamed for coherence; previous naming was confusing for several users:

 - DrawPolyEx()         ---> DrawTriangleFan()
 - DrawPolyExLines() ---> DrawLineStrip()
2019-04-28 14:45:46 +02:00
e0580e6322 Fix merge 2019-04-27 21:59:01 +01:00
Ray
f70a640b2d Merge pull request #820 from NerdThings/readme-fix
Fix Readme
2019-04-27 22:48:32 +02:00
e8c413b7cd Review UWP implementation
Basically, formating review and some variables naming to follow raylib conventions.
2019-04-27 22:47:03 +02:00
c1f33eb817 Line cleaning 2019-04-27 21:43:32 +01:00
3506e3bf21 Update README.md 2019-04-27 21:42:22 +01:00
56ded3259d More work, UWP now supports it and deleted old gamepads 2019-04-27 21:36:57 +01:00
9434dc588a Merge branch 'master' into gamepad-rework 2019-04-27 20:51:04 +01:00
b911cefab3 First gamepad stuff 2019-04-27 20:49:33 +01:00
2de1f31821 UWP Support Overhaul (#819)
* Working build

* Fix build again, stop deleting files

* Hotfix crash, needs investigating

* Remove VS2015.UWP, I cannot update the project

* Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet.

* Implemented a ton more things, added BaseApp.h to provide common code to UWP apps.

* Remove constant window dimensions

* Enable and Disable cursor support.

* Actually use mouse delta

* Gamepad Support

* Cleaning and small tweaks

* Restore original example.

* Update comment

* Use 'Messages' to handle the cursor functions so code is more portable.

* Comment

* Comment unused message fields and use vector for mouse pos instead.

* Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h

* Working build

* Fix build again, stop deleting files

* Hotfix crash, needs investigating

* Remove VS2015.UWP, I cannot update the project

* Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet.

* Implemented a ton more things, added BaseApp.h to provide common code to UWP apps.

* Remove constant window dimensions

* Enable and Disable cursor support.

* Actually use mouse delta

* Gamepad Support

* Cleaning and small tweaks

* Restore original example.

* Update comment

* Use 'Messages' to handle the cursor functions so code is more portable.

* Comment

* Comment unused message fields and use vector for mouse pos instead.

* Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h

* Tested some desktop stuff and added projection matrix updates for window resizing.

* Fixed big bad mouse bug

* Fix alt buttons and add hack to combat flickery key presses (far from perfect)

* Remove debug code

* Final commit

* Well, so I thought

* Wow, i am bad

* Remove packages folder

* Remove useless include

* Apply requested changes and fix linux build

* Try to stop packages folder

* Have we fixed the formatting properly?

* Third time's the charm?

* Where did this come from?

* Re-fix

* Autoformat is gonna kill

* Fixed XBOX ONE Support

* Fix tabs
2019-04-27 20:33:51 +02:00
Ray
f37e55a77b Reverted HiDPI changes, they break 2D mode on HiDPI :( 2019-04-25 13:45:37 +02:00
Ray
c76863b289 Working on HiDPI support -WIP-
Trying to define a global transformation matrix to scale all content for HiDPI.
2019-04-25 11:39:45 +02:00
Ray
04ed4dd40c Renamed internal variable
Probably required for HiDPI support
2019-04-25 11:02:13 +02:00
Ray
e1cd4674e7 Merge pull request #817 from Demizdor/fix_draw_text_rec_ex
Fixed text selection in DrawTextRecEx()
2019-04-24 22:39:40 +02:00
86f9ea6e7a Fixed selection in DrawTextRecEx() 2019-04-24 22:08:57 +03:00
Ray
96cd3b5abc Merge pull request #815 from ChrisDill/testing
Added project for 4coder
2019-04-24 11:42:39 +02:00
6d65aa1acb Removed game binary 2019-04-24 10:13:13 +01:00
303c886852 Added project for 4coder
Using example from the VSCode project
2019-04-24 09:44:08 +01:00
Ray
600cdb61a3 new example: models_first_person_maze -WIP- 2019-04-23 23:28:11 +02:00
Ray
cc1dd6b410 Review camera module
This module still requires further work but 3rd person camera is less broken now...
2019-04-23 23:27:08 +02:00
Ray
f4ad144537 Merge pull request #812 from Demizdor/fix_draw_rectangle_rounded
Fix for DrawRectangleRounded
2019-04-23 21:39:38 +02:00
0e683005b4 Fix for DrawRectangleRounded 2019-04-23 20:48:00 +03:00
Ray
0c567cd259 WARNING: Issues on web building
Found some issues when building for web using latest emscripten 1.38.30, traced the error and found that eglGetProcAdress does not return function pointers for VAO functionality, supported by extension.

It requires more investigation but now it works (avoiding VAO usage)
2019-04-23 18:10:38 +02:00
Ray
3aafa9d5ba Set a version for rGIF library 2019-04-23 16:01:38 +02:00
Ray
372d77957f Update STB libraries to latest version 2019-04-23 16:01:18 +02:00
Ray
958bf43eac Update README.md 2019-04-23 15:22:20 +02:00
Ray
4ad81ba2d4 Alloc custom allocators on standalone mode 2019-04-23 15:14:15 +02:00
Ray
87b75a6c95 Review issues on OpenGL 1.1 2019-04-23 15:12:08 +02:00
Ray
10c2eea14b Correct RL_FREE bug 2019-04-23 15:07:28 +02:00
Ray
e67ebabb02 Support custom memory management macros
Users can define their custom memory management macros.

NOTE: Most external libraries support custom macros in the same way, raylib should redefine those macros to raylib ones, to unify custom memory loading. That redefinition is only implemented as example for stb_image.h in [textures] module.
2019-04-23 14:55:35 +02:00
Ray
8ed71b9d5a Some tweaks to custom memory management system 2019-04-23 14:51:32 +02:00
Ray
9835be7b7a Remove unnecesary GLFW deps (used by examples) 2019-04-23 14:50:58 +02:00
Ray
7e444d5a45 Renamed file to avoid breaking build 2019-04-22 22:47:50 +02:00
Ray
e26cc01ba8 More rnet review to avoid warnings/errors 2019-04-22 21:50:45 +02:00
Ray
2d4c2ff351 Review rnet errors 2019-04-22 20:54:50 +02:00
Ray
c7907a203b Update miniaudio to v0.9.3 2019-04-22 20:32:11 +02:00
Ray
f7d978e726 Reviewed rnet inclusion
Move to own header for a more deep review of the module
2019-04-22 20:27:54 +02:00
Jak
4b8d06f501 [rnet] module WIP (#809)
Added experimental network module
2019-04-22 20:03:00 +02:00
Ray
e41cb774c2 Merge pull request #789 from myd7349/fix-cmake-for-win32
Fix CMake support on Win32
2019-04-22 19:32:15 +02:00
Ray
cd934c9f66 Update GLFW to 3.3.1 2019-04-22 19:00:43 +02:00
Ray
a0449594e4 Merge branch 'master' of https://github.com/raysan5/raylib 2019-04-22 18:58:38 +02:00
Ray
152b7471e9 Comment HiDPI window request
At least until a proper solution is found!
2019-04-22 18:46:05 +02:00
Ray
9ace10ff73 Merge pull request #810 from Demizdor/unicode_implementation
Unicode implementation
2019-04-22 18:34:17 +02:00
Ray
2249f12304 Expose rlgl functions on shared libraries 2019-04-22 18:25:30 +02:00
98070982bf Fix formatting ...not very good at this 2019-04-21 22:05:25 +03:00
3dda1c41ec Fixed formatting! Grumble, grumble... 2019-04-21 21:51:03 +03:00
86c887f0cf Added unicode example 2019-04-21 13:44:17 +03:00
f3a5a6871d Initial unicode implementation for UTF8 encoded text 2019-04-21 12:27:46 +03:00
Ray
8c22f685d1 Check buffer overflow 2019-04-14 22:29:14 +02:00
Ray
d690e734f9 Merge pull request #799 from flashjaysan/master
Update raymath.h
2019-04-13 15:08:28 +02:00
310d1d1589 Update raymath.h
Removed a useless semicolon.
2019-04-13 14:35:07 +02:00
Ray
0ef146438a Merge pull request #798 from bjornwah/master
Use typedef rather than #define in order to avoid issues in applicati…
2019-04-13 13:17:20 +02:00
7cc8faf7da Use typedef rather than #define in order to avoid issues in application code 2019-04-12 21:41:30 +02:00
Ray
c1d3ba67f8 Update CHANGELOG 2019-04-12 13:46:44 +02:00
Ray
fc5dd5d99f FLAG not supported on web GLFW implementation 2019-04-12 13:44:16 +02:00
Ray
df90ba6e46 WARNING: Added GLFW hint to support hi-DPI
This needs to be tested on a hi-DPI monitor, probably requiring a FLAG to enable it would be a good idea...
2019-04-12 13:31:05 +02:00
Ray
99537efccf Review some examples 2019-04-12 13:29:53 +02:00
Ray
4e58d4102c Corrected typo 2019-04-12 13:29:37 +02:00
Ray
70fc549818 Working on raylib 2.5 changelog... 2019-04-12 13:03:49 +02:00
Ray
30d51ec26c Reorganize struct 2019-04-12 11:29:01 +02:00
Ray
75384add98 Added Crystal binding 2019-04-12 00:01:32 +02:00
Ray
8774cb3c24 Removed iqm example
Already integrated into raylib
2019-04-11 23:38:13 +02:00
Ray
e54a74f4e7 new example: shapes_rectangle_scaling_mouse 2019-04-11 18:07:20 +02:00
Ray
24f07aaf5a new example: core_window_scale_letterbox 2019-04-11 17:40:13 +02:00
Ray
129703fad1 new example: shaders_texture_drawing 2019-04-11 16:53:20 +02:00
Ray
6fc97643bf new example: textures_background_scrolling 2019-04-11 16:53:02 +02:00
Ray
01367fcb1e Review cubemap generation 2019-04-11 16:11:54 +02:00
Ray
a28dfd4a7b Corrected standalone usage 2019-04-11 15:54:10 +02:00
Ray
5bfa675350 Review VR simulator mechanism
- No default VR device parameteres inside raylib
- VR device parameter should be provided by user
- VR distortion shader should be provided by user
2019-04-11 13:53:01 +02:00
Ray
aa8d10c48a Update BINDINGS.md 2019-04-11 11:57:50 +02:00
Ray
c7e5585ab9 Added binding to Factor 2019-04-11 11:29:35 +02:00
Ray
1934f2a2f4 Some tweaks 2019-04-11 00:11:11 +02:00
Ray
6168a4ca37 Comments review 2019-04-10 23:50:48 +02:00
Ray
45c820eeb4 Set default white texture for diffuse mat 2019-04-10 22:39:42 +02:00
Ray
21092266b5 Check textures available before loading 2019-04-10 00:44:24 +02:00
Ray
802afe8fe5 Replaced size_t by unsigned int 2019-04-10 00:34:46 +02:00
148eefb9bb Resolve CI failure with MinGW 2019-04-09 20:41:40 +08:00
Ray
f939f6abc2 Update Makefile 2019-04-09 13:23:56 +02:00
Ray
32ccecb8ca Start working on glTF loading... 2019-04-09 13:23:51 +02:00
5134a3b61d Take care of raylib_USE_STATIC_LIBS when calling find_library 2019-04-09 18:03:26 +08:00
61181f2c49 Fix CMake support on Win32 2019-04-09 18:03:25 +08:00
Ray
94335e30df Avoid example on Android 2019-04-08 12:50:09 +02:00
Ray
b8ada4b877 Review creation years 2019-04-08 12:25:13 +02:00
Ray
81b63890dd Merge pull request #793 from ChillerDragon/pr_copyright_2k19
Happy new year 2019
2019-04-07 17:53:48 +02:00
f21761fbbb Happy new year 2019 2019-04-07 17:49:12 +02:00
Ray
c23ceec338 Added missing include -_- 2019-04-05 17:29:30 +02:00
Ray
9282b8ba83 ADDED: SetShaderValueTexture()
Some tweaks
2019-04-05 17:08:46 +02:00
Ray
c600dd0766 Review PBR shaders
Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
2019-04-05 16:43:09 +02:00
Ray
0f9fe34c3a Start setting things up for raylib 2.5 2019-04-05 13:44:04 +02:00
Ray
92733d6695 BIG UPDATE: New models functions for animations!
Multiple functions added and some reviewed to adapt to the new multi-mesh, multi-material and animated models.
2019-04-05 13:15:56 +02:00
Ray
38a13b76d1 Corrected issue with LoadMesh() 2019-04-05 13:13:42 +02:00
Ray
a728376cdf Rename enum type 2019-04-05 13:13:10 +02:00
Ray
28b9de661d Minor tweaks 2019-04-05 13:12:54 +02:00
Ray
a103086443 Removed trail spaces 2019-04-04 13:50:52 +02:00
Ray
3e1e7d740f Review merged PR formatting
Removed trail spaces
2019-04-04 13:50:28 +02:00
Ray
6ecd8249bc Merge pull request #787 from Demizdor/master
Added `DrawRoundedRect()` and `DrawRoundedRectLines()`
2019-04-04 13:42:20 +02:00
Ray
d89d24c5e8 BIG UPDATE: Support model animations! 2019-04-04 13:33:54 +02:00
Ray
22dece2935 Animated vertex renaming 2019-04-04 13:32:17 +02:00
Ray
f1cbdd6b3a Corrected some issues
- Support compiling for OpenGL 1.1
- Free meshes/materials memory after usage...
2019-04-01 18:22:56 +02:00
Ray
86212e8462 Support material loading from OBJ/MTL 2019-04-01 12:41:32 +02:00
Ray
e5edbb7104 Reviewed OBJ loading implementation -WIP-
One mesh files can be loaded correctly

MISSING:
 - Multimesh OBJ loading
 - Materials loading
2019-04-01 12:17:29 +02:00
Ray
0a492b5dea Retarget VS2017 solution 2019-04-01 12:09:00 +02:00
Ray
fe702cd6a2 Implementing LoadOBJ() -WIP-
It seems obj loading is working ok but there is some problem with drawing...
2019-04-01 00:16:56 +02:00
Ray
3e806ad9d4 Reviewed data assignation 2019-04-01 00:15:45 +02:00
Ray
26fb2e0f3a Update cube.obj 2019-04-01 00:15:14 +02:00
eda982e261 Reimplemented DrawRoundedRectLines() 2019-03-31 16:15:40 +03:00
ecbd17910d Added DrawRoundedRectLines() 2019-03-31 13:22:50 +03:00
1415d514ba Update raylib.h 2019-03-31 13:20:45 +03:00
a28023b58f Added DrawRoundedRect() 2019-03-30 22:18:29 +02:00
Ray
2217c04ecf Update standard_lighting.c 2019-03-29 20:54:45 +01:00
Ray
be6d237b9e Review models examples 2019-03-29 20:22:50 +01:00
Ray
a197f40bb4 Default to white cube mesh if not loaded 2019-03-29 20:22:30 +01:00
Ray
6f371dab08 Some formatting review 2019-03-29 19:43:27 +01:00
Ray
afab8b36ab Merge pull request #786 from Demizdor/draw_ring
Added DrawRing(), DrawRingLines() and DrawCircleSectorLines()
2019-03-29 17:28:37 +01:00
Ray
19debd2b4e Review some warnings 2019-03-29 17:28:10 +01:00
Ray
8a73c5d0b4 Replace custom OBJ/MTL implementations by tinyobj_loader -WIP- 2019-03-29 17:15:22 +01:00
Ray
a643dc4ca0 WARNING: Redesigned model struct for multi-meshes
This is quite a big change, Model struct has been redesigned to support multiple meshes and multiple materials, most 3d fileformats contain multiple meshes and reference multiple materials.

Consequently, multiple functions have been reviewed.

LoadOBJ(), LoadIQM(), LoadGLFT() now return a Model.

Current LoadOBJ() is not valid anymore, actually, tinyobj_loader_c library is considered for replacement.
2019-03-29 16:48:23 +01:00
ab9c6da26f Added DrawRing(), DrawRingLines() and DrawCircleSectorLines() 2019-03-29 16:22:09 +02:00
Ray
876c64b1e5 WARNING: This could break something
If we have no data to update/draw, we avoid update/draw. On `DrawBuffersDefault()` if no vertes data is available nothing is drawn but some globals: vertexData, projection, modelview, draws... are reseted.

There shouldn't be any problem if we don't touch those globals in case no vertex have been processed but, just in case, I warn about it.
2019-03-29 12:27:50 +01:00
Ray
69656cb090 Added comment 2019-03-29 12:23:02 +01:00
Ray
8e98fa8754 Merge pull request #785 from Berni8k/master
RaspberryPi Keyboard input with evdev
2019-03-28 22:26:48 +01:00
ea96d0afea Fixes compile error when SUPPORT_GESTURES_SYSTEM is undefined on RPi 2019-03-28 20:38:13 +01:00
b1e914bbf3 RaspberryPi Keyboard input with evdev
Based on pull request from user "DarkElvenAngel", better integrated with the current event system and enhanced with buffer to help with fast typing at low framerates.
2019-03-28 19:46:39 +01:00
Ray
88dfd2ab23 REDESIGNED: DrawCircleSector() 2019-03-28 18:53:41 +01:00
Ray
186d34827a Align LINES and TRIANGLES drawing
When drawing LINES or TRIANGLES, vertex are accumulated in same buffer as QUADS and new draw calls are registered but QUADS drawing uses an index buffer for optimization, so, when adding LINES/TRIANGLES vertices we need to make sure next draw calls for QUADS keep aligned with indices buffer.

To get that we just add some alignment vertex at the end of the LINES/TRIANGLES draw calls, to make them multiple of 4 vertex.
2019-03-28 18:05:32 +01:00
Ray
165ced9428 Small tweak 2019-03-28 13:03:25 +01:00
Ray
3a1e884d03 Update BINDINGS.md 2019-03-27 20:19:33 +01:00
Ray
7524fdc3e1 Review gestures disable flag 2019-03-25 12:30:20 +01:00
Ray
a7b06e7f01 Update BINDINGS.md 2019-03-25 10:13:42 +01:00
Ray
86ef08c408 Update README.md 2019-03-25 10:12:38 +01:00
Ray
b0bfe5812f Update BINDINGS.md 2019-03-24 21:51:23 +01:00
Ray
6bd62d2448 Move bindings to BINDINGS.md 2019-03-20 16:44:51 +01:00
Ray
7725a74303 Create BINDINGS.md 2019-03-20 16:44:32 +01:00
Ray
1203b7ad8f Add Geany autocomplete tags 2019-03-20 10:58:06 +01:00
Ray
c001bdb2de Checking issue with sound volume
It seems individual sound volume level is not set...
2019-03-20 10:57:41 +01:00
Ray
aa00d77110 Support additional modules building -WIP-
The idea is supporting additional raygui and physac modules building with raylib but those modules are distributed as header-only libraries and it makes a bit dificult to build them inside raylib...
2019-03-18 18:46:39 +01:00
0bbf857b00 Review build release path, default to src directory 2019-03-17 12:21:51 +01:00
f02a0334d8 ADDED: GetScreenData() 2019-03-17 11:58:02 +01:00
2a92d6af3e Support no-audio no-models modules compilation
Renamed flags for convenience.
2019-03-16 13:02:16 +01:00
a61d3ad512 SetWindowIcon() redesigned
Now core does not depend on textures module directly, only through text module.
2019-03-16 13:00:46 +01:00
Ray
29d1323bd1 Work on ImageResizeCanvas() 2019-03-15 13:34:09 +01:00
Ray
cbfa35a39e REVIEW: ImageResizeCanvas() -WIP- 2019-03-15 00:56:02 +01:00
Ray
ff1bcfb2fa Remove comment 2019-03-13 10:26:33 +01:00
Ray
5e8427a8b5 REDESIGNED: GetFileNameWithoutExt()
Removed possible memory leak when using this function
2019-03-13 10:07:01 +01:00
Ray
b6dd31c653 Merge pull request #775 from rsachetto/master
Adding DrawCubeWiresV for convenience
2019-03-13 09:42:56 +01:00
Ray
32e6a419c1 Reorder one flag 2019-03-12 16:29:41 +01:00
Ray
477ea4d660 Support external config flags 2019-03-12 16:00:26 +01:00
Ray
76e968f6b7 Updated audio library: mini_al -> miniaudio 2019-03-12 11:54:45 +01:00
9f54a69cec Adding DrawCubeWiresV for convenience 2019-03-08 15:06:17 -03:00
Ray
2f97a3f835 Proposed Model struct review 2019-03-05 16:46:48 +01:00
Ray
2e99c6cefb ADDED: IsWindowResized() 2019-03-04 22:58:20 +01:00
d7fd6e0f1a Corrected issue with possible 0 division
Reported on rfxgen tool, it crashes on some parameters
2019-03-02 14:29:04 +01:00
Ray
36fa0207f2 Some spacing review 2019-02-28 23:06:37 +01:00
Ray
50da9f623e Return value in GetClipboardText() 2019-02-28 22:25:27 +01:00
Ray
d679a97e92 Removed some NULL pointer checks 2019-02-28 18:39:58 +01:00
Ray
5735f13fe5 Merge pull request #773 from Skabunkel/master
Removed unnecessary if
2019-02-28 18:36:13 +01:00
a90c9c5ade Removed unnecessary 2019-02-28 17:50:47 +01:00
Ray
b570b32337 Added some comments on #594 2019-02-28 16:28:49 +01:00
Ray
32c61b1fa0 Merge pull request #767 from Skabunkel/master
Fixed segmentation fult created by quick fix
2019-02-24 12:41:11 +01:00
fc11b360af ... tabs again... _facepalm_ 2019-02-24 01:57:31 +01:00
03f7483537 Missed one 2019-02-24 01:56:17 +01:00
f2d5cddfc8 Fixed segmentation fult created by quick fix 2019-02-24 01:48:29 +01:00
Ray
56c79a10de Merge pull request #766 from Skabunkel/master
#764 - Quick fix that clears alot of memory.
2019-02-24 01:15:32 +01:00
374b4d3faf Tabs to spaces 2019-02-24 00:17:54 +01:00
795c5e949d #764 - Quick fix that clears alot of memory, there seems to be more hiding somewhere else. 2019-02-24 00:13:50 +01:00
Ray
854e5d2f7e Merge pull request #762 from ftk/pitchfix
Fix audio pitch
2019-02-23 17:58:21 +01:00
ftk
8ad608888e fix audio pitch 2019-02-23 10:36:25 +00:00
Ray
374811c440 Change ternary operator formatting 2019-02-22 13:13:11 +01:00
Ray
8382ab9ada Merge pull request #761 from Demizdor/master
Fixed height bug in DrawTextRecEx()
2019-02-22 12:15:19 +01:00
Ray
a886f5e743 Remove TABS 2019-02-22 12:12:21 +01:00
40a76cf021 Fixed height bug in DrawTextRecEx() 2019-02-22 12:27:20 +02:00
Ray
641895b5ba Remove end-line spaces 2019-02-21 18:45:19 +01:00
Ray
75298b50fb Corrected issue with OpenURL()
It was not working on Windows 10
2019-02-21 11:28:10 +01:00
Ray
b3568e6d15 Merge pull request #760 from RobLoach/libraylib-a
Remove compiled libraylib.a
2019-02-19 12:06:46 +01:00
497fb4e49f Remove compiled libraylib.a 2019-02-18 23:36:29 -05:00
Ray
d62652c5b2 Update cgltf library
Added some comments to loader function...
2019-02-18 18:46:17 +01:00
Ray
5d0ea7f110 Corrected issue #758 2019-02-18 16:43:01 +01:00
Ray
8a21830b77 Merge pull request #755 from neonmoe/fix-config-flags
Fix config.h flags
2019-02-15 17:58:00 +01:00
eed69d4127 Fix the image manipulation config flag 2019-02-15 17:56:36 +02:00
f9963d4ed4 Fix config.h flags 2019-02-14 13:52:18 +02:00
Ray
bc86b0f78b Corrected path issue 2019-02-14 00:06:05 +01:00
Ray
981be58d03 Corrected issue #750 2019-02-13 17:49:02 +01:00
Ray
297dd641e8 ADDED: DrawCircleSector() 2019-02-13 00:06:06 +01:00
Ray
e46c23128e Avoid AudioBuffer symbol collision on macOS
raudio AudioBuffer internal struct collides on macOS with CoreAudio same name struct. In this case struct has been renamed because is internal to raudio... but probably all system should be redesigned.
2019-02-12 15:53:34 +01:00
Ray
c379e04628 Update mini_al.h 2019-02-12 13:01:43 +01:00
Ray
43b199d534 Corrected issue 2019-02-12 12:31:26 +01:00
Ray
2e3310c9de Review scripts name and mini_al inclusion 2019-02-12 12:18:26 +01:00
Ray
944a388b1b Include mini_al directly, no separate module 2019-02-12 12:18:01 +01:00
Ray
e7466eb0c4 Corrected function usage 2019-02-12 00:40:10 +01:00
Ray
d00b8f9ffc Updated external libraries 2019-02-12 00:25:21 +01:00
Ray
e996fe2ff5 ADDED: GetClipboardText(), SetClipboardText() 2019-02-11 18:03:06 +01:00
Ray
6dbec47488 Redesigned TextSplit() function 2019-02-11 18:02:32 +01:00
Ray
dde99f45d9 Merge pull request #749 from Syphonx/master
LoadBMFont filepath fix
2019-02-10 23:52:52 +01:00
1e15616b69 Fixed as issue where strrchr in LoadBMFont would only look for forward slashes, instead of backslashes causing strlen to fail on a null string 2019-02-10 16:01:44 +00:00
Ray
366313bfd0 Update rlgl.h 2019-02-06 18:07:34 +01:00
Ray
68a2bf0e6b Update rlgl.h 2019-02-06 17:35:26 +01:00
Ray
7370ae7b82 Update rlgl.h 2019-02-06 16:51:36 +01:00
Ray
d356b1d1cc Reviewed fbo creation and VR system 2019-02-06 14:21:44 +01:00
Ray
7615512af1 ADDED: TextToInteger()
Custom implementation that returns -1 if it fails (no negative values supported)
2019-02-06 14:20:14 +01:00
Ray
d0d81ea545 Review ExportMesh() header 2019-02-06 10:51:06 +01:00
Ray
c200642887 Review issue with aspect ratio...
...while using a RenderTexture combined with 3d mode
2019-02-04 17:10:12 +01:00
Ray
fef7bbb495 Delete libraylib.a 2019-02-04 16:29:01 +01:00
Ray
db56d432e4 ADDED: rlLoadTextureDepth()
REDESIGNED: rlLoadRenderTexture()
ADDED: rlRenderTextureAttach()
ADDED: rlRenderTextureComplete()
2019-02-04 16:28:17 +01:00
Ray
fce48e85f4 ADDED: LoadTextureCubemap()
Probably uncomplete, not tested yet...
2019-02-04 13:27:36 +01:00
Ray
5755c5e310 Review DrawTextRecEx() formatting 2019-02-04 09:57:02 +01:00
Ray
01ace743d0 Merge pull request #734 from Demizdor/master
Added DrawTextRecEx()
2019-02-03 20:47:13 +01:00
Ray
9740e5d3ed Update utils.c 2019-01-29 12:45:10 +01:00
Ray
3363cfa61a Corrected log naming 2019-01-29 12:33:08 +01:00
Ray
7699787473 Added new game: Cat vs Roomba
GGJ2019 game
2019-01-27 15:16:10 +01:00
Ray
30c025f913 Merge pull request #735 from RobLoach/patch-1
Fix clang++ compilation errors
2019-01-24 15:17:51 +01:00
Ray
f80f216297 Merge pull request #736 from RobLoach/patch-2
Fix font cannot be narrowed to type 'int'
2019-01-24 15:16:33 +01:00
90d5bb79e5 Fix font cannot be narrowed to type 'int'
Getting the following strict error....

```
src/text.c:117:105: error: constant expression evaluates to 2398692640 which
      cannot be narrowed to type 'int' [-Wc++11-narrowing]
...0x00000000, 0x00000000, 0x00200020, 0x0001b000, 0x00000000, 0x00000000, 0x8ef92520, 0x00020a00...
                                                                             ^~~~~~~~~~
```

Switching it to an unsigned int fixes it.
2019-01-23 22:28:10 -05:00
d897e14161 Revert the screenWidth change 2019-01-23 20:08:51 -05:00
feb6afcd61 Fix clang++ compilation errors
clang was complaining about the type conversions. For example...
```
node_modules/raylib-src/src/core.c:1888:15: error: cannot initialize a variable of type 'char *' with an
      rvalue of type 'void *'
        char *cmd = calloc(strlen(url) + 10, sizeof(char));
              ^     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```
2019-01-23 20:07:47 -05:00
6f66425946 Added DrawTextRecEx() 2019-01-23 21:36:54 +02:00
Ray
68db3a894a Merge pull request #733 from RobLoach/delete-lib-file
Remove libraylib.a
2019-01-23 11:43:58 +01:00
30ea4bdcce Remove libraylib.a 2019-01-23 00:46:29 -05:00
Ray
df40735067 Added CMD compilation scripts for examples
They could be useful for some people...
2019-01-21 23:59:35 +01:00
Ray
4467292a2d Review last PR formatting 2019-01-21 10:32:14 +01:00
Ray
e91c84e33a Remove comment 2019-01-21 10:25:59 +01:00
Ray
9b97cf6972 Merge pull request #731 from MarcoLizza/reorganizing-logging
Reorganizing logging
2019-01-21 10:09:51 +01:00
343fef4aa4 Changing enums, now referenced as int. 2019-01-21 10:05:40 +01:00
aaced97b12 Fixing badly (redefined) enums. 2019-01-21 10:02:53 +01:00
Ray
7349993015 Merge pull request #730 from pbalcer/examples-web-fix-preload
cmake: fix resource preloading for web examples
2019-01-21 09:52:08 +01:00
f1d13aa469 Adding function to control the "exit-on-error" behaviour. 2019-01-20 22:24:41 +01:00
932e9dbd09 Fixing logging level configuration API. 2019-01-20 22:24:09 +01:00
78904d2bcc Fixing TraceLog function to work on levels. 2019-01-20 22:23:07 +01:00
c1c801e5c3 Reworking log level as incremental. 2019-01-20 22:22:21 +01:00
3065cbbce9 cmake: preload resources into web examples
No examples built for the Web platform functioned properly due to lack
of resources in the virtual file system provided by emscripten.

This patch addresses this problem by adding
'--preload-file local_path/resources@resources' emcc option to link
flags whenever necessary.
2019-01-20 15:24:30 +01:00
1bfa1b8696 cmake: use ALLOW_MEMORY_GROWTH=1 for web examples
The default memory limit for emscripten applications is 16 mergabytes,
which might be to little for some examples, especially given that the
resources are also included in that limit.

Normally, using this option disables some asm.js optimizations, but
there's no such cost for WebAssembly.
2019-01-20 14:49:22 +01:00
0d2cfce18e Review raudio comments 2019-01-19 16:51:41 +01:00
557456cace Review window title 2019-01-19 14:15:55 +01:00
6c812b56d9 CMake: pkg-config: fix usage for RedHat-like systems (#728)
$prefix/lib isn't in pc_path on Fedora 28:

    [root@fedora-28 ~]# pkg-config --variable=pc_path pkg-config
    /usr/lib64/pkgconfig:/usr/share/pkgconfig

This has the effect that the pkg-config file is written to the
correct location but pkg-config --libs raylib doesn't output
the correct library path. This fixes this problem by substituting
the directory names into the .pc, same as we do with the CMakeLists.txt
since #518.

This issue popped up during the automated test of the Perl bindings:
    https://github.com/athreef/Alien-raylib/issues/3
2019-01-19 13:52:55 +01:00
d41e50f866 Allow ShowWindow usage ;) 2019-01-19 12:34:04 +01:00
Ray
762b85e6c9 Merge pull request #725 from dtcristo/patch-1
Remove `raylib-rust`
2019-01-19 00:22:11 +01:00
Ray
3703430f57 Renamed ShowWindow() to UnhideWindow() -WIP-
Function provisional renaming... that's not the end of this issue...
2019-01-17 16:29:36 +01:00
Ray
a43f87e391 Crazy test 2019-01-16 17:25:48 +01:00
5d34c6ccaa Remove raylib-rust 2019-01-16 22:10:37 +11:00
Ray
ced7321089 Readded alpha clear to rlReadScreenPixels()
When capturing framebuffer, if some element with transparency has been drawn, it retrieves that data... it could be a bit annoying in some situations because we could expect color compositing with background color... It depends on the situation and our needs... but most of the time we don't want that transparency on screenshots.
2019-01-16 10:04:59 +01:00
Ray
c93bf336fe Update utils.c 2019-01-15 12:32:41 +01:00
Ray
f1bcc131dc Let user choose to clear scissor area 2019-01-15 12:08:11 +01:00
Ray
60967d8cdc Merge pull request #723 from MarcoLizza/trace-log-failing-on-OTHER
Trace log failing on other
2019-01-15 12:04:28 +01:00
efcb68ceca Fixing LOG_OTHER missing. 2019-01-14 17:09:41 +01:00
ce98cc6285 Adding MACRO constant to specify the internal buffer size. 2019-01-14 17:09:17 +01:00
Ray
42bfa7e3ff Make sure no parameters can be passed 2019-01-14 13:49:56 +01:00
Ray
e811279a75 Review code formatting on ColorFromHSV()
Following raylib notation rules
2019-01-14 13:49:17 +01:00
Ray
c16fcddf8b Merge pull request #722 from Demizdor/master
Added ColorFromHSV()
2019-01-14 13:43:06 +01:00
da1714f411 Added ColorFromHSV() 2019-01-14 12:49:00 +02:00
Ray
49a69e3e27 Allow capturing transparent background 2019-01-11 18:55:04 +01:00
Ray
e13975beeb Some security checks added 2019-01-11 18:54:48 +01:00
Ray
25205b5113 Reverted flag value (but kept order)
This specific change could be very annoying for people already using FLAG_MSAA_4X_HINT, their programs will compile correctly but window won't be shown...
2019-01-11 12:21:02 +01:00
Ray
7132ba44db Reviewed latest PR 2019-01-10 17:06:26 +01:00
Ray
91ea007478 Merge pull request #719 from MarcoLizza/window-visibility
Window visibility
2019-01-10 16:57:30 +01:00
Ray
56173d7cf4 Merge branch 'master' into window-visibility 2019-01-10 16:57:15 +01:00
6056a2a5cf Reworking API upon suggestion. 2019-01-10 16:43:21 +01:00
Ray
93471b0a7c WARNING: Renamed module: audio -> raudio
Planning to promote raudio module as a simple and easy-to-use front-end for the amazing mini_al library, so the name change.

Name comes from raylib-audio but in spanish it also remembers to word "raudo", meaning  "very fast", an analogy that fits perfectly to the usefulness and performance of the library!

Consequently, raylib version has been bumped to 2.4-dev.
2019-01-10 16:32:40 +01:00
c743734235 Ditto. 2019-01-10 14:55:25 +01:00
a15251bcdb Adding window visibility functions. 2019-01-10 14:55:19 +01:00
5adcc30a2e Adding window visibility configuration flag. 2019-01-10 14:54:55 +01:00
Ray
64fd131ed5 Some improvements on SetShaderValue()
- Unsigned int not supported on OpenGL ES 2.0 -> Removed
- Reorganized enum -> Removed BOOL (not uniformType)
- Support sample2D uniform type
2019-01-10 12:28:23 +01:00
Ray
55f8dbc755 WARNING: Redesigned SetShaderValue() 2019-01-10 11:25:26 +01:00
Ray
7c4a0f963d Reviewed path 2019-01-10 11:24:34 +01:00
Ray
35bcbd1b60 Merge pull request #718 from MarcoLizza/shaders-uniforms-array
Shaders uniforms array
2019-01-09 17:01:59 +01:00
0c5bee4c9a Limiting FPS to 60 for uniformity with other examples. 2019-01-09 16:33:09 +01:00
0fe56b1674 Adding basic palette-switching example using uniform arrays. 2019-01-09 16:20:56 +01:00
73597332b6 Adding uniform array support for shaders. 2019-01-09 16:18:00 +01:00
adf0c64864 Fixing typo in examples makefile, preventing build. 2019-01-09 16:08:10 +01:00
Ray
df54e73b21 Update shell.html 2019-01-08 21:05:23 +01:00
Ray
185ac9bdc1 Merge pull request #717 from neonmoe/patch-build-scripts
Add project/scripts
2019-01-08 18:16:28 +01:00
fa250e5d17 Add project/scripts 2019-01-08 18:31:50 +02:00
Ray
010c655f79 Added required define on TCC compiler 2019-01-08 10:10:20 +01:00
8bc4050377 Revert "core: workaround window not being rendered till moved on macOS Mojave"
This reverts commit 1fe6d9fc06.

Because upstream GLFW now contains a fix.
2019-01-08 09:03:22 +01:00
c3d2b1b184 glfw: Update GLFW to current master
glfw/glfw@5595fa3ae6 implements a proper fix for the macOS Mojave
problem of OpenGL windows not being rendered until moved or manually
updated.

Pull in the current master and rebase the three patches we have on top:
- two commits we have for reuse of the GLFW CMake build system for Wayland
It hasn't yet to be acknowledged upstream.
- one commit removing #include <windows.h> in glfw3native.h to avoid
duplicate declarations.

Fixes #655 and #665.
2019-01-08 09:03:22 +01:00
f719de4bf8 external: glfw: Ignore {docs/examples/tests}/ directories 2019-01-08 09:03:22 +01:00
182bdd2e0a Travis CI: bump installed wayland-protocols to v1.15
Move away from v1.12 as GLFW now requires >= 1.15.
2019-01-08 09:03:22 +01:00
285de106d4 Travis CI: emscripten: properly fix failing CMake install stage
The .travis.yml is getting increasingly ugly. We should maybe consider
creating separate shell scripts for each target..
2019-01-06 23:09:20 +01:00
Ray
85a2cda36d Added raylib-lua-ffi 2019-01-06 21:27:05 +01:00
Ray
b0345abd76 Added raylib-chaiscript and node-raylib 2019-01-06 21:22:23 +01:00
dc415b9a5e Travis CI: emscripten: fix failing CMake install stage 2019-01-06 21:14:46 +01:00
1036de389a Some minor tweaks analyzing code
Specific textures generation code is quite redundant and not flexible for the user, I'm trying to figure out some easy way to allow raylib users to do the same without needing those functions (very specific and shader dependant). RenderTexture loading and Cubemap textures support must be improved.
2019-01-06 21:07:09 +01:00
d3a46cc9d4 Travis CI: s/make/cmake --build/ for msvc compatibility
CMake defaults to generating a Visual Studio build on Windows,
which doesn't involve make. Thus use cmake --build to abstract
that detail away. We already do that in the appveyor.yml.

The install line is a bit hacky: cmake might not be in the search
path when using sudo, thus use "$(which cmake)" to get the path,
sudo doesn't seem to be available on the Travis CI windows
environment, so use $(which sudo) without quotes to expand to
nothing if that's the case...
2019-01-06 20:42:51 +01:00
127c44dafe Revert "Update .travis.yml"
This reverts commit 214aa0c1b0.
2019-01-06 19:53:17 +01:00
4fb3527aa8 README.md: Change Travis Badge Branch to master
It was develop before, which is no longer used.
2019-01-06 15:55:39 +01:00
f4fe7f4d4c Review BRDF texture generation
Actually, that function should be redesigned...
2019-01-06 15:49:29 +01:00
5c614f6975 Some code tweaks 2019-01-05 19:24:42 +01:00
a41cc08f9b Support screenshots and GIF capturing on Android and Web 2019-01-05 18:03:09 +01:00
490e930665 Reviewed example 2019-01-05 17:25:35 +01:00
1038e79b36 Corrected issue with text measure on Latin-1 chars
Considering chars inputs come in UTF8 form!
2019-01-05 15:04:18 +01:00
0bacc978c3 Corrected issue on web 2019-01-04 15:48:25 +01:00
214aa0c1b0 Update .travis.yml 2019-01-03 16:07:51 +01:00
34d110bb3e Trying to get Windows build on Travis CI 2019-01-03 15:15:54 +01:00
644eddda11 REMOVED: ShowLogo()
Same functionality could be achieved using FLAGS... but also considering removing raylib logo animation...
2019-01-03 13:55:59 +01:00
d427f17210 REVIEWED some functions parameters
Decided to allow user to provide values directly instead of requiring a Vector2 struct, probably more confortable to use.

 - SetMousePosition()
 - SetMouseOffset()
 - SetMouseScale()
2019-01-03 13:53:20 +01:00
Ray
0333e5b6c2 Merge pull request #711 from ChrisDill/SetMouseOffset
Added SetMouseOffset
2019-01-03 13:35:28 +01:00
f9c43dc379 Mouse functions changed
- SetMouseScale changed to take in a Vector2.
- Added mouseOffset global which is used in mouse read functions.
2019-01-02 19:09:34 +00:00
d2e861fdce Test Windows compilation on Travis CI 2019-01-02 18:00:22 +01:00
Ray
30e79b4727 Merge pull request #708 from BaZom/master
utils: declare funopen only on Android
2019-01-02 17:41:43 +01:00
63f9f91ea8 Avoid crashing if music file not loaded 2019-01-02 14:05:20 +01:00
a707574f33 Default mouseScale fixed
- Didn't set X and Y values correctly.
2019-01-02 10:46:19 +00:00
8933298864 Added SetMouseOffset
- Changed mouseScale to Vector2.
- Added SetMouseOffset to change XY of mouseScale.
2019-01-02 10:14:55 +00:00
d5735720b0 Update Makefile for Emscripten 2019-01-01 20:53:30 +01:00
9740b1eb70 Update mini_al to latest version (Web Audio / AAudio backends) 2019-01-01 20:52:57 +01:00
9a40529ae7 utils: declare funopen only on Android
funopen is only needed on Android, so declare it
only there. This fixes following MinGW build failure:

utils.c:50:7: error: conflicting types for ‘funopen’
 FILE *funopen(const void *cookie, int (*readfn)(void *, char *, int),
       ^~~~~~~
In file included from utils.c:45:0:
/usr/include/stdio.h:586:7: note: previous declaration of ‘funopen’ was here
 FILE *funopen (const void *__cookie,
       ^~~~~~~
2018-12-29 17:44:47 +01:00
d0d99d3503 Corrected issue with MOD/XM loop 2018-12-29 15:07:03 +01:00
0619571149 ADDED: DrawTextRec() and example 2018-12-29 14:44:28 +01:00
95d3f24c68 Use QUADS for DrawPolyEx() 2018-12-29 00:29:28 +01:00
a072385c6d Corrected issue on draws resetting 2018-12-29 00:00:52 +01:00
414c3ee1f9 ADDED: DrawTextureQuad()
Useful for tiling and offset parameters definition.
2018-12-26 23:44:16 +01:00
91a7b0e5ef Corrected typo 2018-12-26 13:57:10 +01:00
01338b0a14 WARNING: BREAKING CHANGE
Added a bunch of useful text management functions.
Consequently, some already available functions like `FormatText()` and `SubText()` has been renamed for consistency. Created temporal fallbacks for old names.
raylib version bumped to 2.3.
2018-12-26 13:26:34 +01:00
9a8320c52b REVIEWED: DrawRectanglePro() 2018-12-26 10:51:13 +01:00
af4a177af4 Corrected issue with internal buffer
Problem aligning provided vertex data to multiples of four, because main buffer is intended to bu used with indexed quads... but also shared with triangles and lines.
2018-12-26 10:34:45 +01:00
7b8965eb38 Support float texture data on OpenGL ES 2.0 2018-12-25 15:19:25 +01:00
35a6e9a074 Corrected issue with MOD playing
Despite issue is corrected, now module loop doesn't work...
2018-12-25 15:18:35 +01:00
96207a8a02 REVIEWED: LoadFontEx()
Changed parameters order for consistency with LoadFontData() and other functions when an array is passed by parameter and array size is the following parameter.
2018-12-25 15:17:42 +01:00
1982eabe6e Some code tweaks 2018-12-24 17:46:23 +01:00
7fb2459916 Added some TODO note
OpenGL extensions loading could be improved...
2018-12-24 17:45:34 +01:00
47358fe5ce Tweaks to support OpenGL ES 2.0 desktop 2018-12-24 17:09:46 +01:00
92f68ac6be Review DrawPolyEx()
Also reviewed rlCheckBufferLimit()
2018-12-24 14:09:51 +01:00
Ray
4ec4dc691f Use stb_vorbis.h as header only 2018-12-21 00:17:44 +01:00
Ray
e48f2f9d43 Delete libraylib.a 2018-12-20 12:59:00 +01:00
Ray
87ad244ee0 Exposed LoadFontFromImage() 2018-12-20 12:58:27 +01:00
Ray
5aea693f69 Update models_obj_viewer.c 2018-12-20 11:50:21 +01:00
Ray
788bb78989 Some tweaks 2018-12-20 10:40:28 +01:00
Ray
6ef1e1d938 new example: shaders_raymarching 2018-12-20 09:55:33 +01:00
Ray
c053de3c7d new example: models_obj_viewer 2018-12-20 09:52:52 +01:00
Ray
b6d2f96645 Corrected issue 2018-12-19 18:08:59 +01:00
Ray
af33e3848e Improved BeginScissorMode()
Now rectangle coordinates refer to upper-left corner instead of bottom-left
2018-12-19 17:06:23 +01:00
Ray
49055a9b17 Keep reviewing RPI keyboard input... 2018-12-19 15:31:20 +01:00
Ray
66c360d385 Corrected issue on plane drawing 2018-12-19 11:55:58 +01:00
Ray
a22ee0c0e1 Review RPI keyboard inputs -WIP- 2018-12-18 19:11:12 +01:00
Ray
39c05e30d0 Reviewed rlReadTexturePixels() for OpenGL ES 2.0
Now it should work... but this behaviour could be driver dependant...
2018-12-18 18:20:20 +01:00
Ray
2f56119568 Corrected issue when scaling 2018-12-18 18:19:11 +01:00
Ray
965a91cebb Support PIC image format loading 2018-12-18 18:18:40 +01:00
Ray
8f95518858 Reviewed some examples to work on RPI 2018-12-18 17:22:13 +01:00
Ray
db96cf4a8b Corrected bug on OpenGL ES quads drawing 2018-12-18 16:52:18 +01:00
Ray
5a9e03fddf Avoid example on Android compilation 2018-12-18 01:00:39 +01:00
Ray
f822650a3b Support externally provided compilation flags
Useful in case raylib compilation want to be automated and compilation config flags provided by command line.
2018-12-18 00:20:08 +01:00
Ray
fe346fa8d8 Added a possible dependency include path for glfw 2018-12-16 00:44:09 +01:00
Ray
f9e4faff09 Review standard lighting sample -WIP-
It's broken.
2018-12-16 00:35:30 +01:00
Ray
7d81e673ed ADDED: GenMeshPoly()
To generate 2D polygonal shape
2018-12-15 23:31:56 +01:00
Ray
4008a075a8 Added scissor functionality
To draw only in defined area of the screen
ADDED: BeginScissorMode(), EndScissorMode()
2018-12-15 23:30:55 +01:00
Ray
cbbd67ab5a Some code tweaks
- Reorganized some variables: Not used on OpenGL 1.1
- Now mipmaps can be generated on OpenGL 1.1 backend
- Renamed whiteTexture to defaultTextureId
2018-12-14 10:00:44 +01:00
Ray
c0c329b231 Update models_rlgl_solar_system.c 2018-12-12 11:32:11 +01:00
Ray
97e40ced57 WARNING: BIG rewrite of rlgl module
This commit implements a big update of rlgl module, intended to optimize some parts. This change could break some code bases... hopefully not, but it could.
The BIG changes to the module are:
 - Replaced LINES-TRIANGLES-QUADS buffers by a single one, now all vertex data is accumulated on a single buffer and managed with registered draw calls. LINES-TRIANGLES-QUADS could be used the same way as before, rlgl will manage them carefully. That's a big improvement of the system.
 - Support multi-buffering if required. Just define MAX_BATCH_BUFFERING desired size (currently set to 1 batch). Should be enough for most of the situations.
 - Removed temporal accumulative buffers for matrix transformations, now transformations are directly applied to vertex when on rlVertex3f()
 - Reviewed rlPushMatrix()/rlPopMatrix() to be consistent with OpenGL 1.1, probably I should remove that ancient behaviour but... well, it was not consistent and now it is.
 - Minor tweaks: LoadText(), I broke it in last update... also multiple comments reviewed.
 - TODO: MAX_BATCH_ELEMENTS checking should probably be reviewed... done some tests and it works but...
2018-12-11 18:54:48 +01:00
Ray
7361ed24e2 Added support for .otf fonts
stb_truetype supports some .otf fonts, just exposed that functionality.
2018-12-10 00:29:52 +01:00
Ray
a8ac6e2ef9 Increase text management buffers size 2018-12-04 13:15:42 +01:00
Ray
4c869ca656 Update CONTRIBUTING.md 2018-12-03 23:44:34 +01:00
Ray
5ef4661216 Comments removed 2018-12-03 16:48:01 +01:00
Ray
8b75a1a990 Improved textures wrap support 2018-12-03 12:00:05 +01:00
Ray
f552d43547 Reviewed some comments 2018-12-03 11:24:11 +01:00
Ray
5086c60e2f Replaced #defines by enums 2018-12-03 11:04:32 +01:00
Ray
1774260dab Some tweaks 2018-11-30 01:57:53 +01:00
Ray
874c0910e3 Replaced default release paths 2018-11-28 17:35:42 +01:00
Ray
ab0287bd4e Some tweaks to LoadText() 2018-11-28 12:34:03 +01:00
Ray
0bf82ff6f4 free memory for extList 2018-11-27 12:23:41 +01:00
Ray
b5c6736592 Reimplement ImageAlphaCrop() 2018-11-27 10:20:41 +01:00
Ray
69ae794465 Updated stb libs to latest version 2018-11-27 09:23:30 +01:00
Ray
456483f104 Allow file download from MEMFS
Support file download to disk from memory filesystem.
2018-11-26 17:16:26 +01:00
Ray
969e48e3dd Enable SDL2 library for audio on Web
Solves audio cracking issues
2018-11-26 17:15:43 +01:00
Ray
c6b526de66 Support file drag & drop on Web
Using by default memory filesystem (MEMFS), provided by Emscripten
2018-11-26 17:15:00 +01:00
Ray
2deb35be27 Review emscripten path 2018-11-23 17:03:07 +01:00
Ray
bc8d3f30ec Updated to latest mini_al 2018-11-23 17:02:54 +01:00
Ray
83d90c6e49 Review totalSampleCount for OGG and FLAC 2018-11-23 11:58:45 +01:00
Ray
ee20ccc86d Create raylib_compile_sources.bat 2018-11-22 12:29:33 +01:00
Ray
ab4b0508a2 Added Geany project template for Windows 2018-11-22 11:55:27 +01:00
Ray
98fee844d1 Some tweaks on VSCode
Now it works on Windows for me but there are lots of hardcoded paths around... I don't like it.
2018-11-20 19:02:26 +01:00
Ray
31d0fd820d Avoid program crash on audio device fail 2018-11-20 11:27:10 +01:00
Ray
ac23af9bf0 Review resources naming
raylib resource data file for Windows platform (containing raylib icon and metadata for executable file) has been renamed to a more consistent name: raylib.rc.data

Also required to work with tcc compiler.
2018-11-19 15:18:11 +01:00
Ray
ed269b8d9a Review RenderTexture drawing usage
Now `BeginTextureMode()` does not clean buffers automatically, that behaviour has been changed because there could be some case (i.e. painting software) where texture buffer does not ned to be cleared; user is responsible of clearing buffers using `ClearBackground()`
2018-11-19 09:40:01 +01:00
Ray
829538249f Merge pull request #683 from iwoplaza/patch-1
Update core.c
2018-11-19 09:27:45 +01:00
Ray
fcb2b74342 Corrected issue with MSAA 2018-11-19 09:23:38 +01:00
Ray
de02f14283 Updated mini_al 2018-11-17 10:04:12 +01:00
Ray
6351971c7f Corrected typo 2018-11-17 10:03:40 +01:00
Ray
c8385aba83 Review SetWindowIcon() 2018-11-17 00:46:42 +01:00
Ray
ed9ef642ad Update README.md 2018-11-14 23:24:38 +01:00
Ray
ffcd13bd9f Merge pull request #688 from jubalh/master
Check for single apostrophe in OpenURL()
2018-11-13 15:03:24 +01:00
8f70c3baed Check for single apostrophe in OpenURL()
When doing a8dffc63fb I was not aware that
printing a warning and not executing the code would be an option. I only
learned that through 618f220851.

So I propose that we allow all URLs except if the string contains a `'`.
Which could end the URL and call another command via `system()`.

Related to https://github.com/raysan5/raylib/issues/686
2018-11-13 10:59:52 +01:00
Ray
618f220851 OpenURL() - Added small security check 2018-11-12 14:59:31 +01:00
Ray
d2f4cc1142 Merge pull request #687 from jubalh/openurlwarning
Add warning to OpenURL()
2018-11-12 14:41:36 +01:00
a8dffc63fb Add warning to OpenURL()
See https://github.com/raysan5/raylib/issues/686
2018-11-12 12:32:41 +01:00
Ray
30a1edd40e Review OpenURL() 2018-11-12 00:34:32 +01:00
Ray
657897b493 Merge pull request #685 from jubalh/master
Improve OpenURL()
2018-11-10 12:04:22 +01:00
80dbe636cd core: OpenURL() fix xdg-open call
Calling just `xdg-open` is not right. One needs to pack the URL in `'`.
If we don't do this then some special characters (like ampersand) will
be executed.

Maybe this is true for Windows and Apple case too, but I don't own any
such system. So please merge this, and if it's true for more cases let's
use `sprintf()` in the other cases too.
2018-11-10 08:36:15 +01:00
4c83cee810 core: Use dynamic string in OpenURL()
OpenURL() is a function that most games probably will never need.
Wasting 512 bytes to store of a static char to store an the URL is not
wise.

I propose to have it dynamic building the string on the fly.
2018-11-10 08:29:53 +01:00
Ray
5167f78d5f ADDED: OpenURL()
Corrected bug on ImageDrawRectangleLines()
2018-11-09 23:09:02 +01:00
Ray
6428317739 Corrected 1px thick issue 2018-11-07 22:50:27 +01:00
Ray
e17bd422fa Corrected issue with line drawing 2018-11-07 22:31:35 +01:00
8e219272e5 Update core.c
Some projects need the buffer to not be empited when drawing to the render texture. I would suggest making maybe a variation of the function if you'd like to keep backwards compatibility, maybe like: BeginTextureModeNoClear() ?
2018-11-07 21:06:00 +01:00
Ray
b356ef5564 Modifies some Image functions
REVIEWED: ImageDrawRectangle()
ADDED: ImageDrawRectangleLines()
2018-11-07 17:58:26 +01:00
Ray
065994219e Review parameter issue with MSVC 2018-11-06 16:11:11 +01:00
Ray
ff64e860a1 Minor review 2018-11-06 15:12:01 +01:00
Ray
fc1c9505ba Remove end-line spaces 2018-11-06 15:10:50 +01:00
Ray
e340517a73 Support custom texture on shapes drawing
By default, internal white texture was used to draw most of the shapes; some time ago, support for white font character from default internal font was added. That way, all basic drawing (shapes, text) could be performed without a texture change and in a single drawing pass.

Now, we move a step further and we allow configuring the texture (and rectangle) used to do the shapes drawing.
2018-11-06 15:06:01 +01:00
Ray
c79b342f0b Corrected issue with sampleCount 2018-11-05 10:22:59 +01:00
Ray
0f6f326a86 Add flag: SUPPORT_EVENTS_WAITING
Wait for input events passively (sleep) instead of polling events actively every frame
2018-10-31 23:19:29 +01:00
Ray
f7667aad8d Reviewed audio issues
- Updated dr_mp3 and implemented it
- Reviewed sampleCount vs frameCount
- Reviewed XM playing (some weird things...)
2018-10-31 17:04:24 +01:00
Ray
b051f7778f Corrected typo 2018-10-29 16:39:54 +01:00
Ray
298203a41a ADDED: Some functions...
text:     IsEqualText() -WIP-
audio:  SaveWAV()
audio:  ExportWaveAsCode()
textures:  ExportImageAsCode()
2018-10-29 16:18:06 +01:00
Ray
78064dee09 Merge pull request #676 from jubalh/pathdefines
Pathdefines
2018-10-25 16:45:30 +02:00
b13c9716e4 Fix GetDirectoryFiles description
The comment sais it allows max 256 files, but the MAX_DIRECTORY_FILES
define actually is set to 512.
2018-10-25 16:18:44 +02:00
65b5de962d Use seperate blog for MAX_FILEPATH_LENGTH define
Let's have a seperate if linux block for this. Since we will need to
define MAX_FILEPATH_LENGTH for all other cases. And its more readable
like this.
2018-10-25 16:16:44 +02:00
9bad248b54 Use filepath define
On Linux systems the length of the path is defined in linux/limits.h as
PATH_MAX.
Lets use that for MAX_FILEPATH_LENGTH, which is a define that we can
find in some comments in the code that is actually never used. Instead
often we see 256 handwritten.
So lets have MAX_FILEPATH_LENGTH as a proper define, being set to
PATH_MAX on Linux and to 256 on Windows systems.
2018-10-25 16:09:38 +02:00
Ray
0f0d271a85 Merge pull request #675 from MurrayIRC/master
VSCode Project Updates
2018-10-24 23:12:04 +02:00
Ray
fc6f5a92f3 Reviewed functions definition 2018-10-24 22:24:59 +02:00
bcbe042dd2 Merge pull request #8 from MurrayIRC/vscode-updates
Vscode updates
2018-10-24 14:37:42 -05:00
d916ac9b5d Update Makefile 2018-10-24 14:36:57 -05:00
411b2827a8 Update tasks.json 2018-10-24 14:35:51 -05:00
5b0ab656f1 Update launch.json 2018-10-24 14:35:03 -05:00
03fb5499a0 Merge pull request #7 from raysan5/master
pull
2018-10-24 14:33:53 -05:00
Ray
72431c6c36 Code tweaks 2018-10-24 13:45:17 +02:00
Ray
550dd40cb3 ADDED: SplitText() function 2018-10-23 15:43:19 +02:00
Ray
b5bcf2c934 Review code formatting for RPI inputs 2018-10-22 11:48:16 +02:00
Ray
0694caaa22 Merge pull request #674 from Berni8k/master
Added RaspberryPi option to ignore duplicate touchscreens (Default on)
2018-10-22 09:23:17 +02:00
3d825eb973 Added RaspberryPi option to ignore duplicate touchscreens (On by default) 2018-10-21 15:06:40 +01:00
Ray
804b291ff1 Merge pull request #673 from Berni8k/master
Added multitouch example
2018-10-21 11:38:44 +02:00
7a712d00e6 Added multitouch example 2018-10-21 10:10:50 +01:00
Ray
30f2483bdb Merge pull request #672 from Berni8k/master
RaspberryPi Mouse and touch overhaul
2018-10-21 09:56:26 +02:00
e07ec6a2e8 Overhaul mouse and touch for RaspberryPi \n\nNow all '/dev/input/event*' devices are now used for input. No longer uses '/dev/input/mouse*', keyboard and gamepad continue to use existing method\nMultitouch is now supported on RPi with 10 point multitouch\nFixed bugs with IsMouseButtonPressed(Used to constantly fire when holding button) and GetMouseWheelMove(Did not work)\n Fixed exesive CPU usage of GamepadThread 2018-10-21 00:09:17 +01:00
Ray
bd383fe219 Tweak for OpenGL 2.1
Why am I still supporting this???
2018-10-20 12:48:03 +02:00
464a559020 Merge pull request #1 from raysan5/master
Update
2018-10-20 12:34:40 +02:00
Ray
161b18edea Reviewed possible issue with external libs 2018-10-20 12:30:37 +02:00
Ray
1f4866276a Corrected typo 2018-10-19 21:50:50 +02:00
Ray
16914dfaa2 Reviewed possible issue with...
...disposing RenderTexture.
2018-10-19 21:40:34 +02:00
Ray
2759218368 Added comment on issue 2018-10-19 16:17:44 +02:00
Ray
fa5cebdfd2 Comment tweak 2018-10-19 16:17:29 +02:00
Ray
3b674cd281 Some security checks on font loading 2018-10-18 17:48:33 +02:00
Ray
764766bfb2 Some formatting tweaks 2018-10-18 16:00:11 +02:00
Ray
1dba2788bb Merge pull request #669 from dj0nes/master
Remove non-Windows includes from Makefile
2018-10-18 13:49:33 +02:00
59bbad9360 Remove non-Windows includes from Makefile 2018-10-18 07:31:22 -04:00
Ray
c2aa1fed7b Removed OpenAL backend 2018-10-18 11:38:42 +02:00
Ray
8bac72f4fa Working on MP3 loading
Loading full mp3 file works but loading for music streaming does not work, it seems total number of samples is not obtained correctly from mp3 file...
2018-10-17 19:39:16 +02:00
Ray
8a88e65a94 Update src/external/dr_mp3.h 2018-10-17 19:37:53 +02:00
Ray
b8b8936cd7 Review defines 2018-10-16 10:53:01 +02:00
Ray
f566173927 Merge pull request #664 from ChrisDill/master
Update .gitignore
2018-10-16 10:38:40 +02:00
Ray
d1c4a4f873 Merge pull request #663 from jubalh/fileexists
Add FileExists() function
2018-10-16 10:38:09 +02:00
a7a70004f1 Update .gitignore
- Ignore files in Debug.DLL from building VS2017 project.
2018-10-15 15:19:58 +01:00
d8331bde3a Add FileExists() function 2018-10-14 14:21:02 +02:00
e371609a12 Merge branch 'master' of https://github.com/raysan5/raylib 2018-10-13 16:31:22 +02:00
68d2b0c071 Corrected description 2018-10-13 16:30:44 +02:00
Ray
e9f3f6347f Update LICENSE.md 2018-10-13 16:03:42 +02:00
cd6c362485 Corrected func name typo 2018-10-13 16:00:54 +02:00
c7b601b624 Renamed new PR function
RENAME: GetLastWriteTime() to GetFileModTime()
2018-10-13 15:59:17 +02:00
Ray
fc4e9e7a37 Merge pull request #661 from ChrisDill/master
Added GetLastWriteTime to allow for file reloading
2018-10-13 15:53:02 +02:00
c2b36af60f Added GetLastWriteTime to allow for file reloading
- Added a function to get the last write time of a file. I used this so I can reload files or resources if the time since they were last loaded changes.
2018-10-12 13:53:36 +01:00
5945805b15 CMake: remove erroneous status message
OPENGL_VERSION is the version requested by the user,
not the detected one...
2018-10-11 13:52:25 +02:00
9b25da5f98 CMake: Fix build breakage trying to set OpenGL version
Fixes #660.
2018-10-11 13:41:47 +02:00
Ray
9ac5a8b1a0 Update CONTRIBUTING.md 2018-10-11 13:38:03 +02:00
Ray
c7c6d1ed4e Update CONTRIBUTING.md 2018-10-11 10:54:27 +02:00
Ray
43b4d25a7f Update CONTRIBUTING.md 2018-10-11 10:53:19 +02:00
Ray
13844df2ea Review raylib bindings 2018-10-11 10:49:28 +02:00
Ray
a12cafe84d Merge pull request #659 from noshbar/text-memory-leak
Fixes memory leak in text.c
2018-10-11 00:21:25 +02:00
Ray
126ab49221 Minor tweaks 2018-10-10 23:55:36 +02:00
Ray
64778e8cd8 Merge pull request #657 from noshbar/minor-game-fixes
3 minor sample game cleanups:
2018-10-10 23:46:59 +02:00
Ray
b8b8e6ab7d Merge pull request #656 from noshbar/vs2017-fix
Physac.h fix for variable array size declaration.
2018-10-10 23:44:20 +02:00
Ray
4a4efaa25e Merge pull request #658 from noshbar/incorrect-GenImageFontAtlas-def
GenImageFontAtlas prototype in raylib.h is incorrect.
2018-10-10 23:44:08 +02:00
ec6b21bd91 Fixes memory leak in text.c
GenImageFontAtlas() allocates an array of stbrp_rect for the packing functions, but it never frees them.
2018-10-10 22:41:20 +02:00
ccaf462cbf GenImageFontAtlas prototype in raylib.h is incorrect.
The prototype of GenImageFontAtlas() in the main raylib.h header has a set of swapped parameter names.
Going through the usage of the function within raylib itself, it appears as if the correct order is:
1) charsCount
2) fontSize

However, it's exposed to the world as the other way around, which may cause some major confusion.
2018-10-10 22:28:17 +02:00
1d548eaa4b 3 minor sample game cleanups:
* changed bitwise & to logical &&
* removed redundant state check
* moved a strcpy inside a NULL check to prevent a crash.
  NOTE: nothing sensible will happen as a result, but no crash at least.
2018-10-10 22:05:13 +02:00
7f7f3b7cd5 Physac.h fix for variable array size declaration.
Generating the projects using CMake, targeting VS2017, results in an error when compiling.
This is due to physac.h trying to make a 'vertices' array of size 'int count', making it const does not work, either.

This changes the static declaration to a malloc/free combo.

Tested using the physics-demo.
2018-10-10 21:52:50 +02:00
Ray
f238b9ea3c Small tweak to avoid warning 2018-10-10 12:31:55 +02:00
Ray
a511337ce8 ADDED: GetFileNameWithoutExt 2018-10-10 12:01:59 +02:00
Ray
555fdec958 Corrected issues with VS2017 compilation 2018-10-09 00:20:39 +02:00
Ray
2320c2febf ADDED: ImageExtractPalette() 2018-10-08 18:57:33 +02:00
Ray
4f5937e89b OSX native window keeps breaking... 2018-10-08 18:51:41 +02:00
Ray
717cf77129 Corrected issue with dirent.h inclusion...
...and MacOSX OBJC types definition...
2018-10-08 18:38:39 +02:00
Ray
2652e7d1c1 Avoid multiple gl.h inclusions
Expose native Cocoa Window again...
2018-10-08 18:08:39 +02:00
Ray
81d28c5784 dirent.h implementation for MSVC
This implementation is a bit limited, does not support wide characters directories but it's a temporal solution...

This solution uses "io.h" (like MinGW provided one) while other modern solutions use the "windows.h", that result in duplicate symbols issues... need to review it carefully.
2018-10-08 16:55:01 +02:00
Ray
6e4bd60978 Trying to include dirent.h for MSVC 2018-10-08 16:25:47 +02:00
Ray
2d324f22a7 Corrected issue with native window handler on OSX
Could not be retrieved for now...
2018-10-08 16:12:09 +02:00
Ray
97f6454982 Corrected issue with native handler on OSX 2018-10-08 13:29:42 +02:00
Ray
ca1e309d9d Corrected issue with GetWindowHandle()
Not supported for the moment, issues with Linux (symbol `Font` redefined) and OSX (NSGL type redefined)
2018-10-08 13:14:15 +02:00
Ray
2feea87b61 Multiple changes, check description
REVIEW: Reorganized global variables for consistency
ADDED: GetWindowHandle() to get native window handle
ADDED: GetDirectoryFiles() to get files list for a DIR
2018-10-08 12:29:02 +02:00
46c0e73c6c README.md: add link to raylib bindings list 2018-10-07 21:54:14 +02:00
c4b7d17516 CMake: report what kind of libraries will be built 2018-10-07 21:34:19 +02:00
2981713e4f CMake: accept standard -DBUILD_SHARED_LIBS as well
-DBUILD_SHARED_LIBS=OFF == -DSHARED=OFF -DSTATIC=ON
-DBUILD_SHARED_LIBS=ON  == -DSHARED=ON  -DSTATIC=OFF

Fixes #626.
2018-10-07 21:34:18 +02:00
Ray
93f68fa612 Merge pull request #655 from a3f/master
core: workaround window not being rendered till moved on macOS Mojave
2018-10-07 09:16:54 +02:00
1fe6d9fc06 core: workaround window not being rendered till moved on macOS Mojave
Apple ought to fix their OpenGL implementation, but with OpenGL now
deprecated this might not happen.

This has been reported upstream in GLFW in glfw/glfw#1334.
The workaround comes from kovidgoyal/kitty@b82e74f99

This also fixes the HiDPI (Retina) scaling issues reported in #497,
so the workaround is enabled anywhere __APPLE__ is defined.
2018-10-07 02:14:30 +02:00
6572d5ff8c raylib.h: include <stdbool.h> if available
Previously, if <raylib.h> was #included prior to another header that
defined bool, the compilation would fail.
This is e.g. the case for <perl.h> and <objc/objc.h> which both fall
back to the <stdbool.h> if C99 is available.

The following commit includes <objc/objc.h> in src/core.c, which causes
the same problem.

Avoid this by checking for C99 bool like we already do for C++'s.
2018-10-07 00:39:51 +02:00
a56b3c2194 CMake: suppress OpenGL deprecation warnings on macOS Mojave
A single warning at configuration time is enough.
2018-10-07 00:33:05 +02:00
Ray
35ee4fa685 Merge pull request #653 from pamarcos/physac_fix
[physac] Fix physac's fixed time step
2018-10-04 21:21:28 +02:00
35634f37c8 Fix physac's fixed time step 2018-10-04 18:29:50 +02:00
Ray
589152b658 Review void pointer incrementation 2018-10-01 15:45:01 +02:00
Ray
d67edb591a Support KXT image file export
[textures] Added SaveKTX()
[rlgl] Exposed rlGetGlTextureFormats()
2018-10-01 15:30:48 +02:00
Ray
ecb787d76f Update version number (internally) 2018-10-01 15:29:34 +02:00
Ray
47fab2f54d Merge pull request #650 from ChrisDill/master
Added monitor functions
2018-09-30 16:43:09 +02:00
67dc50ef00 Changed monitor functions to use a index
- Using same idea as SetWindowMonitor to take in a index with 0 being the primary monitor.
2018-09-30 15:20:02 +01:00
6b84b76b70 Forgot #else in platform check
- Added else so return not compiled twice.
2018-09-29 14:28:07 +01:00
ed95337eb8 Added platform check
- Added PLATFORM_DESKTOP check for Monitor functions to try to fix issue on android.
- Not sure what return types should be when not on desktop. Added rough guess for now.
2018-09-29 14:10:29 +01:00
ed79d53e1a Changed tabs to spaces
- Fixed tabs used instead of 4 spaces
2018-09-27 16:23:11 +01:00
73701c12b2 Merge remote-tracking branch 'upstream/master' 2018-09-27 15:54:02 +01:00
1836e02c1e Added monitor functions
- Get number of monitors
- Get size, physical size and name of primary monitor. Could pass monitor id instead not sure.
2018-09-27 15:52:56 +01:00
Ray
29eddb9ff3 Updated icon data 2018-09-26 16:02:42 +02:00
Ray
abfbc42df7 PNG image size optimization 2018-09-25 12:53:31 +02:00
Ray
d1e5b4b546 New icon generation
Size reduced 91%
2018-09-25 10:41:15 +02:00
756065d42c Review iconography
WIP
2018-09-24 14:21:31 +02:00
Ray
9e046a4293 Merge pull request #646 from MurrayIRC/master
Linux Support for VSCode Project
2018-09-22 09:40:34 +02:00
9c6a98aa61 Merge pull request #6 from MurrayIRC/MurrayIRC-vscode
Linux Support for VSCode Project
2018-09-21 18:19:48 -05:00
d17c323f98 Update tasks.json 2018-09-21 18:18:38 -05:00
65c74c7cfa Update c_cpp_properties.json 2018-09-21 18:16:27 -05:00
46b171a80c Update Makefile 2018-09-21 18:12:11 -05:00
4757ead493 Update launch.json 2018-09-21 18:10:50 -05:00
c015529088 Merge pull request #5 from raysan5/master
merge
2018-09-21 18:09:53 -05:00
Ray
9efe5c6802 Support MP3 wave loading -NOT TESTED- 2018-09-19 15:57:46 +02:00
Ray
be599a9ece enjoy! 2018-09-18 21:34:02 +02:00
Ray
27c3afd91c enjoy! 2018-09-18 21:30:52 +02:00
Ray
2bd18ab91e Support ExportImage() as raw pixel data
Added note on KTX 2.2
2018-09-17 19:00:51 +02:00
Ray
f503fded67 Support image export 2018-09-17 17:06:58 +02:00
Ray
ec5c9686b3 Improved data export capabilities!
REVIEWED: ExportImage()
REVIEWED: ExportMesh()
ADDED: ExportWave()
REMOVED: Internal funcs: SavePNG(), SaveBMP()

NOTE: These changes break the API (parameters order)
2018-09-17 16:56:02 +02:00
Ray
3a1a489545 Removed TABS 2018-09-14 13:00:48 +02:00
Ray
5b09630d45 Update mini_al to v0.8.8
Some minor tweaks around
2018-09-14 12:47:31 +02:00
Ray
f32e23c11b Merge pull request #641 from ChrisDill/master
Added a few missing functions to raymath
2018-09-13 12:51:45 +02:00
1e1bbaa40b Added a few missing functions to raymath
- Added Vector2MultiplyV
- Added Vector2DivideV
- Added Vector3Divide
- Added Vector3DivideV
2018-09-13 11:43:10 +01:00
Ray
37acf0aa22 Update README.md 2018-09-09 17:36:24 +02:00
Ray
1ef715ab76 Merge pull request #639 from ratkingsminion/patch-1
Update models.c
2018-09-06 22:47:24 +02:00
F.H
9f1489dc1d Update models.c
fix bug with GenMeshPlane() creating too many vertices/texcoords/normals for the plane mesh
2018-09-06 21:11:00 +02:00
Ray
dfb8837c46 Support aliased font texture generation
Useful for bitmaps pixelated fonts where anti-aliasing is not desired!
Change also enables additional font generation mechanisms in a future (cleartype, hinting...).
2018-09-06 16:56:21 +02:00
Ray
1fcb3c0317 Started working on IQM/glTF loaders 2018-09-05 10:59:05 +02:00
Ray
10c22c8d61 Review example to show text tinting 2018-09-05 10:48:33 +02:00
Ray
ac31f51c5e Corrected issue with font tint 2018-09-05 10:47:57 +02:00
Ray
d0608b031a Corrected issue with types 2018-09-05 10:47:40 +02:00
Ray
57dfe55759 Merge pull request #637 from MurrayIRC/master
Updated VSCode project to support OSX building / debugging.
2018-08-30 18:41:21 +02:00
f97bb085bf Merge pull request #4 from MurrayIRC/patch-4
Added OSX build tasks
2018-08-30 09:50:09 -05:00
ea84cce27d Merge pull request #3 from MurrayIRC/patch-3
Added OSX launch configurations for debug and release
2018-08-30 09:49:23 -05:00
1feb68baaa Merge pull request #2 from MurrayIRC/patch-2
Fixed included libs for OSX
2018-08-30 09:47:27 -05:00
be29c13bfd Merge pull request #1 from MurrayIRC/patch-1
Added a configuration for OSX
2018-08-30 09:46:51 -05:00
04c4537283 Update README.md 2018-08-30 09:43:53 -05:00
921e4eaa87 Added OSX build tasks
Users will have to specify their personal installation of raylib.
2018-08-30 09:42:33 -05:00
1608745312 Added OSX launch configurations for debug and release 2018-08-30 09:40:58 -05:00
166fdbe9c0 Fixed included libs for OSX
This was causing linker errors on OSX
2018-08-30 09:33:41 -05:00
5eded83d68 Added a configuration for OSX
This requires the user to explicitly specify the path to their raylib folder. We need a better way around this (something like what we do for windows would help).
2018-08-30 09:29:37 -05:00
adf08c88ea Added link to raylib-haskell binding 2018-08-25 18:47:05 +02:00
d6241d18ab Removed release directory
With the CI system, release directory has not much sense, actually,
every new commit it gets outdated and latest stable release is already
available in GitHub Release tab.
2018-08-25 18:33:28 +02:00
207b5a26b1 Create release directory if not exist 2018-08-25 18:25:51 +02:00
ba257bc447 Support autosave also on C compilation 2018-08-25 18:07:08 +02:00
a2de3d99e0 Updated compilation script to save file automatically 2018-08-25 18:06:13 +02:00
af919e5c9f Review naming to follow raylib conventions
strprbrk() does not follow raylib function name convention but as it is
very similar to the standard strpbrk(), we'll keep the naming... also,
don't like to mix static functions with API functions but as strprbrk()
is just used in the two functions below, it's ok to be there... maybe it
could be refactored in a future or even move the logic inside the
required functions...
2018-08-25 17:55:25 +02:00
Ray
fe2f8d77a9 Merge pull request #635 from a3f/master
core: Support slashes as well in GetFileName & GetDirectoryPath
2018-08-25 10:51:31 +02:00
85213795d1 GetDirectoryPath: return NULL, don't crash when no slash
Noted in #634.
2018-08-25 09:27:41 +02:00
5dda105a79 core: Support slashes as well in GetFileName & GetDirectoryPath
Fixes #634.
2018-08-25 09:23:40 +02:00
Ray
4259ff78e1 Merge pull request #633 from unequaled86/patch-1
lerp for vector2 and float
2018-08-21 16:29:10 +02:00
2bef76735d lerp for vector2 and float 2018-08-21 04:14:43 +03:00
Ray
20656af122 Merge pull request #631 from sunshinehunter/patch-1
Fixes path to rlgl.h in README.md
2018-08-20 15:44:45 +02:00
04a11c86e3 Fixes path to rlgl.h in README.md
The link to rlgl in the README was broken, it previously pointed to a .c file which doesn't exist (anymore).
2018-08-20 13:38:01 +02:00
Ray
0e340f7116 Merge pull request #629 from justinclift/keyboard_keys_v2
Add the remaining numeric keypad keys, and a few other missing ones
2018-08-19 19:30:19 +02:00
699cadcf98 Add the remaining numeric keypad keys, and a few other missing ones 2018-08-19 18:00:16 +01:00
Ray
d52b6c23ee Merge pull request #628 from justinclift/keyboard_keys_v1
Add the plus and minus keys on both the main keyboard and keypad
2018-08-19 17:58:01 +02:00
6a5dbeace8 Add the plus and minus keys on both the main keyboard and keypad 2018-08-19 14:40:30 +01:00
Ray
506b7b8d7c Corrected issue with batch overflows
When a batch reach its vertex limit, a draw call is issued and batch restarted for refilling but if the draw call was issued for vertex data accumulated inside rlPushMatrix/rlPopMatrix, draw call was issued before the rlPopMatrix, consequently modelview matrix was not properly recovered before the draw call... obviously, it only happened the following draw calls, not the first one...

Now it works ok but this system needs to reviewed, noticed and important frames drop when processing around 20 dynamic batch draw calls, it means filling MAX_QUADS_BATCH (8192) quads of data 20 times per frame, including data updating and sending for draw processing.

Doing some maths, it means:
Vertex data (float) -----> 8192 quads * 4 vertex * 3 comp * 4 byte = 393216 bytes
Texcoords data (float) -> 8192 quads * 4 vertex * 2 comp * 4 byte = 262144 bytes
Color data (uchar) -----> 8192 quads * 4 vertex * 4 comp * 1 byte = 131072 bytes

Thats a total of 786432 bytes (0.75MB) sent to GPU 20 times per frame for processing... I'm testing in an Intel HD Graphics integrated, I imagine is too much data to be sent and and it causes stalls, so the frames drop...
2018-08-17 13:55:46 +02:00
Ray
732b775a1d Proper variables initialization 2018-08-17 11:41:49 +02:00
Ray
4c84208644 Working on batch reset issue
Corrected memory leak!
2018-08-17 01:34:45 +02:00
Ray
eef44fd930 Merge pull request #625 from ChrisDill/master
Raymath dllexport fix
2018-08-16 23:04:17 +02:00
c669c6762f Improved raymath defines
- Using raylib.h as reference, added define checks for BUILD_LIBTYPE_SHARED and USE_LIBTYPE_SHARED.
2018-08-16 18:20:49 +01:00
a187361c6f Raymath dllexport fix if _WIN32 defined
- Added check for dllexport to compile if _WIN32 defined.
- If not defined then use the original RMDEF.
2018-08-16 12:54:45 +01:00
42b52ecdb1 Raymath dllexport fix
- Added __declspec(dllexport) to RMDEF in raymath.h. This allows them to be accessed when importing from raylib.dll.
2018-08-16 11:29:30 +01:00
Ray
e4f74e85a4 Merge pull request #624 from ChrisDill/master
Added Sublime Text 3 project template
2018-08-15 16:04:21 +02:00
a23feee6f3 Added Sublime Text 3 project template
- Added Sublime Text project file.
- Added Sublime Text build system.
2018-08-15 11:38:38 +01:00
Ray
46411e1c55 Renamed n-patch sample 2018-08-14 19:26:50 +02:00
Ray
b88bfa7267 Review PR formatting 2018-08-14 09:57:31 +02:00
Ray
20ff9dc663 Merge pull request #622 from Joefish/rectcollision-optim
Shapes: Simplifies CheckCollisionRecs
2018-08-14 09:55:53 +02:00
Ray
477928dd0f Merge pull request #623 from Joefish/snake-fix
Games: Fixes bugs in Snake
2018-08-14 09:47:15 +02:00
1cef8ea1bf Shapes: Simplifies CheckCollisionRecs
By comparing the edges of the rectangles relative to each other we can
determine if they intersect or not.
2018-08-14 00:14:06 +02:00
ab7acd6e34 Games: Snake: Fixes snake head collision with fruit
CheckCollisionRecs() returns true on edge-collision what means that the
snake eats the fruit when colliding with it but also when sliding by one
unit above or below the fruit.
2018-08-13 23:58:42 +02:00
b4c02d94a0 Games: Snake: Fixes fruit spawn position
If the initial fruit position collides with the snake's body a new
position for the fruit is generated but without adding the grid offset.
2018-08-13 23:52:18 +02:00
Ray
34493ed231 Merge pull request #620 from mackron/dr/mini_al
Update mini_al to 0.8.5.
2018-08-13 17:11:39 +02:00
3200b23469 Update mini_al.
This should improve the Raspberry Pi experience.
2018-08-12 13:45:12 +10:00
Ray
00f5f2ead2 Merge pull request #616 from overdev/master
[Feature Request] 9-patch drawing function
2018-08-09 22:42:05 +02:00
dab78d59f3 Update textures.c
See raylib/examples/textures/textures_image_9patch.c for how to use `DrawTextureNPatch` function.
2018-08-08 16:42:39 -03:00
5f89e35d1c Update raylib.h 2018-08-08 16:39:10 -03:00
921cacacfb Added example screenshot. 2018-08-08 16:26:51 -03:00
051cf1346b Added texture_image_9patch.c example 2018-08-08 16:22:51 -03:00
34c3ae5ab3 Added 9-patch texture used in the example code. 2018-08-08 16:21:33 -03:00
Ray
7634cbeb22 Updated mini_al
Corrected issue with sound playing (pop sound at the end)
2018-08-08 18:26:05 +02:00
Ray
aa1bb1e33d Update CONTRIBUTING.md 2018-08-07 19:18:22 +02:00
Ray
06be400ca3 Reviewed AnimatedModel struct
Just reviewing for a possible adaptation of AnimatedModel to default raylib Model...
2018-08-07 11:31:32 +02:00
Ray
b042fe12e6 Reviewed spacings on latest PR 2018-08-06 20:49:47 +02:00
Ray
61b32e45ed Merge pull request #618 from kimkulling/fix_compiler_warnings
Fix compiler warnings
2018-08-06 20:43:28 +02:00
f5f7ed79b8 Fix compiler warnings of lib 2018-08-05 23:53:34 +02:00
b2cac82fa0 Fix compiler warings in texture.c and more. 2018-08-05 00:34:35 +02:00
ecf8bff4aa Fix compiler warnings, first part 2018-08-04 10:32:16 +02:00
28424141f0 Update textures.c
Added support form vertical and horizontal 3-patches.
Corrected the distortion caused when destRec size is smaller than 4x4. Now even 1x10 or 0x0 sizes are drawn correctly.
2018-08-03 20:53:15 -03:00
6ef03ea4e8 Update raylib.h
Added support form vertical and horizontal 3-patches.
Corrected the distortion caused when destRec size is smaller than 4x4. Now even 1x10 or 0x0 sizes are drawn correctly.
2018-08-03 20:50:13 -03:00
Ray
d4bb444fe5 Merge pull request #609 from pamarcos/fix_physac_examples
[physac] Fix Physac examples to be run without creating new thread
2018-08-03 12:47:53 +02:00
7cc2a5585b Update textures.c
Added DrawNinePatch() function implementation.
2018-08-03 04:51:26 -03:00
c9ca14e659 Update raylib.h
Added NinePatch struc definition and function prototype.
2018-08-03 04:48:46 -03:00
Ray
d999e5a016 Added VSCode project template 2018-07-31 11:26:52 +02:00
Ray
b6f2fb613e Merge pull request #612 from ethan-tqa/master
fix problem when compiling with MSVC 2017, error C2177
2018-07-30 13:56:28 +02:00
6ea8c62b43 make sure that the constant is of float type, not double 2018-07-30 19:35:13 +08:00
741513842a fix problem when compiling with MSVC 2017, built-in CMake: C2177 constant too big 2018-07-30 19:02:20 +08:00
8bea6abe8c Add CMake entry to projects/README.md 2018-07-30 12:24:04 +02:00
286c41af52 Sync with upstream GLFW pull request
The GLFW tree distributed with raylib has two modifications:

- GLFW_PKG_{DEPS,LIBS} are exported to PARENT_SCOPE, so we can use them
  in our pkg-config file
- An intermediary glfw_objlib target is added, so we can reexport GLFW
  symbols from libraylib.a

rglfw can fix the second point, but for Wayland usage, we would have to
replicate protocol generation, so we just leverage GLFW's existing
support instead.

To make maintenance easier, I have submitted a pull request for
including these modifications to upstream GLFW.
And to make that one easier, this patch dog-foods the modifications,
so raylib users can help find regressions. :-)

glfw/glfw#1307
2018-07-29 23:56:16 +02:00
Ray
7154a83313 Merge pull request #610 from pamarcos/fix_chdir_macos
[games] Prevent GLFW changing working dir to 'Resources'
2018-07-29 23:40:13 +02:00
907e27ef4e Fix Physac examples to be run without creating new thread 2018-07-29 21:32:39 +02:00
78487f7521 CMake: Make the raylib project as a whole embeddable
So user code can use add_subdirectory to build it (similar to what we do
with GLFW or what the projects/CMake/CMakeLists.txt can do).
2018-07-29 21:28:23 +02:00
89cec68565 Prevent GLFW changing working dir to 'Resources' 2018-07-29 18:38:31 +02:00
e82505b873 Add projects/CMake example
The CMakeLists.txt checks for an installed raylib and downloads and
installs one if none is found. Afterwards, it builds core_basic_window.c
2018-07-29 18:27:59 +02:00
548dbeb1ca Fix typo (s/proedural/procedural) 2018-07-29 13:04:16 +02:00
6905a875ed Merge pull request #608 from a3f/master
CMake: Major cleanup to support find_package(raylib)
2018-07-29 12:56:19 +02:00
5a94a280d0 CMake: include rlgl_standalone in -DBUILD_EXAMPLES
With the recent CMake cleanup, getting raylib's dependencies for use
when building rlgl_standalone is quite straight forward, so lets enable
it again.

Fixes #508, just properly this time. :)
2018-07-29 12:35:36 +02:00
2ae6df47fc CMake: Set -DMACOS_FATLIB=OFF by default
Homebrew doesn't ship 32-bit libraries anymore, so using both
-DUSE_EXTERNAL_GLFW and -DMACOS_FATLIB with a Homebrew GLFW would fail.
With -DUSE_EXTERNAL_GLFW=OFF, this is not a problem, but I think keeping
it off by default makes more sense. If someone wants universal
libraries, they can just toggle it.
2018-07-29 12:35:36 +02:00
4d209d45aa core: Don't use GLFW_TRANSPARENT_FRAMEBUFFER with older GLFWs
PLATFORM_WEB is not the only platform that doesn't define
GLFW_TRANSPARENT_FRAMEBUFFER, it's also recent enough that it's not
included in the most recent GLFW 3.2.1 release, so this error can creep
up when using USE_EXTERNAL_GLFW.
2018-07-29 12:35:36 +02:00
3f09726331 CMake: Major cleanup to support find_package(raylib)
Remove that link_libraries_to_executable() hack and defines a proper
raylib target that can be used with target_link_libraries.

The same target is also available for external (user) code by using
find_package(raylib).

This results in:

- Remove hardcoded build directories from examples and games CMakeLists.txt
- Allow rlgl_standalone and other special examples to be built easily
- Allow CMake projects to find_package(raylib instead of fiddling with pkg-config
- Makes code a little more maintainable
- Fixes #471, #606.
- Makes code less confusing by removing the double use of PLATFORM (#584).

Note that this is still not _The Right Way_(TM), because normally
raylib-config.cmake (or its includes) would be automatically generated.
I didn't manage to get that to work though, so I went the easier route
of just wrapping pkg_check_modules for consumption by find_package.
2018-07-29 12:35:35 +02:00
3e5093eab0 CI: Build with all optional formats enabled
also makes one configuration shared-only

dr_flac is not built on i386, because GCC 4.8 complains about asm("cpuid"
clobbering ebx, as it's using ebx for PIC.

Instead of downloading a newer GCC (and multilib),
disable FLAC for that one configuration...
2018-07-29 12:13:01 +02:00
69e147417b Travis CI: Add OpenAL-Configuration 2018-07-29 12:13:00 +02:00
Ray
cf021e3811 Merge pull request #607 from jubalh/fixmu
Fix bug in LoadMusicStream
2018-07-29 10:36:52 +02:00
186c1b157e Fix bug in LoadMusicStream
free() and NULL at the end.
2018-07-29 09:52:18 +02:00
7964b28fac Corrected bug LoadMusicStream() 2018-07-28 18:19:53 +02:00
0cf92c59d7 Corrected timing typo 2018-07-28 18:13:19 +02:00
dc3327fba8 Reviewed music loading 2018-07-28 18:07:06 +02:00
6f61e26a3c Reviewed custom logging functionality 2018-07-28 17:57:05 +02:00
Ray
9150b54b3e Merge pull request #603 from jubalh/lse
Deal with failed LoadMusicStream
2018-07-28 11:15:41 +02:00
7a5b1b13e2 Deal with failed LoadMusicStream
It would be good to have a way to continue execution even when loading a stream didn't work.
 Free music and set it to NULL in case something went wrong, so that users can check for it.
2018-07-27 15:58:27 +02:00
c69f7953c7 Add SetTraceLogCallback to enable users setting custom logging (#597) 2018-07-26 21:57:45 +02:00
Ray
64e9d72c07 Reviewed audio example 2018-07-25 14:38:12 +02:00
Ray
4d45173a77 Merge pull request #591 from triplefox/patch-1
Complete raw_audio_stream example
2018-07-25 14:25:55 +02:00
Ray
78c8774685 Merge pull request #593 from jubalh/update_builder_example
Update Builder example
2018-07-25 13:56:47 +02:00
01197172cc Update Builder example
Update Builder example for raylib 2.0.0.
External OpenAL and GLFW are not required anymore.
2018-07-25 13:01:16 +02:00
959f8e45f8 Complete raw_audio_stream example
1. Always synthesize a complete frame of audio, using a second buffer (this prevents gaps in playback)
2. Sine is computed correctly, with an adjustable frequency
3. User can modulate frequency in real-time with mouse
4. Entire audio buffer data is shown, visually demonstrating how sine changes in wavelength
2018-07-25 03:01:48 -07:00
Ray
94b0c49f5d Merge pull request #590 from pamarcos/fix_rlgl_standalone
Fix rlgl.h to be used as a standalone
2018-07-25 11:10:04 +02:00
8d134edaf7 Fix rlgl.h to be used as a standalone 2018-07-25 10:36:18 +02:00
184e6de775 CMake: Don't build rlgl_standalone as part of the examples
Closes #588.
2018-07-25 00:51:42 +02:00
b7d8c62bfd Traivs CI: Add newer (9.4.1) Xcode configuration 2018-07-25 00:51:39 +02:00
fa0de480f0 Fix HTML5 examples and games using CMake (#589)
Mimic the Makefile by outputting html + js instead of LLVM IR.
2018-07-25 00:39:17 +02:00
Ray
361d878b4c Updated animations support 2018-07-24 18:52:56 +02:00
Ray
198a023527 First working version of IQM animations
Still a work in progress but it already works...
Current riqm API could be simplified...
2018-07-24 18:28:58 +02:00
a5311eddf0 Travis CI: remove stray $ in .travis.yml
Fixes: 1d0ba96 ("Add GLFW-installed-but-using-our-GLFW-anyway configuration")
2018-07-23 21:13:54 +02:00
2b8c9f9a17 CMake: Fail when -D{PLATFORM,OPENGL_VERSION}=INVALID_VALUE
as well as -DUSE_EXTERNAL_GLFW.

Nips issues like #584 in the bud.
2018-07-23 21:00:48 +02:00
1d0ba96c9e Travis CI: Add GLFW-installed-but-using-our-GLFW-anyway configuration 2018-07-23 19:45:44 +02:00
Ray
f992609184 Create CODE_OF_CONDUCT.md 2018-07-23 13:37:25 +02:00
Ray
cae8f96361 Merge pull request #583 from leereilly/exclamation-period
Remove period after exclamation
2018-07-23 10:08:08 +02:00
e0c19ab5af Remove period
Fixes https://www.reddit.com/r/gamedev/comments/90z6fy/raylib_20_released/e2v5qpl/ :)
2018-07-22 23:31:03 -07:00
eadd72a639 Updated MSVC lib release 2018-07-22 19:28:05 +02:00
958 changed files with 179599 additions and 148576 deletions

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@ -0,0 +1,8 @@
# These are supported funding model platforms
github: raysan5
patreon: # raylib
open_collective: # Replace with a single Open Collective username
ko_fi: # raysan
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
custom: # Replace with a single custom sponsorship URL

1
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@ -0,0 +1 @@
blank_issues_enabled: false

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---
name: new issue template
about: generic template for new issues
title: "[module] Short description of the issue/bug/feature"
labels: ''
assignees: ''
---
**WARNING: Please, read this note carefully before submitting a new issue:**
It is important to realise that **this is NOT A SUPPORT FORUM**, this is for reproducible BUGS with raylib ONLY.
There are lots of generous and helpful people ready to help you out on [raylib Discord forum](https://discord.gg/VkzNHUE) or [raylib reddit](https://www.reddit.com/r/raylib/).
Remember that asking for support questions here actively takes developer time away from improving raylib.
---
Please, before submitting a new issue verify and check:
- [ ] I tested it on latest raylib version from master branch
- [ ] I checked there is no similar issue already reported
- [ ] My code has no errors or misuse of raylib
### Issue description
*Briefly describe the issue you are experiencing (or the feature you want to see added to raylib). Tell us what you were trying to do and what happened instead. Remember, this is not the best place to ask questions. For questions, go to [raylib Discord server](https://discord.gg/VkzNHUE).*
### Environment
*Provide your Platform, Operating System, OpenGL version, GPU details where you experienced the issue.*
### Issue Screenshot
*If possible, provide a screenshot that illustrates the issue. Usually an image is better than a thousand words.*
### Code Example
*Provide minimal reproduction code to test the issue. Please, format the code properly and try to keep it as simple as possible, just focusing on the experienced issue.*

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@ -0,0 +1,72 @@
name: Android
on:
push:
pull_request:
release:
types: [published]
jobs:
build:
runs-on: windows-latest
strategy:
fail-fast: false
max-parallel: 1
matrix:
ARCH: ["arm64", "x86_64"]
env:
RELEASE_NAME: raylib-dev_android_api29_${{ matrix.ARCH }}
steps:
- name: Checkout
uses: actions/checkout@master
- name: Setup Release Version
run: |
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_android_api29_${{ matrix.ARCH }}" >> $GITHUB_ENV
shell: bash
if: github.event_name == 'release' && github.event.action == 'published'
- name: Setup Environment
run: |
mkdir build
cd build
mkdir ${{ env.RELEASE_NAME }}
cd ${{ env.RELEASE_NAME }}
mkdir include
mkdir lib
cd ../..
# Generating static + shared library for 64bit arquitectures and API version 29
- name: Build Library
run: |
cd src
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ matrix.ARCH }} ANDROID_API_VERSION=29 ANDROID_NDK="C:\PROGRA~2\Android\android-sdk\ndk-bundle" RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ matrix.ARCH }} ANDROID_API_VERSION=29 ANDROID_NDK="C:\PROGRA~2\Android\android-sdk\ndk-bundle" RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
cd ..
shell: cmd
- name: Generate Artifacts
run: |
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
cd build
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
- name: Upload Artifacts
uses: actions/upload-artifact@v2
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release
uses: actions/upload-release-asset@v1.0.1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ github.event.release.upload_url }}
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
asset_content_type: application/gzip
if: github.event_name == 'release' && github.event.action == 'published'

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@ -0,0 +1,92 @@
name: Linux
on:
push:
pull_request:
release:
types: [published]
jobs:
build:
runs-on: ubuntu-latest
strategy:
fail-fast: false
max-parallel: 1
matrix:
bits: [32, 64]
include:
- bits: 32
ARCH: "i386"
ARCH_NAME: "i386"
COMPILER_PATH: "/user/bin"
- bits: 64
ARCH: "x86_64"
ARCH_NAME: "amd64"
COMPILER_PATH: "/user/bin"
env:
RELEASE_NAME: raylib-dev_linux_${{ matrix.ARCH_NAME }}
steps:
- name: Checkout code
uses: actions/checkout@master
- name: Setup Release Version
run: |
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_linux_${{ matrix.ARCH_NAME }}" >> $GITHUB_ENV
shell: bash
if: github.event_name == 'release' && github.event.action == 'published'
- name: Setup Environment
run: |
sudo apt-get update -qq
sudo apt-get install gcc-multilib
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev
mkdir build
cd build
mkdir ${{ env.RELEASE_NAME }}
cd ${{ env.RELEASE_NAME }}
mkdir include
mkdir lib
cd ../../../raylib
# ${{ matrix.ARCH }}-linux-gnu-gcc -v
# TODO: Support 32bit (i386) shared library building
- name: Build Library
run: |
cd src
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-m32"
# make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
cd ..
if: matrix.bits == 32
- name: Build Library
run: |
cd src
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
cd ..
if: matrix.bits == 64
- name: Generate Artifacts
run: |
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
cd build
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
- name: Upload Artifacts
uses: actions/upload-artifact@v2
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release
uses: actions/upload-release-asset@v1.0.1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ github.event.release.upload_url }}
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
asset_content_type: application/gzip
if: github.event_name == 'release' && github.event.action == 'published'

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@ -0,0 +1,77 @@
name: macOS
on:
push:
pull_request:
release:
types: [published]
jobs:
build:
runs-on: macos-latest
env:
RELEASE_NAME: raylib-dev_macos
steps:
- name: Checkout
uses: actions/checkout@master
- name: Setup Release Version
run: |
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_macos" >> $GITHUB_ENV
shell: bash
if: github.event_name == 'release' && github.event.action == 'published'
- name: Setup Environment
run: |
mkdir build
cd build
mkdir ${{ env.RELEASE_NAME }}
cd ${{ env.RELEASE_NAME }}
mkdir include
mkdir lib
cd ../..
# Generating static + shared library, note that i386 architecture is deprecated
# Defining GL_SILENCE_DEPRECATION because OpenGL is deprecated on macOS
# TODO: Support Universal ARCH libraries (build arm64 + x86_64 and merge)
- name: Build Library
run: |
cd src
clang --version
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_x86_64 CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_arm64 CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" -B
# lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.a libraylib_x86_64.a libraylib_arm64.a
make clean
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_x86_64 CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_arm64 CFLAGS="-target i686-apple-macos -DGL_SILENCE_DEPRECATION" -B
# lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.3.1.0.dylib libraylib_x86_64.3.1.0.dylib libraylib_arm64.3.1.0.dylib
# cp -v ./libraylib_arm64.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.dylib
# cp -v ./libraylib_arm64.310.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.310.dylib
cd ..
- name: Generate Artifacts
run: |
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
cd build
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
- name: Upload Artifacts
uses: actions/upload-artifact@v2
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release
uses: actions/upload-release-asset@v1.0.1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ github.event.release.upload_url }}
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
asset_content_type: application/gzip
if: github.event_name == 'release' && github.event.action == 'published'

72
.github/workflows/webassembly.yml vendored Normal file
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@ -0,0 +1,72 @@
name: WebAssembly
on:
push:
pull_request:
release:
types: [published]
jobs:
build:
runs-on: windows-latest
env:
RELEASE_NAME: raylib-dev_webassembly
steps:
- name: Checkout
uses: actions/checkout@master
- name: Setup emsdk
uses: mymindstorm/setup-emsdk@v7
with:
version: 2.0.0
actions-cache-folder: 'emsdk-cache'
- name: Setup Release Version
run: |
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_webassembly" >> $GITHUB_ENV
shell: bash
if: github.event_name == 'release' && github.event.action == 'published'
- name: Setup Environment
run: |
mkdir build
cd build
mkdir ${{ env.RELEASE_NAME }}
cd ${{ env.RELEASE_NAME }}
mkdir include
mkdir lib
cd ../..
- name: Build Library
run: |
cd src
emcc -v
make PLATFORM=PLATFORM_WEB EMSDK_PATH="D:/a/raylib/raylib/emsdk-cache/emsdk-master" RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
cd ..
- name: Generate Artifacts
run: |
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
cd build
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
dir
shell: cmd
- name: Upload Artifacts
uses: actions/upload-artifact@v2
with:
name: ${{ env.RELEASE_NAME }}.zip
path: ./build/${{ env.RELEASE_NAME }}.zip
- name: Upload Artifact to Release
uses: actions/upload-release-asset@v1.0.1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ github.event.release.upload_url }}
asset_path: ./build/${{ env.RELEASE_NAME }}.zip
asset_name: ${{ env.RELEASE_NAME }}.zip
asset_content_type: application/zip
if: github.event_name == 'release' && github.event.action == 'published'

116
.github/workflows/windows.yml vendored Normal file
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@ -0,0 +1,116 @@
name: Windows
on:
push:
pull_request:
release:
types: [published]
jobs:
build:
runs-on: windows-latest
strategy:
fail-fast: false
max-parallel: 1
matrix:
compiler: [mingw-w64, msvc16]
bits: [32, 64]
include:
- compiler: mingw-w64
bits: 32
ARCH: "i686"
COMPILER_PATH: "C:\\msys64\\mingw32\\bin"
WINDRES_ARCH: pe-i386
- compiler: mingw-w64
bits: 64
ARCH: "x86_64"
COMPILER_PATH: "C:\\msys64\\mingw64\\bin"
WINDRES_ARCH: pe-x86-64
- compiler: msvc16
bits: 32
ARCH: "x86"
VSBINPATH: "Win32"
- compiler: msvc16
bits: 64
ARCH: "x64"
VSBINPATH: "x64"
env:
RELEASE_NAME: raylib-dev_win${{ matrix.bits }}_${{ matrix.compiler }}
GNUTARGET: default
steps:
- name: Checkout
uses: actions/checkout@master
- name: Setup Release Version
run: |
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_win${{ matrix.bits }}_${{ matrix.compiler }}" >> $GITHUB_ENV
shell: bash
if: github.event_name == 'release' && github.event.action == 'published'
- name: Setup Environment
run: |
dir
mkdir build
cd build
mkdir ${{ env.RELEASE_NAME }}
cd ${{ env.RELEASE_NAME }}
mkdir include
mkdir lib
cd ../../../raylib
# Setup MSBuild.exe path if required
- name: Setup MSBuild
uses: microsoft/setup-msbuild@v1.0.2
if: matrix.compiler == 'msvc16'
- name: Build Library (MinGW-w64)
run: |
cd src
set PATH=%PATH%;${{ matrix.COMPILER_PATH }}
${{ matrix.ARCH }}-w64-mingw32-gcc.exe --version
${{ matrix.COMPILER_PATH }}/windres.exe --version
make PLATFORM=PLATFORM_DESKTOP CC=${{ matrix.ARCH }}-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
${{ matrix.COMPILER_PATH }}/windres.exe -i raylib.dll.rc -o raylib.dll.rc.data -O coff --target=${{ matrix.WINDRES_ARCH }}
make PLATFORM=PLATFORM_DESKTOP CC=${{ matrix.ARCH }}-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
cd ..
shell: cmd
if: matrix.compiler == 'mingw-w64'
- name: Build Library (MSVC16)
run: |
cd projects/VS2017
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release /property:Platform=${{ matrix.ARCH }}
copy /Y .\bin\${{ matrix.VSBINPATH }}\Release\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.lib
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release.DLL /property:Platform=${{ matrix.ARCH }}
copy /Y .\bin\${{ matrix.VSBINPATH }}\Release.DLL\raylib.dll .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.dll
copy /Y .\bin\${{ matrix.VSBINPATH }}\Release.DLL\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylibdll.lib
cd ../..
shell: cmd
if: matrix.compiler == 'msvc16'
- name: Generate Artifacts
run: |
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
cd build
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
dir
shell: cmd
- name: Upload Artifacts
uses: actions/upload-artifact@v2
with:
name: ${{ env.RELEASE_NAME }}.zip
path: ./build/${{ env.RELEASE_NAME }}.zip
- name: Upload Artifact to Release
uses: actions/upload-release-asset@v1.0.1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ github.event.release.upload_url }}
asset_path: ./build/${{ env.RELEASE_NAME }}.zip
asset_name: ${{ env.RELEASE_NAME }}.zip
asset_content_type: application/zip
if: github.event_name == 'release' && github.event.action == 'published'

49
.gitignore vendored
View File

@ -30,25 +30,28 @@ Thumbs.db
*.cache
*.ilk
*.log
.vs
[Bb]in
[Dd]ebug/
[Dd]ebug.win32/
*.sbr
*.sdf
obj/
[R]elease/
[Rr]elease.win32/
_ReSharper*/
[Tt]est[Rr]esult*
ipch/
*.opensdf
*.db
*.opendb
packages/
# Ignore compiled binaries
*.o
*.exe
!raylib.rc.o
*.a
*.bc
*.so
# Ignore all examples files
examples/*
@ -56,23 +59,12 @@ examples/*
!examples/*/
# Unignore all examples files with extension
!examples/*.c
!examples/*.lua
!examples/*.png
# Unignore examples Makefile
!examples/Makefile
!examples/Makefile.Android
# Ignore all games files
games/*
# Unignore all games dirs
!games/*/
# Unignore all games files with extension
!games/*.c
!games/*.lua
!games/*.png
# Unignore games makefile
!games/Makefile
!games/Makefile.Android
!examples/raylib_compile_execute.bat
!examples/raylib_makefile_example.bat
# Ignore files build by xcode
*.mode*v*
@ -88,42 +80,23 @@ xcschememanagement.plist
xcuserdata/
DerivedData/
# Visual Studio project
project/VS2015.UWP/packages
project/VS2017/packages
# Web examples
docs/examples/web/*.html
docs/examples/web/*/*.html
!docs/examples/web/loader.html
!docs/examples/web/core/loader.html
!docs/examples/web/shapes/loader.html
!docs/examples/web/text/loader.html
!docs/examples/web/textures/loader.html
!docs/examples/web/audio/loader.html
!docs/examples/web/physac/loader.html
!docs/examples/web/shaders/loader.html
!docs/examples/web/models/loader.html
# Jetbrains project
.idea/
cmake-build-debug/
# CMake stuff
CMakeCache.txt
CMakeFiles
CMakeScripts
Testing
TestingIfSymlinkWorks
cmake_install.cmake
install_manifest.txt
compile_commands.json
CTestTestfile.cmake
build
!templates/android_project/Makefile
# Unignore These makefiles...
!examples/CMakeLists.txt
!games/CMakeLists.txt
# Ignore Android generated files and folders
templates/android_project/output
# Ignore GNU global tags
GPATH

View File

@ -1,124 +0,0 @@
language: c
dist: trusty
git:
depth: 3
# TODO we could use a 32 bit Docker container for running true 32-bit tests
services:
- docker
matrix:
include:
- os: linux
env: ARCH=i386
sudo: required
- os: linux
env: ARCH=amd64
sudo: required
- os: linux
env: ARCH=amd64 GLFW=SYSTEM RELEASE=NO
sudo: required
- os: linux
env: USE_WAYLAND=ON ARCH=amd64 RELEASE=NO
sudo: required
addons:
apt:
packages:
- libwayland-dev
- libxkbcommon-dev
- libegl1-mesa-dev
- os: osx
env: ARCH=universal
- os: linux
env: ARCH=arm64-android RELEASE=NO
sudo: required
- os: linux
env: ARCH=arm32-android RELEASE=NO
sudo: required
- os: linux
env: ARCH=html5 RELEASE=NO
sudo: required
before_script:
before_install:
- if [ "$TRAVIS_OS_NAME" == "linux" ]; then
if [[ "$ARCH" == *-android ]]; then
export RAYLIB_PACKAGE_SUFFIX="-Android-arm64";
wget https://dl.google.com/android/repository/android-ndk-r17-linux-x86_64.zip;
unzip -qq android-ndk*.zip;
if [[ "$ARCH" == arm64-* ]]; then
export RAYLIB_PACKAGE_SUFFIX="-Android-arm64";
export TOOLCHAIN_ARCH=arm64;
export PREFIX=aarch64-linux-android-;
else
export RAYLIB_PACKAGE_SUFFIX="-Android-arm32";
export TOOLCHAIN_ARCH=arm;
export PREFIX=arm-linux-androideabi-;
fi;
android-ndk*/build/tools/make_standalone_toolchain.py --arch $TOOLCHAIN_ARCH --api 21 --install-dir /tmp/android-toolchain;
export PATH=/tmp/android-toolchain/bin:$PATH;
export CC=${PREFIX}clang;
export CXX=${PREFIX}clang++;
export CMAKE_ARCH_ARGS='-DPLATFORM=Android';
elif [ "$ARCH" == "html5" ]; then
export RAYLIB_PACKAGE_SUFFIX="-html5";
docker run --privileged=true -dit --name emscripten -v $(pwd):/src trzeci/emscripten:sdk-incoming-64bit bash;
export CMAKE_ARCH_ARGS='-DPLATFORM=Web -DCMAKE_TOOLCHAIN_FILE=../cmake/emscripten.cmake';
export RUNNER='docker exec -it emscripten cmake -E chdir build';
else
sudo apt-get install -y gcc-multilib
libasound2-dev:$ARCH
libxcursor-dev:$ARCH libxinerama-dev:$ARCH mesa-common-dev:$ARCH
libx11-dev:$ARCH libxrandr-dev:$ARCH libxrandr2:$ARCH libxi-dev:$ARCH
libgl1-mesa-dev:$ARCH libglu1-mesa-dev:$ARCH;
if [ "$ARCH" == "i386" ]; then
export CMAKE_ARCH_ARGS='-DCMAKE_C_FLAGS=-m32 -DCMAKE_SYSTEM_LIBRARY_PATH=/usr/lib/i386-linux-gnu';
fi;
export RAYLIB_PACKAGE_SUFFIX="-Linux-$ARCH";
if [ "$GLFW" == "SYSTEM" ]; then
wget 'http://ftp.de.debian.org/debian/pool/main/g/glfw3/libglfw3_3.2.1-1_amd64.deb';
wget 'http://ftp.de.debian.org/debian/pool/main/g/glfw3/libglfw3-dev_3.2.1-1_amd64.deb';
sudo dpkg -i libglfw3_3.2.1-1_amd64.deb libglfw3-dev_3.2.1-1_amd64.deb;
fi;
fi;
fi
- if [ "$TRAVIS_OS_NAME" == "osx" ]; then
export RAYLIB_PACKAGE_SUFFIX="-macOS";
if [ "$GLFW" == "SYSTEM" ]; then brew update; brew install glfw; fi;
fi
- mkdir build
- $RUNNER $CC --version
script:
- cd build
- if test -n "${USE_WAYLAND}";
then wget https://mirrors.kernel.org/ubuntu/pool/universe/e/extra-cmake-modules/extra-cmake-modules_5.38.0a-0ubuntu1_amd64.deb;
sudo dpkg -i extra-cmake-modules_5.38.0a-0ubuntu1_amd64.deb;
git clone git://anongit.freedesktop.org/wayland/wayland-protocols;
pushd wayland-protocols;
git checkout 1.12 && ./autogen.sh --prefix=/usr && make && sudo make install;
popd;
fi
- $RUNNER cmake $CMAKE_ARCH_ARGS -DMACOS_FATLIB=ON -DSTATIC=ON -DSHARED=ON -DBUILD_EXAMPLES=ON -DBUILD_GAMES=ON -DUSE_EXTERNAL_GLFW=IF_POSSIBLE -DUSE_WAYLAND=${USE_WAYLAND} ..
- $RUNNER make VERBOSE=1
- if [ "$RELEASE" != "NO" ]; then $RUNNER make package; fi;
- sudo $RUNNER make install
- if [[ "$ARCH" != *-android && "$ARCH" != html5 ]]; then
pkg-config --static --libs raylib;
nm -g release/libraylib.a | grep glfwGetProcAddress || (echo "libraylib.a doesn't contain GLFW symbols! Aborting..." && false);
ctest --output-on-failure;
fi
deploy:
provider: releases
api_key:
secure: LvqUIAN/3dJul+Ra2iK3tSaNG5IwsNMmGIwVMy0DK5IBCxiQPBc9pWGiE30RTBPt6Z+N4BhMEE8DtUl+vnISlMoHWNIIhF2zwC66hs/F7zY7qEITMRSmfiLcqxQysknFOnJB06CATgXcFqlEo9j+t4abrG/f3qcb92J4O2uNz336Au2myTx93Q5MxbyA7KiUuEutFnb2dWiPCY4d+sGeXEfsiD2R7aj/8MaWOkoGdZVrTkI9juMgvpImkjQBArvqdjUMeT3MsRrwgOIq5v2GFV9dOl8k1WzPeT8B2JHh00ed/o1/wuFq/cLLOxtYo2+Pv3+xatOrlexoX0WkDm7C9/L1W5U4rLexU3CQ9mMBmHPnp6k/WXZ5QXEE4uUF0+LpN3XlIXzFpdZmZiVV8VLxg2WvyncMmivYiu7/MTkyfZxyKkzwl7sZZslzHA9kOGedGaN7b7/2B77OFHoQK8lKfdFml7jJnarh+89nenNZYMab0E8qkOJOyb2bYlDTa0/2nyxGiyymYgq6YHLNrDbhqB/1LzdgzjMliQ8ri5q9Ux2vjfcqOzhfAmcwFwnY/D6yXJWYi0DWpHZdpKl3du6dYDrypW91/yDWbwiJ/YhrE7ZunzrcB6GH/QkbuzWxdCth39rQAHih8DG01co/K3Gvi4yGjvIH5tFUpyEolMnpMiA=
file_glob: true
file: raylib-*.tar.gz
skip_cleanup: true
on:
repo: raysan5/raylib
branch: master
tags: true

98
BINDINGS.md Normal file
View File

@ -0,0 +1,98 @@
## raylib bindings
Some people ported raylib to other languages in form of bindings or wrappers to the library.
Here it is a list with the ones I'm aware of:
| name | raylib version | language | repo |
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
| raylib | **3.1-dev** | [C](https://en.wikipedia.org/wiki/C_(programming_language)) | https://github.com/raysan5/raylib |
| raylib-cpp | 3.1-dev | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | https://github.com/robloach/raylib-cpp |
| Raylib-cs | 3.0 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/ChrisDill/Raylib-cs |
| raylib-cppsharp | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/phxvyper/raylib-cppsharp |
| raylib-boo | 3.0 | [Boo](http://boo-language.github.io/) | https://github.com/Rabios/raylib-boo |
| RaylibFS | 2.5 | [F#](https://fsharp.org/) | https://github.com/dallinbeutler/RaylibFS |
| raylib_d | 2.5 | [D](https://dlang.org/) | https://github.com/Sepheus/raylib_d |
| raylib-d | 3.0 | [D](https://dlang.org/) | https://github.com/onroundit/raylib-d |
| bindbc-raylib | 3.0 | [D](https://dlang.org/) | https://github.com/o3o/bindbc-raylib |
| dray | 3.0 | [D](https://dlang.org/) | https://github.com/xdrie/dray |
| raylib-go | 3.0 | [Go](https://golang.org/) | https://github.com/gen2brain/raylib-go |
| raylib-goplus | 2.6-dev | [Go](https://golang.org/) | https://github.com/Lachee/raylib-goplus |
| ray-go | 2.6-dev | [Go](https://golang.org/) | https://github.com/hecate-tech/ray-go |
| go-raylib | 3.1-dev | [Go](https://golang.org/) | https://github.com/chunqian/go-raylib |
| raylib-rs | 3.0 | [Rust](https://www.rust-lang.org/) | https://github.com/deltaphc/raylib-rs |
| raylib-lua | 1.7 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib-lua |
| raylib-lua-ffi | 2.0 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib/issues/693 |
| raylib-lua-sol | 2.5 | [Lua](http://www.lua.org/) | https://github.com/RobLoach/raylib-lua-sol |
| raylib-lua | 3.0 | [Lua](http://www.lua.org/) | https://github.com/TSnake41/raylib-lua |
| raylib-luamore | 3.0 | [Lua](http://www.lua.org/) | https://github.com/HDPLocust/raylib-luamore |
| raylua | 3.0 | [Lua](http://www.lua.org/) | https://github.com/Rabios/raylua |
| LuaJIT-Raylib | 2.6 | [Lua](http://www.lua.org/) | https://github.com/Bambofy/LuaJIT-Raylib |
| raylib-nelua | 3.0 | [Nelua](https://nelua.io/) | https://github.com/Andre-LA/raylib-nelua |
| raylib-Nim | ? | [Nim](https://nim-lang.org/) | https://gitlab.com/define-private-public/raylib-Nim |
| raylib-nim | 2.0 | [Nim](https://nim-lang.org/) | https://github.com/Skrylar/raylib-nim |
| raylib-Forever | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/Guevara-chan/Raylib-Forever |
| nim-raylib | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/tomc1998/nim-raylib |
| raylib-haskell | 2.0 | [Haskell](https://www.haskell.org/) | https://github.com/DevJac/raylib-haskell |
| raylib-cr | ? | [Crystal](https://crystal-lang.org/) | https://github.com/AregevDev/raylib-cr |
| cray | 1.8 | [Crystal](https://crystal-lang.org/) | https://gitlab.com/Zatherz/cray |
| raylib.cr | ? | [Crystal](https://crystal-lang.org/) | https://github.com/sam0x17/raylib.cr |
| raylib-pascal | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/drezgames/raylib-pascal |
| raylib-pas | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/tazdij/raylib-pas |
| Graphics-Raylib | ? | [Perl](https://www.perl.org/) | https://github.com/athreef/Graphics-Raylib |
| raylib-ruby-ffi | ? | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi |
| raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby |
| raylib-mruby | ? | [mruby](https://github.com/mruby/mruby) | https://github.com/lihaochen910/raylib-mruby |
| raylib-py | 2.0 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py |
| raylib-python-cffi | 3.1-dev | [Python](https://www.python.org/) | https://github.com/electronstudio/raylib-python-cffi |
| raylib-py-ctbg | 2.6 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py-ctbg |
| jaylib | 3.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/electronstudio/jaylib/ |
| raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java |
| clj-raylib | ? | [Clojure](https://clojure.org/) | https://github.com/lsevero/clj-raylib |
| node-raylib | 3.0 | [Node.js](https://nodejs.org/en/) | https://github.com/RobLoach/node-raylib |
| QuickJS-raylib | 3.0 | [QuickJS](https://bellard.org/quickjs/) | https://github.com/sntg-p/QuickJS-raylib |
| raylib-js | 2.6 | [JavaScript](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/RobLoach/raylib-js |
| raylib-chaiscript | 2.6 | [ChaiScript](http://chaiscript.com/) | https://github.com/RobLoach/raylib-chaiscript |
| raylib-squirrel | 2.5 | [Squirrel](http://www.squirrel-lang.org/) | https://github.com/RobLoach/raylib-squirrel |
| racket-raylib-2d | 2.5 | [Racket](https://racket-lang.org/) | https://github.com/arvyy/racket-raylib-2d |
| raylib-php | 3.0 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/joseph-montanez/raylib-php |
| raylib-php-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi |
| raylib-phpcpp | 3.0 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-phpcpp |
| raylib-factor | 2.5 | [Factor](https://factorcode.org/) | https://github.com/ArnautDaniel/raylib-factor |
| gforth-raylib | 3.0 | [Gforth](https://gforth.org/) | https://github.com/ArnautDaniel/gforth-raylib |
| raylib-haxe | 2.4 | [Haxe](https://haxe.org/) | https://github.com/ibilon/raylib-haxe |
| ringraylib | 2.6 | [Ring](http://ring-lang.sourceforge.net/) | https://github.com/ringpackages/ringraylib |
| cl-raylib | 3.0 | [Common Lisp](https://common-lisp.net/) | https://github.com/longlene/cl-raylib |
| raylib-scm | 2.5 | [Chicken Scheme](https://www.call-cc.org/) | https://github.com/yashrk/raylib-scm |
| raylib-chibi | ? | [Chibi-Scheme](https://github.com/ashinn/chibi-scheme) | https://github.com/VincentToups/raylib-chibi |
| raylib-gambit-scheme | 3.1-dev | [Gambit Scheme](https://github.com/gambit/gambit) | https://github.com/georgjz/raylib-gambit-scheme |
| Euraylib | 3.0 | [Euphoria](https://openeuphoria.org/) | https://github.com/gAndy50/Euraylib |
| raylib-wren | 3.0 | [Wren](http://wren.io/) | https://github.com/TSnake41/raylib-wren |
| raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin |
| raylib-zig | 3.0 | [Zig](https://ziglang.org/) | https://github.com/Not-Nik/raylib-zig |
| raylib-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kevinw/raylib-jai |
| ray.zig | 2.5 | [Zig](https://ziglang.org/) | https://github.com/BitPuffin/zig-raylib-experiments |
| raylib-Ada | 3.0 | [Ada](https://www.adacore.com/about-ada) | https://github.com/mimo/raylib-Ada |
| jaylib | 3.0 | [Janet](https://janet-lang.org/) | https://github.com/janet-lang/jaylib |
| raykit | ? | [Kit](https://www.kitlang.org/) | https://github.com/Gamerfiend/raykit |
| vraylib | 2.5 | [V](https://vlang.io/) | https://github.com/MajorHard/vraylib |
| hb-raylib | 3.0 | [Harbour](https://harbour.github.io/) | https://github.com/rjopek/hb-raylib |
| ray.mod | 3.0 | [BlitzMax](https://blitzmax.org/) | https://github.com/bmx-ng/ray.mod |
| ray-ocaml | 3.0 | [OCaml](https://ocaml.org/) | https://github.com/tjammer/raylib-ocaml |
| raylib-mosaic | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) | https://github.com/pluckyporcupine/raylib-mosaic |
| raylib-xdpw | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) | https://github.com/vtereshkov/raylib-xdpw |
| raylib-carp | 3.0 | [Carp](https://github.com/carp-lang/Carp) | https://github.com/pluckyporcupine/raylib-carp |
| raylib-fb | 3.0 | [FreeBasic](https://www.freebasic.net/) | https://github.com/IchMagBier/raylib-fb |
| raylib-purebasic | 3.0 | [PureBasic](https://www.purebasic.com/) | https://github.com/D-a-n-i-l-o/raylib-purebasic |
| raylib-smallBasic | 3.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
| raylib-ats2 | ? | [ATS2](http://www.ats-lang.org/) | https://github.com/mephistopheles-8/raylib-ats2 |
| raylib-beef | 3.0 | [Beef](https://www.beeflang.org/) | https://github.com/M0n7y5/raylib-beef |
| raylib-never | 3.0 | [Never](https://github.com/never-lang/never) | https://github.com/never-lang/raylib-never |
| raylib.cbl | ? | [COBOL](https://en.wikipedia.org/wiki/COBOL) | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
Missing some language? Feel free to create a new binding! :)
Usually, raylib bindings follow the convention: `raylib-{language}`
Let me know if you're writing a new binding for raylib, I will list it here!

510
CHANGELOG
View File

@ -1,14 +1,512 @@
changelog
---------
Current Release: raylib 2.0.0 (July 2018)
Current Release: raylib 3.5.0 (25 December 2020)
-------------------------------------------------------------------------
Release: raylib 3.5 - 7th Anniversary Edition (25 December 2020)
-------------------------------------------------------------------------
KEY CHANGES:
- [core] ADDED: PLATFORM_DRM to support RPI4 and other devices (#1388) by @kernelkinetic
- [core] REDESIGNED: Window states management system through FLAGS
- [rlgl] ADDED: RenderBatch type and related functions to allow custom batching (internal only)
- [rlgl] REDESIGNED: Framebuffers API to support multiple attachment types (#721)
- [textures] REDESIGNED: Image*() functions, big performance improvements (software rendering)
- [*] REVIEWED: Multiple functions to replace file accesses by memory accesses
- [*] ADDED: GitHub Actions CI to support multiple raylib build configurations
Detailed changes:
[core] ADDED: SetWindowState() / ClearWindowState() -> New flags added!
[core] ADDED: IsWindowFocused()
[core] ADDED: GetWindowScaleDPI()
[core] ADDED: GetMonitorRefreshRate() (#1289) by @Shylie
[core] ADDED: IsCursorOnScreen() (#1262) by @ChrisDill
[core] ADDED: SetMouseCursor() and GetMouseCursor() for standard Desktop cursors (#1407) by @chances
[core] REMOVED: struct RenderTexture2D: depthTexture variable
[core] REMOVED: HideWindow() / UnhideWindow() -> Use SetWindowState()
[core] REMOVED: DecorateWindow() / UndecorateWindow() -> Use SetWindowState()
[core] RENAMED: GetExtension() to GetFileExtension()
[core] REVIEWED: Several structs to reduce size and padding
[core] REVIEWED: struct Texture maps to Texture2D and TextureCubemap
[core] REVIEWED: ToggleFullscreen() (#1287)
[core] REVIEWED: InitWindow(), support empty title for window (#1323)
[core] REVIEWED: RPI: Mouse movements are bound to the screen resolution (#1392) (#1410) by @kernelkinetic
[core] REVIEWED: GetPrevDirectoryPath() fixes on Unix-like systems (#1246) by @ivan-cx
[core] REPLACED: rgif.h by msf_gif.h for automatic gif recording
[core] REDESIGNED: GetMouseWheelMove() to return float movement for precise scrolling (#1397) by @Doy-lee
[core] REDESIGNED: GetKeyPressed(), and added GetCharPressed() (#1336)
[core] UWP rework with improvements (#1231) by @Rover656
[core] Gamepad axis bug fixes and improvement (#1228) by @mmalecot
[core] Updated joystick mappings with latest version of gamecontrollerdb (#1381) by @coderoth
[rlgl] Corrected issue with OpenGL 1.1 support
[rlgl] ADDED: rlDrawMeshInstanced() (#1318) by @seanpringle
[rlgl] ADDED: rlCheckErrors (#1321) by @seanpringle
[rlgl] ADDED: BLEND_SET blending mode (#1251) by @RandomErrorMessage
[rlgl] ADDED: rlSetLineWidth(), rlGetLineWidth(), rlEnableSmoothLines(), rlDisableSmoothLines() (#1457) by @JeffM2501
[rlgl] RENAMED: rlUnproject() to Vector3Unproject() [raymath]
[rlgl] REVIEWED: Replace rlglDraw() calls by DrawRenderBatch() internal calls
[rlgl] REVIEWED: GenTextureCubemap(), use rlgl functionality only
[rlgl] REVIEWED: rlFramebufferAttach() to support texture layers
[rlgl] REVIEWED: GenDrawCube() and GenDrawQuad()
[rlgl] REVIEWED: Issues with vertex batch overflow (#1223)
[rlgl] REVIEWED: rlUpdateTexture(), issue with offsets
[rlgl] REDESIGNED: GenTexture*() to use the new fbo API (#721)
[raymath] ADDED: Normalize() and Remap() functions (#1247) by @NoorWachid
[raymath] ADDED: Vector2Reflect() (#1400) by @daniel-junior-dube
[raymath] ADDED: Vector2LengthSqr() and Vector3LengthSqr() (#1248) by @ThePituLegend
[raymath] ADDED: Vector2MoveTowards() function (#1233) by @anatagawa
[raymath] REVIEWED: Some functions consistency (#1197) by @Not-Nik
[raymath] REVIEWED: QuaternionFromVector3ToVector3() (#1263) by @jvocaturo
[raymath] REVIEWED: MatrixLookAt(), optimized (#1442) by @RandomErrorMessage
[shapes] ADDED: CheckCollisionLines(), by @Elkantor
[text] Avoid [textures] functions dependencies
[text] ADDED: Config flag: SUPPORT_TEXT_MANIPULATION
[text] ADDED: LoadFontFromMemory() (TTF only) (#1327)
[text] ADDED: UnloadFontData()
[text] RENAMED: FormatText() -> TextFormat()
[text] REVIEWED: Font struct, added charsPadding (#1432)
[text] REVIEWED: TextJoin()
[text] REVIEWED: TextReplace() (#1172)
[text] REVIEWED: LoadBMFont() to load data from memory (#1232)
[text] REVIEWED: GenImageFontAtlas(), fixed offset (#1171)
[text] REDESIGNED: LoadFontData(), reviewed input parameters
[text] REDESIGNED: LoadFontDefault(), some code simplifications
[text] REDESIGNED: LoadFontFromImage(), avoid LoadImageEx()
[text] REDESIGNED: LoadFontData(), avoid GenImageColor(), ImageFormat()
[text] REDESIGNED: LoadBMFont(), avoid ImageCopy(), ImageFormat(), ImageAlphaMask()
[textures] Move Color functions from [core] to [textures] module
[textures] ADDED: ColorAlphaBlend()
[textures] ADDED: GetPixelColor()
[textures] ADDED: SetPixelColor()
[textures] ADDED: LoadImageFromMemory() (#1327)
[textures] ADDED: LoadImageAnim() to load animated sequence of images
[textures] ADDED: DrawTextureTiled() (#1291) - @Demizdor
[textures] ADDED: UpdateTextureRec()
[textures] ADDED: UnloadImageColors(), UnloadImagePalette(), UnloadWaveSamples()
[textures] REMOVED: Config flag: SUPPORT_IMAGE_DRAWING
[textures] REMOVED: LoadImageEx()
[textures] REMOVED: LoadImagePro()
[textures] REMOVED: GetImageDataNormalized(), not exposed in the API
[textures] RENAMED: ImageExtractPalette() to GetImagePalette()
[textures] RENAMED: Fade() to ColorAlpha(), added #define for compatibility
[textures] RENAMED: GetImageData() -> LoadImageColors()
[textures] RENAMED: GetImagePalette() -> LoadImagePalette()
[textures] RENAMED: GetWaveData() -> LoadWaveSamples()
[textures] REVIEWED: GetPixelDataSize() to consider compressed data properly
[textures] REVIEWED: GetTextureData(), allow retrieving 32bit float data
[textures] REVIEWED: ImageDrawText*() params order
[textures] REVIEWED: ColorAlphaBlend(), support tint color
[textures] REVIEWED: ColorAlphaBlend(), integers-version, optimized (#1218)
[textures] REVIEWED: ImageDraw(), consider negative source offset properly (#1283)
[textures] REVIEWED: ImageDraw(), optimizations test (#1218)
[textures] REVIEWED: ImageResizeCanvas(), optimization (#1218)
[textures] REVIEWED: ExportImage(), optimized
[textures] REVIEWED: ImageAlphaPremultiply(), optimization
[textures] REVIEWED: ImageAlphaClear(), minor optimization
[textures] REVIEWED: ImageToPOT(), renamed parameter
[textures] REVIEWED: ImageCrop() (#1218)
[textures] REVIEWED: ImageToPOT() (#1218)
[textures] REVIEWED: ImageAlphaCrop() (#1218)
[textures] REVIEWED: ExportImage(), optimized (#1218)
[textures] REDESIGNED: ImageCrop(), optimized (#1218)
[textures] REDESIGNED: ImageRotateCCW(), optimized (#1218)
[textures] REDESIGNED: ImageRotateCW(), optimized (#1218)
[textures] REDESIGNED: ImageFlipHorizontal(), optimized (#1218)
[textures] REDESIGNED: ImageFlipVertical(), optimized (#1218)
[textures] REDESIGNED: ImageResizeCanvas(), optimized (#1218)
[textures] REDESIGNED: ImageDrawPixel(), optimized
[textures] REDESIGNED: ImageDrawLine(), optimized
[textures] REDESIGNED: ImageDraw(), optimized (#1218)
[textures] REDESIGNED: ImageResize(), optimized (#1218)
[textures] REDESIGNED: ImageFromImage(), optimized (#1218)
[textures] REDESIGNED: ImageDraw(), optimization (#1218)
[textures] REDESIGNED: ImageAlphaClear(), optimized (#1218)
[textures] REDESIGNED: ExportImageAsCode() to use memory buffer (#1232)
[textures] REDESIGNED: ColorFromHSV()
[models] ADDED: DrawTriangle3D() and DrawTriangleStrip3D()
[models] ADDED: UnloadModelKeepMeshes()
[models] REVIEWED: LoadModel(), avoid loading texcoords and normals from model if not existent
[models] REVIEWED: GenMeshCubicmap(), added comments and simplification
[models] REVIEWED: GenMeshCubicmap(), fixed generated normals (#1244) by @GoldenThumbs
[models] REVIEWED: GenMeshPoly(), fixed buffer overflow (#1269) by @frithrah
[models] REVIEWED: LoadOBJ(): Allow for multiple materials in obj files (#1408) by @chriscamacho and @codifies
[models] REVIEWED: LoadIQM() materials loading (#1227) by @sikor666
[models] REVIEWED: LoadGLTF() to read from memory buffer
[models] REVIEWED: UpdateMesh(), fix extra memory allocated when updating color buffer (#1271) by @4yn
[models] REVIEWED: MeshNormalsSmooth() (#1317) by @seanpringle
[models] REVIEWED: DrawGrid() (#1417)
[models] REDESIGNED: ExportMesh() to use memory buffer (#1232)
[models] REDESIGNED: LoadIQM() and LoadModelAnimations() to use memory buffers
[audio] ADDED: LoadWaveFromMemory() (#1327)
[audio] REMOVED: SetMusicLoopCount()
[audio] REVIEWED: Several functions, sampleCount vs frameCount (#1423)
[audio] REVIEWED: SaveWAV() to use memory write insted of file
[audio] REVIEWED: LoadMusicStream(), support WAV music streaming (#1198)
[audio] REVIEWED: Support multiple WAV sampleSize for MusicStream (#1340)
[audio] REVIEWED: SetAudioBufferPitch()
[audio] REDESIGNED: Audio looping system
[audio] REDESIGNED: LoadSound(): Use memory loading (WAV, OGG, MP3, FLAC) (#1312)
[audio] REDESIGNED: ExportWaveAsCode() to use memory buffers
[utils] ADDED: MemAlloc() / MemFree() (#1440)
[utils] ADDED: UnloadFileData() / UnloadFileText()
[utils] REVIEWED: android_fopen() to support SDCard access
[utils] REDESIGNED: SaveFile*() functions to expose file access results (#1420)
[rmem] REVIEWED: MemPool and other allocators optimization (#1211) by @assyrianic
[examples] ADDED: core/core_window_flags
[examples] ADDED: core/core_quat_conversion by @chriscamacho and @codifies
[examples] ADDED: textures/textures_blend_modes (#1261) by @accidentalrebel
[examples] ADDED: textures/textures_draw_tiled (#1291) by @Demizdor
[examples] ADDED: shaders/shaders_hot_reloading (#1198)
[examples] ADDED: shaders/shaders_rlgl_mesh_instanced (#1318) by @seanpringle
[examples] ADDED: shaders/shaders_multi_sampler2d
[examples] ADDED: others/embedded_files_loading
[examples] REVIEWED: textures/textures_raw_data (#1286)
[examples] REVIEWED: textures/textures_sprite_explosion, replace resources
[examples] REVIEWED: textures/textures_particles_blending, replace resources
[examples] REVIEWED: textures/textures_image_processing, support mouse
[examples] REVIEWED: models/models_skybox to work on OpenGL ES 2.0
[examples] REVIEWED: audio/resources, use open license resources
[examples] REVIEWED: others/raudio_standalone.c
[build] ADDED: New config.h configuration options exposing multiple #define values
[build] REMOVED: ANGLE VS2017 template project
[build] REVIEWED: All MSVC compile warnings
[build] Updated Makefile for web (#1332) by @rfaile313
[build] Updated build pipelines to use latest emscripten and Android NDK
[build] Updated emscriptem build script to generate .a on WebAssembly
[build] Updated Android build for Linux, supporting ANDROID_NDK at compile time by @branlix3000
[build] Updated VSCode project template tasks
[build] Updated VS2017.UWP project template by @Rover656
[build] Updated Android build pipeline
[build] REMOVED: AppVeyor and Travis CI build systems
[*] Moved raysan5/raylib/games to independent repo: raysan5/raylib-games
[*] Replaced several examples resources with more open licensed alternatives
[*] Updated BINDINGS.md with NEW bindings and added raylib version binding!
[*] Updated all external libraries to latest versions
[*] Multiple code improvements and small fixes
-----------------------------------------------
Release: raylib 3.0 (01 April 2020)
-----------------------------------------------
KEY CHANGES:
- Global context states used on all modules.
- Custom memory allocators for all modules and dependencies.
- Centralized file access system and memory data loading.
- Structures reviewed to reduce size and always be used as pass-by-value.
- Tracelog messages completely reviewed and categorized.
- raudio module reviewed to accomodate new Music struct and new miniaudio.
- text module reviewed to improve fonts generation and text management functions.
- Multiple new examples added and categorized examples table.
- GitHub Actions CI implemented for Windows, Linux and macOS.
Detailed changes:
[build] ADDED: VS2017.ANGLE project, by @msmshazan
[build] ADDED: VS2017 project support for x64 platform configuration
[build] ADDED: Makefile for Android building on macOS, by @Yunoinsky
[build] ADDED: Makefile for Android building on Linux, by @pamarcos
[build] REMOVED: VS2015 project
[build] REVIEWED: VSCode project
[build] REVIEWED: Makefile build system
[build] REVIEWED: Android building, by @NimbusFox
[build] REVIEWED: Compilation with CLion IDE, by @Rover656
[build] REVIEWED: Generation of web examples, by @pamarcos
[build] REVIEWED: Makefiles path to 'shell.html', by @niorad
[build] REVIEWED: VS2017 64bit compilation issues, by @spec-chum
[build] REVIEWED: Multiple fixes on projects building, by @ChrisDill, @JuDelCo, @electronstudio
[core] ADDED: Support touch/mouse indistinctly
[core] ADDED: FLAG_WINDOW_ALWAYS_RUN to avoid pause on minimize
[core] ADDED: Config flag SUPPORT_HALFBUSY_WAIT_LOOP
[core] ADDED: RPI mouse cursor point support on native mode
[core] ADDED: GetWorldToScreen2D()- Get screen space position for a 2d camera world space position, by @arvyy
[core] ADDED: GetScreenToWorld2D() - Get world space position for a 2d camera screen space position, by @arvyy
[core] ADDED: GetWorldToScreenEx() - Get size position for a 3d world space position
[core] ADDED: DirectoryExists() - Check if a directory path exists
[core] ADDED: GetPrevDirectoryPath() - Get previous directory path for a given path
[core] ADDED: CompressData() - Compress data (DEFLATE algorythm)
[core] ADDED: DecompressData() - Decompress data (DEFLATE algorythm)
[core] ADDED: GetWindowPosition() - Get window position XY on monitor
[core] ADDED: LoadFileData() - Load file data as byte array (read)
[core] ADDED: SaveFileData() - Save data to file from byte array (write)
[core] ADDED: LoadFileText() - Load text data from file (read), returns a '\0' terminated string
[core] ADDED: SaveFileText() - Save text data to file (write), string must be '\0' terminated
[core] REMOVED: Show raylib logo at initialization
[core] REVIEWED: GetFileName(), security checks
[core] REVIEWED: LoadStorageValue(), by @danimartin82
[core] REVIEWED: SaveStorageValue(), by @danimartin82
[core] REVIEWED: IsMouseButtonReleased(), when press/release events come too fast, by @oswjk
[core] REVIEWED: SetWindowMonitor(), by @DropsOfSerenity
[core] REVIEWED: IsFileExtension() to be case-insensitive
[core] REVIEWED: IsFileExtension() when checking no-extension files
[core] REVIEWED: Default font scale filter for HighDPI mode
[core] REVIEWED: Touch input scaling for PLATFORM_WEB
[core] REVIEWED: RPI input system, by @DarkElvenAngel
[core] REVIEWED: RPI input threads issues
[core] REVIEWED: OpenGL extensions loading and freeing
[core] REVIEWED: GetDirectoryPath()
[core] REVIEWED: Camera2D behavior, by @arvyy
[core] REVIEWED: OpenGL ES 2.0 extensions check
[rlgl] ADDED: Flags to allow frustrum culling near/far distance configuration at compile time
[rlgl] ADDED: Flags to sllow MAX_BATCH_BUFFERING config at compile time
[rlgl] ADDED: GetMatrixProjection(), by @chriscamacho
[rlgl] ADDED: rlUpdateMeshAt() - Update vertex or index data on GPU, at index, by @brankoku
[rlgl] REVIEWED: Vertex padding not zeroed for quads, by @kawa-yoiko
[rlgl] REVIEWED: Read texture data as RGBA from FBO on GLES 2.0
[rlgl] REVIEWED: LoadShaderCode() for const correctness, by @heretique
[rlgl] REVIEWED: rlLoadTexture()
[rlgl] REVIEWED: rlReadTexturePixels()
[rlgl] REVIEWED: rlUpdateMesh() to supports updating indices, by @brankoku
[rlgl] REVIEWED: GenTextureCubemap(), renamed parameters for consistency
[rlgl] REVIEWED: HDR pixels loading
[raymath] ADDED: MatrixRotateXYZ(), by @chriscamacho
[raymath] RENAMED: Vector3Multiply() to Vector3Scale()
[camera] REVIEWED: Free camera pitch, by @chriscamacho
[camera] REVIEWED: Camera not working properly at z-align, by @Ushio
[shapes] ADDED: DrawTriangleStrip() - Draw a triangle strip defined by points
[shapes] ADDED: DrawEllipse() - Draw ellipse
[shapes] ADDED: DrawEllipseLines() - Draw ellipse outline
[shapes] ADDED: DrawPolyLines() - Draw a polygon outline of n sides
[shapes] REVIEWED: DrawPoly() shape rendering, by @AlexHCC
[textures] ADDED: LoadAnimatedGIF() - Load animated GIF file
[textures] ADDED: GetImageAlphaBorder() - Get image alpha border rectangle
[textures] ADDED: ImageFromImage() - Create an image from another image piece
[textures] ADDED: ImageClearBackground(), by @iamsouravgupta
[textures] ADDED: ImageDrawPixel(), by @iamsouravgupta
[textures] ADDED: ImageDrawCircle(), by @iamsouravgupta
[textures] ADDED: ImageDrawLineEx(), by @iamsouravgupta
[textures] ADDED: ImageDrawPixelV(), by @RobLoach
[textures] ADDED: ImageDrawCircleV(), by @RobLoach
[textures] ADDED: ImageDrawLineV(), by @RobLoach
[textures] ADDED: ImageDrawRectangleV(), by @RobLoach
[textures] ADDED: ImageDrawRectangleRec(), by @RobLoach
[textures] REVIEWED: ImageDrawPixel(), by @RobLoach
[textures] REVIEWED: ImageDrawLine(), by @RobLoach
[textures] REVIEWED: ImageDrawCircle(), by @RobLoach
[textures] REVIEWED: ImageDrawRectangle(), by @RobLoach
[textures] REVIEWED: ImageDraw(), now it supports color tint parameter
[textures] REVIEWED: ImageResizeCanvas()
[textures] REVIEWED: ImageCrop() with security checks
[textures] REVIEWED: ImageAlphaMask()
[textures] REVIEWED: ImageDrawRectangleLines()
[textures] REVIEWED: GetImageData()
[text] ADDED: TextCopy() - Copy one string to another, returns bytes copied
[text] ADDED: GetCodepoints() - Get all codepoints in a string
[text] ADDED: CodepointToUtf8() - Encode codepoint into utf8 text
[text] ADDED: DrawTextCodepoint() - Draw one character (codepoint)
[text] RENAMED: LoadDefaultFont() -> LoadFontDefault()
[text] RENAMED: TextCountCodepoints() -> GetCodepointsCount()
[text] REVIEWED: TextFormat(), to support caching, by @brankoku
[text] REVIEWED: LoadFontData(), generate empty image for space character
[text] REVIEWED: TextSplit()
[text] REVIEWED: TextToInteger()
[text] REVIEWED: GetNextCodepoint(), renamed parameters for clarity
[text] REVIEWED: GenImageFontAtlas(), improved atlas size computing
[text] REDESIGNED: struct Font, character rectangles have been moved out from CharInfo to Font
[text] REDESIGNED: struct CharInfo, now includes directly an Image of the glyph
[text] REDESIGNED: GenImageFontAtlas(), additional recs parameter added
[text] REDESIGNED: ImageTextEx(), to avoid font retrieval from GPU
[models] ADDED: Support rlPushMatrix() and rlPopMatrix() on mesh drawing
[models] ADDED: DrawPoint3D() - Draw a point in 3D space, actually a small line, by @ProfJski
[models] ADDED: Multi texture support for materials in GLTF format, by @Gamerfiend, @chriscamacho
[models] REVIEWED: LoadGLTF(), fixed memory leak, by @jubalh
[models] REVIEWED: LoadIQM(), support multiple animations loading, by @culacant
[models] REVIEWED: GetCollisionRayModel(), to avoid pointers
[models] REVIEWED: CheckCollisionRay*(), parameters renamed
[models] REVIEWED: UnloadMesh(), to avoid pointers
[models] REVIEWED: LoadModel(), memory initialization
[models] REVIEWED: UpdateModelAnimation(), added security checks
[models] REVIEWED: Multiple fixes on models loading, by @jubalh
[models] REVIEWED: Normals updated when using animated meshes, by @@las3rlars
[models] REVIEWED: Compilation when the SUPPORT_MESH_GENERATION not set, by @@Elkantor
[raudio] ADDED: Multi-channel audio playing, by @chriscamacho
[raudio] REMOVED: LoadWaveEx()
[raudio] RENAMED: IsAudioBufferProcessed() to IsAudioStreamProcessed()
[raudio] REVIEWED: Ensure .xm playback starts in the right place, by @illegalinstruction
[raudio] REVIEWED: Fix short non-looping sounds, by @jbosh
[raudio] REVIEWED: Modules playing time to full length
[raudio] REDESIGNED: Replaced Music pointer by struct
[raudio] REDESIGNED: Removed sampleLeft from Music struct
[examples] ADDED: core_scissor_test, by @ChrisDill
[examples] ADDED: core_2d_camera_platformer, by @arvyy
[examples] ADDED: textures_mouse_painting, by @ChrisDill
[examples] ADDED: models_waving_cubes, by @codecat
[examples] ADDED: models_solar_system, by @aldrinmartoq
[examples] ADDED: shaders_fog, by @chriscamacho
[examples] ADDED: shaders_texture_waves, by @Anata
[examples] ADDED: shaders_basic_lighting, by @chriscamacho
[examples] ADDED: shaders_simple_mask, by @chriscamacho
[examples] ADDED: audio_multichannel_sound, by @chriscamacho
[examples] ADDED: shaders_spotlight, by @chriscamacho
[examples] RENAMED: text_sprite_font > text_font_spritefont
[examples] RENAMED: text_ttf_loading > text_font_filters
[examples] RENAMED: text_bmfont_ttf > text_font_loading
[examples] REMOVED: models_obj_viewer
[examples] REMOVED: models_solar_system
[examples] REVIEWED: models_obj_loading > models_loading
[examples] REVIEWED: models_materials_pbr, shader issues
[examples] REVIEWED: core_window_letterbox, detailed explanation, by @jotac0
[examples] REVIEWED: core_window_letterbox, virtual mouse, by @anatagawa
[games] ADDED: GGJ2020 game - RE-PAIR
[*] Misc fixes and tweaks, by @yaram, @oraoto, @zatherz, @piecedigital, @Shylie
[*] Update ALL supported projects (Notepad++, VS2017)
[*] Update ALL external libraries to latest versions (29.Jan.2020)
[*] Update ALL examples and games
[*] Update BINDINGS list
-----------------------------------------------
Release: raylib 2.5 (May 2019)
-----------------------------------------------
KEY CHANGES:
- [core] Redesigned Gamepad mechanism, now common to all platforms and gamepads
- [core] HighDPI monitors support with automatic content scaling
- [rlgl] Complete module redesign to use one single internal buffer
- [rlgl] VR system redesign to allow custom device parameters and distortion shader
- [shapes] New drawing shapes available: CircleSector, Ring and RectangleRounded
- [text] New text management API (multiple functions)
- [text] Full Unicode support (utf8 text)
- [textures] Cubemap textures support
- [textures] Quad and N-Patch drawing
- [models] Skeletal model animation support
- [models] Support multiple meshes per model
- [models] Support glTF model loading
Detailed changes:
[build] REVIEWED: Default raylib and examples Makefile
[build] REVIEWED: Notepad++ NppExec scripts
[build] REVIEWED: VS2015 and VS2017 projects
[build] REVIEWED: Android APK build pipeline
[core] Converted most #defined values as enum values
[core] Complete redesign of RPI input system to use evdev events
[core] ADDED: IsWindowResized() - Check if window has been resized
[core] ADDED: IsWindowHidden() - Check if window is currently hidden
[core] ADDED: UnhideWindow() - Show the window
[core] ADDED: HideWindow() - Hide the window
[core] ADDED: GetWindowHandle() - Get native window handle
[core] ADDED: GetMonitorCount() - Get number of connected monitors
[core] ADDED: GetMonitorWidth() - Get primary monitor width
[core] ADDED: GetMonitorHeight() - Get primary monitor height
[core] ADDED: GetMonitorPhysicalWidth() - Get primary monitor physical width in millimetres
[core] ADDED: GetMonitorPhysicalHeight() - Get primary monitor physical height in millimetres
[core] ADDED: GetMonitorName() - Get the human-readable, UTF-8 encoded name of the primary monitor
[core] ADDED: GetClipboardText() - Get clipboard text content
[core] ADDED: SetClipboardText() - Set clipboard text content
[core] ADDED: ColorFromHSV() - Returns a Color from HSV values
[core] ADDED: FileExists() - Check if file exists
[core] ADDED: GetFileNameWithoutExt() - Get filename string without extension (memory should be freed)
[core] ADDED: GetDirectoryFiles() - Get filenames in a directory path (memory should be freed)
[core] ADDED: ClearDirectoryFiles() - Clear directory files paths buffers (free memory)
[core] ADDED: OpenURL() - Open URL with default system browser (if available)
[core] ADDED: SetMouseOffset() - Set mouse offset
[core] ADDED: SetMouseScale() - Set mouse scaling
[core] REMOVED: ShowLogo() - Activate raylib logo at startup (can be done with flags)
[shapes] ADDED: DrawCircleSector() - Draw a piece of a circle
[shapes] ADDED: DrawCircleSectorLines() - Draw circle sector outline
[shapes] ADDED: DrawRing() - Draw ring
[shapes] ADDED: DrawRingLines() - Draw ring outline
[shapes] ADDED: DrawRectangleRounded() - Draw rectangle with rounded edges
[shapes] ADDED: DrawRectangleRoundedLines() - Draw rectangle with rounded edges outline
[shapes] ADDED: SetShapesTexture() - Define default texture used to draw shapes
[textures] REVIEWED: ExportImage() - Reorder function parameters
[textures] REVIEWED: ImageDrawRectangle() - Remove unneeded parameter
[textures] ADDED: ExportImageAsCode() - Export image as code file defining an array of bytes
[textures] ADDED: LoadTextureCubemap() - Load cubemap from image, multiple image cubemap layouts supported
[textures] ADDED: ImageExtractPalette() - Extract color palette from image to maximum size (memory should be freed)
[textures] ADDED: ImageDrawRectangleLines() - Draw rectangle lines within an image
[textures] ADDED: DrawTextureQuad() - Draw texture quad with tiling and offset parameters
[textures] ADDED: DrawTextureNPatch() - Draws a texture (or part of it) that stretches or shrinks nicely
[models] REVIEWED: LoadMesh() -> LoadMeshes() - Support multiple meshes loading
[models] REVIEWED: LoadMaterial() -> LoadMaterials() - Support multiple materials loading
[models] REVIEWED: ExportMesh() - Reorder parameters
[models] ADDED: DrawCubeWiresV() - Draw cube wires (Vector version)
[models] ADDED: GenMeshPoly() - Generate polygonal mesh
[models] ADDED: SetMaterialTexture() - Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
[models] ADDED: SetModelMeshMaterial() - Set material for a mesh
[models] ADDED: LoadModelAnimations() - Load model animations from file
[models] ADDED: UpdateModelAnimation() - Update model animation pose
[models] ADDED: UnloadModelAnimation() - Unload animation data
[models] ADDED: IsModelAnimationValid() - Check model animation skeleton match
[rlgl] Improved internal batching mechanism (multibuffering support, triangle texcoords...)
[rlgl] REVIEWED: rlPushMatrix()/rlPopMatrix() - Now works like OpenGL 1.1
[rlgl] REVIEWED: SetShaderValue() - More generic, now requires uniform type
[rlgl] REMOVED: SetShaderValuei() - Can be acoomplished with new SetShaderValue()
[rlgl] ADDED: SetShaderValueV() - Set shader uniform value vector
[rlgl] ADDED: SetShaderValueTexture() - Set shader uniform value for texture
[rlgl] ADDED: BeginScissorMode() - Begin scissor mode (define screen area for following drawing)
[rlgl] ADDED: EndScissorMode() - End scissor mode
[rlgl] ADDED: SetVrConfiguration() - Set stereo rendering configuration parameters
[rlgl] REVIEWED: InitVrSimulator() - No input parameter required, use SetVrConfiguration()
[text] REVIEWED: LoadFontEx() - Reorder function parameters
[text] REVIEWED: LoadFontData() - Reorder function parameters
[text] REVIEWED: GenImageFontAtlas() - Reorder function parameters
[text] RENAMED: FormatText() -> TextFormat()
[text] RENAMED: SubText() -> TextSubtext()
[text] ADDED: LoadFontFromImage() - Load font from Image (XNA style)
[text] ADDED: DrawTextRec() - Draw text using font inside rectangle limits
[text] ADDED: DrawTextRecEx() - Draw text using font inside rectangle limits with support for text selection
[text] ADDED: TextIsEqual() - Check if two text string are equal
[text] ADDED: TextLength() - Get text length, checks for '\0' ending
[text] ADDED: TextReplace() - Replace text string (memory should be freed!)
[text] ADDED: TextInsert() - Insert text in a position (memory should be freed!)
[text] ADDED: TextJoin() - Join text strings with delimiter
[text] ADDED: TextSplit() - Split text into multiple strings
[text] ADDED: TextAppend() - Append text at specific position and move cursor!
[text] ADDED: TextFindIndex() - Find first text occurrence within a string
[text] ADDED: TextToUpper() - Get upper case version of provided string
[text] ADDED: TextToLower() - Get lower case version of provided string
[text] ADDED: TextToPascal() - Get Pascal case notation version of provided string
[text] ADDED: TextToInteger() - Get integer value from text (negative values not supported)
[raudio] ADDED: ExportWave() - Export wave data to file
[raudio] ADDED: ExportWaveAsCode() - Export wave sample data to code (.h)
[raudio] ADDED: IsAudioStreamPlaying() - Check if audio stream is playing
[raudio] ADDED: SetAudioStreamVolume() - Set volume for audio stream (1.0 is max level)
[raudio] ADDED: SetAudioStreamPitch() - Set pitch for audio stream (1.0 is base level)
[examples] Complete review of full examples collection, many additions
[examples] ADDED: core_custom_logging - Custom trace log system
[examples] ADDED: core_input_multitouch - Multitouch input example
[examples] ADDED: core_window_letterbox - Window adapted to screen
[examples] ADDED: core_loading_thread - Data loading in second thread
[examples] REVIEWED: core_input_gamepad - Adapted to new gamepad system
[examples] REVIEWED: core_vr_simulator - HMD device parameters and distortion shader should be provided
[examples] ADDED: core_window_scale_letterbox - Windows resizing and letterbox content
[examples] ADDED: shapes_rectangle_scaling_mouse - Scale a rectangle with mouse
[examples] ADDED: shapes_draw_circle_sector - Circle sector drawing
[examples] ADDED: shapes_draw_ring - Ring drawing
[examples] ADDED: shapes_draw_rectangle_rounded - Rounded rectangle drawing
[examples] ADDED: shapes_bouncing_ball - Ball bouncing in the screen
[examples] ADDED: shapes_collision_area - Collision detection and drawing
[examples] ADDED: shapes_following_eyes - Some maths on eyes and mouse
[examples] ADDED: shapes_easings_ball_anim - Ball animation
[examples] ADDED: shapes_easings_box_anim - Box animation
[examples] ADDED: shapes_easings_rectangle_array - Rectangles animation
[examples] REVIEWED: shapes_colors_palette - Reviewed color selection and text displaying
[examples] ADDED: textures_background_scrolling - Scrolling and parallaz background effect
[examples] ADDED: textures_image_npatch - Drawing N-Patch based boxes
[examples] ADDED: textures_sprite_button - Sprite button with sound
[examples] ADDED: textures_sprite_explosion - Sprite explosion with sound
[examples] ADDED: textures_bunnymark - Benchmarking test
[examples] ADDED: text_draw_inside_rectangle - Drawing text inside a delimited rectangle box
[examples] ADDED: text_unicode - Multiple languages text drawing
[examples] ADDED: text_rectangle_bound - Fit text inside a rectangle
[examples] REVIEWED: text_bmfont_ttf - Simplified example
[examples] ADDED: models_animation - Animated models loading and animation playing
[examples] ADDED: models_obj_viewer - Draw and drop models viewer
[examples] ADDED: models_rlgl_solar_system - Solar system simulation using rlgl functionality
[examples] ADDED: models_first_person_maze - 3D maze fps
[examples] ADDED: shaders_palette_switch - Switching color palette on shader
[examples] ADDED: shaders_raymarching - Raymarching shader
[examples] ADDED: shaders_texture_drawing - Texture drawing on GPU
[examples] ADDED: shaders_texture_waves - Texture waves on shader
[examples] ADDED: shaders_julia_set - Julia set fractals
[examples] ADDED: shaders_eratosthenes - Prime number visualization shader
[examples] REVIEWED: audio_raw_stream - Mostly rewritten
[games] ADDED: GGJ19 game - Cat vs Roomba
[*] Updated external libraries to latest version
[*] Multiple bugs corrected (check github issues)
-----------------------------------------------
Release: raylib 2.0 (July 2018)
-----------------------------------------------
KEY CHANGES:
- Removed external dependencies (GLFW3 and OpenAL)
- Complete redesign of audio module to use mini_al audio library
- Complete redesign of audio module to use miniaudio library
- Support AppVeyor and Travis CI (continuous integration) building
- Reviewed raymath.h for better consistency and performance (inlining)
- Refactor all #define SUPPORT_* into a single config.h
@ -43,7 +541,7 @@ Detailed changes:
[core] RENAMED: struct SpriteFont to Font -> plus all required functions!
[core] RENAMED: enum TextureFormat to PixelFormat
[core] REVIEWED: Rectangle params int to float
[core] REVIEWED: timming system for macOS
[core] REVIEWED: timing system for macOS
[core] REMOVED: ColorToFloat()
[core] ADDED: GetCurrentTime() on macOS
[core] ADDED: GetTime()
@ -115,7 +613,7 @@ Detailed changes:
[raymath] ADDED: Vector3RotateByQuaternion()
[raymath] REVIEWED: math usage to reduce temp variables
[raymath] REVIEWED: Avoid pointer-based parameters for API consistency
[physac] REVIEWED: physac.h timming system
[physac] REVIEWED: physac.h timing system
[examples] Replaced dwarf model by brand new 3d assets: 3d medieval buildings
[examples] Assets cleaning and some replacements
[games] ADDED: GGJ18 game - transmission mission
@ -238,7 +736,7 @@ other changes:
[core] Added function: GetWorkingDirectory(), get current working directory
[core] Added function: ChangeDirectory(), change working directory
[core] Added function: TraceLog(), made public to API
[core] Improved timming system to avoid busy wait loop on frame sync: Wait()
[core] Improved timing system to avoid busy wait loop on frame sync: Wait()
[core] Added support for gamepad on HTML5 platform
[core] Support mouse lock, useful for camera system
[core] Review functions description comments
@ -752,7 +1250,7 @@ Release: raylib 1.0.0 (18 November 2013)
-----------------------------------------------
* Initial version
* 6 Modules provided:
- core: basic window/context creation functions, input management, timming functions
- core: basic window/context creation functions, input management, timing functions
- shapes: basic shapes drawing functions
- textures: image data loading and conversion to OpenGL textures
- text: text drawing, sprite fonts loading, default font loading

27
CMakeLists.txt Normal file → Executable file
View File

@ -1,12 +1,24 @@
cmake_minimum_required(VERSION 3.0)
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
if ("${CMAKE_SOURCE_DIR}" STREQUAL "${CMAKE_CURRENT_SOURCE_DIR}")
set(RAYLIB_IS_MAIN TRUE)
else()
set(RAYLIB_IS_MAIN FALSE)
endif()
# Config options
option(BUILD_EXAMPLES "Build the examples." ON)
option(BUILD_GAMES "Build the example games." ON)
option(BUILD_EXAMPLES "Build the examples." ${RAYLIB_IS_MAIN})
option(ENABLE_ASAN "Enable AddressSanitizer (ASAN) for debugging (degrades performance)" OFF)
option(ENABLE_UBSAN "Enable UndefinedBehaviorSanitizer (UBSan) for debugging" OFF)
option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended for run with ASAN)" OFF)
option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended to run with ASAN)" OFF)
# This helps support the case where emsdk toolchain file is used
# either by setting it with -DCMAKE_TOOLCHAIN_FILE=<path_to_emsdk>/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake
# or by using "emcmake cmake -B build -S ." as described in https://emscripten.org/docs/compiling/Building-Projects.html
if(EMSCRIPTEN)
SET(PLATFORM Web CACHE STRING "Forcing PLATFORM_WEB because EMSCRIPTEN was detected")
endif()
if(CMAKE_VERSION VERSION_LESS "3.1")
if(CMAKE_C_COMPILER_ID STREQUAL "GNU")
@ -22,8 +34,6 @@ add_if_flag_compiles(-Werror=implicit-function-declaration CMAKE_C_FLAGS)
# src/external/jar_xm.h does shady stuff
add_if_flag_compiles(-fno-strict-aliasing CMAKE_C_FLAGS)
include(CheckFileSystemSymlinkSupport)
if (ENABLE_ASAN)
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
add_if_flag_compiles(-fsanitize=address CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
@ -41,14 +51,11 @@ if (ENABLE_MSAN AND ENABLE_ASAN)
MESSAGE(WARNING "Compiling with both AddressSanitizer and MemorySanitizer is not recommended")
endif()
add_subdirectory(src release)
add_subdirectory(src)
if (${BUILD_EXAMPLES})
MESSAGE(STATUS "Building examples is enabled")
add_subdirectory(examples)
endif()
if (${BUILD_GAMES})
add_subdirectory(games)
endif()
enable_testing()

View File

@ -2,22 +2,30 @@
Hello contributors! Welcome to raylib!
Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
- C programming - Can you write/review/test/improve the code?
- Documentation/Tutorials/Example - Can you write some tutorial/example?
- Porting to other platforms - Can you port and compile raylib on other systems?
- Web Development - Can you help [with the website](https://github.com/raysan5/raylib.com)?
- Testing - Can you find some bugs in raylib?
This document contains a set of guidelines to contribute to the project. These are mostly guidelines, not rules.
Use your best judgement, and feel free to propose changes to this document in a pull-request.
Use your best judgement, and feel free to propose changes to this document in a pull request.
### raylib philosophy
- raylib is a tool to LEARN videogames programming, every single function in raylib should be a tutorial on itself.
- raylib is SIMPLE and EASY-TO-USE, I tried to keep it compact with a small set of functions, if a function is too complex or is not clearly useful, better not to include it.
- raylib is open source and free; educators and institutions can use this tool to TEACH videogames programming completely by free.
- raylib is collaborative; contribution of tutorials / code-examples / bugs-solving / code-comments are highly appreciated.
- raylib's license (and its external libs respective licenses) allow using it for commercial products.
- raylib is a tool to enjoy videogames programming, every single function in raylib should be a tutorial on itself.
- raylib is **SIMPLE** and **EASY-TO-USE**, I tried to keep it compact with a small set of functions, if a function is too complex or is not clearly useful, better not including it.
- raylib is open source and free; educators and institutions can use this tool to **TEACH** videogames programming completely for free.
- raylib is collaborative; contribution of tutorials / code examples / bug fixes / code comments are highly appreciated.
- raylib's license (and its external libs respective licenses) allow using it on commercial projects.
### Some interesting reads to start with
- [raylib history](HISTORY.md)
- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
- [raylib license](LICENSE.md)
- [raylib license](LICENSE)
- [raylib roadmap](ROADMAP.md)
[raylib Wiki](https://github.com/raysan5/raylib/wiki) contains some information about the library and is open to anyone for edit.
@ -28,13 +36,13 @@ Feel free to review it if required, just take care not to break something.
Despite being written in C, raylib does not follow the standard Hungarian notation for C,
it [follows Pascal-case/camel-case notation](https://github.com/raysan5/raylib/wiki/raylib-coding-conventions),
more common on C# language. All code formatting decisions have been carefully taken
to make it easier for students to read, write and understand code.
to make it easier for students/users to read, write and understand code.
Source code is extensively commented for that purpose, raylib primary learning method is:
> learn by reading code and examples
For detailed information on building raylib and examples, please check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
For detailed information on building raylib and examples, please see [raylib Wiki](https://github.com/raysan5/raylib/wiki).
### Opening new Issues
@ -45,41 +53,22 @@ To open new issue for raylib (bug, enhancement, discussion...), just try to foll
title and clear description, as much relevant information as possible, and a code sample demonstrating the unexpected behavior.
- If applies, attach some screenshot of the issue and a .zip file with the code sample and required resources.
- On issue description, add a brackets tag about the raylib module that relates to this issue.
If don't know the module, just report the issue, I will review it.
If don't know which module, just report the issue, I will review it.
- You can check other issues to see how is being done!
### Sending a Pull-Request
- Make sure the PR description clearly describes the problem and solution. Include the relevant issue number if applicable.
- Don't send big pull-requests (lots of changelists), they are difficult to review. It's better to send small pull-request, one at a time.
- Don't send big pull requests (lots of changelists), they are difficult to review. It's better to send small pull requests, one at a time.
- Verify that changes don't break the build (at least on Windows platform). As many platforms where you can test it, the better, but don't worry
if you cannot test all the platforms.
### raylib bindings
Some people ported raylib to other languages in form of bindings or wrappers to the library, here is a list with the ones I'm aware of:
- [raylib C/C++ version (default)](https://github.com/raysan5/raylib)
- [raylib Lua binding](https://github.com/raysan5/raylib-lua)
- [raylib Go binding](https://github.com/gen2brain/raylib-go)
- [raylib Nim binding](https://gitlab.com/define-private-public/raylib-Nim)
- [raylib Crystal binding](https://gitlab.com/Zatherz/cray)
- [raylib Perl wrapper](https://metacpan.org/pod/Graphics::Raylib)
- raylib Pascal binding with custom IDE (closed-source)
- [raylib flat-assembler Usage example](http://forum.raylib.com/index.php?p=/discussion/comment/425/#Comment_425)
- [raylib COBOL Usage example](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)
Usually, raylib bindings follow the convention: `raylib-{language}`
Let me know if you're writing a new binding for raylib, I will list it here and I usually
provide the icon/logo for that new language binding.
### Contact information
If you have any doubt, don't hesitate to [contact me](mailto:ray@raylib.com)!.
You can write me a direct mail but you can also contact me on the following networks:
- [raylib forum](http://forum.raylib.com/) - A good place for discussions or to ask for help.
- [raylib reddit](https://www.reddit.com/r/raylib/) - A good place for discussions or to ask for help.
- [raylib Discord](https://discord.gg/VkzNHUE) - A direct communication channel for project discussions.
- [raylib twitter](https://twitter.com/raysan5) - My personal twitter account, I usually post about raylib, you can send me PMs.
- [raylib web](http://www.raylib.com/) - On top-right corner there is a bunch of networks where you can find me.
@ -108,29 +97,40 @@ contributing (in some way or another) to make the raylib project better. Huge th
- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
- [Marcelo Paez](https://github.com/paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for his amazing contribution with raylib Lua module, I just work over his code to implement [rlua](https://github.com/raysan5/raylib/blob/master/src/rlua.h)
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for his improvements on OBJ object loading.
- [RDR8](https://github.com/RDR8) for helping with Linux build improvements
- [Saggi Mizrahi](https://github.com/ficoos) for multiple fixes on Linux and audio system
- [Daniel Lemos](https://github.com/xspager) for fixing issues on Linux games building
- [Marcelo Paez](https://github.com/paezao) for helping on OSX High DPI display issue.
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for an amazing contribution to raylib Lua module.
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for improvements on OBJ object loading.
- [RDR8](https://github.com/RDR8) for helping with Linux build improvements.
- [Saggi Mizrahi](https://github.com/ficoos) for multiple fixes on Linux and audio system.
- [Daniel Lemos](https://github.com/xspager) for fixing issues on Linux games building.
- [Joel Davis](https://github.com/joeld42) for adding raycast picking utilities and a [great example](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_picking.c)
- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support
- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain
- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support.
- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain.
- [Michael Vetter](https://github.com/jubalh) for improvements on build system and his work on Suse Linux package... and multiple fixes!
- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions and some fixes
- [Benjamin Summerton](https://github.com/define-private-public) for improving OSX building and his amazing work on CMake build sytem
- [MartinFX](https://github.com/Martinfx) for adding compilation support for FreeBSD OS and derivatives
- [Wilhem Barbier](https://github.com/nounoursheureux) for supporting default shaders on shader loading, if shader not provided
- [Ahmad Fatoum](https://github.com/a3f) for implementing continuus integration support for raylib (Travis and AppVeyor) and greatly improving build system.
- [SamNChiet](https://github.com/SamNChiet) for his work on UWP inputs implementation.
- [David Reid](https://github.com/mackron) for a complete review of audio module to support his amazing mini_al audio library.
- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions, shaders work and some fixes.
- [Benjamin Summerton](https://github.com/define-private-public) for improving OSX building and his amazing work on CMake build sytem.
- [MartinFX](https://github.com/Martinfx) for adding compilation support for FreeBSD OS and derivatives.
- [Ahmad Fatoum](https://github.com/a3f) for implementing CI support for raylib (Travis and AppVeyor) and great improvements on build system.
- [SamNChiet](https://github.com/SamNChiet) for a greatly improved UWP input implementation.
- [David Reid](https://github.com/mackron) for a complete review of audio module to support his amazing miniaudio library.
- [Kai](https://github.com/questor) for multiple code reviews and improvements.
- [RDR8](https://github.com/RDR8) for his work on Makefiles for Linux
- [Max Danielsson](https://github.com/autious) for adding support for orthographic 3d camera projection
- [Lumaio](https://github.com/TheLumaio) for his great work on GBuffers and GetCollisionRayModel()
- [Jonas Daeyaert](https://github.com/culacant) for his amazing work on IQM animated models support
- [Seth Archambault](https://github.com/SethArchambault) for his work on Android Gamepad support (SNES model)
- [Lumaio](https://github.com/TheLumaio) for his great work on GBuffers and GetCollisionRayModel().
- [Jonas Daeyaert](https://github.com/culacant) for an amazing work on IQM animated models support.
- [Seth Archambault](https://github.com/SethArchambault) for the work on Android Gamepad support (SNES model).
- [D3nX](https://github.com/D3nX) for adding Code::Blocks project template.
- [Jak Barnes](https://github.com/Syphonx) for a great work on `rnet`, new raylib network module
- [Vlad Adrian](https://github.com/Demizdor) for an amazing work on Unicode support, new shapes functions and raygui.
- [Reece Mackie](https://github.com/Rover656) for a great work on improving UWP support
- [flashback-fx](flashback-fx) for improving easings library and example
- [Jorge A. Gomes](https://github.com/overdev) for adding nine-patch textures support and example
- [Berni8k](https://github.com/Berni8k) for improving Raspberry Pi input system, using evdev
- [Wilhem Barbier](https://github.com/wbrbr) for implementing glTF loading support and solving several issues
- [Marco Lizza](https://github.com/MarcoLizza) for improving logging system and multiple issues
- [Anata](https://github.com/anatagawa) for creating amazing examples and contributing with them
- [Narice](https://github.com/narice) made easings.h includable as standalone header
- [Eric J.](https://github.com/ProfJski) for shaders_eratosthenes example contribution
- [PompPenguin](https://github.com/PompPenguin) for reviewing 3rd person camera
- [Mohamed Shazan](https://github.com/msmshazan) for adding support for ANGLE graphics backend
Please, if I forget someone in this list, excuse me and send a PR!
Please, if I forget someone in this list, excuse me and send me a PR!

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help me!
--------
Im working hard on raylib but my resources are quite limited. If you enjoy raylib and want to help / contribute in some way,
please, [let me know][raysan5].
The following help is highly appreciated:
- C programming - Can you write / review / test / improve the code?
- Documentation / Tutorials / Example writters - Can you write some tutorial / example?
- Web Development - Can you help with the web? SEO, style, code writting: https://github.com/raysan5/raylib.com
- Porting to Linux, OSX, RaspberryPi, consoles... - Can you compile and test raylib on another systems?
- Testers of current features and multiple systems - Can you find some bug on raylib?
If you can not help on any of the above points but you still want to contribute in some way... please, consider helping
with a small [donation](http://www.raylib.com/helpme.html) or contributing with [raylib patreon](https://www.patreon.com/raylib). It will really motivate to continue improving this project...
raylib philosophy
------------------
* raylib is a tool to LEARN videogames programming, every single function in raylib should be a tutorial on itself.
* raylib is SIMPLE and EASY-TO-USE, I tried to keep it compact with a small set of functions, if a function is too complex or has not a clear usefulness, better not to include it.
* raylib is open source and free; educators and institutions can use this tool to TEACH videogames programming completely by free.
* raylib is collaborative; contribution of tutorials / code-examples / bugs-solving / code-comments are highly appreciated.
* raylib's license (and its external libs respective licenses) allow using it for commercial products.
contact
-------
* Webpage: [http://www.raylib.com](http://www.raylib.com)
* Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
* Facebook: [http://www.facebook.com/raylibgames](http://www.facebook.com/raylibgames)
* Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
* Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
* Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
* Discord: [https://discord.gg/raylib](https://discord.gg/VkzNHUE)
* YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/channel/UC8WIBkhYb5sBNqXO1mZ7WSQ)
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"

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@ -1,62 +1,45 @@
![raylib logo](logo/raylib_256x256.png)
history
-------
introduction
------------
I've developed videogames for some years and 4 years ago I started teaching videogames development
to young people with artistic profile, most of them had never written a single line of code.
I started developing videogames in 2006 and some years later I started teaching videogames development to young people with artistic profile, most of students had never written a single line of code.
I started with C language basis and, after searching for the most simple and easy-to-use library to teach
videogames programming, I found WinBGI; it was great and it worked very well with students, in just a
couple of weeks that people that had never written a single line of code were able to program (and understand)
a simple PONG and some of them even a BREAKOUT!
I decided to start with C language basis and, after searching for the most simple and easy-to-use library to teach videogames programming, I found [WinBGI](http://www.codecutter.net/tools/winbgim/); it was great and it worked very well with students, in just a couple of weeks, those students that had never written a single line of code were able to program (and understand) a simple PONG game, some of them even a BREAKOUT!
But WinBGI was not the clearer and most organized lib. There were a lot of things I found useless and
confusing and some function names were not clear enough for most of the students; not to mention points
like no transparencies support or no hardware acceleration.
But WinBGI was not the clearer and most organized library for my taste. There were lots of things I found confusing and some function names were not clear enough for most of the students; not to mention the lack of transparencies support and no hardware acceleration.
So, I decided to create my own lib, hardware accelerated, clear function names, quite organized, well structured,
plain C coding and, the most important, primarily intended to LEARN videogames programming.
So, I decided to create my own library, hardware accelerated, clear function names, quite organized, well structured, plain C coding and, the most important, primarily intended to learn videogames programming.
I've coded quite a lot in C# and XNA and I really love it (in fact, my students learn C# after C),
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
raylib to XNA, MonoGame or similar libs extremely easily.
My previous videogames development experience was mostly in C# and [XNA](https://en.wikipedia.org/wiki/Microsoft_XNA) and I really loved it, so, I decided to use C# language style notation and XNA naming conventions. That way, students were able to move from raylib to XNA, MonoGame or similar libs extremely easily.
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
raylib started as a weekend project and after three months of hard work, **raylib 1.0 was published on November 2013**.
Enjoy it.
notes on raylib 1.1
-------------------
On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a
complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translates raylib-OpenGL-style
immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define.
- A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translates raylib-OpenGL-style immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define.
[rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes
a bunch of useful functions for 3d-math with vectors, matrices and quaternions.
- [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes a bunch of useful functions for 3d-math with vectors, matrices and quaternions.
Some other big changes of this new version have been the support for OGG files loading and stream playing, and the
support of DDS texture files (compressed and uncompressed) along with mipmaps support.
Some other big changes of this new version have been the support for OGG files loading and stream playing, and the support of DDS texture files (compressed and uncompressed) along with mipmaps support.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.1.
notes on raylib 1.2
-------------------
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a
complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the user.
On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input
system has been written from scratch.
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the users. On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input system has been written from scratch.
A new display initialization system has been created to support multiple resolutions, adding black bars if required;
user only defines desired screen size and it gets properly displayed.
- A new display initialization system has been created to support multiple resolutions, adding black bars if required; user only defines desired screen size and it gets properly displayed.
Now raylib can easily deploy games to Android devices and Raspberry Pi (console mode).
- Now raylib can easily deploy games to Android devices and Raspberry Pi (console mode).
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.2.
@ -65,21 +48,17 @@ In December 2014, new raylib 1.2.2 was published with support to compile directl
notes on raylib 1.3
-------------------
On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality,
improves tremendously textures module and also provides some new modules (camera system, gestures system, IMGUI).
On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality, improves tremendously textures module and also provides some new modules (camera system, gestures system, immediate-mode gui).
Shaders support is the biggest addition to raylib 1.3, with support for easy shaders loading and use. Loaded shaders can be
attached to 3d models or used as fullscreen postrocessing effects. A bunch of postprocessing shaders are also included
in this release, check raylib/shaders folder.
- Shaders support is the biggest addition to raylib 1.3, with support for easy shaders loading and use. Loaded shaders can be attached to 3d models or used as fullscreen postrocessing effects. A bunch of postprocessing shaders are also included in this release, check raylib/shaders folder.
Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
A brand new [camera](https://github.com/raysan5/raylib/blob/master/src/camera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person).
Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c).
- Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
New [gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs.
- A brand new [camera](https://github.com/raysan5/raylib/blob/master/src/camera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person). Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c).
[raygui](https://github.com/raysan5/raylib/blob/master/src/raygui.h), the new IMGUI (Immediate Mode GUI) module offers a set of functions to create simple user interfaces,
primary intended for tools development. It's still in experimental state but already fully functional.
- New [gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs.
- [raygui](https://github.com/raysan5/raylib/blob/master/src/raygui.h), the new immediate-mode GUI module offers a set of functions to create simple user interfaces, primary intended for tools development. It's still in experimental state but already fully functional.
Most of the examples have been completely rewritten and +10 new examples have been added to show the new raylib features.
@ -88,29 +67,22 @@ Lots of code changes and lot of testing have concluded in this amazing new rayli
notes on raylib 1.4
-------------------
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version,
lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added.
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version, lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added.
First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image.
Now a basic image processing can be done before converting the image to texture for usage.
- First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image. Now a basic image processing can be done before converting the image to texture for usage.
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library).
Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file.
- SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library). Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file.
New [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) physics module for basic 2D physics support. Still in development but already functional.
Module comes with some usage examples for basic jump and level interaction and also force-based physic movements.
- New [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) physics module for basic 2D physics support. Still in development but already functional. Module comes with some usage examples for basic jump and level interaction and also force-based physic movements.
[raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
- [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
[gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse.
This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
- [gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`).
Gamepad support has also been added (experimental).
- Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`). Gamepad support has also been added (experimental).
Other important improvements are the functional raycast system for 3D picking, including some ray collision-detection functions,
and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported).
A simple [easings](https://github.com/raysan5/raylib/blob/master/src/easings.h) module has also been added for values animation.
and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported). A simple [easings](https://github.com/raysan5/raylib/blob/master/src/easings.h) module has also been added for values animation.
Up to 8 new code examples have been added to show the new raylib features and +10 complete game samples have been provided to learn
how to create some classic games like Arkanoid, Asteroids, Missile Commander, Snake or Tetris.
@ -122,17 +94,17 @@ notes on raylib 1.5
On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new version is the biggest boost of the library until now, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added.
VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/master/examples/core_oculus_rift.c).
- VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/master/examples/core_oculus_rift.c).
New materials system: now raylib supports standard material properties for 3D models, including diffuse-ambient-specular colors and diffuse-normal-specular textures. Just assign values to standard material and everything is processed internally.
- New materials system: now raylib supports standard material properties for 3D models, including diffuse-ambient-specular colors and diffuse-normal-specular textures. Just assign values to standard material and everything is processed internally.
New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages render internally for every 3d object using standard material.
- New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages render internally for every 3d object using standard material.
Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily configured and used; gamepad data is read and processed in raw mode in a second thread.
- Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily configured and used; gamepad data is read and processed in raw mode in a second thread.
Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/master/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread.
- Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/master/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread.
Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
- Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/master/examples/core_2d_camera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/master/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
@ -147,17 +119,17 @@ notes on raylib 1.6
On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new version represents another big review of the library and includes some interesting additions. This version conmmemorates raylib 3rd anniversary (raylib 1.0 was published on November 2013) and it is a stepping stone for raylib future. raylib roadmap has been reviewed and redefined to focus on its primary objective: create a simple and easy-to-use library to learn videogames programming. Some of the new features:
Complete [raylib Lua binding](https://github.com/raysan5/raylib-lua). All raylib functions plus the +60 code examples have been ported to Lua, now Lua users can enjoy coding videogames in Lua while using all the internal power of raylib. This addition also open the doors to Lua scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to Lua scripts while keep using raylib functionality.
- Complete [raylib Lua binding](https://github.com/raysan5/raylib-lua). All raylib functions plus the +60 code examples have been ported to Lua, now Lua users can enjoy coding videogames in Lua while using all the internal power of raylib. This addition also open the doors to Lua scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to Lua scripts while keep using raylib functionality.
Completely redesigned [audio module](https://github.com/raysan5/raylib/blob/master/src/audio.c). Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. [FLAC file format support](https://github.com/raysan5/raylib/blob/master/src/external/dr_flac.h) has also been added. In the same line, [OpenAL Soft](https://github.com/kcat/openal-soft) backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
- Completely redesigned [audio module](https://github.com/raysan5/raylib/blob/master/src/raudio.c). Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. [FLAC file format support](https://github.com/raysan5/raylib/blob/master/src/external/dr_flac.h) has also been added. In the same line, [OpenAL Soft](https://github.com/kcat/openal-soft) backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
[Physac](https://github.com/victorfisac/Physac) module has been moved to its own repository and it has been improved A LOT, actually, library has been completely rewritten from scratch by [@victorfisac](https://github.com/victorfisac), multiple samples have been added together with countless new features to match current standard 2D physic libraries. Results are amazing!
- [Physac](https://github.com/victorfisac/Physac) module has been moved to its own repository and it has been improved A LOT, actually, library has been completely rewritten from scratch by [@victorfisac](https://github.com/victorfisac), multiple samples have been added together with countless new features to match current standard 2D physic libraries. Results are amazing!
Camera and gestures modules have been reviewed, highly simplified and ported to single-file header-only libraries for easier portability and usage flexibility. Consequently, camera system usage has been simplified in all examples.
- Camera and gestures modules have been reviewed, highly simplified and ported to single-file header-only libraries for easier portability and usage flexibility. Consequently, camera system usage has been simplified in all examples.
Improved Gamepad support on Windows and Raspberry Pi with the addition of new functions for custom gamepad configurations but supporting by default PS3 and Xbox-based gamepads.
- Improved Gamepad support on Windows and Raspberry Pi with the addition of new functions for custom gamepad configurations but supporting by default PS3 and Xbox-based gamepads.
Improved textures and text functionality, adding new functions for texture filtering control and better TTF/AngelCode fonts loading and generation support.
- Improved textures and text functionality, adding new functions for texture filtering control and better TTF/AngelCode fonts loading and generation support.
Build system improvement. Added support for raylib dynamic library generation (raylib.dll) for users that prefer dynamic library linking. Also thinking on advance users, it has been added pre-configured [Visual Studio C++ 2015 solution](https://github.com/raysan5/raylib/tree/master/project/vs2015) with raylib project and C/C++ examples for users that prefer that professional IDE and compiler.
@ -168,36 +140,36 @@ notes on raylib 1.7
On May 2017, around 6 month after raylib 1.6, comes another raylib instalment, raylib 1.7. This time library has been improved a lot in terms of consistency and cleanness. As stated in [this patreon article](https://www.patreon.com/posts/raylib-future-7501034), this new raylib version has focused efforts in becoming more simple and easy-to-use to learn videogames programming. Some highlights of this new version are:
More than 30 new functions added to the library, functions to control Window, utils to work with filenames and extensions, functions to draw lines with custom thick, mesh loading, functions for 3d ray collisions detailed detection, funtions for VR simulation and much more... Just check [CHANGELOG](CHANGELOG) for a detailed list of additions!
- More than 30 new functions added to the library, functions to control Window, utils to work with filenames and extensions, functions to draw lines with custom thick, mesh loading, functions for 3d ray collisions detailed detection, funtions for VR simulation and much more... Just check [CHANGELOG](CHANGELOG) for a detailed list of additions!
Support of [configuration flags](https://github.com/raysan5/raylib/issues/200) on every raylib module. Advance users can customize raylib just choosing desired features, defining some configuration flags on modules compilation. That way users can control library size and available functionality.
- Support of [configuration flags](https://github.com/raysan5/raylib/issues/200) on every raylib module. Advance users can customize raylib just choosing desired features, defining some configuration flags on modules compilation. That way users can control library size and available functionality.
Improved [build system](https://github.com/raysan5/raylib/blob/master/src/Makefile) for all supported platforms (Windows, Linux, OSX, RPI, Android, HTML5) with a unique Makefile to compile sources. Added support for Android compilation with a custom standalone toolchain and also multiple build compliation flags.
- Improved [build system](https://github.com/raysan5/raylib/blob/master/src/Makefile) for all supported platforms (Windows, Linux, OSX, RPI, Android, HTML5) with a unique Makefile to compile sources. Added support for Android compilation with a custom standalone toolchain and also multiple build compliation flags.
New [examples](http://www.raylib.com/examples.html) and [sample games](http://www.raylib.com/games.html) added. All samples material has been reviewed, removing useless examples and adding more comprehensive ones; all material has been ported to latest raylib version and tested in multiple platforms. Examples folder structure has been improved and also build systems.
- New [examples](http://www.raylib.com/examples.html) and [sample games](http://www.raylib.com/games.html) added. All samples material has been reviewed, removing useless examples and adding more comprehensive ones; all material has been ported to latest raylib version and tested in multiple platforms. Examples folder structure has been improved and also build systems.
Improved library consistency and organization in general. Functions and parameters have been renamed, some parts of the library have been cleaned and simplyfied, some functions has been moved to examples (lighting, Oculus Rift CV1 support) towards a more generic library implementation. Lots of hours have been invested in this process...
- Improved library consistency and organization in general. Functions and parameters have been renamed, some parts of the library have been cleaned and simplyfied, some functions has been moved to examples (lighting, Oculus Rift CV1 support) towards a more generic library implementation. Lots of hours have been invested in this process...
Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit audio support, frames timming improvements, public log system, rres file format support, automatic GIF recording...
Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit audio support, frames timing improvements, public log system, rres file format support, automatic GIF recording...
And here it is another version of **raylib, a simple and easy-to-use library to learn videogames programming**. Enjoy it.
And here it is another version of **raylib, a simple and easy-to-use library to enjoy videogames programming**. Enjoy it.
notes on raylib 1.8
-------------------
October 2017, around 5 months after latest raylib version, another release is published: raylib 1.8. Again, several modules of the library have been reviewed and some new functionality added. Main changes of this new release are:
[Procedural image generation](https://github.com/raysan5/raylib/blob/master/examples/textures/textures_image_generation.c) function, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning pourpouses.
- [Procedural image generation](https://github.com/raysan5/raylib/blob/master/examples/textures/textures_image_generation.c) function, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning pourpouses.
[Parametric mesh generation](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_generation.c) functions, create 3d meshes from scratch just defining a set of parameters, meshes like cube, sphere, cylinder, torus, knot and more can be very useful for prototyping or for lighting and texture testing.
- [Parametric mesh generation](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_generation.c) functions, create 3d meshes from scratch just defining a set of parameters, meshes like cube, sphere, cylinder, torus, knot and more can be very useful for prototyping or for lighting and texture testing.
PBR Materials support, a completely redesigned shaders and material system allows advance materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a a new complete [PBR material example](https://github.com/raysan5/raylib/blob/master/examples/models/models_material_pbr.c) is also provided for reference.
- PBR Materials support, a completely redesigned shaders and material system allows advance materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a a new complete [PBR material example](https://github.com/raysan5/raylib/blob/master/examples/models/models_material_pbr.c) is also provided for reference.
Custom Android APK build pipeline with [simple Makefile](https://github.com/raysan5/raylib/blob/master/templates/simple_game/Makefile). Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for examples and templates building into final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts.
- Custom Android APK build pipeline with [simple Makefile](https://github.com/raysan5/raylib/blob/master/templates/simple_game/Makefile). Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for examples and templates building into final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts.
[rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c) module has been completely reviewed and most of the functions renamed for consistency. This way, standalone usage of rlgl is promoted, with a [complete example provided](https://github.com/raysan5/raylib/blob/master/examples/others/rlgl_standalone.c). rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions.
- [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) module has been completely reviewed and most of the functions renamed for consistency. This way, standalone usage of rlgl is promoted, with a [complete example provided](https://github.com/raysan5/raylib/blob/master/examples/others/rlgl_standalone.c). rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions.
[raymath](https://github.com/raysan5/raylib/blob/master/src/rlgl.c) library has been also reviewed to align with other advance math libraries like [GLM](https://github.com/g-truc/glm). Matrix math has been improved and simplified, some new Quaternion functions have been added and Vector3 functions have been renamed all around the library for consistency with new Vector2 functionality.
- [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) library has been also reviewed to align with other advance math libraries like [GLM](https://github.com/g-truc/glm). Matrix math has been improved and simplified, some new Quaternion functions have been added and Vector3 functions have been renamed all around the library for consistency with new Vector2 functionality.
Additionally, as always, examples and templates have been reviewed to work with new version (some new examples have been added), all external libraries have been updated to latest stable version and latest Notepad++ and MinGW have been configured to work with new raylib. For a full list of changes, just check [CHANGELOG](CHANGELOG).
@ -210,18 +182,112 @@ It's been 9 month since last raylib version was published, a lots of things have
In **raylib 2.0** the full API has been carefully reviewed for better consistency, some new functionality has been added and the overall raylib experience has been greatly improved... The key features of new version are:
**Complete removal of external dependencies.** Finally, raylib does not require external libraries to be installed and linked along with raylib, all required libraries are contained and compiled within raylib. Obviously some external libraries are related but only the strictly platform-dependant required ones, that comes installed with the OS. So, raylib becomes a self-contained platform-independent games development library.
- **Complete removal of external dependencies.** Finally, raylib does not require external libraries to be installed and linked along with raylib, all required libraries are contained and compiled within raylib. Obviously some external libraries are required but only the strictly platform-dependant ones, the ones that come installed with the OS. So, raylib becomes a self-contained platform-independent games development library.
**Full redesign of audio module to use the amazing mini_al audio library**, along with external dependencies removal, OpenAL library has been replaced by mini_al, this brand new library offers automatic dynamic linking with default OS audio systems. Undoubtly, the perfect low-level companion for raylib audio module!
- **Full redesign of audio module to use the amazing miniaudio library**, along with external dependencies removal, OpenAL library has been replaced by [miniaudio](https://github.com/dr-soft/miniaudio), this brand new library offers automatic dynamic linking with default OS audio systems. Undoubtly, the perfect low-level companion for raylib audio module!
**Support for continuous integration building*** through AppVeyor and Travis CI. As a consequence, raylib GitHub develop branch has been completely removed simplyfing the code-base to a single master branch, always stable. Every time a new commit is deployed, library is compiled for **up-to 12 different configurations**, including multiple platforms, 32bit/64bit and multiple compiler options! All those binaries are automatically attached to any new release!
- **Support for continuous integration building*** through AppVeyor and Travis CI. Consequently, raylib GitHub develop branch has been removed, simplyfing the code-base to a single master branch, always stable. Every time a new commit is deployed, library is compiled for **up-to 12 different configurations**, including multiple platforms, 32bit/64bit and multiple compiler options! All those binaries are automatically attached to any new release!
**More platforms supported and tested**, including BSD family (FreeBSD, openBSD, NetBSD, DragonFly) and Linux-based family platforms (openSUSE, Debian, Ubuntu, Arch, NixOS...). raylib has already been added to some package managers! Oh, and last but not less important, **Android 64bit** is already supported by raylib!
- **More platforms supported and tested**, including BSD family (FreeBSD, openBSD, NetBSD, DragonFly) and Linux-based family platforms (openSUSE, Debian, Ubuntu, Arch, NixOS...). raylib has already been added to some package managers! Oh, and last but not less important, **Android 64bit** is already supported by raylib!
**Support for TCC compiler!** Thanks to the lack of external dependencies, raylib can now be easily compiled with a **minimal toolchain**, like the one provide by Tiny C Compiler. It opens the door to an amazing future, allowing, for example, static linkage of libtcc for **runtime compilation of raylib-based code**... and the library itself if required! Moreover, TCC is blazing fast, it can compile all raylib in a couple of seconds!
- **Support for TCC compiler!** Thanks to the lack of external dependencies, raylib can now be easily compiled with a **minimal toolchain**, like the one provide by Tiny C Compiler. It opens the door to an amazing future, allowing, for example, static linkage of libtcc for **runtime compilation of raylib-based code**... and the library itself if required! Moreover, TCC is blazing fast, it can compile all raylib in a couple of seconds!
Refactored all raylib configuration #defines into a **centralized `config.h` header**, with more than **40 possible configuration options** to compile a totally customizable raylib version including only desired options like supported file-formats or specific functionality support. It allows generating a trully ligth-weight version of the library if desired!
- Refactored all raylib configuration #defines into a **centralized `config.h` header**, with more than **40 possible configuration options** to compile a totally customizable raylib version including only desired options like supported file-formats or specific functionality support. It allows generating a trully ligth-weight version of the library if desired!
A part of that, lots of new features, like a brand **new font rendering and packaging system** for TTF fonts with **SDF support** (thanks to the amazing STB headers), new functions for **CPU image data manipulation**, new orthographic 3d camera mode, a complete review of `raymath.h` single-file header-only library for better consistency and performance, new examples and way, [way more](https://github.com/raysan5/raylib/blob/master/CHANGELOG).
Probably by now, **raylib 2.0 is the simplest and easiest-to-use library to learn (and understand) videogames programming**... but, undoubtly its development has exceeded any initial objective; raylib has become a simple and easy-to-use trully multiplatform portable standalone media library with thousands of possibilities... and that's just the beginning!
Probably by now, **raylib 2.0 is the simplest and easiest-to-use library to enjoy (and learn) videogames programming**... but, undoubtly its development has exceeded any initial objective; raylib has become a simple and easy-to-use trully multiplatform portable standalone media library with thousands of possibilities... and that's just the beginning!
notes on raylib 2.5
-------------------
After almost one years since latest raylib installment, here it is **raylib 2.5**. A lot of work has been put on this new version and consequently I decided to bump versioning several digits. The complete list of changes and additions is humungous, details can be found in the [CHANGELOG](CHANGELOG), and here it is a short recap with the highlight improvements.
- New **window management and file system functions** to query monitor information, deal with clipboard, check directory files info and even launch a URL with default system web browser. Experimental **High-DPI monitor support** has also been added through a compile flag.
- **Redesigned Gamepad mechanism**, now generic for all platforms and gamepads, no more specific gamepad configurations.
**Redesigned UWP input system**, now raylib supports UWP seamlessly, previous implementation required a custom input system implemented in user code.
- `rlgl` module has been redesigned to **support a unique buffer for shapes drawing batching**, including LINES, TRIANGLES, QUADS in the same indexed buffer, also added support for multi-buffering if required. Additionally, `rlPushMatrix()`/`rlPopMatrix()` functionality has been reviewed to behave exactly like OpenGL 1.1, `models_rlgl_solar_system` example has been added to illustrate this behaviour.
- **VR simulator** has been reviewed to **allow custom configuration of Head-Mounted-Device parameters and distortion shader**, `core_vr_simulator` has been properly adapted to showcase this new functionality, now the VR simulator is a generic configurable stereo rendering system that allows any VR device simulation with just a few lines of code or even dynamic tweaking of HMD parameters.
- Support for **Unicode text drawing**; now raylib processes UTF8 strings on drawing, supporting Unicode codepoints, allowing rendering mostly any existent language (as long as the font with the glyphs is provided). An amazing example showing this feature has also been added: `text_unicode`.
- Brand **new text management API**, with the addition of multiple functions to deal with string data, including functionality like replace, insert, join, split, append, to uppercase, to lower... Note that most of those functions are intended for text management on rendering, using pre-loaded internal buffers, avoiding new memory allocation that user should free manually.
- Multiple **new shapes and textures drawing functions** to support rings (`DrawRing()`, `DrawRingLines()`), circle sectors (`DrawCircleSector()`, `DrawCircleSectorLines()`), rounded rectangles (`DrawRectangleRounded()`, `DrawRectangleRoundedLines()`) and also n-patch textures (`DrawTextureNPatch()`), detailed examples have been added to illustrate all this new functionality.
- Experimental **cubemap support**, to automatically load multiple cubemap layouts (`LoadTextureCubemap()`). It required some internal `rlgl` redesign to allow cubemap textures.
- **Skeletal animation support for 3d models**, this addition implied a redesign of `Model` data structure to accomodate multiple mesh/multiple materials support and bones information. Multiple models functions have been reviewed and added on this process, also **glTF models loading support** has been added.
This is a just a brief list with some of the changes of the new **raylib 2.5** but there is way more, about **70 new functions** have been added and several subsystems have been redesigned. More than **30 new examples** have been created to show the new functionalities and better illustrate already available ones.
It has been a long year of hard work to make raylib a solid technology to develop new products over it.
notes on raylib 3.0
-------------------
After **10 months of intense development**, new raylib version is ready. Despite primary intended as a minor release, the [CHANGELIST](CHANGELOG) has grown so big and the library has changed so much internally that it finally became a major release. Library **internal ABI** has reveived a big redesign and review, targeting portability, integration with other platforms and making it a perfect option for other progamming [language bindings](BINDINGS.md).
- All **global variables** from the multiple raylib modules have been moved to a **global context state**, it has several benefits, first, better code readability with more comprehensive variables naming and categorization (organized by types, i.e. `CORE.Window.display.width`, `CORE.Input.Keyboard.currentKeyState` or `RLGL.State.modelview`). Second, it allows better memory management to load global context state dynamically when required (not at the moment), making it easy to implement a **hot-reloading mechanism** if desired.
- All **memory allocations** on raylib and its dependencies now use `RL_MALLOC`, `RL_FREE` and similar macros. Now users can easely hook their own memory allocations mechanism if desired, having more control over memory allocated internally by the library. Additionally, it makes it easier to port the library to embedded devices where memory control is critical. For more info check raylib issue #1074.
- All **I/O file accesses** from raylib are being moved to **memory data access**, now all I/O file access is centralized into just four functions: `LoadFileData()`, `SaveFileData()`, `LoadFileText()`, `SaveFileText()`. Users can just update those functions to any I/O file system. This change makes it easier to integrate raylib with **Virtual File Systems** or custom I/O file implementations.
- All **raylib data structures** have been reviewed and optimized for pass-by-value usage. One of raylib distinctive design decisions is that most of its functions receive and return data by value. This design makes raylib really simple for newcomers, avoiding pointers and allowing complete access to all structures data in a simple way. The downside is that data is copied on stack every function call and that copy could be costly so, all raylib data structures have been optimized to **stay under 64 bytes** for fast copy and retrieve.
- All **raylib tracelog messages** have been reviewd and categorized for a more comprehensive output information when developing raylib applications, now all display, input, timer, platform, auxiliar libraries, file-accesses, data loading/unloading issues are properly reported with more detailed and visual messages.
- `raudio` module has been internally reviewed to accomodate the new `Music` structure (converted from previous pointer format) and the module has been adapted to the **highly improved** [`miniaudio v0.10`](https://github.com/dr-soft/miniaudio).
- `text` module reviewed to **improve fonts generation** and text management functions, `Font` structure has been redesigned to better accomodate characters data, decoupling individual characters as `Image` glyphs from the font atlas parameters. Several improvements have been made to better support Unicode strings with UTF-8 encoding.
- **Multiple new examples added** (most of them contributed by raylib users) and all examples reviewed for correct execution on most of the supported platforms, specially Web and Raspberry Pi. A detailed categorized table has been created on github for easy examples navigation and code access.
- New **GitHub Actions CI** system has been implemented for Windows, Linux and macOS code and examples compilation on every new commit or PR to make sure library keeps stable and usable with no breaking bugs.
Note that only key changes are listed here but there is way more! About **30 new functions**, multiple functions reviewed, bindings to [+40 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md) and great samples/demos/tutorials [created by the community](https://discord.gg/VkzNHUE), including raylib integration with [Spine](https://github.com/WEREMSOFT/spine-raylib-runtimes), [Unity](https://unitycoder.com/blog/2019/12/09/using-raylib-dll-in-unity/), [Tiled](https://github.com/OnACoffeeBreak/raylib_tiled_import_with_tmx), [Nuklear](http://bedroomcoders.co.uk/implementing-a-3d-gui-with-raylib/), [enet](https://github.com/nxrighthere/NetDynamics) and [more](https://github.com/raysan5/raylib/issues/1079)!
It has been **10 months of improvements** to create the best raylib ever.
Welcome to **raylib 3.0**.
notes on raylib 3.5
-------------------
It's December 25th... this crazy 2020 is about to finish and finally the holidays gave me some time to put a new version of raylib. It's been **9 months since last release** and last November raylib become 7 years old... I was not able to release this new version back then but here it is. Many changes and improvements have happened in those months and, even, last August, raylib was awarded with an [Epic Megagrant](https://www.unrealengine.com/en-US/blog/epic-megagrants-fall-2020-update)! Bindings list kept growing to [+50 programming languages](BINDINGS.md) and some new platforms have been supported. Let's see this new version details:
First, some general numbers of this new update:
- **+650** commits since previous RELEASE
- **+30** functions ADDED (for a TOTAL of **475**!)
- **+90** functions REVIEWED/REDESIGNED
- **+30** contributors (for a TOTAL of **170**!)
- **+8** new examples (for a TOTAL of **+120**!)
Here the list with some highlights for `raylib 3.5`.
- NEW **Platform** supported: **Raspberry Pi 4 native mode** (no X11 windows) through [DRM](https://en.wikipedia.org/wiki/Direct_Rendering_Manager) subsystem and GBM API. Actually this is a really interesting improvement because it opens the door to raylib to support other embedded platforms (Odroid, GameShell, NanoPi...). Also worth mentioning the un-official homebrew ports of raylib for [PS4](https://github.com/orbisdev/orbisdev-orbisGl2) and PSVita.
- NEW **configuration options** exposed: For custom raylib builds, `config.h` now exposes **more than 150 flags and defines** to build raylib with only the desired features, for example, it allows to build a minimal raylib library in just some KB removing all external data filetypes supported, very useful to generate **small executables or embedded devices**.
- NEW **automatic GIF recording** feature: Actually, automatic GIF recording (**CTRL+F12**) for any raylib application has been available for some versions but this feature was really slow and low-performant using an old gif library with many file-accesses. It has been replaced by a **high-performant alternative** (`msf_gif.h`) that operates directly on memory... and actually works very well! Try it out!
- NEW **RenderBatch** system: `rlgl` module has been redesigned to support custom **render batches** to allow grouping draw calls as desired, previous implementation just had one default render batch. This feature has not been exposed to raylib API yet but it can be used by advance users dealing with `rlgl` directly. For example, multiple `RenderBatch` can be created for 2D sprites and 3D geometry independently.
- NEW **Framebuffer** system: `rlgl` module now exposes an API for custom **Framebuffer attachments** (including cubemaps!). raylib `RenderTexture` is a basic use-case, just allowing color and depth textures, but this new API allows the creation of more advance Framebuffers with multiple attachments, like the **G-Buffers**. `GenTexture*()` functions have been redesigned to use this new API.
- Improved **software rendering**: raylib `Image*()` API is intended for software rendering, for those cases when **no GPU or no Window is available**. Those functions operate directly with **multi-format** pixel data on RAM and they have been completely redesigned to be way faster, specially for small resolutions and retro-gaming. Low-end embedded devices like **microcontrollers with custom displays** could benefit of this raylib functionality!
- File **loading from memory**: Multiple functions have been redesigned to load data from memory buffers **instead of directly accessing the files**, now all raylib file loading/saving goes through a couple of functions that load data into memory. This feature allows **custom virtual-file-systems** and it gives more control to the user to access data already loaded in memory (i.e. images, fonts, sounds...).
- NEW **Window states** management system: raylib `core` module has been redesigned to support Window **state check and setup more easily** and also **before/after Window initialization**, `SetConfigFlags()` has been reviewed and `SetWindowState()` has been added to control Window minification, maximization, hidding, focusing, topmost and more.
- NEW **GitHub Actions** CI/CD system: Previous CI implementation has been reviewed and improved a lot to support **multiple build configurations** (platforms, compilers, static/shared build) and also an **automatic deploy system** has been implemented to automatically attach the diferent generated artifacts to every new release. As the system seems to work very good, previous CI platforms (AppVeyor/TravisCI) have been removed.
A part of those changes, many new functions have been added, some redundant functions removed and many functions have been reviewed for consistency with the full API (function name, parameters name and order, code formatting...). Again, this release represents is a **great improvement for raylib and marks the way forward** for the library. Make sure to check [CHANGELOG](CHANGELOG) for details! Hope you enjoy it!
Happy holidays! :)

View File

@ -1,8 +1,4 @@

This game sources are licensed under an unmodified zlib/libpng license,
which is an OSI-certified, BSD-like license:
Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
Copyright (c) 2013-2020 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.
@ -17,4 +13,4 @@ applications, and to alter it and redistribute it freely, subject to the followi
2. Altered source versions must be plainly marked as such, and must not be misrepresented
as being the original software.
3. This notice may not be removed or altered from any source distribution.
3. This notice may not be removed or altered from any source distribution.

View File

@ -1,49 +0,0 @@
license
=======
source code
-----------
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) 2013-2016 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.
Permission is granted to anyone to use this software for any purpose, including commercial
applications, and to alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you
wrote the original software. If you use this software in a product, an acknowledgment
in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented
as being the original software.
3. This notice may not be removed or altered from any source distribution.
fonts
------
The following fonts [provided with raylib](https://github.com/raysan5/raylib/tree/master/examples/text/resources/fonts) are free to use (freeware) and have been designed by the following people:
* Alpha Beta - Brian Kent (AEnigma)
* Setback - Brian Kent (AEnigma)
* Jupiter Crash - Brian Kent (AEnigma)
* Alagard - Hewett Tsoi
* Romulus - Hewett Tsoi
* Mecha - Captain Falcon
* PixelPlay - Aleksander Shevchuk
* PixAntiqua - Gerhard Großmann
2d art
------
[scarfy spritesheet](https://github.com/raysan5/raylib/blob/master/examples/textures/resources/scarfy.png) and [fudesumi image](https://github.com/raysan5/raylib/blob/master/examples/textures/resources/fudesumi.png) have been created by [Eiden Marsal](https://www.artstation.com/artist/marshall_z) and licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
3d models
---------
[medieval city 3d models and textures](https://github.com/raysan5/raylib/tree/master/examples/models/resources/medieval) have been created by Alberto Cano and licensed as [Creative Commons Attribution-NonCommercial 4.0](https://creativecommons.org/licenses/by-nc/4.0/legalcode)

124
README.md
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@ -1,82 +1,122 @@
<img align="left" src="https://github.com/raysan5/raylib/blob/master/logo/raylib_256x256.png" width=256>
**raylib is a simple and easy-to-use library to learn videogames programming.**
**raylib is a simple and easy-to-use library to enjoy videogames programming.**
raylib is highly inspired by Borland BGI graphics lib and by XNA framework.
raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's specially well suited for prototyping, tooling, graphical applications, embedded systems and education.
raylib could be useful for prototyping, tools development, graphic applications, embedded systems and education.
*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no auto-debugging... just coding in the most pure spartan-programmers way.*
NOTE for ADVENTURERS: raylib is a programming library to learn videogames programming;
no fancy interface, no visual helpers, no auto-debugging... just coding in the most
pure spartan-programmers way. Are you ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
[![Build Status](https://travis-ci.org/raysan5/raylib.svg?branch=develop)](https://travis-ci.org/raysan5/raylib)
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<br>
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features
--------
- **NO external dependencies**, all required libraries included with raylib
- Multiple platforms supported: **Windows, Linux, MacOS, Android... and many more!**
- **NO external dependencies**, all required libraries are bundled into raylib
- Multiple platforms supported: **Windows, Linux, MacOS, RPI, Android, HTML5... and more!**
- Written in plain C code (C99) in PascalCase/camelCase notation
- Hardware accelerated with OpenGL (**1.1, 2.1, 3.3 or ES 2.0**)
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
- Multiple Fonts formats supported (XNA fonts, AngelCode fonts, TTF)
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
- Multiple **Fonts** formats supported (TTF, XNA fonts, AngelCode fonts)
- Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
- **Full 3d support** for 3d Shapes, Models, Billboards, Heightmaps and more!
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
- Flexible Materials system, supporting classic maps and **PBR maps**
- Shaders support, including Model shaders and Postprocessing shaders
- **Animated 3D models** supported (skeletal bones animation)
- Shaders support, including model and **postprocessing** shaders.
- **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h)
- Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
- **VR stereo rendering** support with configurable HMD device parameters
- Bindings to **Lua** ([raylib-lua](https://github.com/raysan5/raylib-lua)), **Go** ([raylib-go](https://github.com/gen2brain/raylib-go)) and more!.
- Huge examples collection with [+120 code examples](https://github.com/raysan5/raylib/tree/master/examples)!
- Bindings to [+50 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
- Free and open source.
raylib uses on its [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module the outstanding [GLFW3](http://www.glfw.org/) library, embedded inside raylib in the form of [rglfw](https://github.com/raysan5/raylib/blob/master/src/rglfw.c) module, avoiding that way external dependencies.
raylib uses on its [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module the outstanding [GLFW3](http://www.glfw.org/) library, embedded in the form of [rglfw](https://github.com/raysan5/raylib/blob/master/src/rglfw.c) module, to avoid external dependencies.
raylib uses on its [audio](https://github.com/raysan5/raylib/blob/master/src/audio.c) module, the amazing [mini_al](https://github.com/dr-soft/mini_al) audio library, single-file header-only and supporting multiple platforms and multiple audio backends.
raylib uses on its [raudio](https://github.com/raysan5/raylib/blob/master/src/raudio.c) module, the amazing [miniaudio](https://github.com/dr-soft/miniaudio) library to support multiple platforms and multiple audio backends.
raylib uses internally multiple single-file header-only libraries to support multiple fileformats loading and saving, all those libraries are embedded with raylib and available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory.
raylib uses internally several single-file header-only libraries to support different fileformats loading and saving, all those libraries are embedded with raylib and available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib Wiki](https://github.com/raysan5/raylib/wiki/raylib-dependencies) for a detailed list.
*On Android, `native_app_glue module` (provided by Android NDK) and native Android libraries are used to manage window/context, inputs and activity life cycle.*
*On Android platform, `native_app_glue` module (provided by Android NDK) and native Android libraries are used to manage window/context, inputs and activity life cycle.*
*On Raspberry Pi, `Videocore API` and `EGL` libraries are used for window/context management and raw inputs reading.*
*On Raspberry Pi 0,1,2,3 platform (native mode), `Videocore API` and `EGL` libraries are used for window/context management. Inputs are processed using `evdev` Linux libraries*
*On Raspberry Pi 4 platform (native mode), `DRM subsystem` and `GBM API` libraries are used for window/context management. Inputs are processed using `evdev` Linux libraries*
*On Web platform, raylib uses `emscripten` provided libraries for several input events management, specially noticeable the touch events support.*
build and installation
----------------------
Binary releases for Windows, Linux and macOS are available at the [Github Releases](https://github.com/raysan5/raylib/releases) page. raylib is also available via multiple package managers on multiple OS distributions. For more info check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
raylib binary releases for Windows, Linux and macOS are available at the [Github Releases page](https://github.com/raysan5/raylib/releases).
To build raylib yourself, check out also the [raylib Wiki](https://github.com/raysan5/raylib/wiki) for detailed instructions.
raylib is also available via multiple [package managers](https://github.com/raysan5/raylib/issues/613) on multiple OS distributions.
raylib has been developed using exclusively two tools:
#### Installing and building raylib via vcpkg
* Notepad++ (text editor) - [http://notepad-plus-plus.org/](http://notepad-plus-plus.org/)
* MinGW (GCC compiler) - [http://www.mingw.org/](http://www.mingw.org/)
Those are the tools recommended to develop with raylib, in fact, those are the tools my students use.
You can download and install raylib using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager:
git clone https://github.com/Microsoft/vcpkg.git
cd vcpkg
./bootstrap-vcpkg.sh
./vcpkg integrate install
vcpkg install raylib
*The raylib port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.*
#### Building raylib on multiple platforms
[raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms.
- [Working on Windows](https://github.com/raysan5/raylib/wiki/Working-on-Windows)
- [Working on macOS](https://github.com/raysan5/raylib/wiki/Working-on-macOS)
- [Working on GNU Linux](https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux)
- [Working on FreeBSD](https://github.com/raysan5/raylib/wiki/Working-on-FreeBSD)
- [Working on Raspberry Pi](https://github.com/raysan5/raylib/wiki/Working-on-Raspberry-Pi)
- [Working for Android](https://github.com/raysan5/raylib/wiki/Working-for-Android)
- [Working for Web (HTML5)](https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5))
- [Working for UWP (Universal Window Platform)](https://github.com/raysan5/raylib/wiki/Working-for-UWP)
- [Working anywhere with CMake](https://github.com/raysan5/raylib/wiki/Working-with-CMake)
*Note that Wiki is open for edit, if you find some issue while building raylib for your target platform, feel free to edit the Wiki or open and issue related to it.*
#### Using raylib with multiple IDEs
raylib has been developed on Windows platform using [Notepad++](https://notepad-plus-plus.org/) and [MinGW GCC](http://mingw-w64.org/doku.php) compiler but it can be used with other IDEs on multiple platforms.
[Projects directory](https://github.com/raysan5/raylib/tree/master/projects) contains several ready-to-use **project templates** to build raylib and code examples with multiple IDEs.
*Note that there are lots of IDEs supported, some of the provided templates could require some review, please, if you find some issue with some template or you think they could be improved, feel free to send a PR or open a related issue.*
contact
-------
* Webpage: [http://www.raylib.com](http://www.raylib.com)
* Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
* Facebook: [http://www.facebook.com/raylibgames](http://www.facebook.com/raylibgames)
* Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
* Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
* Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
* Discord: [https://discord.gg/raylib](https://discord.gg/VkzNHUE)
* Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
* Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
* Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
* Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
* YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/channel/UC8WIBkhYb5sBNqXO1mZ7WSQ)
If you are using raylib and you enjoy it, please, [let me know][raysan5].
If you feel you can help, then, [helpme!](http://www.raylib.com/helpme.html)
If you are using raylib and enjoying it, please, join our [Discord server](https://discord.gg/VkzNHUE) and let us know! :)
license
-------
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. Check [LICENSE](LICENSE.md) for further details.
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"
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. Check [LICENSE](LICENSE) for further details.

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@ -1,16 +1,31 @@
roadmap
-------
Current version of raylib is complete and functional but there is still a lot of room for improvement.
Here it is a wish-list with features and ideas to improve the library.
Here it is a wish-list with features and ideas to improve the library. Note that features listed here are quite high-level and could be long term additions for the library. Current version of raylib is complete and functional but there is a lot of room for improvement.
Note that [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has some *TODO* marks around code with pending things to review and improve. Check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
[raylib source code](https://github.com/raysan5/raylib/tree/master/src) has some *TODO* marks around code with pending things to review and improve. Check also [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
**raylib 2.x**
- [ ] raynet: Network module
- [ ] Support Vulkan API (GRAPHICS_API_VULKAN)
- [ ] Basic CPU/GPU stats sytem (memory, draws, time...)
- [ ] Support Animated models
**raylib 3.x**
- [ ] Network module (UDP): `rnet` ([info](https://github.com/raysan5/raylib/issues/753))
- [ ] Custom raylib resource packer: `rres` ([info](https://github.com/raysan5/rres))
- [ ] Basic CPU/GPU stats system (memory, draws, time...)
- [x] Continuous Deployment using GitHub Actions
**raylib 3.0**
- [x] Custom memory allocators support
- [x] Global variables moved to global context
- [x] Optimize data structures for pass-by-value
- [x] Trace log messages redesign ([info](https://github.com/raysan5/raylib/issues/1065))
- [x] Continuous Integration using GitHub Actions
**raylib 2.5**
- [x] Support Animated models
- [x] Support glTF models file format
- [x] Unicode support on text drawing
**raylib 2.0**
- [x] Removed external dependencies (GLFW3 and OpenAL)
- [x] Support TCC compiler (32bit and 64bit)
**raylib 1.8**
- [x] Improved Materials system with PBR support
@ -47,7 +62,3 @@ Note that [raylib source code](https://github.com/raysan5/raylib/tree/master/src
- [x] Redesign gestures module to be multiplatform
- [x] Module raymath as header-only and functions inline
- [x] Add Easings module (easings.h)
Any feature missing? Do you have a request? [Let me know!][raysan5]
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"

47
SPONSORS.md Normal file
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@ -0,0 +1,47 @@
The following people has contributed with a generous donation to the raylib project.
## 🥇 Gold Contributors
...
## 🥈 Silver Contributors
- Jonathan Johnson ([@ecton](https://github.com/ecton))
- Eric J. ([@ProfJski](https://github.com/ProfJski))
- Rudy Faile ([@rfaile313](https://github.com/rfaile313)) - https://rudyfaile.com/
- devdad ([@devdad](https://github.com/devdad))
- frithrah ([@frithrah](https://github.com/frithrah))
- Zach Geis ([@zacgeis](https://github.com/zacgeis))
## 🥉 Bronze Contributors
- minirop ([@minirop](https://github.com/minirop))
- Daniel Gómez ([@Koocachookies](https://github.com/Koocachookies))
- Sergio ([@anidealgift](https://github.com/anidealgift))
- JFons ([@JFonS](https://github.com/JFonS))
- Marc Agüera ([@maguera93](https://github.com/maguera93))
- Pau Fernández ([@pauek](https://github.com/pauek))
- Jens Pitkänen ([@neonmoe](https://github.com/neonmoe))
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
- Robin Mattheussen ([@romatthe](https://github.com/romatthe))
- Rahul Nair ([@rahulunair](https://github.com/rahulunair))
- Grant Haywood ([@cinterloper](https://github.com/cinterloper))
- Terry Nguyen ([@terrehbyte](https://github.com/terrehbyte))
- albatros-hmd ([@albatros-hmd](https://github.com/albatros-hmd))
- Benjamin Stigsen ([@BenStigsen](https://github.com/BenStigsen))
- Louis Johnson ([@louisgjohnson](https://github.com/louisgjohnson))
- Dani Martin ([@danimartin82](https://github.com/danimartin82))
- Tommi Sinivuo ([@TommiSinivuo](https://github.com/TommiSinivuo))
- Joakim Wennergren ([@joakimwennergren](https://github.com/joakimwennergren))
- Richard Urbanec ([@Poryg1](https://github.com/Poryg1))
- pmgl ([@pmgl](https://github.com/pmgl))
- cob ([@majorcob](https://github.com/majorcob))
- Samuel Batista ([@gamedevsam](https://github.com/gamedevsam))
- Alexandre Chêne ([@kooparse](https://github.com/kooparse))
- daddio69 ([@daddio69](https://github.com/daddio69))
- James Ghawaly ([@jghawaly](https://github.com/jghawaly))
- jack ([@Jack-Ji](https://github.com/Jack-Ji))
- Merlyn Morgan-Graham ([@kavika13](https://github.com/kavika13))

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@ -1,65 +0,0 @@
#os: Visual Studio 2015
clone_depth: 5
cache:
- C:\ProgramData\chocolatey\bin -> appveyor.yml
- C:\ProgramData\chocolatey\lib -> appveyor.yml
init:
- cmake -E remove c:\programdata\chocolatey\bin\cpack.exe
- set PATH=%PATH:C:\Program Files (x86)\Git\usr\bin;=%
- set PATH=%PATH:C:\Program Files\Git\usr\bin;=%
- if [%BITS%]==[32] set MINGW=C:\mingw-w64\i686-6.3.0-posix-dwarf-rt_v5-rev1\mingw32
- if [%BITS%]==[64] set MINGW=C:\mingw-w64\x86_64-6.3.0-posix-seh-rt_v5-rev1\mingw64
- if [%COMPILER%]==[mingw] set PATH=%MINGW%\bin;%PATH%
- set RAYLIB_PACKAGE_SUFFIX=-Win%BITS%-%COMPILER%
- set VERBOSE=1
environment:
matrix:
- compiler: mingw
bits: 32
examples: ON
- compiler: mingw
bits: 64
examples: ON
- compiler: msvc15
bits: 32
examples: OFF
- compiler: msvc15
bits: 64
examples: OFF
before_build:
- if [%compiler%]==[mingw] set CFLAGS=-m%BITS% & set LDFLAGS=-m%BITS% & set GENERATOR="MinGW Makefiles"
- if [%COMPILER%]==[msvc15] if [%BITS%]==[32] set GENERATOR="Visual Studio 14 2015"
- if [%COMPILER%]==[msvc15] if [%BITS%]==[64] set GENERATOR="Visual Studio 14 2015 Win64"
- mkdir build
- cd build
build_script:
- cmake -G %GENERATOR% -DSTATIC=ON -DSHARED=ON -DBUILD_EXAMPLES=%examples% -DBUILD_GAMES=%examples% ..
- cmake --build . --target install
after_build:
- cmake --build . --target package
before_test:
test_script:
artifacts:
- path: 'build\*.zip'
deploy:
- provider: GitHub
auth_token:
secure: OxKnnT3tlkPl9365cOO84rDWU4UkHIYJc0D3r3Tv7rB3HaR2BBhlhCnl7g3nuOJy
artifact: /.*\.zip/
draft: false
prerelease: false
force_update: true
on:
branch: master
appveyor_repo_tag: true # deploy on tag push only

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@ -1,13 +0,0 @@
# Populates a ${FILESYSTEM_LACKS_SYMLINKS} variable
message(STATUS "Testing if file system supports symlinks")
execute_process(
COMMAND ${CMAKE_COMMAND} -E create_symlink CMakeLists.txt "${CMAKE_CURRENT_BINARY_DIR}/TestingIfSymlinkWorks"
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
RESULT_VARIABLE FILESYSTEM_LACKS_SYMLINKS
)
If (FILESYSTEM_LACKS_SYMLINKS)
message(STATUS "Testing if file system supports symlinks -- unsupported")
else()
message(STATUS "Testing if file system supports symlinks -- supported")
endif()

9
cmake/EnumOption.cmake Normal file
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@ -0,0 +1,9 @@
macro(enum_option var values description)
set(${var}_VALUES ${values})
list(GET ${var}_VALUES 0 default)
set(${var} "${default}" CACHE STRING "${description}")
set_property(CACHE ${var} PROPERTY STRINGS ${${var}_VALUES})
if (NOT ";${${var}_VALUES};" MATCHES ";${${var}};")
message(FATAL_ERROR "Unknown value ${${var}}. Only -D${var}=${${var}_VALUES} allowed.")
endif()
endmacro()

26
cmake/JoinPaths.cmake Normal file
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@ -0,0 +1,26 @@
# This module provides function for joining paths
# known from most languages
#
# Original license:
# SPDX-License-Identifier: (MIT OR CC0-1.0)
# Explicit permission given to distribute this module under
# the terms of the project as described in /LICENSE.rst.
# Copyright 2020 Jan Tojnar
# https://github.com/jtojnar/cmake-snips
#
# Modelled after Pythons os.path.join
# https://docs.python.org/3.7/library/os.path.html#os.path.join
# Windows not supported
function(join_paths joined_path first_path_segment)
set(temp_path "${first_path_segment}")
foreach(current_segment IN LISTS ARGN)
if(NOT ("${current_segment}" STREQUAL ""))
if(IS_ABSOLUTE "${current_segment}")
set(temp_path "${current_segment}")
else()
set(temp_path "${temp_path}/${current_segment}")
endif()
endif()
endforeach()
set(${joined_path} "${temp_path}" PARENT_SCOPE)
endfunction()

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@ -0,0 +1,24 @@
function(library_path_to_linker_flags LD_FLAGS LIB_PATHS)
foreach(L ${LIB_PATHS})
get_filename_component(DIR ${L} PATH)
get_filename_component(LIBFILE ${L} NAME_WE)
STRING(REGEX REPLACE "^lib" "" FILE ${LIBFILE})
if (${L} MATCHES "[.]framework$")
set(FILE_OPT "-framework ${FILE}")
set(DIR_OPT "-F${DIR}")
else()
set(FILE_OPT "-l${FILE}")
set(DIR_OPT "-L${DIR}")
endif()
if ("${DIR}" STREQUAL "" OR "${DIR}" STREQUAL "${LASTDIR}")
set (DIR_OPT "")
endif()
set(LASTDIR ${DIR})
set(${LD_FLAGS} ${${LD_FLAGS}} ${DIR_OPT} ${FILE_OPT} PARENT_SCOPE)
string (REPLACE ";" " " ${LD_FLAGS} "${${LD_FLAGS}}")
endforeach()
endfunction()

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@ -0,0 +1,11 @@
macro(populate_config_variables_locally target)
get_property(raylib_INCLUDE_DIRS TARGET ${target} PROPERTY INTERFACE_INCLUDE_DIRECTORIES)
#get_property(raylib_LIBRARIES TARGET ${target} PROPERTY LOCATION) # only works for SHARED
get_property(raylib_LDFLAGS TARGET ${target} PROPERTY INTERFACE_LINK_LIBRARIES)
get_property(raylib_DEFINITIONS TARGET ${target} PROPERTY DEFINITIONS)
set(raylib_INCLUDE_DIRS "${raylib_INCLUDE_DIRS}" PARENT_SCOPE)
#set(raylib_LIBRARIES "${raylib_INCLUDE_DIRS}" PARENT_SCOPE)
set(raylib_LDFLAGS "${raylib_LDFLAGS}" PARENT_SCOPE)
set(raylib_DEFINITIONS "${raylib_DEFINITIONS}" PARENT_SCOPE)
endmacro()

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@ -1,12 +1,20 @@
SET(CMAKE_SYSTEM_NAME Linux)
SET(CMAKE_SYSTEM_PROCESSOR x86)
if (CMAKE_HOST_WIN32)
SET(EMSCRIPTEN_EXTENSION ".bat")
else ()
SET(EMSCRIPTEN_EXTENSION "")
endif()
SET(CMAKE_C_COMPILER emcc${EMSCRIPTEN_EXTENSION})
SET(CMAKE_CXX_COMPILER em++${EMSCRIPTEN_EXTENSION})
SET(CMAKE_C_COMPILER emcc)
SET(CMAKE_CXX_COMPILER em++)
if(NOT DEFINED CMAKE_AR)
find_program(CMAKE_AR NAMES emar)
find_program(CMAKE_AR NAMES emar${EMSCRIPTEN_EXTENSION})
endif()
if(NOT DEFINED CMAKE_RANLIB)
find_program(CMAKE_RANLIB NAMES emranlib)
find_program(CMAKE_RANLIB NAMES emranlib${EMSCRIPTEN_EXTENSION})
endif()
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)

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@ -0,0 +1,21 @@
set(PACKAGE_VERSION "@PROJECT_VERSION@")
if(PACKAGE_FIND_VERSION VERSION_EQUAL PACKAGE_VERSION)
set(PACKAGE_VERSION_EXACT TRUE)
endif()
if(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
set(PACKAGE_VERSION_COMPATIBLE TRUE)
else(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
set(PACKAGE_VERSION_UNSUITABLE TRUE)
endif(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
# if the installed or the using project don't have CMAKE_SIZEOF_VOID_P set, ignore it:
if("${CMAKE_SIZEOF_VOID_P}" STREQUAL "" OR "@CMAKE_SIZEOF_VOID_P@" STREQUAL "")
return()
endif()
if(NOT CMAKE_SIZEOF_VOID_P STREQUAL "@CMAKE_SIZEOF_VOID_P@")
math(EXPR installedBits "8 * 8")
set(PACKAGE_VERSION "${PACKAGE_VERSION} (${installedBits}bit)")
set(PACKAGE_VERSION_UNSUITABLE TRUE)
endif()

76
cmake/raylib-config.cmake Normal file
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@ -0,0 +1,76 @@
# - Try to find raylib
# Options:
# raylib_USE_STATIC_LIBS - OFF by default
# raylib_VERBOSE - OFF by default
# Once done, this defines a raylib target that can be passed to
# target_link_libraries as well as following variables:
#
# raylib_FOUND - System has raylib installed
# raylib_INCLUDE_DIRS - The include directories for the raylib header(s)
# raylib_LIBRARIES - The libraries needed to use raylib
# raylib_LDFLAGS - The linker flags needed with raylib
# raylib_DEFINITIONS - Compiler switches required for using raylib
set(XPREFIX PC_RAYLIB)
find_package(PkgConfig QUIET)
pkg_check_modules(${XPREFIX} QUIET raylib)
if (raylib_USE_STATIC_LIBS)
set(XPREFIX ${XPREFIX}_STATIC)
endif()
set(raylib_DEFINITIONS ${${XPREFIX}_CFLAGS})
find_path(raylib_INCLUDE_DIR
NAMES raylib.h
HINTS ${${XPREFIX}_INCLUDE_DIRS}
)
set(RAYLIB_NAMES raylib)
if (raylib_USE_STATIC_LIBS)
set(RAYLIB_NAMES libraylib.a raylib.lib ${RAYLIB_NAMES})
endif()
find_library(raylib_LIBRARY
NAMES ${RAYLIB_NAMES}
HINTS ${${XPREFIX}_LIBRARY_DIRS}
)
set(raylib_LIBRARIES ${raylib_LIBRARY})
set(raylib_LIBRARY_DIRS ${${XPREFIX}_LIBRARY_DIRS})
set(raylib_LIBRARY_DIR ${raylib_LIBRARY_DIRS})
set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR})
set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS})
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(raylib DEFAULT_MSG
raylib_LIBRARY
raylib_INCLUDE_DIR
)
mark_as_advanced(raylib_LIBRARY raylib_INCLUDE_DIR)
if (raylib_USE_STATIC_LIBS)
add_library(raylib STATIC IMPORTED GLOBAL)
else()
add_library(raylib SHARED IMPORTED GLOBAL)
endif()
string (REPLACE ";" " " raylib_LDFLAGS "${raylib_LDFLAGS}")
set_target_properties(raylib
PROPERTIES
IMPORTED_LOCATION "${raylib_LIBRARIES}"
INTERFACE_INCLUDE_DIRECTORIES "${raylib_INCLUDE_DIRS}"
INTERFACE_LINK_LIBRARIES "${raylib_LDFLAGS}"
INTERFACE_COMPILE_OPTIONS "${raylib_DEFINITIONS}"
)
if (raylib_VERBOSE)
message(STATUS "raylib_FOUND: ${raylib_FOUND}")
message(STATUS "raylib_INCLUDE_DIRS: ${raylib_INCLUDE_DIRS}")
message(STATUS "raylib_LIBRARIES: ${raylib_LIBRARIES}")
message(STATUS "raylib_LDFLAGS: ${raylib_LDFLAGS}")
message(STATUS "raylib_DEFINITIONS: ${raylib_DEFINITIONS}")
endif()

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@ -1,85 +0,0 @@
# All sorts of things that we need cross project
cmake_minimum_required(VERSION 2.8.0)
add_definitions("-DRAYLIB_CMAKE=1")
# Linking for OS X -framework options
# Will do nothing on other OSes
if(${PLATFORM} MATCHES "Android")
find_library(OPENGL_LIBRARY OpenGL)
set(LIBS_PRIVATE m log android EGL GLESv2 OpenSLES atomic c)
elseif(${PLATFORM} MATCHES "Web")
elseif(APPLE)
find_library(OPENGL_LIBRARY OpenGL)
set(LIBS_PRIVATE ${OPENGL_LIBRARY})
elseif(WIN32)
# no pkg-config --static on Windows yet...
else()
find_library(pthread NAMES pthread)
find_package(OpenGL QUIET)
if ("${OPENGL_LIBRARIES}" STREQUAL "")
set(OPENGL_LIBRARIES "GL")
endif()
include_directories(${OPENGL_INCLUDE_DIR})
if ("${CMAKE_SYSTEM_NAME}" MATCHES "(Net|Open)BSD")
find_library(OSS_LIBRARY ossaudio)
endif()
set(LIBS_PRIVATE m pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY})
endif()
if(${PLATFORM} MATCHES "Desktop")
if(USE_EXTERNAL_GLFW STREQUAL "ON")
find_package(glfw3 3.2.1 REQUIRED)
elseif(USE_EXTERNAL_GLFW STREQUAL "IF_POSSIBLE")
find_package(glfw3 3.2.1 QUIET)
endif()
if (glfw3_FOUND)
set(LIBS_PRIVATE ${LIBS_PRIVATE} glfw)
endif()
endif()
if(CMAKE_SYSTEM_NAME STREQUAL Linux)
set(LINUX TRUE)
endif()
foreach(L ${LIBS_PRIVATE})
get_filename_component(DIR ${L} PATH)
get_filename_component(LIBFILE ${L} NAME_WE)
STRING(REGEX REPLACE "^lib" "" FILE ${LIBFILE})
if (${L} MATCHES "[.]framework$")
set(FILE_OPT "-framework ${FILE}")
set(DIR_OPT "-F${DIR}")
else()
set(FILE_OPT "-l${FILE}")
set(DIR_OPT "-L${DIR}")
endif()
if ("${DIR}" STREQUAL "" OR "${DIR}" STREQUAL "${LASTDIR}")
set (DIR_OPT "")
endif()
set(LASTDIR ${DIR})
set(__PKG_CONFIG_LIBS_PRIVATE ${__PKG_CONFIG_LIBS_PRIVATE} ${DIR_OPT} ${FILE_OPT})
string (REPLACE ";" " " __PKG_CONFIG_LIBS_PRIVATE "${__PKG_CONFIG_LIBS_PRIVATE}")
endforeach(L)
# Do the linking for executables that are meant to link raylib
function(link_libraries_to_executable executable)
# Link raylib
if (TARGET raylib_shared)
target_link_libraries(${executable} raylib_shared)
elseif(${PLATFORM} MATCHES "Web")
target_link_libraries(${executable} ${__PKG_CONFIG_LIBS_PRIVATE})
target_link_libraries(${executable} raylib)
else()
target_link_libraries(${executable} raylib ${__PKG_CONFIG_LIBS_PRIVATE})
endif()
endfunction()

View File

@ -1,15 +1,6 @@
# Setup the project and settings
project(examples)
include("../cmake/utils.cmake")
# Make sure raylib has been built
# TODO `build` directory should maybe be something else...
# TODO place somewhere else?
include_directories("../build/release")
include_directories("../src/external")
include_directories("../src/external/glfw/include")
# Get the sources together
set(example_dirs audio core models others shaders shapes text textures)
set(CMAKE_REQUIRED_DEFINITIONS -D_POSIX_C_SOURCE=199309L)
@ -33,11 +24,33 @@ foreach(example_dir ${example_dirs})
list(APPEND example_resources ${resources})
endforeach()
include(CheckIncludeFiles)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
if (APPLE AND NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
add_definitions(-DGL_SILENCE_DEPRECATION)
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
endif()
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
include(CheckIncludeFile)
CHECK_INCLUDE_FILE("stdatomic.h" HAVE_STDATOMIC_H)
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
find_package(Threads)
if (CMAKE_USE_PTHREADS_INIT AND HAVE_STDATOMIC_H)
add_if_flag_compiles("-std=c11" CMAKE_C_FLAGS)
if(THREADS_HAVE_PTHREAD_ARG)
add_if_flag_compiles("-pthread" CMAKE_C_FLAGS)
endif()
if(CMAKE_THREAD_LIBS_INIT)
link_libraries("${CMAKE_THREAD_LIBS_INIT}")
endif()
else()
# Items requiring pthreads
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_loading_thread.c)
endif()
if(${PLATFORM} MATCHES "Android")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_picking.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_vr_simulator.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_free.c)
@ -52,13 +65,38 @@ if(${PLATFORM} MATCHES "Android")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_generation.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_heightmap.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_billboard.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_full_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_obj_viewer.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_animation.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_first_person_maze.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c)
elseif(${PLATFORM} MATCHES "Web")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY")
# Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s ALLOW_MEMORY_GROWTH=1 --no-heap-copy")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
set(CMAKE_EXECUTABLE_SUFFIX ".html")
# Remove the -rdynamic flag because otherwise emscripten
# does not generate HTML+JS+WASM files, only a non-working
# and fat HTML
string(REPLACE "-rdynamic" "" CMAKE_SHARED_LIBRARY_LINK_C_FLAGS "${CMAKE_SHARED_LIBRARY_LINK_C_FLAGS}")
endif()
include_directories(BEFORE SYSTEM others/external/include)
if (NOT TARGET raylib)
find_package(raylib 2.0 REQUIRED)
endif()
# Do each example
foreach(example_source ${example_sources})
@ -69,9 +107,31 @@ foreach(example_source ${example_sources})
# Setup the example
add_executable(${example_name} ${example_source})
# Link the libraries
link_libraries_to_executable(${example_name})
target_link_libraries(${example_name} raylib)
string(REGEX MATCH ".*/.*/" resources_dir ${example_source})
string(APPEND resources_dir "resources")
if(${PLATFORM} MATCHES "Web" AND EXISTS ${resources_dir})
# The local resources path needs to be mapped to /resources virtual path
string(APPEND resources_dir "@resources")
set_target_properties(${example_name} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}")
endif()
endforeach()
if (${PLATFORM} MATCHES "Desktop")
# rlgl_standalone can't be linked with raylib because of duplicate rlgl symbols
foreach (example_source "others/rlgl_standalone.c")
# Create the basename for the example
get_filename_component(example_name ${example_source} NAME)
string(REPLACE ".c" "" example_name ${example_name})
add_executable(${example_name} ${example_source})
add_dependencies(${example_name} raylib)
target_link_libraries(${example_name} ${raylib_LDFLAGS})
target_include_directories(${example_name} PRIVATE ${raylib_INCLUDE_DIRS})
endforeach()
endif()
# Copy all of the resource files to the destination
file(COPY ${example_resources} DESTINATION "resources/")

View File

@ -2,7 +2,7 @@
#
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2018 Ramon Santamaria (@raysan5)
# Copyright (c) 2013-2020 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.
@ -25,8 +25,7 @@
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 2.0.0
RAYLIB_API_VERSION ?= 1
RAYLIB_VERSION ?= 3.5.0
RAYLIB_PATH ?= ..
# Define default options
@ -52,7 +51,7 @@ RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE
RAYLIB_BUILD_MODE ?= RELEASE
BUILD_MODE ?= RELEASE
# Use external GLFW library instead of rglfw module
# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
@ -62,8 +61,6 @@ USE_EXTERNAL_GLFW ?= FALSE
# by default it uses X11 windowing system
USE_WAYLAND_DISPLAY ?= FALSE
# NOTE: On PLATFORM_WEB OpenAL Soft backend is used by default (check raylib/src/Makefile)
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
@ -98,6 +95,12 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
PLATFORM_OS=LINUX
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
endif
endif
# RAYLIB_PATH adjustment for different platforms.
# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
@ -112,42 +115,25 @@ endif
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH ?= /home/pi/raylib
RAYLIB_PATH ?= /home/pi/raylib
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
RAYLIB_PATH ?= /home/pi/raylib
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Emscripten required variables
EMSDK_PATH = C:/emsdk
EMSCRIPTEN_VERSION = 1.38.8
CLANG_VERSION = e1.38.8_64bit
PYTHON_VERSION = 2.7.13.1_64bit\python-2.7.13.amd64
NODE_VERSION = 8.9.1_64bit
export PATH = $(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
EMSCRIPTEN = $(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
EMSDK_PATH ?= C:/emsdk
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
PYTHON_PATH = $(EMSDK_PATH)/python/3.7.4-pywin32_64bit
NODE_PATH = $(EMSDK_PATH)/node/12.18.1_64bit/bin
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
endif
# Define raylib release directory for compiled library.
# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version.
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/linux
endif
ifeq ($(PLATFORM_OS),OSX)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/osx
endif
ifeq ($(PLATFORM_OS),BSD)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/bsd
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/rpi
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/html5
endif
# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
@ -155,7 +141,7 @@ endif
# without formal installation from ../src/Makefile. It aids portability and is useful if you have
# multiple versions of raylib, have raylib installed to a non-standard location, or want to
# bundle libraylib.so with your game. Change it to your liking.
# Note: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
@ -185,8 +171,9 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
# HTML5 emscripten compiler
# WARNING: To compile to HTML5, code must be redesigned
# to use emscripten.h and emscripten_set_main_loop()
CC = emcc
endif
@ -197,72 +184,84 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
MAKE = make
endif
ifeq ($(PLATFORM_OS),OSX)
MAKE = make
endif
endif
# Define compiler flags:
# -O1 defines optimization level
# -g enable debugging
# -g include debug information on compilation
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS += -s ASSERTIONS=1 --profiling
endif
else
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS += -Os
else
CFLAGS += -s -O1
endif
endif
# Additional flags for compiler (if desired)
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# resource file contains windows executable icon and properties
# -Wl,--subsystem,windows hides the console window
CFLAGS += $(RAYLIB_PATH)/raylib.rc.o -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM_OS),LINUX)
ifeq ($(RAYLIB_BUILD_MODE),DEBUG)
CFLAGS += -g
#CC = clang
endif
ifeq ($(RAYLIB_LIBTYPE),STATIC)
CFLAGS += -D_DEFAULT_SOURCE
CFLAGS += -D_DEFAULT_SOURCE
endif
ifeq ($(RAYLIB_LIBTYPE),SHARED)
# Explicitly enable runtime link to libraylib.so
CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
# Explicitly enable runtime link to libraylib.so
CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS += -std=gnu99
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
CFLAGS += -std=gnu99 -DEGL_NO_X11
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# -Os # size optimization
# -O2 # optimization level 2, if used, also set --memory-init-file 0
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
# -s USE_GLFW=3 # Use glfw3 library (context/input management)
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
# -s USE_PTHREADS=1 # multithreading support
# -s WASM=1 # support Web Assembly (https://github.com/kripken/emscripten/wiki/WebAssembly)
# -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
# -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
# -s WASM=0 # disable Web Assembly, emitted by default
# -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
# --profiling # include information for code profiling
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# --preload-file resources # specify a resources folder for data compilation
CFLAGS += -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1
# NOTE: Simple raylib examples are compiled to be interpreter by emterpreter, that way,
# --source-map-base # allow debugging in browser with source map
CFLAGS += -s USE_GLFW=3 -s ASYNCIFY -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 $(dir $<)resources@resources
# NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
# we can compile same code for ALL platforms with no change required, but, working on bigger
# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
# Define a custom shell .html and output extension
CFLAGS += --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
EXT = .html
endif
# Define include paths for required headers.
# Precedence: immediately local, raysan5 provided sources
# Define include paths for required headers
# NOTE: Several external required libraries (stb and others)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
@ -271,23 +270,32 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
# DRM required libraries
INCLUDE_PATHS += -I/usr/include/libdrm
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_H_INSTALL_PATH)
INCLUDE_PATHS += -I/usr/local/include
endif
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
endif
endif
# Define library paths containing required libs.
# Precedence: immediately local, then raysan5 provided libs
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# resource file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
# -Wl,--subsystem,windows hides the console window
ifeq ($(BUILD_MODE), RELEASE)
LDFLAGS += -Wl,--subsystem,windows
endif
endif
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_INSTALL_PATH)
LDFLAGS += -L. -Lsrc -L/usr/local/lib
@ -295,7 +303,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
endif
endif
@ -303,12 +311,17 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LDFLAGS += -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
LDFLAGS += -lGLESv2 -lEGL -ldrm -lgbm
endif
# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
LDLIBS = -lraylib -lopengl32 -lgdi32
# NOTE: WinMM library required to set high-res timer resolution
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
# Required for physac examples
LDLIBS += -static -lpthread
endif
@ -316,10 +329,12 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# Libraries for Debian GNU/Linux desktop compiling
# NOTE: Required packages: libegl1-mesa-dev
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
# On X11 requires also below libraries
LDLIBS += -lX11
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
# On Wayland windowing system, additional libraries requires
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
@ -332,12 +347,13 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
endif
ifeq ($(PLATFORM_OS),BSD)
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
# NOTE: Required packages: mesa-libs
LDLIBS = -lraylib -lGL -lpthread -lm
# On XWindow requires also below libraries
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
endif
@ -351,85 +367,158 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
# Libraries for DRM compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
endif
# Define all object files required
EXAMPLES = \
CORE = \
core/core_basic_window \
core/core_input_keys \
core/core_input_mouse \
core/core_mouse_wheel \
core/core_input_mouse_wheel \
core/core_input_gamepad \
core/core_random_values \
core/core_color_select \
core/core_drop_files \
core/core_storage_values \
core/core_gestures_detection \
core/core_3d_mode \
core/core_3d_picking \
core/core_input_multitouch \
core/core_input_gestures \
core/core_2d_camera \
core/core_2d_camera_platformer \
core/core_3d_camera_mode \
core/core_3d_camera_free \
core/core_3d_camera_first_person \
core/core_2d_camera \
core/core_3d_picking \
core/core_world_screen \
core/core_custom_logging \
core/core_window_letterbox \
core/core_drop_files \
core/core_random_values \
core/core_scissor_test \
core/core_storage_values \
core/core_vr_simulator \
shapes/shapes_logo_raylib \
core/core_loading_thread \
core/core_quat_conversion \
core/core_window_flags
SHAPES = \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_colors_palette \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_rectangle_scaling \
shapes/shapes_lines_bezier \
shapes/shapes_collision_area \
shapes/shapes_following_eyes \
shapes/shapes_easings_ball_anim \
shapes/shapes_easings_box_anim \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded
TEXTURES = \
textures/textures_logo_raylib \
textures/textures_image_loading \
textures/textures_mouse_painting \
textures/textures_rectangle \
textures/textures_srcrec_dstrec \
textures/textures_image_drawing \
textures/textures_image_generation \
textures/textures_image_loading \
textures/textures_image_processing \
textures/textures_image_text \
textures/textures_to_image \
textures/textures_raw_data \
textures/textures_particles_blending \
textures/textures_image_processing \
textures/textures_image_drawing \
textures/textures_image_generation \
textures/textures_image_text \
text/text_sprite_fonts \
text/text_bmfont_ttf \
textures/textures_npatch_drawing \
textures/textures_background_scrolling \
textures/textures_sprite_button \
textures/textures_sprite_explosion \
textures/textures_bunnymark \
textures/textures_blend_modes \
textures/textures_draw_tiled
TEXT = \
text/text_raylib_fonts \
text/text_format_text \
text/text_writing_anim \
text/text_ttf_loading \
text/text_bmfont_unordered \
text/text_input_box \
text/text_font_spritefont \
text/text_font_loading \
text/text_font_filters \
text/text_font_sdf \
models/models_geometric_shapes \
models/models_box_collisions \
text/text_format_text \
text/text_input_box \
text/text_writing_anim \
text/text_rectangle_bounds \
text/text_unicode
MODELS = \
models/models_animation \
models/models_billboard \
models/models_obj_loading \
models/models_heightmap \
models/models_box_collisions \
models/models_cubicmap \
models/models_mesh_picking \
models/models_mesh_generation \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_material_pbr \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_loading \
models/models_orthographic_projection \
models/models_rlgl_solar_system \
models/models_skybox \
models/models_yaw_pitch_roll \
models/models_heightmap \
models/models_waving_cubes
SHADERS = \
shaders/shaders_model_shader \
shaders/shaders_shapes_textures \
shaders/shaders_custom_uniform \
shaders/shaders_postprocessing \
audio/audio_sound_loading \
audio/audio_music_stream \
shaders/shaders_palette_switch \
shaders/shaders_raymarching \
shaders/shaders_texture_drawing \
shaders/shaders_texture_waves \
shaders/shaders_julia_set \
shaders/shaders_eratosthenes \
shaders/shaders_basic_lighting \
shaders/shaders_fog \
shaders/shaders_simple_mask \
shaders/shaders_spotlight \
shaders/shaders_hot_reloading \
shaders/shaders_rlgl_mesh_instanced \
shaders/shaders_multi_sample2d
AUDIO = \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
physac/physics_demo \
physac/physics_friction \
physac/physics_movement \
physac/physics_restitution \
physac/physics_shatter \
audio/audio_sound_loading \
audio/audio_multichannel_sound
PHYSICS = \
physics/physics_demo \
physics/physics_friction \
physics/physics_movement \
physics/physics_restitution \
physics/physics_shatter
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Default target entry
all: $(EXAMPLES)
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
core: $(CORE)
shapes: $(SHAPES)
textures: $(TEXTURES)
text: $(TEXT)
models: $(MODELS)
shaders: $(SHADERS)
audio: $(AUDIO)
physics: $(PHYSICS)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!
@ -440,12 +529,6 @@ else
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
endif
# fix dylib install path name for each executable (MAC)
fix_dylib:
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -print0 | xargs -t -0 -R 1 -I file install_name_tool -change libglfw.3.0.dylib ../external/glfw3/lib/osx/libglfw.3.0.dylib file
endif
# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@ -453,7 +536,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
del *.o *.exe /s
endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
@ -464,7 +548,12 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done

View File

@ -2,7 +2,7 @@
#
# raylib makefile for Android project (APK building)
#
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
# Copyright (c) 2017-2020 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.
@ -22,33 +22,52 @@
#**************************************************************************************************
# Define required raylib variables
PLATFORM ?= PLATFORM_ANDROID
RAYLIB_PATH ?= ..\..
PLATFORM ?= PLATFORM_ANDROID
RAYLIB_PATH ?= ..\..
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
ANDROID_ARCH ?= ARM
ANDROID_API_VERSION = 21
# Starting in 2019 using ARM64 is mandatory for published apps,
# Starting on August 2020, minimum required target API is Android 10 (API level 29)
ANDROID_ARCH ?= ARM64
ANDROID_API_VERSION = 29
# Android required path variables
# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
ifeq ($(OS),Windows_NT)
ANDROID_NDK = C:/android-ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
else
ANDROID_NDK ?= /usr/lib/android/ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
endif
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
endif
ifeq ($(ANDROID_ARCH),x86)
ANDROID_ARCH_NAME = i686
endif
ifeq ($(ANDROID_ARCH),x86_64)
ANDROID_ARCH_NAME = x86_64
endif
# Required path variables
# NOTE: JAVA_HOME must be set to JDK
JAVA_HOME ?= C:/JavaJDK
ANDROID_HOME = C:/android-sdk
ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
JAVA_HOME ?= C:/open-jdk
ANDROID_HOME = C:/android-sdk
ANDROID_TOOLCHAIN = C:/android-ndk/toolchains/llvm/prebuilt/windows-x86_64
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= raylib_game.c
PROJECT_SOURCE_FILES ?= raylib_game.c
# Some source files are placed in directories, when compiling to some
# output directory other than source, that directory must pre-exist.
@ -70,7 +89,9 @@ APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\$(ANDROID_ARCH_NAME)
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
@ -79,13 +100,12 @@ ifeq ($(RAYLIB_LIBTYPE),SHARED)
endif
# Compiler and archiver
# NOTE: GCC is being deprecated in Android NDK r16
ifeq ($(ANDROID_ARCH),ARM)
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
endif
ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
@ -104,7 +124,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
# Paths containing required header files
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external/android/native_app_glue
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
# Linker options
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
@ -224,7 +244,7 @@ generate_android_manifest:
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
# NOTE: Configure here your Distinguished Names (-dname) if required!
generate_apk_keystore:
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
@ -272,7 +292,7 @@ zipalign_project_apk_package:
# Install $(PROJECT_NAME).apk to default emulator/device
# NOTE: Use -e (emulator) or -d (device) parameters if required
install:
$(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
check_device_abi:
@ -285,7 +305,7 @@ logcat:
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
deploy:
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S

198
examples/README.md Normal file
View File

@ -0,0 +1,198 @@
## EXAMPLES LIST
### category: core
Examples using raylib core platform functionality like window creation, inputs, drawing modes and system functionality.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 01 | [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="200"> | ray | |
| 02 | [core_input_keys](core/core_input_keys.c) | <img src="core/core_input_keys.png" alt="core_input_keys" width="200"> | ray | |
| 03 | [core_input_mouse](core/core_input_mouse.c) | <img src="core/core_input_mouse.png" alt="core_input_mouse" width="200"> | ray | |
| 04 | [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | <img src="core/core_input_mouse_wheel.png" alt="core_input_mouse_wheel" width="200"> | ray | |
| 05 | [core_input_gamepad](core/core_input_gamepad.c) | <img src="core/core_input_gamepad.png" alt="core_input_gamepad" width="200"> | ray | |
| 06 | [core_input_multitouch](core/core_input_multitouch.c) | <img src="core/core_input_multitouch.png" alt="core_input_multitouch" width="200"> | [Berni](https://github.com/Berni8k) | |
| 07 | [core_input_gestures](core/core_input_gestures.c) | <img src="core/core_input_gestures.png" alt="core_input_gestures" width="200"> | ray | |
| 08 | [core_2d_camera](core/core_2d_camera.c) | <img src="core/core_2d_camera.png" alt="core_2d_camera" width="200"> | ray | |
| 09 | [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | <img src="core/core_2d_camera_platformer.png" alt="core_2d_camera_platformer" width="200"> | [avyy](https://github.com/avyy) | ⭐️ |
| 10 | [core_3d_camera_mode](core/core_3d_camera_mode.c) | <img src="core/core_3d_camera_mode.png" alt="core_3d_camera_mode" width="200"> | ray | |
| 11 | [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="200"> | ray | |
| 12 | [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="200"> | ray | |
| 13 | [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="200"> | ray | |
| 14 | [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="200"> | ray | |
| 15 | [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="200"> | [Pablo Marcos](https://github.com/pamarcos) | |
| 16 | [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="200"> | [Anata](https://github.com/anatagawa) | |
| 17 | [core_drop_files](core/core_drop_files.c) | <img src="core/core_drop_files.png" alt="core_drop_files" width="200"> | ray | |
| 18 | [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="200"> | ray | |
| 19 | [core_scissor_test](core/core_scissor_test.c) | <img src="core/core_scissor_test.png" alt="core_scissor_test" width="200"> | [Chris Dill](https://github.com/MysteriousSpace) | ⭐️ |
| 20 | [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="200"> | ray | |
| 21 | [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="200"> | ray | |
| 22 | [core_loading_thread](core/core_loading_thread.c) | <img src="core/core_loading_thread.png" alt="core_loading_thread" width="200"> | ray | ⭐️ |
| 23 | [core/core_quat_conversion](core/core_quat_conversion.c) | <img src="core/core_quat_conversion.png" alt="core_quat_conversion" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
| 24 | [core/core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="200"> | ray | ⭐️ | | ⭐️ |
### category: shapes
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/shapes.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 25 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="200"> | ray | |
| 26 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="200"> | ray | ⭐️ |
| 27 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="200"> | ray | |
| 28 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="200"> | ray | |
| 29 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="200"> | ray | |
| 30 | [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | <img src="shapes/shapes_rectangle_scaling.png" alt="shapes_rectangle_scaling" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| 31 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="200"> | ray | |
| 32 | [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="200"> | ray | ⭐️ |
| 33 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="200"> | ray | ⭐️ |
| 34 | [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | <img src="shapes/shapes_easings_ball_anim.png" alt="shapes_easings_ball_anim" width="200"> | ray | ⭐️ |
| 35 | [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | <img src="shapes/shapes_easings_box_anim.png" alt="shapes_easings_box_anim" width="200"> | ray | ⭐️ |
| 36 | [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | <img src="shapes/shapes_easings_rectangle_array.png" alt="shapes_easings_rectangle_array" width="200"> | ray | ⭐️ |
| 37 | [shapes_draw_ring](shapes/shapes_draw_ring.c) | <img src="shapes/shapes_draw_ring.png" alt="shapes_draw_ring" width="200"> | [Vlad Adrian](https://github.com/demizdor) | ⭐️ |
| 38 | [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | <img src="shapes/shapes_draw_circle_sector.png" alt="shapes_draw_circle_sector" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| 39 | [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | <img src="shapes/shapes_draw_rectangle_rounded.png" alt="shapes_draw_rectangle_rounded" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
### category: textures
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/textures.c) module.
| ## | example | image | developer | new |
|----|---------------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------|:------------------------------------------------:|:---:|
| 40 | [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="200"> | ray | |
| 41 | [textures_rectangle](textures/textures_rectangle.c) | <img src="textures/textures_rectangle.png" alt="textures_rectangle" width="200"> | ray | |
| 42 | [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="200"> | ray | |
| 43 | [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="200"> | ray | |
| 44 | [textures_image_generation](textures/textures_image_generation.c) | <img src="textures/textures_image_generation.png" alt="textures_image_generation" width="200"> | ray | |
| 45 | [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" width="200"> | ray | |
| 46 | [textures_image_processing](textures/textures_image_processing.c) | <img src="textures/textures_image_processing.png" alt="textures_image_processing" width="200"> | ray | |
| 47 | [textures_image_text](textures/textures_image_text.c) | <img src="textures/textures_image_text.png" alt="textures_image_text" width="200"> | ray | |
| 48 | [textures_to_image](textures/textures_to_image.c) | <img src="textures/textures_to_image.png" alt="textures_to_image" width="200"> | ray | ⭐️ |
| 49 | [textures_raw_data](textures/textures_raw_data.c) | <img src="textures/textures_raw_data.png" alt="textures_raw_data" width="200"> | ray | |
| 50 | [textures_particles_blending](textures/textures_particles_blending.c) | <img src="textures/textures_particles_blending.png" alt="textures_particles_blending" width="200"> | ray | |
| 51 | [textures_npatch_drawing](textures/textures_npatch_drawing.c) | <img src="textures/textures_npatch_drawing.png" alt="textures_npatch_drawing" width="200"> | [Jorge A. Gomes](https://github.com/overdev) | |
| 52 | [textures_background_scrolling](textures/textures_background_scrolling.c) | <img src="textures/textures_background_scrolling.png" alt="textures_background_scrolling" width="200"> | ray | ⭐️ |
| 53 | [textures_sprite_button](textures/textures_sprite_button.c) | <img src="textures/textures_sprite_button.png" alt="textures_sprite_button" width="200"> | ray | ⭐️ |
| 54 | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | <img src="textures/textures_sprite_explosion.png" alt="textures_sprite_explosion" width="200"> | ray | ⭐️ |
| 55 | [textures_bunnymark](textures/textures_bunnymark.c) | <img src="textures/textures_bunnymark.png" alt="textures_bunnymark" width="200"> | ray | |
| 56 | [textures_mouse_painting](textures/textures_mouse_painting.c) | <img src="textures/textures_mouse_painting.png" alt="textures_mouse_painting" width="200"> | [Chris Dill](https://github.com/MysteriousSpace) | |
| 57 | [textures_blend_modes](textures/textures_blend_modes.c) | <img src="textures/textures_blend_modes.png" alt="textures_blend_modes" width="200"> | [Karlo Licudine](https://github.com/accidentalrebel) | ⭐️ |
| 58 | [textures/textures_draw_tiled](textures/textures_draw_tiled.c) | <img src="textures/textures_draw_tiled.png" alt="textures_draw_tiled" width="200"> | [Vlad Adrian](https://github.com/demizdor) | ⭐️ |
### category: text
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/text.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 59 | [text_raylib_fonts](text/text_raylib_fonts.c) | <img src="text/text_raylib_fonts.png" alt="text_raylib_fonts" width="200"> | ray | |
| 60 | [text_font_spritefont](text/text_font_spritefont.c) | <img src="text/text_font_spritefont.png" alt="text_font_spritefont" width="200"> | ray | |
| 61 | [text_font_filters](text/text_font_filters.c) | <img src="text/text_font_filters.png" alt="text_font_filters" width="200"> | ray | |
| 62 | [text_font_loading](text/text_font_loading.c) | <img src="text/text_font_loading.png" alt="text_font_loading" width="200"> | ray | |
| 63 | [text_font_sdf](text/text_font_sdf.c) | <img src="text/text_font_sdf.png" alt="text_font_sdf" width="200"> | ray | |
| 64 | [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="200"> | ray | |
| 65 | [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="200"> | ray | |
| 66 | [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="200"> | ray | |
| 67 | [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| 68 | [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
### category: models
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/models.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 69 | [models_animation](models/models_animation.c) | <img src="models/models_animation.png" alt="models_animation" width="200"> | [culacant](https://github.com/culacant) | |
| 70 | [models_billboard](models/models_billboard.c) | <img src="models/models_billboard.png" alt="models_billboard" width="200"> | ray | |
| 71 | [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="200"> | ray | |
| 72 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="200"> | ray | |
| 73 | [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="200"> | ray | |
| 74 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="200"> | ray | |
| 75 | [models_material_pbr](models/models_material_pbr.c) | <img src="models/models_material_pbr.png" alt="models_material_pbr" width="200"> | ray | |
| 76 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="200"> | ray | |
| 77 | [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="200"> | [Joel Davis](https://github.com/joeld42) | |
| 78 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="200"> | ray | |
| 79 | [models_orthographic_projection](models/models_orthographic_projection.c) | <img src="models/models_orthographic_projection.png" alt="models_orthographic_projection" width="200"> | [Max Danielsson](https://github.com/autious) | |
| 80 | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="200"> | ray | |
| 81 | [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="200"> | ray | |
| 82 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="200"> | [Berni](https://github.com/Berni8k) | |
| 83 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="200"> | ray | |
| 84 | [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="200"> | [codecat](https://github.com/codecat) | ⭐️ |
### category: shaders
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 85 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="200"> | [Chris Camacho](https://github.com/codifies) | |
| 86 | [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="200"> | ray | |
| 87 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="200"> | ray | |
| 88 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="200"> | ray | |
| 89 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="200"> | ray | |
| 90 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="200"> | [Marco Lizza](https://github.com/MarcoLizza) | |
| 91 | [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="200"> | Shader by Iñigo Quilez | |
| 92 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="200"> | Michał Ciesielski | |
| 93 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="200"> | [Anata](https://github.com/anatagawa) | |
| 94 | [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="200"> | [eggmund](https://github.com/eggmund) | |
| 95 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="200"> | [ProfJski](https://github.com/ProfJski) | |
| 96 | [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="200"> | [Chris Camacho](https://github.com/codifies) | |
| 97 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="200"> | [Chris Camacho](https://github.com/codifies) | |
| 98 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
| 99 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="200"> | ray | ⭐️ |
| 100 | [shaders_rlgl_mesh_instanced](shaders/shaders_rlgl_mesh_instanced.c) | <img src="shaders/shaders_rlgl_mesh_instanced.png" alt="shaders_rlgl_mesh_instanced" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
| 101 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="200"> | ray | ⭐️ |
### category: audio
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib, check [raudio_standalone](others/raudio_standalone.c) example.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 102 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="200"> | ray | |
| 103 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="200"> | ray | |
| 104 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="200"> | ray | |
| 105 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="200"> | ray | |
| 106 | [audio_multichannel_sound](audio/audio_multichannel_sound.c) | <img src="audio/audio_multichannel_sound.png" alt="audio_multichannel_sound" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
### category: physics
Examples showing physics functionality with raylib. This functionality is provided by [physac](https://github.com/victorfisac/Physac) library, included with raylib [sources](../src/physac.h). Note this library is not linked with raylib by default, it should be manually included in user code.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 107 | [physics_demo](physics/physics_demo.c) | <img src="physics/physics_demo.png" alt="physics_demo" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 108 | [physics_friction](physics/physics_friction.c) | <img src="physics/physics_friction.png" alt="physics_friction" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 109 | [physics_movement](physics/physics_movement.c) | <img src="physics/physics_movement.png" alt="physics_movement" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 111 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
### category: network
Examples showing raylib network functionality. This functionality is provided by [rnet](../src/rnet.h) module.
**Note that rnet module is under development and not ready yet.**
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 112 | [network_ping_pong](network/network_ping_pong.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 113 | [network_resolve_host](network/network_resolve_host.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 114 | [network_tcp_client](network/network_tcp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 115 | [network_tcp_server](network/network_tcp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 116 | [network_test](network/network_test.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 117 | [network_udp_client](network/network_udp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 118 | [network_udp_server](network/network_udp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
### category: others
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 119 | [raudio_standalone](others/raudio_standalone.c) | | ray | |
| 120 | [rlgl_standalone](others/rlgl_standalone.c) | | ray | |
| 121 | [easings_testbed](others/easings_testbed.c) | | [Juan Miguel López](https://github.com/flashback-fx) | |
| 122 | [embedded_files_loading](others/embedded_files_loading.c)) | | [Kristian Holmgren](https://github.com/defutura) | |
As always contributions are welcome, feel free to send new examples! Here it is an [examples template](examples_template.c) to start with!

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@ -2,8 +2,6 @@
*
* raylib [audio] example - Module playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
@ -23,38 +21,40 @@ typedef struct {
Color color;
} CircleWave;
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
InitAudioDevice(); // Initialize audio device
InitAudioDevice(); // Initialize audio device
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect
CircleWave circles[MAX_CIRCLES];
CircleWave circles[MAX_CIRCLES] = { 0 };
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
circles[i].color = colors[GetRandomValue(0, 13)];
}
Music xm = LoadMusicStream("resources/mini1111.xm");
PlayMusicStream(xm);
Music music = LoadMusicStream("resources/mini1111.xm");
music.looping = false;
float pitch = 1.0f;
PlayMusicStream(music);
float timePlayed = 0.0f;
bool pause = false;
@ -67,35 +67,40 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(xm); // Update music buffer with new stream data
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(xm);
PlayMusicStream(xm);
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(xm);
else ResumeMusicStream(xm);
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
if (IsKeyDown(KEY_DOWN)) pitch -= 0.01f;
else if (IsKeyDown(KEY_UP)) pitch += 0.01f;
SetMusicPitch(music, pitch);
// Get timePlayed scaled to bar dimensions
timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*(screenWidth - 40);
// Color circles animation
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
{
circles[i].alpha += circles[i].speed;
circles[i].radius += circles[i].speed*10.0f;
if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
if (circles[i].alpha <= 0.0f)
{
circles[i].alpha = 0.0f;
@ -103,7 +108,7 @@ int main()
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].color = colors[GetRandomValue(0, 13)];
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
}
}
//----------------------------------------------------------------------------------
@ -113,12 +118,12 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
}
// Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
@ -130,8 +135,8 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(xm); // Unload music stream buffers from RAM
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context

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@ -0,0 +1,73 @@
/*******************************************************************************************
*
* raylib [audio] example - Multichannel sound playing
*
* This example has been created using raylib 2.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Multichannel sound playing");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
SetSoundVolume(fxWav, 0.2);
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
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_ENTER)) PlaySoundMulti(fxWav); // Play a new wav sound instance
if (IsKeyPressed(KEY_SPACE)) PlaySoundMulti(fxOgg); // Play a new ogg sound instance
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MULTICHANNEL SOUND PLAYING", 20, 20, 20, GRAY);
DrawText("Press SPACE to play new ogg instance!", 200, 120, 20, LIGHTGRAY);
DrawText("Press ENTER to play new wav instance!", 200, 180, 20, LIGHTGRAY);
DrawText(TextFormat("CONCURRENT SOUNDS PLAYING: %02i", GetSoundsPlaying()), 220, 280, 20, RED);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
StopSoundMulti(); // We must stop the buffer pool before unloading
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -2,8 +2,6 @@
*
* raylib [audio] example - Music playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
@ -13,19 +11,19 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
InitAudioDevice(); // Initialize audio device
Music music = LoadMusicStream("resources/guitar_noodling.ogg");
Music music = LoadMusicStream("resources/country.mp3");
PlayMusicStream(music);
float timePlayed = 0.0f;
@ -39,26 +37,28 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Get timePlayed scaled to bar dimensions (400 pixels)
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
if (timePlayed > 400) StopMusicStream(music);
//----------------------------------------------------------------------------------
// Draw
@ -72,7 +72,7 @@ int main()
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);

View File

@ -2,12 +2,12 @@
*
* raylib [audio] example - Raw audio streaming
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
*
* Copyright (c) 2015-2019 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
*
********************************************************************************************/
@ -15,16 +15,17 @@
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: sinf()
#include <string.h> // Required for: memcpy()
#define MAX_SAMPLES 22050
#define MAX_SAMPLES 512
#define MAX_SAMPLES_PER_UPDATE 4096
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
@ -32,22 +33,30 @@ int main()
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
AudioStream stream = InitAudioStream(22050, 16, 1);
// Generate samples data from sine wave
// Buffer for the single cycle waveform we are synthesizing
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
// TODO: Review data generation, it seems data is discontinued for loop,
// for that reason, there is a clip everytime audio stream is looped...
for (int i = 0; i < MAX_SAMPLES; i++)
{
data[i] = (short)(sinf(((2*PI*(float)i)/2)*DEG2RAD)*32000);
}
// Frame buffer, describing the waveform when repeated over the course of a frame
short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE);
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
int totalSamples = MAX_SAMPLES;
int samplesLeft = totalSamples;
// Position read in to determine next frequency
Vector2 mousePosition = { -100.0f, -100.0f };
// Cycles per second (hz)
float frequency = 440.0f;
// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
float oldFrequency = 1.0f;
// Cursor to read and copy the samples of the sine wave buffer
int readCursor = 0;
// Computed size in samples of the sine wave
int waveLength = 1;
Vector2 position = { 0, 0 };
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
@ -58,23 +67,64 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
// Refill audio stream if required
// NOTE: Every update we check if stream data has been already consumed and we update
// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
if (IsAudioBufferProcessed(stream))
{
int numSamples = 0;
if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
else numSamples = samplesLeft;
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
samplesLeft -= numSamples;
// Reset samples feeding (loop audio)
if (samplesLeft <= 0) samplesLeft = totalSamples;
// Sample mouse input.
mousePosition = GetMousePosition();
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
float fp = (float)(mousePosition.y);
frequency = 40.0f + (float)(fp);
}
// Rewrite the sine wave.
// Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
if (frequency != oldFrequency)
{
// Compute wavelength. Limit size in both directions.
int oldWavelength = waveLength;
waveLength = (int)(22050/frequency);
if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
if (waveLength < 1) waveLength = 1;
// Write sine wave.
for (int i = 0; i < waveLength*2; i++)
{
data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
}
// Scale read cursor's position to minimize transition artifacts
readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
oldFrequency = frequency;
}
// Refill audio stream if required
if (IsAudioStreamProcessed(stream))
{
// Synthesize a buffer that is exactly the requested size
int writeCursor = 0;
while (writeCursor < MAX_SAMPLES_PER_UPDATE)
{
// Start by trying to write the whole chunk at once
int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor;
// Limit to the maximum readable size
int readLength = waveLength-readCursor;
if (writeLength > readLength) writeLength = readLength;
// Write the slice
memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
// Update cursors and loop audio
readCursor = (readCursor + writeLength) % waveLength;
writeCursor += writeLength;
}
// Copy finished frame to audio stream
UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
}
//----------------------------------------------------------------------------------
@ -84,14 +134,15 @@ int main()
ClearBackground(RAYWHITE);
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
// NOTE: Draw a part of the sine wave (only screen width, proportional values)
for (int i = 0; i < GetScreenWidth(); i++)
DrawText(TextFormat("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
// Draw the current buffer state proportionate to the screen
for (int i = 0; i < screenWidth; i++)
{
position.x = i;
position.y = 250 + 50*data[i]/32000;
position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
DrawPixelV(position, RED);
}
@ -102,13 +153,13 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
free(data); // Unload sine wave data
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
free(writeBuf); // Unload write buffer
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View File

@ -2,8 +2,6 @@
*
* raylib [audio] example - Sound loading and playing
*
* NOTE: This example requires OpenAL Soft library installed
*
* 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)
*
@ -13,21 +11,21 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
SetTargetFPS(60);
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -46,7 +44,6 @@ int main()
ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
EndDrawing();

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@ -0,0 +1,10 @@
| resource | author | licence | notes |
| :------------------- | :---------: | :------ | :---- |
| country.mp3 | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
| target.ogg | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
| target.flac | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
| coin.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Created using [rFXGen](https://raylibtech.itch.io/rfxgen) |
| sound.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Created using [rFXGen](https://raylibtech.itch.io/rfxgen) |
| spring.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Created using [rFXGen](https://raylibtech.itch.io/rfxgen) |
| weird.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Created using [rFXGen](https://raylibtech.itch.io/rfxgen) |
| mini1111.xm | [tPORt](https://modarchive.org/index.php?request=view_by_moduleid&query=51891) | [Mod Archive Distribution license](https://modarchive.org/index.php?terms-upload) | - |

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@ -13,21 +13,21 @@
#define MAX_BUILDINGS 100
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Rectangle player = { 400, 280, 40, 40 };
Rectangle buildings[MAX_BUILDINGS];
Color buildColors[MAX_BUILDINGS];
Rectangle buildings[MAX_BUILDINGS] = { 0 };
Color buildColors[MAX_BUILDINGS] = { 0 };
int spacing = 0;
for (int i = 0; i < MAX_BUILDINGS; i++)
{
buildings[i].width = GetRandomValue(50, 200);
@ -36,55 +36,48 @@ int main()
buildings[i].x = -6000 + spacing;
spacing += buildings[i].width;
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
}
Camera2D camera;
Camera2D camera = { 0 };
camera.target = (Vector2){ player.x + 20, player.y + 20 };
camera.offset = (Vector2){ 0, 0 };
camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT))
{
player.x += 2; // Player movement
camera.offset.x -= 2; // Camera displacement with player movement
}
else if (IsKeyDown(KEY_LEFT))
{
player.x -= 2; // Player movement
camera.offset.x += 2; // Camera displacement with player movement
}
// Player movement
if (IsKeyDown(KEY_RIGHT)) player.x += 2;
else if (IsKeyDown(KEY_LEFT)) player.x -= 2;
// Camera target follows player
camera.target = (Vector2){ player.x + 20, player.y + 20 };
// Camera rotation controls
if (IsKeyDown(KEY_A)) camera.rotation--;
else if (IsKeyDown(KEY_S)) camera.rotation++;
// Limit camera rotation to 80 degrees (-40 to 40)
if (camera.rotation > 40) camera.rotation = 40;
if (camera.rotation > 40) camera.rotation = 40;
else if (camera.rotation < -40) camera.rotation = -40;
// Camera zoom controls
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
// Camera reset (zoom and rotation)
if (IsKeyPressed(KEY_R))
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
camera.rotation = 0.0f;
@ -94,32 +87,32 @@ int main()
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode2D(camera);
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
DrawRectangleRec(player, RED);
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN);
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN);
DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, GREEN);
DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, GREEN);
EndMode2D();
DrawText("SCREEN AREA", 640, 10, 20, RED);
DrawRectangle(0, 0, screenWidth, 5, RED);
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 250, 113, BLUE);
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
@ -131,9 +124,9 @@ int main()
}
// De-Initialization
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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@ -0,0 +1,293 @@
/*******************************************************************************************
*
* raylib [core] example - 2d camera platformer
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 arvyy (@arvyy)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define G 400
#define PLAYER_JUMP_SPD 350.0f
#define PLAYER_HOR_SPD 200.0f
typedef struct Player {
Vector2 position;
float speed;
bool canJump;
} Player;
typedef struct EnvItem {
Rectangle rect;
int blocking;
Color color;
} EnvItem;
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Player player = { 0 };
player.position = (Vector2){ 400, 280 };
player.speed = 0;
player.canJump = false;
EnvItem envItems[] = {
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
{{ 0, 400, 1000, 200 }, 1, GRAY },
{{ 300, 200, 400, 10 }, 1, GRAY },
{{ 250, 300, 100, 10 }, 1, GRAY },
{{ 650, 300, 100, 10 }, 1, GRAY }
};
int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
Camera2D camera = { 0 };
camera.target = player.position;
camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
// Store pointers to the multiple update camera functions
void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = {
UpdateCameraCenter,
UpdateCameraCenterInsideMap,
UpdateCameraCenterSmoothFollow,
UpdateCameraEvenOutOnLanding,
UpdateCameraPlayerBoundsPush
};
int cameraOption = 0;
int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
char *cameraDescriptions[] = {
"Follow player center",
"Follow player center, but clamp to map edges",
"Follow player center; smoothed",
"Follow player center horizontally; updateplayer center vertically after landing",
"Player push camera on getting too close to screen edge"
};
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
float deltaTime = GetFrameTime();
UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
player.position = (Vector2){ 400, 280 };
}
if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
// Call update camera function by its pointer
cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(LIGHTGRAY);
BeginMode2D(camera);
for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
DrawRectangleRec(playerRect, RED);
EndMode2D();
DrawText("Controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
DrawText("Current camera mode:", 20, 120, 10, BLACK);
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
{
if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_SPACE) && player->canJump)
{
player->speed = -PLAYER_JUMP_SPD;
player->canJump = false;
}
int hitObstacle = 0;
for (int i = 0; i < envItemsLength; i++)
{
EnvItem *ei = envItems + i;
Vector2 *p = &(player->position);
if (ei->blocking &&
ei->rect.x <= p->x &&
ei->rect.x + ei->rect.width >= p->x &&
ei->rect.y >= p->y &&
ei->rect.y < p->y + player->speed*delta)
{
hitObstacle = 1;
player->speed = 0.0f;
p->y = ei->rect.y;
}
}
if (!hitObstacle)
{
player->position.y += player->speed*delta;
player->speed += G*delta;
player->canJump = false;
}
else player->canJump = true;
}
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
camera->offset = (Vector2){ width/2, height/2 };
camera->target = player->position;
}
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
camera->target = player->position;
camera->offset = (Vector2){ width/2, height/2 };
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
for (int i = 0; i < envItemsLength; i++)
{
EnvItem *ei = envItems + i;
minX = fminf(ei->rect.x, minX);
maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
minY = fminf(ei->rect.y, minY);
maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
}
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;
}
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static float minSpeed = 30;
static float minEffectLength = 10;
static float fractionSpeed = 0.8f;
camera->offset = (Vector2){ width/2, height/2 };
Vector2 diff = Vector2Subtract(player->position, camera->target);
float length = Vector2Length(diff);
if (length > minEffectLength)
{
float speed = fmaxf(fractionSpeed*length, minSpeed);
camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
}
}
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static float evenOutSpeed = 700;
static int eveningOut = false;
static float evenOutTarget;
camera->offset = (Vector2){ width/2, height/2 };
camera->target.x = player->position.x;
if (eveningOut)
{
if (evenOutTarget > camera->target.y)
{
camera->target.y += evenOutSpeed*delta;
if (camera->target.y > evenOutTarget)
{
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
else
{
camera->target.y -= evenOutSpeed*delta;
if (camera->target.y < evenOutTarget)
{
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
}
else
{
if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
{
eveningOut = 1;
evenOutTarget = player->position.y;
}
}
}
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static Vector2 bbox = { 0.2f, 0.2f };
Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x);
if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y);
}

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@ -13,15 +13,15 @@
#define MAX_COLUMNS 20
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
@ -31,17 +31,17 @@ int main()
camera.type = CAMERA_PERSPECTIVE;
// Generates some random columns
float heights[MAX_COLUMNS];
Vector3 positions[MAX_COLUMNS];
Color colors[MAX_COLUMNS];
float heights[MAX_COLUMNS] = { 0 };
Vector3 positions[MAX_COLUMNS] = { 0 };
Color colors[MAX_COLUMNS] = { 0 };
for (int i = 0; i < MAX_COLUMNS; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -67,7 +67,7 @@ int main()
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
// Draw some cubes around
for (int i = 0; i < MAX_COLUMNS; i++)
{
@ -76,7 +76,7 @@ int main()
}
EndMode3D();
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
@ -89,7 +89,7 @@ int main()
}
// De-Initialization
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@ -11,25 +11,25 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera3D camera;
Camera3D camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -41,7 +41,7 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------
@ -59,10 +59,10 @@ int main()
DrawGrid(10, 1.0f);
EndMode3D();
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 320, 133, BLUE);
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] example - Initialize 3d mode
* raylib [core] example - Initialize 3d camera mode
*
* 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)
@ -11,17 +11,17 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode");
// Define the camera to look into our 3d world
Camera3D camera;
Camera3D camera = { 0 };
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
@ -30,7 +30,7 @@ int main()
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop

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@ -11,17 +11,17 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
// Define the camera to look into our 3d world
Camera camera;
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
@ -31,7 +31,7 @@ int main()
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray = {0.0f, 0.0f, 0.0f}; // Picking line ray
Ray ray = { 0 }; // Picking line ray
bool collision = false;
@ -49,12 +49,16 @@ int main()
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
ray = GetMouseRay(GetMousePosition(), camera);
if (!collision)
{
ray = GetMouseRay(GetMousePosition(), camera);
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
}
else collision = false;
}
//----------------------------------------------------------------------------------

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@ -21,16 +21,16 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -45,16 +45,16 @@ int main()
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@ -23,40 +23,40 @@
int main(int argc, char* argv[])
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
return 0;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -1,94 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Color selection by mouse (collision detection)
*
* 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) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
Color colors[21] = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
GREEN, SKYBLUE, PURPLE, BEIGE };
Rectangle colorsRecs[21]; // Rectangles array
// Fills colorsRecs data (for every rectangle)
for (int i = 0; i < 21; i++)
{
colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
colorsRecs[i].y = 60 + 100*(i/7) + 10*(i/7);
colorsRecs[i].width = 100;
colorsRecs[i].height = 100;
}
bool selected[21] = { false }; // Selected rectangles indicator
Vector2 mousePoint;
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
//----------------------------------------------------------------------------------
mousePoint = GetMousePosition();
for (int i = 0; i < 21; i++) // Iterate along all the rectangles
{
if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
{
colors[i].a = 120;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selected[i] = !selected[i];
}
else colors[i].a = 255;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < 21; i++) // Draw all rectangles
{
DrawRectangleRec(colorsRecs[i], colors[i]);
// Draw four rectangles around selected rectangle
if (selected[i])
{
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 100, 10, RAYWHITE); // Square top rectangle
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 10, 100, RAYWHITE); // Square left rectangle
DrawRectangle(colorsRecs[i].x + 90, colorsRecs[i].y, 10, 100, RAYWHITE); // Square right rectangle
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,84 @@
/*******************************************************************************************
*
* raylib [core] example - Custom logging
*
* This example has been created using raylib 2.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h> // Required for: fopen(), fclose(), fputc(), fwrite(), printf(), fprintf(), funopen()
#include <time.h> // Required for: time_t, tm, time(), localtime(), strftime()
// Custom logging funtion
void LogCustom(int msgType, const char *text, va_list args)
{
char timeStr[64] = { 0 };
time_t now = time(NULL);
struct tm *tm_info = localtime(&now);
strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
printf("[%s] ", timeStr);
switch (msgType)
{
case LOG_INFO: printf("[INFO] : "); break;
case LOG_ERROR: printf("[ERROR]: "); break;
case LOG_WARNING: printf("[WARN] : "); break;
case LOG_DEBUG: printf("[DEBUG]: "); break;
default: break;
}
vprintf(text, args);
printf("\n");
}
int main(int argc, char* argv[])
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// First thing we do is setting our custom logger to ensure everything raylib logs
// will use our own logger instead of its internal one
SetTraceLogCallback(LogCustom);
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
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
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -13,19 +13,19 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
int count = 0;
char **droppedFiles = { 0 };
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -49,15 +49,15 @@ int main()
else
{
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
for (int i = 0; i < count; i++)
{
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
}
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
}
@ -68,7 +68,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
ClearDroppedFiles(); // Clear internal buffers
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@ -3,15 +3,15 @@
* raylib [core] example - Gamepad input
*
* NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with the following gamepads:
* raylib is configured to work with the following gamepads:
* - Xbox 360 Controller (Xbox 360, Xbox One)
* - PLAYSTATION(R)3 Controller
* - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration
*
* This example has been created using raylib 1.6 (www.raylib.com)
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -26,21 +26,21 @@
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
#endif
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -56,125 +56,125 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{
DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
DrawText(TextFormat("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
{
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
// Draw buttons: xbox home
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_HOME)) DrawCircle(394, 89, 19, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_START)) DrawCircle(436, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_SELECT)) DrawCircle(352, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_X)) DrawCircle(501, 151, 15, BLUE);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_A)) DrawCircle(536, 187, 15, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_B)) DrawCircle(572, 151, 15, MAROON);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_Y)) DrawCircle(536, 115, 15, GOLD);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
// Draw buttons: d-pad
DrawRectangle(317, 202, 19, 71, BLACK);
DrawRectangle(293, 228, 69, 19, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_UP)) DrawRectangle(317, 202, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
// Draw buttons: left-right back
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LB)) DrawCircle(259, 61, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RB)) DrawCircle(536, 61, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
// Draw axis: left joystick
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X)*20),
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y)*20), 25, BLACK);
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
152 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
// Draw axis: right joystick
DrawCircle(461, 237, 38, BLACK);
DrawCircle(461, 237, 33, LIGHTGRAY);
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_X)*20),
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_Y)*20), 25, BLACK);
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
237 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY);
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT))/2.0f)*70), RED);
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT))/2.0f)*70), RED);
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)), 10, 40, 10, BLACK);
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)), 10, 60, 10, BLACK);
DrawRectangle(604, 30, 15, 70, GRAY);
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
}
else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
{
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
// Draw buttons: ps
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_PS)) DrawCircle(396, 222, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SELECT)) DrawRectangle(328, 170, 32, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_START)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_TRIANGLE)) DrawCircle(557, 144, 13, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CIRCLE)) DrawCircle(586, 173, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CROSS)) DrawCircle(557, 203, 13, VIOLET);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SQUARE)) DrawCircle(527, 173, 13, PINK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK);
// Draw buttons: d-pad
DrawRectangle(225, 132, 24, 84, BLACK);
DrawRectangle(195, 161, 84, 25, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_UP)) DrawRectangle(225, 132, 24, 29, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
// Draw buttons: left-right back buttons
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_L1)) DrawCircle(239, 82, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_R1)) DrawCircle(557, 82, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
// Draw axis: left joystick
DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY);
DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_Y)*20), 25, BLACK);
DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
// Draw axis: right joystick
DrawCircle(475, 255, 35, BLACK);
DrawCircle(475, 255, 31, LIGHTGRAY);
DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_Y)*20), 25, BLACK);
DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY);
DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_L2))/2.0f)*70), RED);
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_R2))/2.0f)*70), RED);
DrawRectangle(611, 48, 15, 70, GRAY);
DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
}
else
{
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
// TODO: Draw generic gamepad
}
DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
{
DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
}
if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
if (GetGamepadButtonPressed() != -1) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
}
else
{
DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
}
@ -186,7 +186,7 @@ int main()
//--------------------------------------------------------------------------------------
UnloadTexture(texPs3Pad);
UnloadTexture(texXboxPad);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] example - Gestures Detection
* raylib [core] example - Input Gestures Detection
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -14,27 +14,27 @@
#define MAX_GESTURE_STRINGS 20
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection");
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
Vector2 touchPosition = { 0, 0 };
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
int gesturesCount = 0;
char gestureStrings[MAX_GESTURE_STRINGS][32];
int currentGesture = GESTURE_NONE;
int lastGesture = GESTURE_NONE;
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -65,14 +65,14 @@ int main()
case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
default: break;
}
gesturesCount++;
// Reset gestures strings
if (gesturesCount >= MAX_GESTURE_STRINGS)
{
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
gesturesCount = 0;
}
}
@ -84,32 +84,32 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangleRec(touchArea, GRAY);
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
for (int i = 0; i < gesturesCount; i++)
{
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
}
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}

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@ -11,18 +11,18 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
SetTargetFPS(60); // Set target frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop

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@ -11,19 +11,19 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = DARKBLUE;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
@ -32,7 +32,7 @@ int main()
// Update
//----------------------------------------------------------------------------------
ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] examples - Mouse wheel
* raylib [core] examples - Mouse wheel input
*
* This test has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -11,19 +11,19 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel");
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
int boxPositionY = screenHeight/2 - 40;
int scrollSpeed = 4; // Scrolling speed in pixels
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -43,7 +43,7 @@ int main()
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
DrawText(TextFormat("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -0,0 +1,91 @@
/*******************************************************************************************
*
* raylib [core] example - Input multitouch
*
* This example has been created using raylib 2.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_TOUCH_POINTS 10
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = BEIGE;
int touchCounter = 0;
Vector2 touchPosition = { 0 };
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
//----------------------------------------------------------------------------------
ballPosition = GetMousePosition();
ballColor = BEIGE;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
if (touchCounter > 0) touchCounter--;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Multitouch
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
{
touchPosition = GetTouchPosition(i); // Get the touch point
if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
{
// Draw circle and touch index number
DrawCircleV(touchPosition, 34, ORANGE);
DrawText(TextFormat("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
}
}
// Draw the normal mouse location
DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,147 @@
/*******************************************************************************************
*
* raylib example - loading thread
*
* NOTE: This example requires linking with pthreads library,
* on MinGW, it can be accomplished passing -static parameter to compiler
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "pthread.h" // POSIX style threads management
#include <stdatomic.h> // C11 atomic data types
#include <time.h> // Required for: clock()
// Using C11 atomics for synchronization
// NOTE: A plain bool (or any plain data type for that matter) can't be used for inter-thread synchronization
static atomic_bool dataLoaded = ATOMIC_VAR_INIT(false); // Data Loaded completion indicator
static void *LoadDataThread(void *arg); // Loading data thread function declaration
static int dataProgress = 0; // Data progress accumulator
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
pthread_t threadId; // Loading data thread id
enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING;
int framesCounter = 0;
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
//----------------------------------------------------------------------------------
switch (state)
{
case STATE_WAITING:
{
if (IsKeyPressed(KEY_ENTER))
{
int error = pthread_create(&threadId, NULL, &LoadDataThread, NULL);
if (error != 0) TraceLog(LOG_ERROR, "Error creating loading thread");
else TraceLog(LOG_INFO, "Loading thread initialized successfully");
state = STATE_LOADING;
}
} break;
case STATE_LOADING:
{
framesCounter++;
if (atomic_load(&dataLoaded))
{
framesCounter = 0;
state = STATE_FINISHED;
}
} break;
case STATE_FINISHED:
{
if (IsKeyPressed(KEY_ENTER))
{
// Reset everything to launch again
atomic_store(&dataLoaded, false);
dataProgress = 0;
state = STATE_WAITING;
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch (state)
{
case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
case STATE_LOADING:
{
DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
} break;
case STATE_FINISHED:
{
DrawRectangle(150, 200, 500, 60, LIME);
DrawText("DATA LOADED!", 250, 210, 40, GREEN);
} break;
default: break;
}
DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Loading data thread function definition
static void *LoadDataThread(void *arg)
{
int timeCounter = 0; // Time counted in ms
clock_t prevTime = clock(); // Previous time
// We simulate data loading with a time counter for 5 seconds
while (timeCounter < 5000)
{
clock_t currentTime = clock() - prevTime;
timeCounter = currentTime*1000/CLOCKS_PER_SEC;
// We accumulate time over a global variable to be used in
// main thread as a progress bar
dataProgress = timeCounter/10;
}
// When data has finished loading, we set global variable
atomic_store(&dataLoaded, true);
return NULL;
}

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@ -0,0 +1,130 @@
/*******************************************************************************************
*
* raylib [core] example - quat conversions
*
* Generally you should really stick to eulers OR quats...
* This tests that various conversions are equivalent.
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - quat conversions");
Camera3D camera = { 0 };
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
Model model = LoadModelFromMesh(mesh);
// Some required variables
Quaternion q1 = { 0 };
Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
Vector3 v1 = { 0 }, v2 = { 0 };
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
//--------------------------------------------------------------------------------------
if (!IsKeyDown(KEY_SPACE))
{
v1.x += 0.01f;
v1.y += 0.03f;
v1.z += 0.05f;
}
if (v1.x > PI*2) v1.x -= PI*2;
if (v1.y > PI*2) v1.y -= PI*2;
if (v1.z > PI*2) v1.z -= PI*2;
q1 = QuaternionFromEuler(v1.x, v1.y, v1.z);
m1 = MatrixRotateZYX(v1);
m2 = QuaternionToMatrix(q1);
q1 = QuaternionFromMatrix(m1);
m3 = QuaternionToMatrix(q1);
v2 = QuaternionToEuler(q1);
v2.x *= DEG2RAD;
v2.y *= DEG2RAD;
v2.z *= DEG2RAD;
m4 = MatrixRotateZYX(v2);
//--------------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
model.transform = m1;
DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
model.transform = m2;
DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
model.transform = m3;
DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
model.transform = m4;
DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
DrawGrid(10, 1.0f);
EndMode3D();
if (v2.x < 0) v2.x += PI*2;
if (v2.y < 0) v2.y += PI*2;
if (v2.z < 0) v2.z += PI*2;
Color cx,cy,cz;
cx = cy = cz = BLACK;
if (v1.x == v2.x) cx = GREEN;
if (v1.y == v2.y) cy = GREEN;
if (v1.z == v2.z) cz = GREEN;
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx);
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy);
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz);
DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, cx);
DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, cy);
DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, cz);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload model data (mesh and materials)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -11,20 +11,20 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
int framesCounter = 0; // Variable used to count frames
int framesCounter = 0; // Variable used to count frames
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -50,7 +50,7 @@ int main()
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY);
DrawText(TextFormat("%i", randValue), 360, 180, 80, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -0,0 +1,71 @@
/*******************************************************************************************
*
* raylib [core] example - Scissor test
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Chris Dill (@MysteriousSpace)
*
********************************************************************************************/
#include "raylib.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - scissor test");
Rectangle scissorArea = { 0, 0, 300, 300 };
bool scissorMode = 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
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_S)) scissorMode = !scissorMode;
// Centre the scissor area around the mouse position
scissorArea.x = GetMouseX() - scissorArea.width/2;
scissorArea.y = GetMouseY() - scissorArea.height/2;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (scissorMode) BeginScissorMode(scissorArea.x, scissorArea.y, scissorArea.width, scissorArea.height);
// Draw full screen rectangle and some text
// NOTE: Only part defined by scissor area will be rendered
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), RED);
DrawText("Move the mouse around to reveal this text!", 190, 200, 20, LIGHTGRAY);
if (scissorMode) EndScissorMode();
DrawRectangleLinesEx(scissorArea, 1, BLACK);
DrawText("Press S to toggle scissor test", 10, 10, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -12,23 +12,25 @@
#include "raylib.h"
// NOTE: Storage positions must start with 0, directly related to file memory layout
typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
typedef enum {
STORAGE_POSITION_SCORE = 0,
STORAGE_POSITION_HISCORE = 1
} StorageData;
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
int score = 0;
int hiscore = 0;
int framesCounter = 0;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -41,19 +43,19 @@ int main()
score = GetRandomValue(1000, 2000);
hiscore = GetRandomValue(2000, 4000);
}
if (IsKeyPressed(KEY_ENTER))
{
StorageSaveValue(STORAGE_SCORE, score);
StorageSaveValue(STORAGE_HISCORE, hiscore);
SaveStorageValue(STORAGE_POSITION_SCORE, score);
SaveStorageValue(STORAGE_POSITION_HISCORE, hiscore);
}
else if (IsKeyPressed(KEY_SPACE))
{
// NOTE: If requested position could not be found, value 0 is returned
score = StorageLoadValue(STORAGE_SCORE);
hiscore = StorageLoadValue(STORAGE_HISCORE);
score = LoadStorageValue(STORAGE_POSITION_SCORE);
hiscore = LoadStorageValue(STORAGE_POSITION_HISCORE);
}
framesCounter++;
//----------------------------------------------------------------------------------
@ -63,11 +65,11 @@ int main()
ClearBackground(RAYWHITE);
DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
DrawText(TextFormat("SCORE: %i", score), 280, 130, 40, MAROON);
DrawText(TextFormat("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
DrawText(TextFormat("frames: %i", framesCounter), 10, 10, 20, LIME);
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
@ -77,7 +79,7 @@ int main()
}
// De-Initialization
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@ -11,32 +11,67 @@
#include "raylib.h"
int main()
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1080;
int screenHeight = 600;
const int screenWidth = 800;
const int screenHeight = 450;
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
// Init VR simulator (Oculus Rift CV1 parameters)
InitVrSimulator(GetVrDeviceInfo(HMD_OCULUS_RIFT_CV1));
InitVrSimulator();
VrDeviceInfo hmd = { 0 }; // VR device parameters (head-mounted-device)
// Oculus Rift CV1 parameters for simulator
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
hmd.vResolution = 1200; // HMD vertical resolution in pixels
hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders.
// Following parameters are an approximation to distortion stereo rendering but results differ from actual device.
hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
// Distortion shader (uses device lens distortion and chroma)
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
// Define the camera to look into our 3d world
Camera camera;
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 60.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------
@ -55,7 +90,7 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
BeginVrDrawing();
BeginMode3D(camera);
@ -66,7 +101,7 @@ int main()
DrawGrid(40, 1.0f);
EndMode3D();
EndVrDrawing();
DrawFPS(10, 10);
@ -77,9 +112,11 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseVrSimulator(); // Close VR simulator
CloseWindow(); // Close window and OpenGL context
UnloadShader(distortion); // Unload distortion shader
CloseVrSimulator(); // Close VR simulator
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

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@ -0,0 +1,191 @@
/*******************************************************************************************
*
* raylib [core] example - window flags
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2020 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main(void)
{
// Initialization
//---------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// Possible window flags
/*
FLAG_VSYNC_HINT
FLAG_FULLSCREEN_MODE -> not working properly -> wrong scaling!
FLAG_WINDOW_RESIZABLE
FLAG_WINDOW_UNDECORATED
FLAG_WINDOW_TRANSPARENT
FLAG_WINDOW_HIDDEN
FLAG_WINDOW_MINIMIZED -> Not supported on window creation
FLAG_WINDOW_MAXIMIZED -> Not supported on window creation
FLAG_WINDOW_UNFOCUSED
FLAG_WINDOW_TOPMOST
FLAG_WINDOW_HIGHDPI -> errors after minimize-resize, fb size is recalculated
FLAG_WINDOW_ALWAYS_RUN
FLAG_MSAA_4X_HINT
*/
// Set configuration flags for window creation
SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
Vector2 ballPosition = { GetScreenWidth() / 2, GetScreenHeight() / 2 };
Vector2 ballSpeed = { 5.0f, 4.0f };
int ballRadius = 20;
int framesCounter = 0;
//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
//-----------------------------------------------------
if (IsKeyPressed(KEY_F)) ToggleFullscreen(); // modifies window size when scaling!
if (IsKeyPressed(KEY_R))
{
if (IsWindowState(FLAG_WINDOW_RESIZABLE)) ClearWindowState(FLAG_WINDOW_RESIZABLE);
else SetWindowState(FLAG_WINDOW_RESIZABLE);
}
if (IsKeyPressed(KEY_D))
{
if (IsWindowState(FLAG_WINDOW_UNDECORATED)) ClearWindowState(FLAG_WINDOW_UNDECORATED);
else SetWindowState(FLAG_WINDOW_UNDECORATED);
}
if (IsKeyPressed(KEY_H))
{
if (!IsWindowState(FLAG_WINDOW_HIDDEN)) SetWindowState(FLAG_WINDOW_HIDDEN);
framesCounter = 0;
}
if (IsWindowState(FLAG_WINDOW_HIDDEN))
{
framesCounter++;
if (framesCounter >= 240) ClearWindowState(FLAG_WINDOW_HIDDEN); // Show window after 3 seconds
}
if (IsKeyPressed(KEY_N))
{
if (!IsWindowState(FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
framesCounter = 0;
}
if (IsWindowState(FLAG_WINDOW_MINIMIZED))
{
framesCounter++;
if (framesCounter >= 240) RestoreWindow(); // Restore window after 3 seconds
}
if (IsKeyPressed(KEY_M))
{
// NOTE: Requires FLAG_WINDOW_RESIZABLE enabled!
if (IsWindowState(FLAG_WINDOW_MAXIMIZED)) RestoreWindow();
else MaximizeWindow();
}
if (IsKeyPressed(KEY_U))
{
if (IsWindowState(FLAG_WINDOW_UNFOCUSED)) ClearWindowState(FLAG_WINDOW_UNFOCUSED);
else SetWindowState(FLAG_WINDOW_UNFOCUSED);
}
if (IsKeyPressed(KEY_T))
{
if (IsWindowState(FLAG_WINDOW_TOPMOST)) ClearWindowState(FLAG_WINDOW_TOPMOST);
else SetWindowState(FLAG_WINDOW_TOPMOST);
}
if (IsKeyPressed(KEY_A))
{
if (IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) ClearWindowState(FLAG_WINDOW_ALWAYS_RUN);
else SetWindowState(FLAG_WINDOW_ALWAYS_RUN);
}
if (IsKeyPressed(KEY_V))
{
if (IsWindowState(FLAG_VSYNC_HINT)) ClearWindowState(FLAG_VSYNC_HINT);
else SetWindowState(FLAG_VSYNC_HINT);
}
// Bouncing ball logic
ballPosition.x += ballSpeed.x;
ballPosition.y += ballSpeed.y;
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
//-----------------------------------------------------
// Draw
//-----------------------------------------------------
BeginDrawing();
if (IsWindowState(FLAG_WINDOW_TRANSPARENT)) ClearBackground(BLANK);
else ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, ballRadius, MAROON);
DrawRectangleLinesEx((Rectangle) { 0, 0, GetScreenWidth(), GetScreenHeight() }, 4, RAYWHITE);
DrawCircleV(GetMousePosition(), 10, DARKBLUE);
DrawFPS(10, 10);
DrawText(FormatText("Screen Size: [%i, %i]", GetScreenWidth(), GetScreenHeight()), 10, 40, 10, GREEN);
// Draw window state info
DrawText("Following flags can be set after window creation:", 10, 60, 10, GRAY);
if (IsWindowState(FLAG_FULLSCREEN_MODE)) DrawText("[F] FLAG_FULLSCREEN_MODE: on", 10, 80, 10, LIME);
else DrawText("[F] FLAG_FULLSCREEN_MODE: off", 10, 80, 10, MAROON);
if (IsWindowState(FLAG_WINDOW_RESIZABLE)) DrawText("[R] FLAG_WINDOW_RESIZABLE: on", 10, 100, 10, LIME);
else DrawText("[R] FLAG_WINDOW_RESIZABLE: off", 10, 100, 10, MAROON);
if (IsWindowState(FLAG_WINDOW_UNDECORATED)) DrawText("[D] FLAG_WINDOW_UNDECORATED: on", 10, 120, 10, LIME);
else DrawText("[D] FLAG_WINDOW_UNDECORATED: off", 10, 120, 10, MAROON);
if (IsWindowState(FLAG_WINDOW_HIDDEN)) DrawText("[H] FLAG_WINDOW_HIDDEN: on", 10, 140, 10, LIME);
else DrawText("[H] FLAG_WINDOW_HIDDEN: off", 10, 140, 10, MAROON);
if (IsWindowState(FLAG_WINDOW_MINIMIZED)) DrawText("[N] FLAG_WINDOW_MINIMIZED: on", 10, 160, 10, LIME);
else DrawText("[N] FLAG_WINDOW_MINIMIZED: off", 10, 160, 10, MAROON);
if (IsWindowState(FLAG_WINDOW_MAXIMIZED)) DrawText("[M] FLAG_WINDOW_MAXIMIZED: on", 10, 180, 10, LIME);
else DrawText("[M] FLAG_WINDOW_MAXIMIZED: off", 10, 180, 10, MAROON);
if (IsWindowState(FLAG_WINDOW_UNFOCUSED)) DrawText("[G] FLAG_WINDOW_UNFOCUSED: on", 10, 200, 10, LIME);
else DrawText("[U] FLAG_WINDOW_UNFOCUSED: off", 10, 200, 10, MAROON);
if (IsWindowState(FLAG_WINDOW_TOPMOST)) DrawText("[T] FLAG_WINDOW_TOPMOST: on", 10, 220, 10, LIME);
else DrawText("[T] FLAG_WINDOW_TOPMOST: off", 10, 220, 10, MAROON);
if (IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) DrawText("[A] FLAG_WINDOW_ALWAYS_RUN: on", 10, 240, 10, LIME);
else DrawText("[A] FLAG_WINDOW_ALWAYS_RUN: off", 10, 240, 10, MAROON);
if (IsWindowState(FLAG_VSYNC_HINT)) DrawText("[V] FLAG_VSYNC_HINT: on", 10, 260, 10, LIME);
else DrawText("[V] FLAG_VSYNC_HINT: off", 10, 260, 10, MAROON);
DrawText("Following flags can only be set before window creation:", 10, 300, 10, GRAY);
if (IsWindowState(FLAG_WINDOW_HIGHDPI)) DrawText("FLAG_WINDOW_HIGHDPI: on", 10, 320, 10, LIME);
else DrawText("FLAG_WINDOW_HIGHDPI: off", 10, 320, 10, MAROON);
if (IsWindowState(FLAG_WINDOW_TRANSPARENT)) DrawText("FLAG_WINDOW_TRANSPARENT: on", 10, 340, 10, LIME);
else DrawText("FLAG_WINDOW_TRANSPARENT: off", 10, 340, 10, MAROON);
if (IsWindowState(FLAG_MSAA_4X_HINT)) DrawText("FLAG_MSAA_4X_HINT: on", 10, 360, 10, LIME);
else DrawText("FLAG_MSAA_4X_HINT: off", 10, 360, 10, MAROON);
EndDrawing();
//-----------------------------------------------------
}
// De-Initialization
//---------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - window scale letterbox (and virtual mouse)
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define max(a, b) ((a)>(b)? (a) : (b))
#define min(a, b) ((a)<(b)? (a) : (b))
// Clamp Vector2 value with min and max and return a new vector2
// NOTE: Required for virtual mouse, to clamp inside virtual game size
Vector2 ClampValue(Vector2 value, Vector2 min, Vector2 max)
{
Vector2 result = value;
result.x = (result.x > max.x)? max.x : result.x;
result.x = (result.x < min.x)? min.x : result.x;
result.y = (result.y > max.y)? max.y : result.y;
result.y = (result.y < min.y)? min.y : result.y;
return result;
}
int main(void)
{
const int windowWidth = 800;
const int windowHeight = 450;
// Enable config flags for resizable window and vertical synchro
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
SetWindowMinSize(320, 240);
int gameScreenWidth = 640;
int gameScreenHeight = 480;
// Render texture initialization, used to hold the rendering result so we can easily resize it
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
Color colors[10] = { 0 };
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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
//----------------------------------------------------------------------------------
// Compute required framebuffer scaling
float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
if (IsKeyPressed(KEY_SPACE))
{
// Recalculate random colors for the bars
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
}
// Update virtual mouse (clamped mouse value behind game screen)
Vector2 mouse = GetMousePosition();
Vector2 virtualMouse = { 0 };
virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
// Draw everything in the render texture, note this will not be rendered on screen, yet
BeginTextureMode(target);
ClearBackground(RAYWHITE); // Clear render texture background color
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
EndTextureMode();
// Draw RenderTexture2D to window, properly scaled
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
EndDrawing();
//--------------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -11,12 +11,12 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
@ -29,9 +29,8 @@ int main()
camera.type = CAMERA_PERSPECTIVE;
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition;
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -43,7 +42,7 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
//----------------------------------------------------------------------------------
@ -62,9 +61,9 @@ int main()
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))/2, 25, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -0,0 +1,4 @@
| resource | author | licence | notes |
| :------------ | :---------: | :------ | :---- |
| ps3.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| xbox.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |

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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
uniform vec2 leftLensCenter;
uniform vec2 rightLensCenter;
uniform vec2 leftScreenCenter;
uniform vec2 rightScreenCenter;
uniform vec2 scale;
uniform vec2 scaleIn;
uniform vec4 hmdWarpParam;
uniform vec4 chromaAbParam;
void main()
{
// Compute lens distortion
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq);
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
vec2 tcBlue = lensCenter + scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
{
// Set black fragment for everything outside the lens border
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
// Compute color chroma aberration
float blue = texture2D(texture0, tcBlue).b;
vec2 tcGreen = lensCenter + scale*theta1;
float green = texture2D(texture0, tcGreen).g;
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
vec2 tcRed = lensCenter + scale*thetaRed;
float red = texture2D(texture0, tcRed).r;
gl_FragColor = vec4(red, green, blue, 1.0);
}
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
uniform vec2 scale = vec2(0.25, 0.45);
uniform vec2 scaleIn = vec2(4, 2.2222);
uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);
uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
void main()
{
// Compute lens distortion
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq);
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
vec2 tcBlue = lensCenter + scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
{
// Set black fragment for everything outside the lens border
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
// Compute color chroma aberration
float blue = texture(texture0, tcBlue).b;
vec2 tcGreen = lensCenter + scale*theta1;
float green = texture(texture0, tcGreen).g;
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
vec2 tcRed = lensCenter + scale*thetaRed;
float red = texture(texture0, tcRed).r;
finalColor = vec4(red, green, blue, 1.0);
}
}

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/*
WELCOME raylib EXAMPLES CONTRIBUTOR!
This is a bsasic template to anyone ready to contribute with some code example for the library,
here there are some guidelines on how to create an example to be included in raylib
1. File naming: <module>_<description> - Lower case filename, words separated by underscore,
no more than 3-4 words in total to describe the example. <module> referes to the primary
raylib module the example is more related with (code, shapes, textures, models, shaders, raudio).
i.e: core_input_multitouch, shapes_lines_bezier, shaders_palette_switch
2. Follow below template structure, example info should list the module, the short description
and the author of the example, twitter or github info could be also provided for the author.
Short description should also be used on the title of the window.
3. Code should be organized by sections:[Initialization]- [Update] - [Draw] - [De-Initialization]
Place your code between the dotted lines for every section, please don't mix update logic with drawing
and remember to unload all loaded resources.
4. Code should follow raylib conventions: https://github.com/raysan5/raylib/wiki/raylib-coding-conventions
Try to be very organized, using line-breaks appropiately.
5. Add comments to the specific parts of code the example is focus on.
Don't abuse with comments, try to be clear and impersonal on the comments.
6. Try to keep the example simple, under 300 code lines if possible. Try to avoid external dependencies.
Try to avoid defining functions outside the main(). Example should be as self-contained as possible.
7. About external resources, they should be placed in a [resources] folder and those resources
should be open and free for use and distribution. Avoid propietary content.
8. Try to keep the example simple but with a creative touch.
Simple but beautiful examples are more appealing to users!
9. In case of additional information is required, just come to raylib Discord channel: example-contributions
10. Have fun!
*/
/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
// TODO: Load resources / Initialize variables at this point
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables / Implement example logic at this point
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// TODO: Draw everything that requires to be drawn at this point:
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); // Example
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded resources at this point
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - Load IQM 3d model with animations and play them
* raylib [models] example - Load 3d model with animations and play them
*
* This example has been created using raylib 2.0 (www.raylib.com)
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2018 @culacant and @raysan5
* Example contributed by Culacant (@culacant) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Culacant (@culacant) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* To export a model from blender, make sure it is not posed, the vertices need to be in the
* same position as they would be in edit mode.
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
*
********************************************************************************************/
#include "raylib.h"
#define RIQM_IMPLEMENTATION
#include "riqm.h"
#include <stdlib.h>
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - iqm animation");
InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
// Define the camera to look into our 3d world
Camera camera = { 0 };
@ -31,26 +39,24 @@ int main()
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
// Load the animated model mesh and basic data
AnimatedModel model = LoadAnimatedModel("resources/guy.iqm");
Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data
Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
// Load model texture and set material
// NOTE: There is only 1 mesh and 1 material (both at index 0), thats what the 2 0's are
model = AnimatedModelAddTexture(model, "resources/guytex.png"); // REPLACE!
model = SetMeshMaterial(model, 0, 0); // REPLACE!
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load animation data
Animation anim = LoadAnimationFromIQM("resources/guyanim.iqm");
int animsCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/guy/guyanim.iqm", &animsCount);
int animFrameCounter = 0;
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
@ -60,7 +66,8 @@ int main()
if (IsKeyDown(KEY_SPACE))
{
animFrameCounter++;
AnimateModel(model, anim, animFrameCounter); // Animate the model with animation data and frame
UpdateModelAnimation(model, anims[0], animFrameCounter);
if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
}
//----------------------------------------------------------------------------------
@ -72,15 +79,19 @@ int main()
BeginMode3D(camera);
DrawAnimatedModel(model, Vector3Zero(), 1.0f, WHITE); // Draw animated model
DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
for (int i = 0; i < model.boneCount; i++)
{
DrawCube(anims[0].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
}
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText("(c) Guy IQM 3D model by -------", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
DrawText("(c) Guy IQM 3D model by @culacant", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@ -88,8 +99,13 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadAnimation(anim); // Unload animation data
UnloadAnimatedModel(model); // Unload animated model
UnloadTexture(texture); // Unload texture
// Unload model animations data
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
RL_FREE(anims);
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
@ -27,11 +27,10 @@ int main()
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -52,11 +51,11 @@ int main()
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
DrawGrid(10, 1.0f); // Draw a grid
DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
EndMode3D();
DrawFPS(10, 10);

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@ -11,31 +11,31 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
Color playerColor = GREEN;
Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
float enemySphereSize = 1.5f;
bool collision = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -43,40 +43,40 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
// Move player
if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f;
else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f;
else if (IsKeyDown(KEY_DOWN)) playerPosition.z += 0.2f;
else if (IsKeyDown(KEY_UP)) playerPosition.z -= 0.2f;
collision = false;
// Check collisions player vs enemy-box
if (CheckCollisionBoxes(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
(BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
enemyBoxPos.y - enemyBoxSize.y/2,
enemyBoxPos.z - enemyBoxSize.z/2 },
(BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
enemyBoxPos.y - enemyBoxSize.y/2,
enemyBoxPos.z - enemyBoxSize.z/2 },
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
// Check collisions player vs enemy-sphere
if (CheckCollisionBoxSphere(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
enemySpherePos, enemySphereSize)) collision = true;
if (collision) playerColor = RED;
else playerColor = GREEN;
//----------------------------------------------------------------------------------
@ -92,18 +92,18 @@ int main()
// Draw enemy-box
DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY);
// Draw enemy-sphere
DrawSphere(enemySpherePos, enemySphereSize, GRAY);
DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY);
// Draw player
DrawCubeV(playerPosition, playerSize, playerColor);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText("Move player with cursors to collide", 220, 40, 20, GRAY);
DrawFPS(10, 10);

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@ -11,32 +11,32 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Camera camera = { { 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
Model model = LoadModelFromMesh(mesh);
// NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
model.material.maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -61,10 +61,10 @@ int main()
DrawModel(model, mapPosition, 1.0f, WHITE);
EndMode3D();
DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
DrawText("cubicmap image used to", 658, 90, 10, GRAY);
DrawText("generate map 3d model", 658, 104, 10, GRAY);

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@ -0,0 +1,126 @@
/*******************************************************************************************
*
* raylib [models] example - first person maze
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: free()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
// Define the camera to look into our 3d world
Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
Model model = LoadModelFromMesh(mesh);
// NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
// Get map image data to be used for collision detection
Color *mapPixels = GetImageData(imMap);
UnloadImage(imMap); // Unload image from RAM
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
Vector3 playerPosition = camera.position; // Set player position
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
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
//----------------------------------------------------------------------------------
Vector3 oldCamPos = camera.position; // Store old camera position
UpdateCamera(&camera); // Update camera
// Check player collision (we simplify to 2D collision detection)
Vector2 playerPos = { camera.position.x, camera.position.z };
float playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision)
int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f);
int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f);
// Out-of-limits security check
if (playerCellX < 0) playerCellX = 0;
else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;
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++)
{
for (int x = 0; x < cubicmap.width; x++)
{
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 })))
{
// Collision detected, reset camera position
camera.position = oldCamPos;
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
//DrawCubeV(playerPosition, (Vector3){ 0.2f, 0.4f, 0.2f }, RED); // Draw player
EndMode3D();
DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
// Draw player position radar
DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
free(mapPixels); // Unload color array
UnloadTexture(cubicmap); // Unload cubicmap texture
UnloadTexture(texture); // Unload map texture
UnloadModel(model); // Unload map model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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