104 Commits

Author SHA1 Message Date
e1efefb7f4 [cmake] Propagate Cocoa backend frameworks to consumers of static raylib on macOS (#6086)
* [cmake] Fix standalone configuration of examples project

Configuring examples/ as a standalone project (cd examples && cmake .)
failed with 'Unknown CMake command add_if_flag_compiles' and a missing
cmake_minimum_required() error on CMake 4.x.

- Add cmake_minimum_required(VERSION 3.22), matching the root project
- Include raylib's AddIfFlagCompiles helper via ../cmake
- Default PLATFORM to Desktop when not inherited from the raylib build

* [cmake] Propagate Cocoa backend frameworks to consumers of static raylib on macOS

Bundled GLFW links '-framework Cocoa/IOKit/QuartzCore' privately, and the
static-install export block removes glfw from the exported dependencies.
As a result the installed CMake package only carried OpenGL.framework,
and linking any consumer of libraylib.a failed with undefined Objective-C
symbols (_objc_retain etc.).

Append the three frameworks to the static install interface when the
bundled GLFW is used, so installed consumers get a complete link line.

* Gate macOS Cocoa framework propagation to the Desktop platform
2026-08-24 16:19:56 +02:00
2c0021ad89 [cmake] Fix standalone configuration of examples project (#6079)
Configuring examples/ as a standalone project (cd examples && cmake .)
failed with 'Unknown CMake command add_if_flag_compiles' and a missing
cmake_minimum_required() error on CMake 4.x.

- Add cmake_minimum_required(VERSION 3.22), matching the root project
- Include raylib's AddIfFlagCompiles helper via ../cmake
- Default PLATFORM to Desktop when not inherited from the raylib build
2026-08-24 13:34:47 +02:00
9bde204f1d [examples] Add textures_portal_window (#6082)
Add a example showing a portal like effect
2026-08-24 13:33:43 +02:00
Ray
47231e37ef REVIEWED: shaders_lights_bloom example 2026-08-23 21:05:34 +02:00
0088b85952 [examples] Add lights_bloom_post (#6081)
Add a bloom light effect example
2026-08-23 20:58:02 +02:00
338458a92b Fix crash when adding a new textures or audio examples (#6089)
rexm could crash and corrupt examples_list.txt when adding a new example in the textures category. This happened because the tool searched for the category name as plain text, and "text" happens to be part of "textures" (and shows up inside names like core_render_texture), so it sometimes found the wrong spot and inserted the new example in the middle of an unrelated line.

This fix makes the search look for the exact category boundary instead of just any matching text, so it always finds the right place. It also fixes a small out-of-bounds issue that could happen specifically with the audio category, since it's the last one in the list.

Tested by creating a new textures example and a new audio example, both now work correctly and the examples list stays intact.
2026-08-23 20:50:26 +02:00
3836f13878 Also include the playsoundapi.h file that is where playsound is now in lean and mean, this ensures that it gets picked up by the replacement macro in more modern SDKs. (#6088) 2026-08-23 15:29:28 +02:00
abe23bf82d [build] Updated examples/Makefile after testing on OSX (#6077)
* Updated examples/Makefile after testing on OSX

I may be wrong, but the best way to install ray lib is through home-brew, and I'd expect that that should be a search path for others.

* Update Makefile

Fixed issues
2026-08-21 21:14:57 +02:00
Ray
6cceb2b873 Update README.md 2026-08-21 21:14:21 +02:00
Ray
86430c156c Update README.md 2026-08-21 21:13:25 +02:00
Ray
3b57140640 Update README.md 2026-08-21 21:11:29 +02:00
Ray
f472c67bb2 Update README.md 2026-08-21 21:08:36 +02:00
Ray
23033d1f18 Update README.md 2026-08-21 21:07:03 +02:00
d7225acd8e Add raymojo binding for Mojo language (#6076) 2026-08-21 20:53:09 +02:00
af3045377a add raystar binding to BINDINGS.md (#6075) 2026-08-20 16:25:23 +02:00
Ray
f9e2215c49 Update README.md 2026-08-19 21:17:17 +02:00
Ray
d75a6589f0 REVIEWED: GetWindowPosition() #5932 2026-08-19 20:25:01 +02:00
47c8e897ce [rcore][GLFW] Fix borderless-windowed mode being always on top (#5868)
* Fix borderless fullscreen always on top

Don't pass a monitor to glfwSetWindowMonitor(). This avoids setting the flag which keeps the window always on top.

* Update for borderless-windowed always on top bug

Only apply the fix for Windows OS, since that seems to be the only
platform with the issue.
2026-08-19 20:02:32 +02:00
1129d42b48 Mostly rewrote GetPrevDirectoryPath() to correct its behavior in a few cases (#6073) 2026-08-19 19:53:56 +02:00
c58072d595 Update emscripten mouse handling (#6070) 2026-08-18 14:33:31 +02:00
b98c4e031d [rcore_web_emscripten] Handle emscripten keyboard events (#6067)
* Handle emscripten keyboard events

* Prevent stuck keys by clearing on blur event
2026-08-17 18:51:06 +02:00
Ray
9506b58633 Update BINDINGS.md 2026-08-17 18:46:33 +02:00
44aa771cc0 add raymod binding for modula 2 and 3 (#6068) 2026-08-17 18:45:49 +02:00
dad422a430 Fix time calculation in GetTime function (#6061) 2026-08-14 00:46:53 +02:00
ae83a50fb3 Update BINDINGS.md (#6060) 2026-08-13 21:20:52 +02:00
4f4b3aef45 Use unmodified GLFW (#6058)
* Use unmodified GLFW

* egl_context.c and osmesa_context.c are common to all platforms

* Define _glfwConnectNull() function
2026-08-13 11:01:10 +02:00
Ray
6862f7b9ca Update BINDINGS.md 2026-08-13 10:56:03 +02:00
ad6b19a37c Add mach-raylib (#6059) 2026-08-13 10:50:22 +02:00
Ray
bb474f69d8 Updated macOS libraries 2026-08-12 13:06:29 +02:00
77353e7f31 Update GLFW to 3.5.1 (#6051)
* Update GLFW to 3.5.1

* Remove cocoa_time.c from rglfw.c

* Add macos_time.c to rglfw.c

* Redo changes from pull request #3863

* Makefile: add QuartzCore framework when building for macOS

* Add QuartzCore when building for macOS to other build files

* Remove unused GLFW dependencies
2026-08-12 13:02:51 +02:00
fba8ea01f5 [rlsw] Fix #ifdef -> #if for RLSW_DOUBLE_BUFFERING in sw_default_framebuffer_free() (#6054) 2026-08-12 12:57:23 +02:00
57917f1656 add component pascal/oberon2 bindings (#6055) 2026-08-12 12:55:13 +02:00
d46a59367f [msbuild] MSVC x64 build compatibility support (#6052) (#6053)
Change EnableEnhancedInstructionSet to NotSet for compatibility old hardware.
2026-08-11 21:14:47 +02:00
868413839a Fix glTF pose sampled at the end of an animation returning a pose from the start (#6048)
GetPoseAtTimeGLTF searches for the interval containing the requested time
with (tstart <= time) && (time < tend). A time equal to the last keyframe
satisfies no interval, so the loop ends without a match and keyframe stays
at its 0 default, making the function return a pose from the beginning of
the animation.

LoadModelAnimationsGLTF samples at t = j/60 for j in [0, keyframeCount),
with keyframeCount = (int)(duration*60) + 1, so the last sample lands
exactly on the end of the animation whenever duration*60 is a whole
number. The last pose of those clips is wrong, which looks like a jerk
right before the animation ends.

Measured on a glTF with a 0.85 s clip: the delta between the last two
poses was 23x the median delta between consecutive poses; with this
change it is 0.3x, in line with every other step.
2026-08-11 21:13:19 +02:00
1225932449 [examples] Add core_scissor_shape (#6032)
* [examples] Add core_scissor_shape

Clip drawing to an arbitrary shape using the stencil buffer, since
BeginScissorMode() only supports axis-aligned rectangles.

* [examples] Rename to gl_scissor_shapes.c

Rename core_scissor_shape to gl_scissor_shapes, move to others. Per @raysan5's review feedback on the PR: keep OpenGL-facing examples
under examples/others, consistent with rlgl_standalone and
raylib_opengl_interop, to avoid multi-platform/build-system issues.
2026-08-11 18:33:25 +02:00
f28c2221cc Fix window Y position reading X in RGFW move callback (#6044) 2026-08-11 18:32:19 +02:00
4245423cc1 Update miniaudio to 0.11.25 (#6050) 2026-08-11 11:37:57 +02:00
9beca068b9 [rshapes] Fix drawing circle sectors (#6045)
* [rshapes] Fix drawing circle sectors

Functions that draw a sector of a circle would keep drawing segments past a full rotation, which looked bad.

* [rshapes] Change `DrawCircleSectorLines()` and `DrawRingLines()`

`DrawCircleSectorLines()` and `DrawRingLines()` drew the cap lines even when drawing a full circle, which seems undesirable.
2026-08-10 14:51:59 +02:00
Ray
079cc2df09 Update shaders_shadowmap_rendering.c 2026-08-08 17:03:55 +02:00
388806f24d [examples] shaders shadowmap rendering camera fix (#6041)
* Update the camera before sending it to the shader

* tabs to spaces (oops)
2026-08-08 16:58:39 +02:00
b0005129c7 fix typo in fix_win32_compatibility.h (#6043)
* fix typo in fix_win32_compatibility.h

* fix another typo in fix_win32_compatibility.h

* fix yet another typo in fix_win32_compatibility.h
2026-08-08 16:57:40 +02:00
1893226cb7 Fix crash on CloseAudioDevice: uninit device before mutex (#6039)
On Android (AAudio) the callback thread could still run when the mutex was
destroyed, causing a SIGABRT (pthread_mutex_lock on a destroyed mutex).
Uninit the device first so its callback thread stops before ma_mutex_uninit.
2026-08-07 22:44:06 +02:00
3580240743 [examples] Several fixes and improvements (#6042)
* models_loading_iqm - actually use animIndex

* models_decals - fix button placement

* core_highdpi_testbed - unrelated TODO

* audio_sound_positioning - fix SetSoundPosition and panning

* SetSoundPan is clamped already

* remove version check

* fix 'updated with' in the header
2026-08-07 21:30:27 +02:00
7ee0b08647 Fix Android relaunch hang after destroy while paused (#6040)
When the activity is destroyed while the app is paused, PollInputEvents
kept looping after setting CORE.Window.shouldClose: while paused,
ALooper_pollAll is called with an infinite timeout (-1), so on the next
iteration it blocked forever waiting for an event that never arrives.
main() never returned, the native thread stayed alive, and the following
launch hung inheriting that thread.
2026-08-07 18:37:57 +02:00
a55d49b754 [examples] Add shapes_outlines_thickness (#6037)
Add an example to demonstrate the new thickness behavior in `Draw*LinesEx()` functions.
2026-08-05 12:53:25 +02:00
Ray
3d671a6dd4 Merge branch 'master' of https://github.com/raysan5/raylib 2026-08-04 21:16:17 +02:00
Ray
7711de62fb Code gardening 2026-08-04 21:16:08 +02:00
37712a8fbe [rshapes] Fix Draw*LinesEx() functions' inconsistent handling of thick parameter. (#6035)
* [rshapes] Update `DrawRectangleLinesEx()`

Add support for negative `thick` values. When `thick` is negative, lines are drawn growing outside of the rectangle.

* [rshapes] Update `DrawPolyLinesEx()`

Add support for negative `thick` values. When `thick` is negative, lines are drawn growing outside of the polygon. Also refactored to explicitly use an `outerRadius` variable instead of using `radius` as the outer radius.

* [rshapes] Update `DrawRectangleRoundedLinesEx()`

Make the outline vertices easier to work with.

* [rshapes] Updated `DrawRectangleRoundedLinesEx()`.

Lines used to draw outside when `thick` was positive. Added support for negative `thick` values. When `thick` is negative, lines are drawn growing outside of the rectangle.

* [rshapes] Update `DrawRectangleRoundedLines()`.

Make the formatting of the points' x and y coordinates in DrawRectangleRoundedLines() match DrawRectangleRoundedLinesEx().
2026-08-04 18:04:56 +02:00
99b61089c8 Added ElfScript to Bindings (#6036) 2026-08-02 23:04:22 +02:00
c5a6d94110 Update BINDINGS.md (#6034)
Added bindings of Raylib 6.0 for openEuphoria
2026-08-01 14:52:45 +02:00
Ray
912085c831 Update raygui 2026-07-31 13:48:34 +02:00
7d85ff76a6 Update BINDINGS.md (#6033) 2026-07-31 13:32:45 +02:00
Ray
3e49c80799 REVIEWED: Macros prefixes #6029 2026-07-30 10:14:27 +02:00
e5aaed2a3f change prefix of all public compile time options from SW_ to RLSW_ (#6029) 2026-07-30 10:05:20 +02:00
ea0dcbdb7c review inlining (#6028) 2026-07-30 10:03:35 +02:00
Ray
63f82f0ca8 REVIEWED: DrawRectangleLinesEx(), avoid early-return
NOTE: raylib data validation policy defines not to validate any data that does not suppose a crash in the program, letting user manage that layer... probably several functions should be carefully reviewed or the policy itself...
2026-07-29 10:10:26 +02:00
Ray
60b9f20469 Merge branch 'master' of https://github.com/raysan5/raylib 2026-07-29 10:04:19 +02:00
9f9c11db41 [rshapes] Fix DrawRectangleLinesEx() (#6027)
Previously DrawRectangleLinesEx() would draw lines overlapping each other when they were thick enough (which was only noticeable if the color's alpha was lower than 255.)
2026-07-29 10:03:22 +02:00
935f3da3ff [examples] Add shapes_polygon_lines (#6023)
Add an example to demonstrate/observe DrawPolyLinesEx() behavior.
2026-07-27 16:30:30 +02:00
de24a6c1eb fix: use rlGetPixelDataSize in rlgl.h (#6024) 2026-07-27 16:29:32 +02:00
3ea8b9298f Refactor text insertion logic in rtext.c (#6022)
Fixed nasty bug, text after insertion is deleted
2026-07-26 20:54:54 +02:00
Ray
86684cd246 Merge branch 'master' of https://github.com/raysan5/raylib 2026-07-26 16:58:14 +02:00
Ray
f3d7d5a3cd Update raygui 2026-07-26 16:58:01 +02:00
14d3587858 Refactor text insertion logic in rtext.c (#6021)
Fixed nasty bug
2026-07-26 15:11:39 +02:00
a18051fdd9 Fix various warnings when building in VC2022 (#6020) 2026-07-26 15:10:19 +02:00
ac06acbaee Add rayscal binding for Scala Native (#6019) 2026-07-26 15:09:14 +02:00
ae7c58e5b9 Fix typo in 'Utility Wrapers' heading (#6017) 2026-07-26 15:08:28 +02:00
c15f3214d5 [rshapes] Correct DrawPolyLinesEx() line thickness. (#6014)
Follow up to #6004. The previous formula would produce inconsistent results for different polygons with the same `thick` parameter.
2026-07-24 21:38:50 +02:00
Ray
a408dd332e REVIEWED: IsPathAbsolute(), remove isalpha() dependency 2026-07-24 21:17:11 +02:00
Ray
f0a8201733 Update CHANGELOG for upcoming raylib 6.2 release 2026-07-23 12:15:38 +02:00
127e7441da [rshapes] Fix DrawPolyLinesEx() (#6004)
If `innerRadius` is less than 0, it causes the outline to overlap itself and even grow outside of the polygon's bounds when `thick` is greater than `radius`. Clamping `innerRadius` to 0 fixes these problems.
2026-07-23 09:50:11 +02:00
353268b7cf [rmodels] Fix GLTF animation interpolation (#6007) 2026-07-23 09:41:20 +02:00
8eb433518d [build][Zig] Update to raygui 5.0 (#6005) 2026-07-23 09:39:38 +02:00
7d4f5f79e7 [build][Zig] Fix web examples building all the time (#6006) 2026-07-23 09:38:45 +02:00
aa4cf20eae [rlsw] Variant dispatch refactor + bunch of improvements (#5996)
* rlsw config section

* use raster flags to define rasterizer variants

* simplifies the generation of dispatch tables

* single dispatch table for the lines
same logic as for the points

* internal color interp state

* check whether vertex colors should be interpolated

* vector op helper macro + pick sampler once before primitive drawing

* op order tweaks

* refactoring without gotos for triangle and quad rasterizers

* same cleaning for the lines
2026-07-21 18:22:58 +02:00
78535d2343 [rlsw] First batch of embedded optimizations and compiler requirements Pico 2 (#5994)
* pico doesn't implement time.h

* add option for RLSW to hold a back buffer, and give it a sw method to swap

* Remove unused pointer and give swSwapColorBuffers a default nop-behaviour

* Fix compilation by removing old colorBackBuffer setters

* use the correct logger

* return line

* rename RLSW_BACKBUFFER to SW_DOUBLE_BUFFERING
2026-07-21 18:20:58 +02:00
e809face7b [rmodels] DrawSphereWires(), code optimization (#6000)
* Fix DrawSphereWires (Less aggressively) 

Summary:
- Eliminated some redundancies
- Fixed a bug(?) where the sphere would have 1 more "ring" (latitude division) than expected
- Fixed a bug where the top ring was double-covered
- Added comments denoting which code draws which lines

* DrawSphereWires + DrawSphereEx parity

Summary:
- Replaced DrawSphereWires algorithm with one based on the much faster algorithm from DrawSphereEx
- Fixed +1 ring quirk on DrawSphereEx to match the change made to DrawSphereWires
2026-07-21 17:48:07 +02:00
9fd4726c31 [rshapes] Fix DrawRectangleRoundedLines() (#5992)
In #5980 a bug was introduced for `DrawRectangleRoundedLines()`. `DrawRectangleRoundedLines()` previously assumed that `DrawRectangleRoundedLinesEx()` uses `RL_LINES` when line thickness is 1 (which is no longer true, it now uses `RL_QUADS` or `RL_TRIANGLES`.)

I copy/pasted the previous `DrawRectangleRoundedLinesEx()` implementation and trimmed it down (since now the line thickness is always 1), so now `DrawRectangleRoundedLines()` uses `RL_LINES`. This makes it consistent with all other `Draw*Lines()` functions, which use `RL_LINES`.
2026-07-21 17:46:22 +02:00
Ray
1c3a7748ea Update examples dep. raygui 5.0 2026-07-21 08:40:56 +02:00
Ray
ce40053a6c Remove trailing spaces 2026-07-20 20:36:14 +02:00
Ray
9ef6850cc4 Update build_examples_windows.yml 2026-07-18 17:52:07 +02:00
Ray
3094389a2a Update analyze_codeql.yml 2026-07-18 17:49:35 +02:00
Ray
b812c18e6b Merge branch 'master' of https://github.com/raysan5/raylib 2026-07-18 17:14:10 +02:00
Ray
6c6a248be8 Update rcore.c 2026-07-18 17:14:03 +02:00
ce6ac7d8c7 rlparser: update raylib_api.* by CI 2026-07-18 14:50:44 +00:00
Ray
baa9a4df51 REVIEWED: ImageToImage(), reorganize conditionals checks optimization, align brackets 2026-07-18 16:50:28 +02:00
Ray
58e03dbc6c REVIEWED: TakeScreenshot() to support absolute paths 2026-07-18 16:45:28 +02:00
Ray
cfccb83ddd ADDED: IsPathAbsolute() to check absolute paths 2026-07-18 16:44:41 +02:00
Ray
b806e3d2ec Replaced comments text given by provided 2026-07-18 16:44:10 +02:00
Ray
0725811224 Added a note reminder 2026-07-18 16:43:04 +02:00
5b1445b381 FIXED: ImageFromImage() heap-buffer-overflow on compressed formats (#5991) 2026-07-17 23:22:35 +02:00
aa088e42d1 fix static link deps (#5990) 2026-07-17 23:12:57 +02:00
7aceceb467 Fix logging format for automation event capacity warning (#5986)
Co-authored-by: gideons <gse@newspacesystems.com>
2026-07-17 20:31:26 +02:00
Ray
66bb527d22 Update README.md 2026-07-16 15:10:46 +02:00
Ray
f1d44c166f REMOVED: Unmaintained project: VS2019-Android 2026-07-16 15:08:46 +02:00
Ray
9c834d6e4d Merge branch 'master' of https://github.com/raysan5/raylib 2026-07-16 15:08:35 +02:00
Ray
742ccb390a REMOVED: Unmaintained project: 4coder 2026-07-16 15:08:12 +02:00
Ray
62a74a342c Update README.md 2026-07-16 15:05:32 +02:00
Ray
8eb613e50a Update rcore_desktop_glfw.c 2026-07-16 12:28:25 +02:00
89b4fbd298 [rcore] fic position on mouse leave for emscripten. Issue raysan5#5945 followup (#5981) 2026-07-16 12:10:03 +02:00
93e64f2210 Fix TextInsertAlloc overflow by correcting loop bounds (#5982)
Co-authored-by: gideons <gse@newspacesystems.com>
2026-07-16 12:08:41 +02:00
a9a0c046f1 Fix pixel data size regressions (#5984)
Co-authored-by: gideons <gse@newspacesystems.com>
2026-07-16 12:07:19 +02:00
d224912bd5 Fix rlsw persistent alpha blending state (#5964) 2026-07-15 21:21:38 +02:00
39706cccbe [rshapes] Fix DrawRectangleRoundedLinesEx not scaling with transform when thick=1 (#5980) 2026-07-15 21:20:18 +02:00
199 changed files with 26151 additions and 29237 deletions

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@ -71,7 +71,7 @@ jobs:
# Initializes the CodeQL tools for scanning.
- name: Initialize CodeQL
uses: github/codeql-action/init@v3
uses: github/codeql-action/init@v4
with:
languages: ${{ matrix.language }}
# If you wish to specify custom queries, you can do so here or in a config file.
@ -90,7 +90,7 @@ jobs:
cmake --build . --config $BUILD_TYPE
- name: Perform CodeQL Analysis
uses: github/codeql-action/analyze@v3
uses: github/codeql-action/analyze@v4
with:
category: "/language:${{matrix.language}}"
upload: false
@ -99,7 +99,7 @@ jobs:
# Filter out rules with low severity or high false positve rate
# Also filter out warnings in third-party code
- name: Filter out unwanted errors and warnings
uses: advanced-security/filter-sarif@v1
uses: advanced-security/filter-sarif@v1.1
with:
patterns: |
-**:cpp/path-injection
@ -121,7 +121,7 @@ jobs:
output: ${{ steps.step1.outputs.sarif-output }}/cpp.sarif
- name: Upload CodeQL results to code scanning
uses: github/codeql-action/upload-sarif@v2
uses: github/codeql-action/upload-sarif@v4
with:
sarif_file: ${{ steps.step1.outputs.sarif-output }}
category: "/language:${{matrix.language}}"

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@ -25,7 +25,7 @@ jobs:
- uses: actions/checkout@master
- name: Add MSBuild to PATH
uses: microsoft/setup-msbuild@v1
uses: microsoft/setup-msbuild@v3
- name: Build Library (MSVC16)
run: |

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@ -7,10 +7,11 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| Name | raylib Version | Language | License |
| :--------------------------------------------------------------------------------------- | :--------------: | :------------------------------------------------------------------: | :------------------: |
| [raylib](https://github.com/raysan5/raylib) | **6.0** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib |
| [raylib-ada](https://github.com/Fabien-Chouteau/raylib-ada) | **5.5** | [Ada](https://en.wikipedia.org/wiki/Ada_(programming_language)) | MIT |
| [raylib-ada](https://github.com/Fabien-Chouteau/raylib-ada) | **5.5** | [Ada](https://en.wikipedia.org/wiki/Ada_(programming_language)) | MIT |
| [raylib-asm](https://github.com/gAndy50/ASMRay) | **6.0** | [Assembly (x86)](https://en.wikipedia.org/wiki/X86_assembly_language) | Zlib |
| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.5** | [Beef](https://www.beeflang.org) | MIT |
| [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
| [raylib-c3](https://github.com/c3lang/vendor/tree/main/libraries/raylib6.c3l) | **6** | [C3](https://c3-lang.org) | MIT |
| [raylib-c3](https://github.com/c3lang/vendor/tree/main/libraries/raylib6.c3l) | **6** | [C3](https://c3-lang.org) | MIT |
| [raylib-cs](https://github.com/raylib-cs/raylib-cs) | **6.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib |
| [Raylib-CsLo](https://github.com/NotNotTech/Raylib-CsLo) | 4.2 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
| [Raylib-CSharp-Vinculum](https://github.com/ZeroElectric/Raylib-CSharp-Vinculum) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
@ -32,12 +33,14 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib-d](https://github.com/schveiguy/raylib-d) | **6.0** | [D](https://dlang.org) | Zlib |
| [Deno-Raylib](https://github.com/JJLDonley/Deno-Raylib) | **6.0** | [Deno / TS](https://deno.land) | MIT |
| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
| [raylib-elfscript](https://github.com/ohmtal/raylib-elfscript) | 6.0 | [ElfScript](https://github.com/ohmtal/ElfScript) | MIT |
| [raylib-elle](https://github.com/acquitelol/elle/blob/rewrite/std/raylib.le) | **5.5** | [Elle](https://github.com/acquitelol/elle) | GPL-3.0 |
| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 5.5 | [Factor](https://factorcode.org) | BSD |
| [raystar](https://github.com/RobertFlexx/raystar) | **6.0** | [F*](https://www.fstar-lang.org/) | EPL-2.0 |
| [raylib4fb](https://github.com/mudhairless/raylib4fb) | **6.0** | [FreeBASIC](https://www.freebasic.net) | Zlib |
| [raylib-freebasic](https://github.com/WIITD/raylib-freebasic) | **5.0** | [FreeBASIC](https://www.freebasic.net) | MIT |
| [raylib.f](https://github.com/cthulhuology/raylib.f) | **5.5** | [Forth](https://forth.com) | Zlib |
| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **5.5** | [Fortran](https://fortran-lang.org) | ISC |
| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **6.0** | [Fortran](https://fortran-lang.org) | ISC |
| [raylib-go](https://github.com/gen2brain/raylib-go) | **6.0** | [Go](https://golang.org) | Zlib |
| [raylib-guile](https://github.com/petelliott/raylib-guile) | **auto** | [Guile](https://www.gnu.org/software/guile) | Zlib |
| [gforth-raylib](https://github.com/ArnautDaniel/gforth-raylib) | 3.5 | [Gforth](https://gforth.org) | **???** |
@ -57,6 +60,8 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib-luajit](https://github.com/homma/raylib-luajit) | 5.5 | [Lua](http://www.lua.org) | MIT |
| [raylib-luajit-generated](https://github.com/james2doyle/raylib-luajit-generated) | 5.5 | [Lua](http://www.lua.org) | MIT |
| [raylib-matte](https://github.com/jcorks/raylib-matte) | 4.6-dev | [Matte](https://github.com/jcorks/matte) | **???** |
| [raymojo](https://github.com/RobertFlexx/raymojo) | **6.0** | [Mojo](https://www.modular.com/mojo) | GPLv3 |
| [raymod](https://github.com/RobertFlexx/raymod) | **6.0** | [Modula-2](https://en.wikipedia.org/wiki/Modula-2) / [Modula-3](https://en.wikipedia.org/wiki/Modula-3) | Apache-2.0 |
| [Raylib.nelua](https://github.com/AuzFox/Raylib.nelua) | **5.5** | [nelua](https://nelua.io) | Zlib |
| [raylib-bindings](https://github.com/vaiorabbit/raylib-bindings) | 5.6-dev | [Ruby](https://www.ruby-lang.org/en) | Zlib |
| [naylib](https://github.com/planetis-m/naylib) | **5.6-dev** | [Nim](https://nim-lang.org) | MIT |
@ -65,10 +70,12 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib_odin_bindings](https://github.com/Deathbat2190/raylib_odin_bindings) | 4.0-dev | [Odin](https://odin-lang.org) | MIT |
| [raylib-ocaml](https://github.com/tjammer/raylib-ocaml) | **6.0** | [OCaml](https://ocaml.org) | MIT |
| [TurboRaylib](https://github.com/turborium/TurboRaylib) | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT |
| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **6.0** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)/[Delphi](https://en.wikipedia.org/wiki/Delphi_(software)) | Zlib |
| [Rayberon](https://github.com/RobertFlexx/Rayberon) | **6.0** | [Oberon-2](https://en.wikipedia.org/wiki/Oberon-2) | MIT |
| [EuRaylib](https://github.com/gAndy50/EuRaylib6) | **6.0** | [openEuphoria(https://openeuphoria.org/) | Zlib |
| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **6.0** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
| [Raylib.4.0.Pascal](https://github.com/sysrpl/Raylib.4.0.Pascal) | 4.0 | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
| [pyraylib](https://github.com/Ho011/pyraylib) | 3.7 | [Python](https://www.python.org) | Zlib |
| [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | **5.5** | [Python](https://www.python.org) | EPL-2.0 |
| [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | **5.5** | [Python](https://www.python.org) | EPL-2.0 |
| [raylibpyctbg](https://github.com/overdev/raylibpyctbg) | 5.5 | [Python](https://www.python.org) | MIT |
| [raylib-py](https://github.com/overdev/raylib-py) | 5.5 | [Python](https://www.python.org) | MIT |
| [raylib-python-ctypes](https://github.com/sDos280/raylib-python-ctypes) | 4.6-dev | [Python](https://www.python.org) | MIT |
@ -85,6 +92,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib-swift](https://github.com/STREGAsGate/Raylib) | 4.0 | [Swift](https://swift.org) | MIT |
| [raylib-scopes](https://github.com/salotz/raylib-scopes) | auto | [Scopes](http://scopes.rocks) | MIT |
| [raylib-SmallBASIC](https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib) | **5.5** | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 |
| [rayscal](https://github.com/RobertFlexx/rayscal) | **6.0** | [Scala Native](https://scala-native.org) | MIT |
| [raylib-umka](https://github.com/robloach/raylib-umka) | 4.5 | [Umka](https://github.com/vtereshkov/umka-lang) | Zlib |
| [raylib-v](https://github.com/vlang/raylib) | 5.5 | [V](https://vlang.io) | MIT/Unlicense |
| [raylib.v](https://github.com/irishgreencitrus/raylib.v) | 4.2 | [V](https://vlang.io) | Zlib |
@ -107,10 +115,11 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [fnl-raylib](https://github.com/0riginaln0/fnl-raylib) | **5.5** | [Fennel](https://fennel-lang.org/) | MIT |
| [Rayua](https://github.com/uiua-lang/rayua) | **5.5** | [Uiua](https://www.uiua.org/) | **???** |
| [Target](https://github.com/FinnDemonCat/Target/tree/main/libs/raylib) | **5.5** | [Dart](https://dart.dev/) | Apache-2.0 license |
| [gclang-raylib](https://github.com/gnuchanos/gcLang_Compiler/tree/main/windows_version/raylib_version)| **6.0** | [gclang](https://github.com/gnuchanos/gcLang_Compiler) | AGPL-3.0 |
| [gclang-raylib](https://github.com/gnuchanos/gcLang_Compiler/tree/main/windows_version/raylib_version)| **6.0** | [gclang](https://github.com/gnuchanos/gcLang_Compiler) | AGPL-3.0 |
| [mach-raylib](https://github.com/angluca/mach-raylib) | **6.0-dev** | [Mach](https://machlang.org/) | MIT |
### Utility Wrapers
### Utility Wrappers
These are utility wrappers for specific languages, they are not required to use raylib in the language but may adapt the raylib API to be more inline with the language's paradigm.
| Name | raylib Version | Language | License |
@ -126,7 +135,7 @@ These are utility wrappers for specific languages, they are not required to use
These are older raylib bindings that are more than 2 versions old or have not been maintained.
| Name | raylib Version | Language |
| ---------------------------------------------------------------------------------- | :------------: | :---------------------------------------------------------------------: |
| [raylib-cppsharp](https://github.com/phxvyper/raylib-cppsharp) | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) |
| [raylib-cppsharp](https://github.com/phxvyper/raylib-cppsharp) | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) |
| [RaylibFS](https://github.com/dallinbeutler/RaylibFS) | 2.5 | [F#](https://fsharp.org) |
| [raylib\*d](https://github.com/Sepheus/raylib_d) | 2.5 | [D](https://dlang.org) |
| [bindbc-raylib](https://github.com/o3o/bindbc-raylib) | 3.0 | [D](https://dlang.org) |
@ -143,18 +152,18 @@ These are older raylib bindings that are more than 2 versions old or have not be
| [raylib-Nim](https://gitlab.com/define-private-public/raylib-Nim) | 1.7 | [Nim](https://nim-lang.org) |
| [nim-raylib](https://github.com/tomc1998/nim-raylib) | 3.1-dev | [Nim](https://nim-lang.org) |
| [raylib-Forever](https://github.com/Guevara-chan/Raylib-Forever) | auto | [Nim](https://nim-lang.org) |
| [NimraylibNow!](https://github.com/greenfork/nimraylib_now) | 4.2 | [Nim](https://nim-lang.org) |
| [NimraylibNow!](https://github.com/greenfork/nimraylib_now) | 4.2 | [Nim](https://nim-lang.org) |
| [raylib-haskell](https://github.com/DevJac/raylib-haskell) | 2.0 | [Haskell](https://www.haskell.org) |
| [raylib-cr](https://github.com/AregevDev/raylib-cr) | 2.5-dev | [Crystal](https://crystal-lang.org) |
| [raylib.cr](https://github.com/sam0x17/raylib.cr) | 2.0 | [Crystal](https://crystal-lang.org) |
| [cray](https://gitlab.com/Zatherz/cray) | 1.8 | [Crystal](https://crystal-lang.org) |
| [raylib-pas](https://github.com/tazdij/raylib-pas) | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal*(programming*language)) |
| [raylib-pascal](https://github.com/drezgames/raylib-pascal) | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal*(programming*language)) |
| [raylib-pas](https://github.com/tazdij/raylib-pas) | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal*(programming*language)) |
| [raylib-pascal](https://github.com/drezgames/raylib-pascal) | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal*(programming*language)) |
| [Graphics-Raylib](https://github.com/athreef/Graphics-Raylib) | 1.4 | [Perl](https://www.perl.org) |
| [raylib-ruby](https://github.com/a0/raylib-ruby) | 2.6 | [Ruby](https://www.ruby-lang.org/en) |
| [raylib-ruby-ffi](https://github.com/D3nX/raylib-ruby-ffi) | 2.0 | [Ruby](https://www.ruby-lang.org/en) |
| [raylib-mruby](https://github.com/lihaochen910/raylib-mruby) | 2.5-dev | [mruby](https://github.com/mruby/mruby) |
| [raylib-java](https://github.com/XoanaIO/raylib-java) | 2.0 | [Java](https://en.wikipedia.org/wiki/Java*(programming_language)) |
| [raylib-java](https://github.com/XoanaIO/raylib-java) | 2.0 | [Java](https://en.wikipedia.org/wiki/Java*(programming_language)) |
| [clj-raylib](https://github.com/lsevero/clj-raylib) | 3.0 | [Clojure](https://clojure.org) |
| [QuickJS-raylib](https://github.com/sntg-p/QuickJS-raylib) | 3.0 | [QuickJS](https://bellard.org/quickjs) |
| [raylib-duktape](https://github.com/RobLoach/raylib-duktape) | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) |

164
CHANGELOG
View File

@ -3,6 +3,170 @@ changelog
Current Release: raylib 6.0 (23 April 2026)
-------------------------------------------------------------------------
Release: raylib 6.2 (xx Aug? 2026)
-------------------------------------------------------------------------
KEY CHANGES:
- REDESIGNED: Image API for more alignment with Texture API
- REDESIGNED: File API for more standard return result values
- ...
Detailed changes (until 21-Jul-2026):
[rcore] ADDED: `IsPathDirectory()`, for convenience and more readability at user code by @raysan5
[rcore] ADDED: `IsPathAbsolute()`, check absolute paths by @raysan5
[rcore] REVIEWED: `File*()` functions for consistent return result value by @raysan5 -WARNING-
[rcore] REVIEWED: Not updating mouse.previousPosition when `SeMousePosition()` #5962 by @raysan5 -WARNING-
[rcore] REVIEWED: Use `rlgl` provided interface instead of `rlsw` direct access by @raysan5
[rcore] REVIEWED: Set mouse position to (0,0) when mouse leaves window area #5945 by @raysan5
[rcore] REVIEWED: Multiple string boundary handling (#5812) by @zhaob1n
[rcore] REVIEWED: Gamepad lower-bound guard to six sibling functions (#5938) by @mahirhir
[rcore] REVIEWED: Fix logging format for automation event capacity warning (#5986) by @GideonSerf
[rcore] REVIEWED: Fix initial macOS window size (#5967) by @loukamb
[rcore] REVIEWED: Fix clipboard image memory leak (#5968) by @LuisR385
[rcore] REVIEWED: `TakeScreenshot()`, support absolute paths by @raysan5
[rcore] REVIEWED: `OpenURL()`, added some safety checks to mitigate malicious url inputs - ROS: `CLN-002 by @raysan5 -WARNING-
[rcore] REVIEWED: `LoadAutomationEventList()` - ROS: `CLN-005`, `CLN-006` by @raysan5
[rcore] REVIEWED: `GetWindowHandle()`, to be consistent between backends, fix #5885 by @raysan5
[rcore] REVIEWED: `GetTime()`, small addition for RPI Pico 2 by @raysan5
[rcore] REVIEWED: `GetCurrentMonitor()`, fix for integer overflow in distance calculation (#5842) by @Vasilis-Narain
[rcore] REVIEWED: `FileMove()`, additional security checks by @raysan5
[rcore] REVIEWED: `FileCopy()`, create directory to copy if it does not exist (#5920) by @InviseDivine
[rcore] REVIEWED: `FileMove()`, fix deleting files if `FileCopy()` fails (#5806) by @Lucrecious -WARNING-
[rcore] REVIEWED: `ComputeSHA1()`, fix undefined behaviour (#5957) by @TheFissk
[rcore] REVIEWED: `GetGamepadAxisCount()`, `GetGamepadName()`, bounds-check gamepad index (#5937) by @szarta
[rcore][GLFW] REVIEWED: `GetClipboardImage()`, fix creating new connection under X11 (#5871) by @steampuker
[rcore][RGFW] REVIEWED: Add fullscreen behaviour on size 0 window creation (#5859) by @keks137
[rcore][SDL] REVIEWED: Use precise mouse wheel values (#5830) by @Menduist
[rcore][SDL] REVIEWED: Fix SDL3 wrong joystick functions usage (#5948) by @0xFishbyte
[rcore][DRM] REVIEWED: Silence warnings when using GRAPHICS_API_OPENGL_SOFTWARE (#5839) by @NighthowlerStudios
[rcore][DRM] REVIEWED: Segfault on some NVIDIA proprietary drivers (#5960) by @girvel
[rcore][Web] REVIEWED: Fix for stale mouse position (#5981) by @largenumberhere
[rcore][Win32] REVIEWED: Use `CORE.Input.Keyboard.exitKey` when handling window closing (#5911) by @aceinetx
[rcore][Win32] REVIEWED: Security fixes (#5899) by @M374LX
[rcore][Android] REVIEWED: Restore face-button input on Android gamepads (#5824) by @Tubbles
[rlsw] ADDED: Double buffering support and compiler requirements Pico 2 (#5994) by @NighthowlerStudios
[rlsw] ADDED: `GL_SHADING_LANGUAGE_VERSION` for `swGetString()` by @raysan5
[rlsw] REVIEWED: Variant dispatch refactor and render optimizations (#5996) by @Bigfoot71
[rlgl] REVIEWED: `rlGetPixelDataSize()`, fix pixel data size regressions (#5984) by @GideonSerf
[rlgl] REVIEWED: `rlPushMatrix()`, fix matrix stack overflow (#5935) by @szarta
[rlgl] REVIEWED: `rlLoadTexture()`, add power-of-two check for GL_REPEAT wrap mode (#5820) by @noinodev
[rlgl] REVIEWED: Shader attribute/uniform default names can not be overriden #5925 by @raysan5
[rlgl] REVIEWED: Fix DRM/EGL segfault on some NVIDIA proprietary drivers (#5960) by @girvel
[rlsw] REVIEWED: Replace `SW_TEXTURE_REPEAT_POT_FAST` with `SW_SUPPORT_NPOT_TEXTURE` (#5901) by @Bigfoot71
[rlsw] REVIEWED: Fix triangle and quad spans applying pixels out of bounds (#5849) by @NighthowlerStudios
[rlsw] REVIEWED: Fix swScissor() Y-axis clipping inversion in software renderer (#5976) by @thiagomucci
[rlsw] REVIEWED: Fix persistent alpha blending state (#5964) by @iztanos
[rlsw] REVIEWED: ESP32 optimizations (#5827) by @jensroth-git
[rshapes] RENAMED: `GetSplinePointBezierQuad()` to `GetSplinePointBezierQuadratic()` by @raysan5 -WARNING-
[rshapes] REVIEWED: Reorder drawing functions by number of vertices by @raysan5
[rshapes] REVIEWED: Comments to be more descriptive by @raysan5
[rshapes] REVIEWED: `DrawRectangleRoundedLinesEx()`, not scaling with transform when thick=1 (#5980) by @SamaelHeaven
[rshapes] REVIEWED: `DrawRectangleRoundedLines()` (#5992) by @MatthewRoush
[rshapes] REVIEWED: `DrawRectangleRounded()`, automatic segments count (#5875) by @anstropleuton
[rshapes] REVIEWED: `DrawRectangleRounded()`, `DrawRectangleRoundedLinesEx()`, fix auto segment rounded-corner math (#5883) by @ghera
[rshapes] REVIEWED: `CheckCollisionLines()`, add NULL check (#5802) by @bielern
[rtextures] ADDED: `ImageDrawLineStrip()` by @raysan5
[rtextures] ADDED: `DrawTriangleGradient()` by @raysan5
[rtextures] ADDED: `DrawCircleLinesEx()`, simpler naming than `DrawRing()` by @raysan5
[rtextures] ADDED: TODO: `ImageDrawCircleGradient()` by @raysan5
[rtextures] ADDED: Support for .pep image fileformat, useful for pixel-art by @raysan5
[rtextures] RENAMED: `ImageDrawTriangleEx()` to `ImageDrawTriangleGradient()` by @raysan5 -WARNING-
[rtextures] REDESIGNED: `ImageDraw()`, align with `DrawTexture()` by @raysan5 -WARNING-
[rtextures] REDESIGNED: `ImageDrawRectangleLines()`, consistency with `DrawRectangleLines()` by @raysan5 -WARNING-
[rtextures] REVIEWED: `LoadImageFromTexture()` for wasm by @raysan5
[rtextures] REVIEWED: `ImageFromImage()` - ROS: `CLN-007` by @raysan5
[rtextures] REVIEWED: `ImageFromImage()`, rectangle validation using strict comparisons (#5979) by @CommandPrompt-Wang
[rtextures] REVIEWED: `ImageFromImage()` heap-buffer-overflow on compressed formats (#5991) by @gummyniki
[rtextures] REVIEWED: `ImageToImage()`, reorganize conditionals checks optimization by @raysan5
[rtextures] REVIEWED: `ImageDrawLine()`, rounding and length fix (#5896) by @Kaggen67
[rtextures] REVIEWED: `ImageColorContrast()` parameter type, consistent with other `Image*()` functions by @raysan5 -WARNING-
[rtextures] REVIEWED: `GetPixelDataSize()`, avoid allocations >2GB - ROS: `CLN-013` by @raysan5
[rtextures] REVIEWED: `GetPixelColor()` const by @raysan5
[rtext] REVIEWED: `LoadFontEx()`, `LoadFontFromMemory()`, additional warnings (#5864) by @CrackedPixel
[rtext] REVIEWED: `TextToSnake()`, not considering spaces properly by @raysan5
[rtext] REVIEWED: `TextSubtext()`, fix returning empty string when position is 0 (#5975) by @thiagomucci
[rtext] REVIEWED: `TextReplaceBetween()`, fix buffer overflow (#5936) by @szarta
[rtext] REVIEWED: `TextInsertAlloc()`, overflow by correcting loop bounds (#5982) by @GideonSerf
[rtext] REVIEWED: `TextJoin()`, `TextSubtext()`, `TextInsert*()` - ROS: `CLN-018` by @raysan5
[rmodels] REDESIGNED: `DrawCapsule()`, `DrawCapsuleWires()`, parameter order by @raysan5 -WARNING-
[rmodels] REVIEWED: Fix glTF skinning when joints have non-joint parent nodes (#5876) by @cseelhoff
[rmodels] REVIEWED: Change `boneCount` field type to `unsigned int` (#5955) by @lauchimoon
[rmodels] REVIEWED: `LoadGLTF()`, use inverse bind matrices for bind pose (#5832) by @fyl2xp1
[rmodels] REVIEWED: `IsModelValid()` #5780 by @raysan5
[rmodels] REVIEWED: `GenMeshTorus()`, improved comments (#5934) by @EugenioBarbieriViale
[rmodels] REVIEWED: `DrawSphereWires()`, code optimization (#6000) by @oscujic
[rmodels] REVIEWED: `DrawCapsule()`, `DrawCapsuleWires()`, validate minimum rings (#5909) by @LuisR385
[rmodels] REVIEWED: `UnloadModel()`, fix memory leak (#5907) by @LuisR385
[raudio] REVIEWED: `UpdateSound()`, missleading parameter name by @raysan5
[raudio] REVIEWED: `UnloadSoundAlias()`, prevent leak (#5857) by @Peter0x44
[raudio] REVIEWED: Remove extra `drflac_free()` call (#5916) by @CrackedPixel
[raudio] REVIEWED: Fix memory leak when loading .wav files (#5963) by @LuisR385
[raudio] REVIEWED: Define missing `UnloadFileData()` on standalone mode (#5787) by @rigidatoms
[raudio] REVIEWED: Update to latest DR libs to fix some warnings in MSVC (#5808) by @JeffM2501
[raymath] ADDED: Operator overload for (float * Vector) (#5815) by @alphahex99
[build] REMOVED: Unmaintained project: 4coder by @raysan5
[build] REMOVED: Unmaintained project: VS2019-Android by @raysan5
[build][Make] REVIEWED: Add `ANDROID_ARCH` check (#5888) by @Fipaan
[build][Make] REVIEWED: Re-enable `GLFW_LINUX_ENABLE_WAYLAND` flag by default #5816 by @raysan5
[build][CMake] ADDED: Support for Win32 platform + examples (#5855) by @CrackedPixel
[build][CMake] REVIEWED: Fix config.h parsing into cmake options (#5844) by @Peter0x44
[build][CMake] REVIEWED: Add configure-time test for libatomic requirement (#5847) by @Peter0x44
[build][CMake] REVIEWED: Remove `raudio` and `rmodels` modules if disabled (#5878) by @NighthowlerStudios
[build][CMake] REVIEWED: Remove GLFW_BUILD warnings for platform SDL (#5865) by @jestarray
[build][CMake] REVIEWED: Reduce minimum CMake version from 3.25 to 3.22 (#5890) by @RobLoach
[build][CMake] REVIEWED: Fix static link dependencies (#5990) by @meta-legend
[build][Zig] REVIEWED: Avoid building examples all the time (#5869) by @jn-jairo
[build][Zig] REVIEWED: `build.zig` to support wasm examples (#5811) by @shadeops
[build][CI] REVIEWED: GitHub Actions update to latest actions versions by @raysan5
[build][CI] REVIEWED: `build_examples_windows.yml`, use latest actions versions by @raysan5
[build][CI] REVIEWED: `analyze_codeql.yml`, use latest actions versions by @raysan5
[build][CI] REVIEWED: `setup-emsdk`, use latest actions version by @raysan5
[bindings] ADDED: sola-raylib (6.0) (#5790, #5795) by @brettchalupa
[bindings] ADDED: gclang-raylib (6.0) (#5850) by @gnuchanos
[bindings] UPDATED: vala-vapi to raylib 6.0 (#5789) by @edwood-grant
[bindings] UPDATED: raylib_dart to raylib 6.0 (#5917) by @dzylikecode
[bindings] UPDATED: raylib4fb to raylib 6.0 (#5813) by @mudhairless
[bindings] UPDATED: raylib-d to raylib 6.0 (#5799) by @schveiguy
[bindings] UPDATED: raylib-cpp to raylib 6.0 (#5785) by @RobLoach
[bindings] UPDATED: raylib-go to raylib 6.0 (#5866) by @JupiterRider
[bindings] UPDATED: raylib-cpp to raylib 6.0 (#5785) by @RobLoach
[bindings] UPDATED: raylib-zig to raylib 6.0 (#5886) by @coal-rock
[bindings] UPDATED: Deno-Raylib to raylib 6.0 (#5821) by @JJLDonley
[bindings] UPDATED: raylib-cs to raylib 6.0 (#5887) by @rgebee
[bindings] UPDATED: ReiLua to raylib 6.0 (#5959) by @nullstare
[bindings] UPDATED: Raylib-lua to raylib 5.5 (#5884) by @keyle
[bindings] UPDATED: Ray4Laz to raylib 6.0 (#5784) by @GuvaCode
[bindings] UPDATED: raylib-ocaml to raylib 6.0 (#5912) by @tjammer
[bindings] UPDATED: raylib-jai to raylib 6.0 (#5928) by @ahmedqarmout2
[bindings] UPDATED: raylib-c3 to raylib 6.0 (#5819) by @surrealism21
[examples] REVIEWED: `core_smooth_pixelperfect` (#5803) by @rose-mtz
[examples] REVIEWED: `core_directory_files` (#5823) by @MAXDVVV
[examples] REVIEWED: `shapes_ball_physics`, move window for ball shake (#5791) by @Sebbl0508
[examples] REVIEWED: `textures_image_drawing` by @raysan5
[examples] REVIEWED: `models_basic_voxel` by @raysan5
[examples] REVIEWED: `models_animation_blending` by @raysan5
[examples] REVIEWED: `shaders_*`, `pbr.fs`, using wrong uniform value (#5965) by @raysan5
[rlparser] ADDED: S-Expression output type (#5943) by @VisenDev
[rlparser] REVIEWED: Path fixes (#5794) by @gigamonster256
[rexm] REVIEWED: Simplify code, latest w64devkit supports `make` directly, no need for `mingw32-make` by @raysan5
[misc] ADDED: SECURITY.md document by @raysan5
[misc] REVIEWED: Several functions `const` correctness by @raysan5
[misc] REVIEWED: `strncpy()` replaced by `snprintf()` for safety by @raysan5
[misc] REVIEWED: Minimize `long long` usage in all raylib by @raysan5
[misc] REVIEWED: Comments for consistency and spelling by @raysan5
[misc] REVIEWED: Some Rectangle parameters with more descriptive names by @raysan5
[misc] REVIEWED: Shift `__cplusplus` check to a higher level for `bool` type define (#5804) by @lamweilun
[external] ADDED: `rprand_get_value_raw()` to `rprand` library by @raysan5
[external] UPDATED: `raygui` to latest master (raygui 5.0) by @raysan5
[external] REVIEWED: `jar_mod_load_file()`, check fread return value (#5840) by @fffaraz
[external] REVIEWED: `tiny_obj_loader` Replace `assert()` by runtime checks - ROS: `CLN-012` by @raysan5
-------------------------------------------------------------------------
Release: raylib 6.0 (23 April 2026)
-------------------------------------------------------------------------

View File

@ -54,6 +54,17 @@ features
- Bindings to [+70 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
- **Free and open source**
limitations
-----------
raylib presents some limitation by design for code simplicity, some forks, alternatives and samples are available to overcome most of them but it's up to the users to modify the library for their specific needs.
- Single window with single OpenGL context by default, no multi-window support
- Window resize and move stops the rendering loop on platforms supporting a window
- `RenderTextures` are flipped vertically, as provided by OpenGL, it's up to user to draw then flipped to screen
- Font rasterization has lower quality than alternatives using `Freetype2`, `HarfBuzz` or `Slug`
- Text drawing does not support RTL, ligatures or emojis
basic example
--------------
This is a basic raylib example, it creates a window and draws the text `"Congrats! You created your first window!"` in the middle of the screen. Check this example [running live on web here](https://www.raylib.com/examples/core/loader.html?name=core_basic_window).

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@ -139,6 +139,7 @@ pub fn linkMacOS(b: *std.Build, mod: *std.Build.Module) void {
mod.linkFramework("CoreGraphics", .{});
mod.linkFramework("AppKit", .{});
mod.linkFramework("IOKit", .{});
mod.linkFramework("QuartzCore", .{});
}
fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.builtin.OptimizeMode, options: Options) !*std.Build.Step.Compile {
@ -719,7 +720,6 @@ fn addExamples(
.shell_file_path = b.path("src/shell.html"),
.install_dir = install_dir,
});
b.getInstallStep().dependOn(emcc_step);
const html_filename = try std.fmt.allocPrint(b.allocator, "{s}.html", .{wasm.name});
const emrun_step = emsdk.emrunStep(

View File

@ -12,8 +12,8 @@
.lazy = true,
},
.raygui = .{
.url = "git+https://github.com/raysan5/raygui#3b2855842ab578a034f827c38cf8f62c042fc983",
.hash = "N-V-__8AAHvybwBw1kyBGn0BW_s1RqIpycNjLf_XbE-fpLUF",
.url = "git+https://github.com/raysan5/raygui#3f81e2bd02bf08dcd9d350e8e8b3cf58044d6877",
.hash = "N-V-__8AAPPCmABYkTrLoRGTR6whFQP1bvg7p5vpLsKIcn4G",
.lazy = true,
},
.emsdk = .{

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@ -1,6 +1,18 @@
# Setup the project and settings
cmake_minimum_required(VERSION 3.22)
project(examples)
# Include raylib's cmake helper functions, so the examples can also be
# configured standalone (`cd examples && cmake .`) and not only as part
# of the raylib project.
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/../cmake")
include(AddIfFlagCompiles)
# Default to the Desktop platform when configured standalone.
if (NOT DEFINED PLATFORM)
set(PLATFORM "Desktop" CACHE STRING "Platform to build examples for")
endif ()
# Directories that contain examples
set(example_dirs
audio
@ -189,6 +201,7 @@ foreach (example_source ${example_sources})
target_link_libraries(${example_name} "-framework IOKit")
target_link_libraries(${example_name} "-framework Cocoa")
target_link_libraries(${example_name} "-framework OpenGL")
target_link_libraries(${example_name} "-framework QuartzCore")
endif()
elseif (${PLATFORM} MATCHES "RGFW")

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@ -18,7 +18,7 @@
# > PLATFORM_DESKTOP_RGFW (RGFW backend):
# - Windows (Win32, Win64)
# - Linux (X11 desktop mode)
# - macOS/OSX (x64, arm64 (not tested))
# - macOS/OSX (x64, arm64)
# - Others (not tested)
# > PLATFORM_DESKTOP_WIN32 (native Win32):
# - Windows (Win32, Win64)
@ -314,6 +314,9 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),BSD)
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
endif
ifeq ($(PLATFORM_OS),OSX)
LDFLAGS += -L/opt/homebrew/lib -L$(RAYLIB_LIB_PATH)
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(PLATFORM_OS),WINDOWS)
@ -418,7 +421,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo -framework QuartzCore
endif
ifeq ($(PLATFORM_OS),BSD)
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
@ -496,7 +499,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
# NOTE: Required packages: libegl1-mesa-dev
LDFLAGS += -L../src
LDLIBS = -lraylib -lm
LDLIBS += -framework Foundation -framework AppKit -framework IOKit -framework OpenGL -framework CoreVideo
LDLIBS += -framework Foundation -framework AppKit -framework IOKit -framework OpenGL -framework CoreVideo -framework QuartzCore
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)

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@ -411,7 +411,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo -framework QuartzCore
endif
ifeq ($(PLATFORM_OS),BSD)
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
@ -480,7 +480,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
# NOTE: Required packages: libegl1-mesa-dev
LDFLAGS += -L../src
LDLIBS = -lraylib -lm
LDLIBS += -framework Foundation -framework AppKit -framework IOKit -framework OpenGL -framework CoreVideo
LDLIBS += -framework Foundation -framework AppKit -framework IOKit -framework OpenGL -framework CoreVideo -framework QuartzCore
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)

View File

@ -90,7 +90,7 @@ int main(void)
for (int i = 0; i < BUFFER_SIZE; i++)
{
int wavelength = SAMPLE_RATE/sineFrequency;
buffer[i] = sin(2*PI*sineIndex/wavelength);
buffer[i] = sinf(2*PI*sineIndex/wavelength);
sineIndex++;
if (sineIndex >= wavelength)
@ -116,8 +116,8 @@ int main(void)
DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY);
DrawText("Left/right to pan", 10, 30, 20, DARKGRAY);
int windowStart = (GetTime() - sineStartTime)*SAMPLE_RATE;
int windowSize = 0.1f*SAMPLE_RATE;
int windowStart = (int)((GetTime() - sineStartTime)*SAMPLE_RATE);
int windowSize = SAMPLE_RATE/10;
int wavelength = SAMPLE_RATE/sineFrequency;
// Draw a sine wave with the same frequency as the one being sent to the audio stream
@ -125,8 +125,8 @@ int main(void)
{
int t0 = windowStart + i*windowSize/screenWidth;
int t1 = windowStart + (i + 1)*windowSize/screenWidth;
Vector2 startPos = { i, 250 + 50*sin(2*PI*t0/wavelength) };
Vector2 endPos = { i + 1, 250 + 50*sin(2*PI*t1/wavelength) };
Vector2 startPos = { (float)i, 250 + 50*sinf(2*PI*t0/wavelength) };
Vector2 endPos = { (float)i + 1, 250 + 50*sinf(2*PI*t1/wavelength) };
DrawLineV(startPos, endPos, RED);
}

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@ -4,7 +4,7 @@
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
* Example originally created with raylib 5.5, last time updated with raylib 6.0
*
* Example contributed by Le Juez Victor (@Bigfoot71) and reviewed by Ramon Santamaria (@raysan5)
*
@ -116,14 +116,14 @@ static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, flo
// Calculate normalized vectors for spatial positioning
Vector3 normalizedDirection = Vector3Normalize(direction);
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(listener.up, forward));
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
// Reduce volume for sounds behind the listener
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
// Set stereo panning based on sound position relative to listener
float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
float pan = Vector3DotProduct(normalizedDirection, right);
// Apply final sound properties
SetSoundVolume(sound, attenuation);

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@ -133,8 +133,8 @@ int main(void)
// Draw the last 10 ms of uploaded audio
for (int i = 0; i < screenWidth; i++)
{
Vector2 startPos = { i, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + i*SAMPLE_RATE/100/screenWidth] };
Vector2 endPos = { i + 1, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + (i + 1)*SAMPLE_RATE/100/screenWidth] };
Vector2 startPos = {(float)i, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + i*SAMPLE_RATE/100/screenWidth] };
Vector2 endPos = { (float)(i + 1), 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + (i + 1)*SAMPLE_RATE/100/screenWidth] };
DrawLineV(startPos, endPos, RED);
}
@ -161,9 +161,9 @@ static void SineCallback(void *framesOut, unsigned int frameCount)
int wavelength = SAMPLE_RATE/waveFrequency;
// Synthesize the sine wave
for (int i = 0; i < frameCount; i++)
for (unsigned int i = 0; i < frameCount; i++)
{
((float *)framesOut)[i] = sin(2*PI*waveIndex/wavelength);
((float *)framesOut)[i] = sinf(2*PI*waveIndex/wavelength);
waveIndex++;
@ -175,8 +175,8 @@ static void SineCallback(void *framesOut, unsigned int frameCount)
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
for (unsigned int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (unsigned int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
}
static void SquareCallback(void *framesOut, unsigned int frameCount)
@ -184,9 +184,9 @@ static void SquareCallback(void *framesOut, unsigned int frameCount)
int wavelength = SAMPLE_RATE/waveFrequency;
// Synthesize the square wave
for (int i = 0; i < frameCount; i++)
for (unsigned int i = 0; i < frameCount; i++)
{
((float *)framesOut)[i] = (waveIndex < wavelength/2)? 1 : -1;
((float *)framesOut)[i] = (waveIndex < wavelength/2)? 1.0f : -1.0f;
waveIndex++;
if (waveIndex >= wavelength)
@ -197,8 +197,8 @@ static void SquareCallback(void *framesOut, unsigned int frameCount)
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
for (unsigned int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (unsigned int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
}
static void TriangleCallback(void *framesOut, unsigned int frameCount)
@ -206,7 +206,7 @@ static void TriangleCallback(void *framesOut, unsigned int frameCount)
int wavelength = SAMPLE_RATE/waveFrequency;
// Synthesize the triangle wave
for (int i = 0; i < frameCount; i++)
for (unsigned int i = 0; i < frameCount; i++)
{
((float *)framesOut)[i] = (waveIndex < wavelength/2)? (-1 + 2.0f*waveIndex/(wavelength/2)) : (1 - 2.0f*(waveIndex - wavelength/2)/(wavelength/2));
waveIndex++;
@ -219,8 +219,8 @@ static void TriangleCallback(void *framesOut, unsigned int frameCount)
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
for (unsigned int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (unsigned int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
}
static void SawtoothCallback(void *framesOut, unsigned int frameCount)
@ -228,7 +228,7 @@ static void SawtoothCallback(void *framesOut, unsigned int frameCount)
int wavelength = SAMPLE_RATE/waveFrequency;
// Synthesize the sawtooth wave
for (int i = 0; i < frameCount; i++)
for (unsigned int i = 0; i < frameCount; i++)
{
((float *)framesOut)[i] = -1 + 2.0f*waveIndex/wavelength;
waveIndex++;
@ -241,6 +241,6 @@ static void SawtoothCallback(void *framesOut, unsigned int frameCount)
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
for (unsigned int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (unsigned int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float*)framesOut)[i];
}

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@ -88,7 +88,7 @@ int main(void)
DrawCircleV(GetMousePosition(), 20, MAROON);
DrawRectangleRec((Rectangle) { mousePos.x - 25, mousePos.y, 50, 2 }, BLACK);
DrawRectangleRec((Rectangle) { mousePos.x, mousePos.y - 25, 2, 50 }, BLACK);
DrawText(TextFormat("[%i,%i]", GetMouseX(), GetMouseY()), mousePos.x - 44,
DrawText(TextFormat("[%i,%i]", GetMouseX(), GetMouseY()), (int)mousePos.x - 44,
(mousePos.y > GetScreenHeight() - 60)? (int)mousePos.y - 46 : (int)mousePos.y + 30, 20, BLACK);
EndDrawing();
@ -97,9 +97,6 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded resources at this point
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@ -212,12 +212,12 @@ static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int f
if (frame1 < 0) frame1 = 0;
// Get bone count (use minimum of all to be safe)
int boneCount = model->skeleton.boneCount;
unsigned int boneCount = model->skeleton.boneCount;
if (anim0->boneCount < boneCount) boneCount = anim0->boneCount;
if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
// Blend each bone
for (int boneIndex = 0; boneIndex < boneCount; boneIndex++)
for (unsigned int boneIndex = 0; boneIndex < boneCount; boneIndex++)
{
// Determine blend factor for this bone
float boneBlendFactor = blend;

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@ -252,7 +252,7 @@ int main(void)
GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize*2);
GuiLabel((Rectangle){ 0, GetScreenHeight() - 100.0f, GetScreenWidth(), 40 }, "PRESS SPACE to START BLENDING");
GuiLabel((Rectangle){ 0, GetScreenHeight() - 100.0f, (float)GetScreenWidth(), 40 }, "PRESS SPACE to START BLENDING");
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize);
GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);

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@ -103,7 +103,7 @@ int main(void)
if (collision.hit && (collision.distance < closestDistance))
{
closestDistance = collision.distance;
closestVoxelPosition = (Vector3){ x, y, z };
closestVoxelPosition = (Vector3){ (float)x, (float)y, (float)z };
voxelFound = true;
}
}

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@ -64,7 +64,7 @@ int main(void)
int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
// Search bones for sockets
for (int i = 0; i < characterModel.skeleton.boneCount; i++)
for (unsigned int i = 0; i < characterModel.skeleton.boneCount; i++)
{
if (TextIsEqual(characterModel.skeleton.bones[i].name, "socket_hat"))
{

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@ -249,7 +249,7 @@ int main(void)
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
// UI elements
if (GuiButton((Rectangle){ 10, screenHeight - 1000.f, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
if (GuiButton((Rectangle){ 10, screenHeight - 100.0f, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100.0f, 100, 60 }, "Clear Decals"))
{

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@ -66,8 +66,8 @@ int main(void)
// Play animation when spacebar is held down
animCurrentFrame += 1.0f;
UpdateModelAnimation(model, anims[0], animCurrentFrame);
if (animCurrentFrame >= anims[0].keyframeCount) animCurrentFrame = 0;
UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
if (animCurrentFrame >= anims[animIndex].keyframeCount) animCurrentFrame = 0;
//----------------------------------------------------------------------------------
// Draw

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@ -119,7 +119,7 @@ static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose pose, float
{
// Loop to (boneCount - 1) because the last one is a special "no bone" bone,
// needed to workaround buggy models without a -1, a cube is always drawn at the origin
for (int i = 0; i < skeleton.boneCount - 1; i++)
for (unsigned int i = 0; i < skeleton.boneCount - 1; i++)
{
// Display the frame-pose skeleton
DrawCube(pose[i].translation, scale*0.05f, scale*0.05f, scale*0.05f, color);

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@ -0,0 +1,153 @@
/*******************************************************************************************
*
* raylib [others] example - scissor shapes
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 6.0
*
* Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2026 David Buzatto (@davidbuzatto)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#include <math.h> // Required for: sinf()
// BeginScissorMode() only clips to an axis-aligned rectangle, since it maps
// directly to glScissor. Clipping to an arbitrary shape (the same idea as
// Graphics2D.setClip(Shape) in Java2D) needs the stencil buffer instead:
// the clip shape is rasterized into the stencil buffer first, then further
// draws are only let through where the stencil was written.
//
// rlgl has no stencil wrapper (see raysan5/raylib discussion #2964), so this
// example calls the handful of OpenGL 1.0 stencil functions directly - they
// don't need glad/extension loading, same as glScissor doesn't.
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#else
#if !defined(APIENTRY)
#if defined(_WIN32)
#define APIENTRY __stdcall
#else
#define APIENTRY
#endif
#endif
#if !defined(WINGDIAPI) && defined(_WIN32)
#define WINGDIAPI __declspec(dllimport)
#endif
#include <GL/gl.h>
#endif
// mask is a callback instead of a fixed shape, so the clip region can be any
// combination of Draw* calls (circle, polygon, text, several shapes together)
typedef void (*ScissorMaskDrawFunc)(void *userData);
static void BeginScissorModeShape(ScissorMaskDrawFunc mask, void *userData)
{
rlDrawRenderBatchActive(); // Flush before touching stencil state
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xFF);
// Pass 1: rasterize the mask into the stencil buffer only, no color write
rlColorMask(false, false, false, false);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
mask(userData);
rlDrawRenderBatchActive(); // Flush the mask draw
// Pass 2: subsequent draws only survive where the stencil was written
rlColorMask(true, true, true, true);
glStencilFunc(GL_EQUAL, 1, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
static void EndScissorModeShape(void)
{
rlDrawRenderBatchActive();
glDisable(GL_STENCIL_TEST);
}
// Two example mask shapes, drawn in WHITE (the color is irrelevant here,
// only the stencil write from pass 1 matters)
typedef struct { Vector2 center; float radius; } CircleMask;
static void DrawCircleMask(void *userData)
{
CircleMask *m = (CircleMask *)userData;
DrawCircleV(m->center, m->radius, WHITE);
}
typedef struct { Vector2 center; float radius; int sides; } PolyMask;
static void DrawPolyMask(void *userData)
{
PolyMask *m = (PolyMask *)userData;
DrawPoly(m->center, m->sides, m->radius, 0.0f, WHITE);
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [others] example - scissor shapes");
Vector2 circleCenter = { screenWidth/2.0f - 120, screenHeight/2.0f };
Vector2 hexCenter = { screenWidth/2.0f + 120, screenHeight/2.0f };
float maskRadius = 100.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
circleCenter.y = screenHeight/2.0f + sinf((float)GetTime())*40.0f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Circle-shaped clip: the full-screen rectangle only shows inside the circle
CircleMask circleMask = { circleCenter, maskRadius };
BeginScissorModeShape(DrawCircleMask, &circleMask);
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
EndScissorModeShape();
// Hexagon-shaped clip: same mechanism, a different mask shape
PolyMask hexMask = { hexCenter, maskRadius, 6 };
BeginScissorModeShape(DrawPolyMask, &hexMask);
DrawRectangle(0, 0, screenWidth, screenHeight, ORANGE);
EndScissorModeShape();
DrawText("BeginScissorMode() only clips to a rectangle (glScissor)", 10, 10, 10, DARKGRAY);
DrawText("This clips to arbitrary shapes instead, using the stencil buffer", 10, 25, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -24,7 +24,7 @@
*
* APPLE COMPILATION:
* gcc -o rlgl_standalone rlgl_standalone.c -I../../src -Iexternal/include -Lexternal/lib \
* -lglfw3 -framework CoreVideo -framework OpenGL -framework IOKit -framework Cocoa
* -lglfw3 -framework CoreVideo -framework OpenGL -framework IOKit -framework Cocoa -framework QuartzCore
* -Wno-deprecated-declarations -std=c99 -DGRAPHICS_API_OPENGL_33
*
*

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#version 100
precision mediump float;
// Input values from vertex shader
varying vec3 fragPosition;
varying vec3 fragNormal;
varying vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
uniform vec3 viewPos;
uniform vec3 lightPositions[8];
uniform vec3 lightColors[8];
void main()
{
vec4 texColor = texture2D(texture0, fragTexCoord);
vec3 norm = normalize(fragNormal);
vec3 viewDir = normalize(viewPos - fragPosition);
vec3 ambient = 0.05*texColor.rgb;
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for (int i = 0; i < 8; i++)
{
vec3 lightDir = normalize(lightPositions[i] - fragPosition);
float dist = length(lightPositions[i] - fragPosition);
float attenuation = 1.0/(1.0 + 0.8*dist + 0.4*dist*dist);
// Diffuse shading
float diff = max(dot(norm, lightDir), 0.0);
totalDiffuse += diff*lightColors[i]*attenuation*1.2;
// Blinn-Phong specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
totalSpecular += spec*lightColors[i]*attenuation*0.8;
}
vec3 result = ambient + (totalDiffuse*texColor.rgb) + totalSpecular;
gl_FragColor = vec4(result, texColor.a);
}

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@ -0,0 +1,23 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
// Output values to fragment shader
varying vec3 fragPosition;
varying vec3 fragNormal;
varying vec2 fragTexCoord;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
void main()
{
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragNormal = normalize(vec3(matModel*vec4(vertexNormal, 0.0)));
fragTexCoord = vertexTexCoord;
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

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@ -0,0 +1,33 @@
#version 100
precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
void main()
{
vec4 color = texture2D(texture0, fragTexCoord);
// High-pass threshold blur: only pixels brighter than 0.75 in any channel contribute
vec4 bloom = vec4(0.0);
vec2 texel = vec2(1.0/1280.0, 1.0/720.0)*2.5;
for (int x = -2; x <= 2; x++)
{
for (int y = -2; y <= 2; y++)
{
vec4 smp = texture2D(texture0, fragTexCoord + vec2(float(x), float(y))*texel);
float brightness = max(smp.r, max(smp.g, smp.b));
if (brightness > 0.75) bloom += smp;
}
}
bloom /= 25.0;
// Combine original with the bloom glow, then Reinhard tone-map back to [0, 1]
vec3 hdr = color.rgb + bloom.rgb*1.2;
vec3 ldr = hdr/(hdr + vec3(1.0));
gl_FragColor = vec4(ldr, color.a);
}

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#version 330
// Input values from vertex shader
in vec3 fragPosition;
in vec3 fragNormal;
in vec2 fragTexCoord;
out vec4 finalColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec3 viewPos;
uniform vec3 lightPositions[8];
uniform vec3 lightColors[8];
void main()
{
vec4 texColor = texture(texture0, fragTexCoord);
vec3 norm = normalize(fragNormal);
vec3 viewDir = normalize(viewPos - fragPosition);
vec3 ambient = 0.05*texColor.rgb;
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for (int i = 0; i < 8; i++)
{
vec3 lightDir = normalize(lightPositions[i] - fragPosition);
float dist = length(lightPositions[i] - fragPosition);
float attenuation = 1.0/(1.0 + 0.8*dist + 0.4*dist*dist);
// Diffuse shading
float diff = max(dot(norm, lightDir), 0.0);
totalDiffuse += diff*lightColors[i]*attenuation*1.2;
// Blinn-Phong specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
totalSpecular += spec*lightColors[i]*attenuation*0.8;
}
vec3 result = ambient + (totalDiffuse*texColor.rgb) + totalSpecular;
finalColor = vec4(result, texColor.a);
}

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@ -0,0 +1,23 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Output values to fragment shader
out vec3 fragPosition;
out vec3 fragNormal;
out vec2 fragTexCoord;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
void main()
{
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragNormal = normalize(vec3(matModel*vec4(vertexNormal, 0.0)));
fragTexCoord = vertexTexCoord;
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

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@ -0,0 +1,32 @@
#version 330
in vec2 fragTexCoord;
out vec4 finalColor;
uniform sampler2D texture0;
void main()
{
vec4 color = texture(texture0, fragTexCoord);
// High-pass threshold blur: only pixels brighter than 0.75 in any channel contribute
vec4 bloom = vec4(0.0);
vec2 texel = vec2(1.0/1280.0, 1.0/720.0)*2.5;
for (int x = -2; x <= 2; x++)
{
for (int y = -2; y <= 2; y++)
{
vec4 smp = texture(texture0, fragTexCoord + vec2(float(x), float(y))*texel);
float brightness = max(smp.r, max(smp.g, smp.b));
if (brightness > 0.75) bloom += smp;
}
}
bloom /= 25.0;
// Combine original with the bloom glow, then Reinhard tone-map back to [0, 1]
vec3 hdr = color.rgb + bloom.rgb*1.2;
vec3 ldr = hdr/(hdr + vec3(1.0));
finalColor = vec4(ldr, color.a);
}

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/*******************************************************************************************
*
* raylib [shaders] example - forward multi-lighting with bloom
*
* Example demonstrates forward multi-point lighting (8 point lights, attenuation and
* Blinn-Phong specular) combined with a threshold-based bloom pass and Reinhard tone
* mapping, applied as a full-screen post-process pass
*
* Example complexity rating: [★★★☆] 3/4
*
* Example uses resources/shaders/glsl100 and resources/shaders/glsl330, shared with the
* rest of the shaders examples
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by PanicTitan (@PanicTitan) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 PanicTitan (@PanicTitan)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <math.h> // Required for: sinf(), cosf()
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//--------------------------------------------------------------------------------------
// Global Definitions
//--------------------------------------------------------------------------------------
#define MAX_LIGHTS 8
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - forward multi-lighting bloom");
Camera3D camera = { 0 };
camera.position = (Vector3){ 0.0f, 5.0f, 9.0f };
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Forward multi-light shader and bloom post-process shader, both loaded from the
// resources folder shared with the rest of the shaders examples. If the GLSL version
// guessed from the PLATFORM_DESKTOP build flag turns out to be wrong for whatever
// raylib was built against, linking fails and silently falls back to the default
// shader - so this retries once with the other version, and either way the result
// is checked explicitly and reported on screen rather than staying silently wrong
Shader lightShader = LoadShader(TextFormat("resources/shaders/glsl%i/lights_bloom.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lights_bloom.fs", GLSL_VERSION));
Shader bloomShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/lights_bloom_post.fs", GLSL_VERSION));
// Load models from generated cube mesh and plane
// NOTE: Meshes are automatically unloaded on UnloadModel()
Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
Model floor = LoadModelFromMesh(GenMeshPlane(14.0f, 14.0f, 1, 1));
cube.materials[0].shader = lightShader;
floor.materials[0].shader = lightShader;
int lightPosLoc = GetShaderLocation(lightShader, "lightPositions");
int lightColLoc = GetShaderLocation(lightShader, "lightColors");
int viewPosLoc = GetShaderLocation(lightShader, "viewPos");
Vector3 lightPositions[MAX_LIGHTS] = { 0 };
Vector3 lightColors[MAX_LIGHTS] = {
{ 1.0f, 0.2f, 0.2f }, // Red
{ 0.2f, 1.0f, 0.3f }, // Green
{ 0.2f, 0.5f, 1.0f }, // Blue
{ 1.0f, 0.8f, 0.1f }, // Yellow
{ 1.0f, 0.1f, 0.8f }, // Magenta
{ 0.1f, 1.0f, 1.0f }, // Cyan
{ 1.0f, 0.4f, 0.1f }, // Orange
{ 0.7f, 0.2f, 1.0f }, // Purple
};
SetShaderValueV(lightShader, lightColLoc, lightColors, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
float time = (float)GetTime();
// Orbital path for each point light, its own radius/height offset by index
for (int i = 0; i < MAX_LIGHTS; i++)
{
float angle = (i/(float)MAX_LIGHTS)*2.0f*PI + time*0.6f;
float radius = 4.2f + sinf(time*1.2f + i)*0.4f;
float height = 1.0f + sinf(time*1.8f + i)*0.6f;
lightPositions[i] = (Vector3){ sinf(angle)*radius, height, cosf(angle)*radius };
}
SetShaderValueV(lightShader, lightPosLoc, lightPositions, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
SetShaderValue(lightShader, viewPosLoc, &camera.position, SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Render the lit scene to an offscreen texture
BeginTextureMode(target);
ClearBackground((Color){ 12, 12, 18, 255 });
BeginMode3D(camera);
DrawModel(cube, (Vector3){ 0.0f, 1.0f, 0.0f }, 1.0f, GRAY);
DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, DARKGRAY);
DrawGrid(10, 1.0f);
// Glowing bulbs mark each light's position
for (int i = 0; i < MAX_LIGHTS; i++)
{
Color bulbColor = (Color){
(unsigned char)(lightColors[i].x*255),
(unsigned char)(lightColors[i].y*255),
(unsigned char)(lightColors[i].z*255),
255 };
DrawSphere(lightPositions[i], 0.15f, bulbColor);
}
EndMode3D();
EndTextureMode();
// Present the offscreen texture through the bloom + tone mapping shader
BeginDrawing();
ClearBackground(BLACK);
Rectangle srcRec = { 0, 0, (float)target.texture.width, (float)-target.texture.height };
BeginShaderMode(bloomShader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, srcRec, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawText("BALANCED MULTI-LIGHT + REINHARD TONE MAPPED BLOOM", 20, 20, 20, GREEN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(cube);
UnloadModel(floor);
UnloadShader(lightShader);
UnloadShader(bloomShader);
UnloadRenderTexture(target);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -68,7 +68,7 @@ int main(void)
SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3);
SetShaderValue(shadowShader, lightColLoc, &lightColorNormalized, SHADER_UNIFORM_VEC4);
int ambientLoc = GetShaderLocation(shadowShader, "ambient");
float ambient[4] = {0.1f, 0.1f, 0.1f, 1.0f};
float ambient[4] = { 0.1f, 0.1f, 0.1f, 1.0f };
SetShaderValue(shadowShader, ambientLoc, ambient, SHADER_UNIFORM_VEC4);
int lightVPLoc = GetShaderLocation(shadowShader, "lightVP");
int shadowMapLoc = GetShaderLocation(shadowShader, "shadowMap");
@ -81,7 +81,7 @@ int main(void)
for (int i = 0; i < robot.materialCount; i++) robot.materials[i].shader = shadowShader;
int animCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/robot.glb", &animCount);
ModelAnimation* anims = LoadModelAnimations("resources/models/robot.glb", &animCount);
RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
@ -111,9 +111,11 @@ int main(void)
//----------------------------------------------------------------------------------
float deltaTime = GetFrameTime();
UpdateCamera(&camera, CAMERA_ORBITAL);
// send the updated camera position to the shader so that it can calculate the correct lighting for the scene
Vector3 cameraPos = camera.position;
SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3);
UpdateCamera(&camera, CAMERA_ORBITAL);
frameCounter++;
frameCounter %= (anims[0].keyframeCount);
@ -160,6 +162,7 @@ int main(void)
EndMode3D();
EndTextureMode();
lightViewProj = MatrixMultiply(lightView, lightProj);
// PASS 02: Draw the scene into main framebuffer, using the generated shadowmap

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/*******************************************************************************************
*
* raylib [shapes] example - outlines thickness
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 6.1, last time updated with raylib 6.1
*
* Example contributed by Matthew Roush (@MatthewRoush) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2026 Matthew Roush (@MatthewRoush)
*
********************************************************************************************/
#include "raylib.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - outlines thickness");
float thick = 5.0f;
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);
GuiSliderBar((Rectangle){ 290, 50, 220, 24 }, "Thickness", TextFormat("%.2f", thick), &thick, -30.0f, 30.0f);
DrawRectangle(35, 180, 220, 220, LIGHTGRAY);
DrawRectangleLinesEx((Rectangle){ 35, 180, 220, 220 }, thick, BLUE);
DrawText("DrawRectangleLinesEx()", 35, 160, 10, BLACK);
DrawRectangleRounded((Rectangle){ 290, 180, 220, 220 }, 0.2f, 9, LIGHTGRAY);
DrawRectangleRoundedLinesEx((Rectangle){ 290, 180, 220, 220 }, 0.2f, 9, thick, BLUE);
DrawText("DrawRectangleRoundedLinesEx()", 290, 160, 10, BLACK);
DrawCircle(655, 290, 110, LIGHTGRAY);
DrawCircleLinesEx((Vector2){ 655, 290 }, 110, thick, BLUE);
DrawText("DrawCircleLinesEx()", 545, 160, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - polygon lines
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 6.1, last time updated with raylib 6.1
*
* Example contributed by Matthew Roush (@MatthewRoush) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2026 Matthew Roush (@MatthewRoush)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - polygon lines");
int thick = 2;
float rotation = 0.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_UP)) thick = thick + 1;
if (IsKeyPressed(KEY_DOWN)) thick = thick - 1;
thick = (thick < 1) ? 1 : (thick > 60) ? 60 : thick;
rotation += (360.0f/10.0f)*GetFrameTime();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(TextFormat("thick = %d", thick), 10, 280, 20, LIME);
// The square and circle outlines in the top left should match
// The fist pair of outlines are drawn using `DrawRectangleLinesEx()` and `DrawCircleLinesEx()`
// The second pair are drawn using `DrawPolyLinesEx()` with parameters that should visually match the first pair
DrawText("These should look identical!", 10, 10, 20, MAROON);
// Outline pair 1
DrawRectangle(10, 40, 50, 50, LIGHTGRAY);
DrawRectangleLinesEx((Rectangle){ 10, 40, 50, 50 }, (float)thick, RED);
DrawCircle(95, 65, 25, LIGHTGRAY);
DrawCircleLinesEx((Vector2){ 95, 65 }, 25, (float)thick, RED);
DrawText("DrawRectangleLinesEx() and DrawCircleLinesEx()", 130, 60, 10, BLACK);
// Outline pair 2
DrawPoly((Vector2){ 35, 125 }, 4, 35.355f, 45, LIGHTGRAY);
DrawPolyLinesEx((Vector2){ 35, 125 }, 4, 35.355f, 45, (float)thick, RED);
DrawPoly((Vector2){ 95, 125 }, 36, 25, 0, LIGHTGRAY);
DrawPolyLinesEx((Vector2){ 95, 125 }, 36, 25, 0, (float)thick, RED);
DrawText("DrawPolyLinesEx()", 130, 120, 10, BLACK);
// Some other shapes, all of these outlines should have the same looking thickness
DrawPoly((Vector2){ 290, 220 }, 3, 60, rotation, LIGHTGRAY);
DrawPolyLinesEx((Vector2){ 290, 220 }, 3, 60, rotation, (float)thick, BLUE);
DrawPoly((Vector2){ 430, 220 }, 4, 60, rotation, LIGHTGRAY);
DrawPolyLinesEx((Vector2){ 430, 220 }, 4, 60, rotation, (float)thick, BLUE);
DrawPoly((Vector2){ 570, 220 }, 5, 60, rotation, LIGHTGRAY);
DrawPolyLinesEx((Vector2){ 570, 220 }, 5, 60, rotation, (float)thick, BLUE);
DrawPoly((Vector2){ 710, 220 }, 6, 60, rotation, LIGHTGRAY);
DrawPolyLinesEx((Vector2){ 710, 220 }, 6, 60, rotation, (float)thick, BLUE);
DrawPoly((Vector2){ 290, 360 }, 7, 60, rotation, LIGHTGRAY);
DrawPolyLinesEx((Vector2){ 290, 360 }, 7, 60, rotation, (float)thick, BLUE);
DrawPoly((Vector2){ 430, 360 }, 8, 60, rotation, LIGHTGRAY);
DrawPolyLinesEx((Vector2){ 430, 360 }, 8, 60, rotation, (float)thick, BLUE);
DrawPoly((Vector2){ 570, 360 }, 9, 60, rotation, LIGHTGRAY);
DrawPolyLinesEx((Vector2){ 570, 360 }, 9, 60, rotation, (float)thick, BLUE);
DrawPoly((Vector2){ 710, 360 }, 10, 60, rotation, LIGHTGRAY);
DrawPolyLinesEx((Vector2){ 710, 360 }, 10, 60, rotation, (float)thick, BLUE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -82,8 +82,8 @@ int main(void)
if (IsTextureValid(collection[i].texture))
{
DrawTexturePro(collection[i].texture,
(Rectangle){0,0,collection[i].texture.width, collection[i].texture.height},
(Rectangle){collection[i].position.x,collection[i].position.y,collection[i].texture.width, collection[i].texture.height},
(Rectangle){0,0,(float)collection[i].texture.width, (float)collection[i].texture.height},
(Rectangle){collection[i].position.x,collection[i].position.y, (float)collection[i].texture.width, (float)collection[i].texture.height},
(Vector2){collection[i].texture.width*0.5f, collection[i].texture.height*0.5f},
0.0f, WHITE);
}

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@ -115,7 +115,7 @@ int main(void)
EndMode3D();
DrawRectangleLines((int)((subjectTarget.texture.width - captureSize)/2.0f), (int)((subjectTarget.texture.height - captureSize)/2.0f), captureSize, captureSize, GREEN);
DrawRectangleLines((int)((subjectTarget.texture.width - captureSize)/2.0f), (int)((subjectTarget.texture.height - captureSize)/2.0f), (int)captureSize, (int)captureSize, GREEN);
DrawText("Subject View", 10, subjectTarget.texture.height - 30, 20, BLACK);
EndTextureMode();

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@ -0,0 +1,224 @@
/*******************************************************************************************
*
* raylib [textures] example - portal window
*
* Example demonstrates rendering a second scene to a texture and projecting it onto a
* quad to create the illusion of a portal window looking into another place. The second
* scene is rendered with an off-axis ("oblique frustum") projection matched to the
* viewer's actual position relative to the window, so the illusion holds up correctly
* as the player moves and looks around, rather than only looking right from one spot
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by PanicTitan (@PanicTitan) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 PanicTitan (@PanicTitan)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <math.h>
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void BeginPortalMode3D(Vector3 eye, Vector3 bottomLeft, Vector3 bottomRight, Vector3 topLeft, float nearPlane, float farPlane);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - portal window");
// Camera to navigate the "real world" (Dimension A)
Camera3D camera = { 0 };
camera.position = (Vector3){ 0.0f, 2.5f, 7.0f };
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// The archway opening, in Dimension A world space (used both to draw the frame and
// as the window rectangle the oblique projection is built from)
Vector3 archBottomLeft = { -1.5f, 0.0f, 0.0f };
Vector3 archBottomRight = { 1.5f, 0.0f, 0.0f };
Vector3 archTopLeft = { -1.5f, 4.0f, 0.0f };
// The archway sits at portalA and looks out onto portalB, far away in world space.
// Every frame, Dimension B gets rendered to a texture using the same relative eye
// and window position, shifted by the offset between the two portals
Vector3 portalA = { 0.0f, 0.0f, 0.0f };
Vector3 portalB = { 0.0f, 0.0f, -60.0f };
RenderTexture2D portalView = LoadRenderTexture(480, 640);
DisableCursor(); // Lock cursor for first-person free camera controls
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE);
float time = (float)GetTime();
// Eye and window corners, shifted into Dimension B so they match the player's
// actual position and viewing angle relative to the archway
Vector3 offset = Vector3Subtract(portalB, portalA);
Vector3 eyeInB = Vector3Add(camera.position, offset);
Vector3 blInB = Vector3Add(archBottomLeft, offset);
Vector3 brInB = Vector3Add(archBottomRight, offset);
Vector3 tlInB = Vector3Add(archTopLeft, offset);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Render Dimension B into an offscreen texture, using an oblique projection so
// its perspective lines up with the archway exactly as the real camera sees it
BeginTextureMode(portalView);
ClearBackground((Color){ 10, 5, 20, 255 });
BeginPortalMode3D(eyeInB, blInB, brInB, tlInB, 0.05f, 100.0f);
DrawGrid(30, 0.8f);
// Floating pulsing core sphere
Vector3 corePos = Vector3Add(portalB, (Vector3){ 0.0f, 2.0f + sinf(time * 2.5f) * 0.4f, -4.0f });
DrawSphere(corePos, 1.2f, PURPLE);
DrawSphereWires(corePos, 1.25f, 16, 16, MAGENTA);
// Orbiting cubes
for (int i = 0; i < 4; i++)
{
float angle = time * 1.5f + i * (PI / 2.0f);
Vector3 pos = Vector3Add(portalB, (Vector3){
sinf(angle) * 2.5f,
2.0f + cosf(time * 3.0f + i) * 0.5f,
-4.0f + cosf(angle) * 2.5f });
DrawCube(pos, 0.5f, 0.5f, 0.5f, LIME);
DrawCubeWires(pos, 0.52f, 0.52f, 0.52f, DARKGREEN);
}
EndMode3D();
EndTextureMode();
BeginDrawing();
ClearBackground((Color){ 15, 18, 26, 255 });
BeginMode3D(camera);
DrawGrid(20, 1.0f);
// Side pillars
DrawCube((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
DrawCubeWires((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
DrawCube((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
DrawCubeWires((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
// Golden archway frame and solid base
DrawCubeWires((Vector3){ 0.0f, 2.0f, 0.0f }, 3.2f, 4.2f, 0.2f, GOLD);
DrawCube((Vector3){ 0.0f, 0.05f, 0.0f }, 3.4f, 0.1f, 0.6f, MAROON);
// Solid backing wall, only ever seen if looking at the archway from behind
DrawCube((Vector3){ 0.0f, 2.0f, -0.05f }, 3.1f, 4.1f, 0.05f, DARKBLUE);
// The portal opening itself: a plain quad textured with the Dimension B
// render, filling the archway exactly, so nothing "leaks" outside its shape
rlSetTexture(portalView.texture.id);
rlBegin(RL_QUADS);
rlColor4ub(255, 255, 255, 255);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(archBottomLeft.x, archBottomLeft.y, archBottomLeft.z);
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(archBottomRight.x, archBottomRight.y, archBottomRight.z);
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(archBottomRight.x, 4.0f, archBottomRight.z);
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(archTopLeft.x, archTopLeft.y, archTopLeft.z);
rlEnd();
rlSetTexture(0);
EndMode3D();
// HUD overlay
DrawRectangle(15, 15, 400, 85, Fade(BLACK, 0.75f));
DrawRectangleLines(15, 15, 400, 85, GOLD);
DrawText("PORTAL WINDOW", 28, 25, 20, GOLD);
DrawText("Look through the golden arch into Dimension B", 28, 52, 14, RAYWHITE);
DrawText("Controls: Mouse to look | WASD to move", 28, 72, 12, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(portalView);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Starts a 3D mode using an off-axis ("oblique frustum") projection, built directly from
// an eye point and 3 corners of a rectangular window, instead of a fovy centered straight
// ahead of the camera. This is the standard technique for rendering a scene as seen through
// a window that isn't necessarily faced head-on (also used for multi-monitor and VR
// rendering) - the key difference from a normal Camera3D is that the frustum is allowed
// to be asymmetric, so perspective lines through the window line up correctly from any
// eye position, instead of behaving like a flat image pasted onto the window
static void BeginPortalMode3D(Vector3 eye, Vector3 bottomLeft, Vector3 bottomRight, Vector3 topLeft, float nearPlane, float farPlane)
{
Vector3 right = Vector3Normalize(Vector3Subtract(bottomRight, bottomLeft));
Vector3 up = Vector3Normalize(Vector3Subtract(topLeft, bottomLeft));
Vector3 normal = Vector3Normalize(Vector3CrossProduct(right, up));
// Vectors from the eye to 3 corners of the window, used to project the window onto
// the near plane and read off how far it extends left/right/bottom/top of the eye
Vector3 toBL = Vector3Subtract(bottomLeft, eye);
Vector3 toBR = Vector3Subtract(bottomRight, eye);
Vector3 toTL = Vector3Subtract(topLeft, eye);
float dist = -Vector3DotProduct(toBL, normal);
if (dist < 0.01f) dist = 0.01f; // Keep the eye from crossing the window plane
float scale = nearPlane/dist;
rlDrawRenderBatchActive();
rlMatrixMode(RL_PROJECTION);
rlPushMatrix();
rlSetMatrixProjection(MatrixFrustum(
Vector3DotProduct(right, toBL)*scale, Vector3DotProduct(right, toBR)*scale,
Vector3DotProduct(up, toBL)*scale, Vector3DotProduct(up, toTL)*scale,
nearPlane, farPlane));
// View orientation is fixed to the window's own plane (looking straight through it
// along its normal), NOT aimed at any target - that's what the asymmetric frustum
// above is for, and is what lets the eye move off to one side without distorting
rlMatrixMode(RL_MODELVIEW);
rlLoadIdentity();
rlMultMatrixf(MatrixToFloat(MatrixLookAt(eye, Vector3Subtract(eye, normal), up)));
rlEnableDepthTest();
}

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#**************************************************************************************************
#
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# 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.
#
#**************************************************************************************************
.PHONY: all clean
# Define required raylib variables
PROJECT_NAME ?= game
RAYLIB_VERSION ?= 4.2.0
RAYLIB_PATH ?= ..\..
# Define default options
# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# Locations of your newly installed library and associated headers. See ../src/Makefile
# On Linux, if you have installed raylib but cannot compile the examples, check that
# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
# To enable compile-time linking to a special version of libraylib.so, change these variables here.
# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
DESTDIR ?= /usr/local
RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE
BUILD_MODE ?= RELEASE
# Use external GLFW library instead of rglfw module
# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
USE_EXTERNAL_GLFW ?= FALSE
# Use Wayland display server protocol on Linux desktop
# by default it uses X11 windowing system
USE_WAYLAND_DISPLAY ?= FALSE
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
else
UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
endif
ifeq ($(UNAMEOS),FreeBSD)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),OpenBSD)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),NetBSD)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),DragonFly)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
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?
# Required for ldconfig or other tools that do not perform path expansion.
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
endif
endif
# Default path for raylib on Raspberry Pi, if installed in different path, update it!
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH ?= /home/pi/raylib
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Emscripten required variables
EMSDK_PATH ?= C:/raylib/emsdk
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
PYTHON_PATH = $(EMSDK_PATH)/python/3.13.3_64bit
NODE_PATH = $(EMSDK_PATH)/node/22.16.0_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
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
# without formal installation from ../src/Makefile. It aids portability and is useful if you have
# multiple versions of raylib, have raylib installed to a non-standard location, or want to
# bundle libraylib.so with your game. Change it to your liking.
# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
# To see which libraries a built example is linking to, ldd core/core_basic_window;
# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
# Define default C compiler: gcc
# NOTE: define g++ compiler if using C++
CC = gcc
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
# OSX default compiler
CC = clang
endif
ifeq ($(PLATFORM_OS),BSD)
# FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
CC = clang
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
# Define RPI cross-compiler
#CC = armv6j-hardfloat-linux-gnueabi-gcc
CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# HTML5 emscripten compiler
# WARNING: To compile to HTML5, code must be redesigned
# to use emscripten.h and emscripten_set_main_loop()
CC = emcc
endif
# Define default make program: Mingw32-make
MAKE = mingw32-make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
MAKE = make
endif
ifeq ($(PLATFORM_OS),OSX)
MAKE = make
endif
endif
# Define compiler flags:
# -O1 defines optimization level
# -g include debug information on compilation
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g
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 += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM_OS),LINUX)
ifeq ($(RAYLIB_LIBTYPE),STATIC)
CFLAGS += -D_DEFAULT_SOURCE
endif
ifeq ($(RAYLIB_LIBTYPE),SHARED)
# 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 ($(PLATFORM),PLATFORM_WEB)
# -Os # size optimization
# -O2 # optimization level 2, if used, also set --memory-init-file 0
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
# -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
# -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
# -sUSE_PTHREADS=1 # multithreading support
# -sWASM=0 # disable Web Assembly, emitted by default
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
# -sMINIFY_HTML=0 # minify generated html from shell.html
# --profiling # include information for code profiling
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# --preload-file resources # specify a resources folder for data compilation
# --source-map-base # allow debugging in browser with source map
# --shell-file shell.html # define a custom shell .html and output extension
CFLAGS += -Os -sUSE_GLFW=3 -sTOTAL_MEMORY=16777216 --preload-file resources -sMINIFY_HTML=0
ifeq ($(BUILD_MODE), DEBUG)
CFLAGS += -sASSERTIONS=1 --profiling
endif
# Define a custom shell .html and output extension
CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
EXT = .html
endif
# Define include paths for required headers
# NOTE: Several external required libraries (stb and others)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
# RPI required libraries
INCLUDE_PATHS += -I/opt/vc/include
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
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
endif
endif
# Define library paths containing required libs.
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_INSTALL_PATH)
LDFLAGS += -L. -Lsrc -L/usr/local/lib
endif
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LDFLAGS += -L/opt/vc/lib
endif
# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
# NOTE: WinMM library required to set high-res timer resolution
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
endif
ifeq ($(PLATFORM_OS),LINUX)
# 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 ($(USE_WAYLAND_DISPLAY),TRUE)
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
endif
# Explicit link to libc
ifeq ($(RAYLIB_LIBTYPE),SHARED)
LDLIBS += -lc
endif
endif
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa
endif
ifeq ($(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
ifeq ($(USE_EXTERNAL_GLFW),TRUE)
# NOTE: It could require additional packages installed: libglfw3-dev
LDLIBS += -lglfw
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# Libraries for Raspberry Pi compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
endif
# Define a recursive wildcard function
rwildcard=$(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2) $(filter $(subst *,%,$2),$d))
# Define all source files required
SRC_DIR = src
OBJ_DIR = obj
# Define all object files from source files
SRC = $(call rwildcard, *.c, *.h)
#OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o)
OBJS = main.c
# For Android platform we call a custom Makefile.Android
ifeq ($(PLATFORM),PLATFORM_ANDROID)
MAKEFILE_PARAMS = -f Makefile.Android
export PROJECT_NAME
export SRC_DIR
else
MAKEFILE_PARAMS = $(PROJECT_NAME)
endif
# Default target entry
# NOTE: We call this Makefile target or Makefile.Android target
all:
$(MAKE) $(MAKEFILE_PARAMS)
# Project target defined by PROJECT_NAME
$(PROJECT_NAME): $(OBJS)
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# Compile source files
# NOTE: This pattern will compile every module defined on $(OBJS)
#%.o: %.c
$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o *.exe /s
endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done

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@ -1,300 +0,0 @@
#**************************************************************************************************
#
# raylib makefile for Android project (APK building)
#
# Copyright (c) 2017 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.
#
#**************************************************************************************************
# Define required raylib variables
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
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
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 = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
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.
# Here we get a list of required folders that need to be created on
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
# Android app configuration variables
APP_LABEL_NAME ?= rGame
APP_COMPANY_NAME ?= raylib
APP_PRODUCT_NAME ?= rgame
APP_VERSION_CODE ?= 1
APP_VERSION_NAME ?= 1.0
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
APP_SCREEN_ORIENTATION ?= landscape
APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
ifeq ($(RAYLIB_LIBTYPE),SHARED)
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
endif
# Compiler and archiver
# NOTE: GCC is being deprecated in Android NDK r16
ifeq ($(ANDROID_ARCH),ARM)
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
endif
ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),ARM)
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
endif
ifeq ($(ANDROID_ARCH),ARM64)
CFLAGS = -std=c99 -mfix-cortex-a53-835769
endif
# Compilation functions attributes options
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
# Compiler options for the linker
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
# Preprocessor macro definitions
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
# Paths containing required header files
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
# Linker options
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
# Force linking of library module to define symbol
LDFLAGS += -u ANativeActivity_onCreate
# Library paths containing required libs
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
# Define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
# Generate target objects list from PROJECT_SOURCE_FILES
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
# Android APK building process... some steps required...
# NOTE: typing 'make' will invoke the default target entry called 'all',
all: create_temp_project_dirs \
copy_project_required_libs \
copy_project_resources \
generate_loader_script \
generate_android_manifest \
generate_apk_keystore \
config_project_package \
compile_project_code \
compile_project_class \
compile_project_class_dex \
create_project_apk_package \
sign_project_apk_package \
zipalign_project_apk_package
# Create required temp directories for APK building
create_temp_project_dirs:
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
define create_dir
if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
endef
# Copy required shared libs for integration into APK
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
copy_project_required_libs:
ifeq ($(RAYLIB_LIBTYPE),SHARED)
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
endif
ifeq ($(RAYLIB_LIBTYPE),STATIC)
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
endif
# Copy project required resources: strings.xml, icon.png, assets
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
# TODO: Review xcopy usage, it can not be found in some systems!
copy_project_resources:
copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
# Generate NativeLoader.java to load required shared libraries
# NOTE: Probably not the bet way to generate this file... but it works.
generate_loader_script:
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
ifeq ($(RAYLIB_LIBTYPE),SHARED)
@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
endif
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Generate AndroidManifest.xml with all the required options
# NOTE: Probably not the bet way to generate this file... but it works.
generate_android_manifest:
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# 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 $(PROJECT_NAME)Key -keyalg RSA
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
config_project_package:
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
compile_native_app_glue:
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
compile_project_code: $(OBJS)
$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
# Compile all .c files required into object (.o) files
# NOTE: Those files will be linked into a shared library
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
# Compile project .java code into .class (Java bytecode)
compile_project_class:
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Compile .class files into Dalvik executable bytecode (.dex)
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
compile_project_class_dex:
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
# NOTE: Use -A resources to define additional directory in which to find raw asset files
create_project_apk_package:
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
sign_project_apk_package:
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
# Create zip-aligned APK package: $(PROJECT_NAME).apk
zipalign_project_apk_package:
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
# 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
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
check_device_abi:
$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
# Monitorize output log coming from device, only raylib tag
logcat:
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
deploy:
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
# Clean everything
clean:
del $(PROJECT_BUILD_PATH)\* /f /s /q
rmdir $(PROJECT_BUILD_PATH) /s /q
@echo Cleaning done

View File

@ -1,40 +0,0 @@
#include <math.h>
#include "raylib.h"
int main()
{
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib");
Camera cam;
cam.position = (Vector3){ 0.0f, 10.0f, 8.f };
cam.target = (Vector3){ 0.0f, 0.0f, 0.0f };
cam.up = (Vector3){ 0.0f, 1.f, 0.0f };
cam.fovy = 60.0f;
Vector3 cubePos = { 0.0f, 0.0f, 0.0f };
SetTargetFPS(60);
while (!WindowShouldClose())
{
cam.position.x = sin(GetTime())*10.0f;
cam.position.z = cos(GetTime())*10.0f;
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(cam);
DrawCube(cubePos, 2.f, 2.f, 2.f, RED);
DrawCubeWires(cubePos, 2.f, 2.f, 2.f, MAROON);
DrawGrid(10, 1.f);
EndMode3D();
DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
}
CloseWindow();
return 0;
}

View File

@ -1,54 +0,0 @@
version(1);
project_name = "raylib-example";
patterns = {
"*.cpp",
"*.c",
"*.h",
"*.bat",
"*.sh",
"*.4coder",
"Makefile",
};
blacklist_patterns = {
".*",
};
load_paths = {
{ { {".", .relative = true, .recursive = true, } }, .os = "win" },
{ { {".", .relative = true, .recursive = true, } }, .os = "linux" },
{ { {".", .relative = true, .recursive = true, } }, .os = "mac" },
};
command_list = {
{ .name = "clean",
.out = "*clean*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true,
.cmd = {
{"mingw32-make clean", .os = "win"},
{"make clean", .os = "linux"},
{"make clean", .os = "mac"},
},
},
{ .name = "build",
.out = "*compile*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false,
.cmd = {
{"mingw32-make", .os = "win"},
{"make", .os = "linux"},
{"make", .os = "mac"},
},
},
{ .name = "run",
.out = "*run*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true,
.cmd = {
{".\game.exe", .os = "win"},
{"./game", .os = "linux"},
{"./game", .os = "mac"},
},
},
};
fkey_command[3] = "clean";
fkey_command[4] = "build";
fkey_command[5] = "run";

View File

@ -38,4 +38,5 @@ if (APPLE)
target_link_libraries(${PROJECT_NAME} "-framework IOKit")
target_link_libraries(${PROJECT_NAME} "-framework Cocoa")
target_link_libraries(${PROJECT_NAME} "-framework OpenGL")
target_link_libraries(${PROJECT_NAME} "-framework QuartzCore")
endif()

View File

@ -24,6 +24,7 @@
<Add option="-framework IOKit" />
<Add option="-framework CoreAudio" />
<Add option="-framework CoreVideo" />
<Add option="-framework QuartzCore" />
</Linker>
</Target>
<Target title="Release (Mac)">
@ -44,6 +45,7 @@
<Add option="-framework IOKit" />
<Add option="-framework CoreAudio" />
<Add option="-framework CoreVideo" />
<Add option="-framework QuartzCore" />
</Linker>
</Target>
<Target title="Debug (Linux)">

View File

@ -4,15 +4,14 @@ This folder contains raylib templates for some common IDEs.
IDE | Platform(s) | Source | Example(s)
----| ------------| :-------: | :-----:
[4coder](http://4coder.net/) | Windows | ❌ | ✔️
[Builder](https://wiki.gnome.org/Apps/Builder) | Linux | ❌ | ✔️
[CMake](https://cmake.org/) | Windows, Linux, macOS, Web | ✔️ | ✔️
[CodeBlocks](http://www.codeblocks.org/) | Windows, Linux, macOS | ❌ | ✔️
[Geany](https://www.geany.org/) | Windows, Linux | ✔️ | ✔️
[Notepad++](https://notepad-plus-plus.org/) | Windows | ✔️ | ✔️
[Notepad++](https://notepad-plus-plus.org/) | Windows, Web | ✔️ | ✔️
[SublimeText](https://www.sublimetext.com/) | Windows, Linux, macOS | ✔️ | ✔️
[VS2019](https://www.visualstudio.com) | Windows | ✔️ | ✔️
[VSCode](https://code.visualstudio.com/) | Windows, macOS | ❌ | ✔️
[VS2022](https://www.visualstudio.com) | Windows | ✔️ | ✔️
[VSCode](https://code.visualstudio.com/) | Windows, Linux, macOS | ❌ | ✔️
[Zig](https://ziglang.org) | Windows, Linux, macOS, Web | ✔️ | ✔️
scripts | Windows, Linux, macOS | ✔️ | ✔️

View File

@ -1,75 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.31702.278
MinimumVisualStudioVersion = 10.0.40219.1
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "raylib_android", "raylib_android", "{5C24BC76-8848-40EA-9BBB-A544648D8D5B}"
EndProject
Project("{39E2626F-3545-4960-A6E8-258AD8476CE5}") = "raylib_android.Packaging", "raylib_android\raylib_android.Packaging\raylib_android.Packaging.androidproj", "{B2231F0D-52DA-4C55-8998-5886F766553C}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib_android.NativeActivity", "raylib_android\raylib_android.NativeActivity\raylib_android.NativeActivity.vcxproj", "{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ARM = Debug|ARM
Debug|ARM64 = Debug|ARM64
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|ARM = Release|ARM
Release|ARM64 = Release|ARM64
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.ActiveCfg = Debug|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.Build.0 = Debug|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.Deploy.0 = Debug|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.ActiveCfg = Debug|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.Build.0 = Debug|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.Deploy.0 = Debug|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.ActiveCfg = Debug|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.Build.0 = Debug|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.Deploy.0 = Debug|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.ActiveCfg = Debug|x86
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.Build.0 = Debug|x86
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.Deploy.0 = Debug|x86
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.ActiveCfg = Release|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.Build.0 = Release|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.Deploy.0 = Release|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.ActiveCfg = Release|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.Build.0 = Release|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.Deploy.0 = Release|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.ActiveCfg = Release|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.Build.0 = Release|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.Deploy.0 = Release|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x86.ActiveCfg = Release|x86
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EndGlobalSection
EndGlobal

View File

@ -1,437 +0,0 @@
/*
* Copyright (C) 2010 The Android Open Source Project
*
* лицензировано по лицензии Apache License, версия 2.0 ( "Лицензия");
*этот файл можно использовать только в соответствии с лицензией.
*Копию лицензии можно получить на веб-сайте
*
* http://www.apache.org/licenses/LICENSE-2.0
*
*Если только не требуется в соответствии с применимым законодательством или согласовано в письменном виде, программное обеспечение
* распространяется в рамках лицензии на УСЛОВИЯХ "КАК ЕСТЬ",
* БЕЗ ГАРАНТИЙ И УСЛОВИЙ ЛЮБОГО РОДА, явно выраженных и подразумеваемых.
* См. лицензию для получения информации об определенных разрешениях по использованию языка и
* ограничениях в рамках лицензии.
*
*/
#include <jni.h>
#include <errno.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <sys/resource.h>
#include "android_native_app_glue.h"
#include <android/log.h>
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "threaded_app", __VA_ARGS__))
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, "threaded_app", __VA_ARGS__))
/* Для отладочных построений необходимо всегда включать трассировку отладки в этой библиотеке*/
#ifndef NDEBUG
# define LOGV(...) ((void)__android_log_print(ANDROID_LOG_VERBOSE, "threaded_app", __VA_ARGS__))
#else
# define LOGV(...) ((void)0)
#endif
static void free_saved_state(struct android_app* android_app) {
pthread_mutex_lock(&android_app->mutex);
if (android_app->savedState != NULL) {
free(android_app->savedState);
android_app->savedState = NULL;
android_app->savedStateSize = 0;
}
pthread_mutex_unlock(&android_app->mutex);
}
int8_t android_app_read_cmd(struct android_app* android_app) {
int8_t cmd;
if (read(android_app->msgread, &cmd, sizeof(cmd)) == sizeof(cmd)) {
switch (cmd) {
case APP_CMD_SAVE_STATE:
free_saved_state(android_app);
break;
}
return cmd;
} else {
LOGE("No data on command pipe!");
}
return -1;
}
static void print_cur_config(struct android_app* android_app) {
char lang[2], country[2];
AConfiguration_getLanguage(android_app->config, lang);
AConfiguration_getCountry(android_app->config, country);
LOGV("Config: mcc=%d mnc=%d lang=%c%c cnt=%c%c orien=%d touch=%d dens=%d "
"keys=%d nav=%d keysHid=%d navHid=%d sdk=%d size=%d long=%d "
"modetype=%d modenight=%d",
AConfiguration_getMcc(android_app->config),
AConfiguration_getMnc(android_app->config),
lang[0], lang[1], country[0], country[1],
AConfiguration_getOrientation(android_app->config),
AConfiguration_getTouchscreen(android_app->config),
AConfiguration_getDensity(android_app->config),
AConfiguration_getKeyboard(android_app->config),
AConfiguration_getNavigation(android_app->config),
AConfiguration_getKeysHidden(android_app->config),
AConfiguration_getNavHidden(android_app->config),
AConfiguration_getSdkVersion(android_app->config),
AConfiguration_getScreenSize(android_app->config),
AConfiguration_getScreenLong(android_app->config),
AConfiguration_getUiModeType(android_app->config),
AConfiguration_getUiModeNight(android_app->config));
}
void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd) {
switch (cmd) {
case APP_CMD_INPUT_CHANGED:
LOGV("APP_CMD_INPUT_CHANGED\n");
pthread_mutex_lock(&android_app->mutex);
if (android_app->inputQueue != NULL) {
AInputQueue_detachLooper(android_app->inputQueue);
}
android_app->inputQueue = android_app->pendingInputQueue;
if (android_app->inputQueue != NULL) {
LOGV("Attaching input queue to looper");
AInputQueue_attachLooper(android_app->inputQueue,
android_app->looper, LOOPER_ID_INPUT, NULL,
&android_app->inputPollSource);
}
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_INIT_WINDOW:
LOGV("APP_CMD_INIT_WINDOW\n");
pthread_mutex_lock(&android_app->mutex);
android_app->window = android_app->pendingWindow;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_TERM_WINDOW:
LOGV("APP_CMD_TERM_WINDOW\n");
pthread_cond_broadcast(&android_app->cond);
break;
case APP_CMD_RESUME:
case APP_CMD_START:
case APP_CMD_PAUSE:
case APP_CMD_STOP:
LOGV("activityState=%d\n", cmd);
pthread_mutex_lock(&android_app->mutex);
android_app->activityState = cmd;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_CONFIG_CHANGED:
LOGV("APP_CMD_CONFIG_CHANGED\n");
AConfiguration_fromAssetManager(android_app->config,
android_app->activity->assetManager);
print_cur_config(android_app);
break;
case APP_CMD_DESTROY:
LOGV("APP_CMD_DESTROY\n");
android_app->destroyRequested = 1;
break;
}
}
void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd) {
switch (cmd) {
case APP_CMD_TERM_WINDOW:
LOGV("APP_CMD_TERM_WINDOW\n");
pthread_mutex_lock(&android_app->mutex);
android_app->window = NULL;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_SAVE_STATE:
LOGV("APP_CMD_SAVE_STATE\n");
pthread_mutex_lock(&android_app->mutex);
android_app->stateSaved = 1;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_RESUME:
free_saved_state(android_app);
break;
}
}
static void android_app_destroy(struct android_app* android_app) {
LOGV("android_app_destroy!");
free_saved_state(android_app);
pthread_mutex_lock(&android_app->mutex);
if (android_app->inputQueue != NULL) {
AInputQueue_detachLooper(android_app->inputQueue);
}
AConfiguration_delete(android_app->config);
android_app->destroyed = 1;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
// После этого нельзя изменять объект android_app.
}
static void process_input(struct android_app* app, struct android_poll_source* source) {
AInputEvent* event = NULL;
while (AInputQueue_getEvent(app->inputQueue, &event) >= 0) {
LOGV("New input event: type=%d\n", AInputEvent_getType(event));
if (AInputQueue_preDispatchEvent(app->inputQueue, event)) {
continue;
}
int32_t handled = 0;
if (app->onInputEvent != NULL) handled = app->onInputEvent(app, event);
AInputQueue_finishEvent(app->inputQueue, event, handled);
}
}
static void process_cmd(struct android_app* app, struct android_poll_source* source) {
int8_t cmd = android_app_read_cmd(app);
android_app_pre_exec_cmd(app, cmd);
if (app->onAppCmd != NULL) app->onAppCmd(app, cmd);
android_app_post_exec_cmd(app, cmd);
}
static void* android_app_entry(void* param) {
struct android_app* android_app = (struct android_app*)param;
android_app->config = AConfiguration_new();
AConfiguration_fromAssetManager(android_app->config, android_app->activity->assetManager);
print_cur_config(android_app);
android_app->cmdPollSource.id = LOOPER_ID_MAIN;
android_app->cmdPollSource.app = android_app;
android_app->cmdPollSource.process = process_cmd;
android_app->inputPollSource.id = LOOPER_ID_INPUT;
android_app->inputPollSource.app = android_app;
android_app->inputPollSource.process = process_input;
ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
ALooper_addFd(looper, android_app->msgread, LOOPER_ID_MAIN, ALOOPER_EVENT_INPUT, NULL,
&android_app->cmdPollSource);
android_app->looper = looper;
pthread_mutex_lock(&android_app->mutex);
android_app->running = 1;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
android_main(android_app);
android_app_destroy(android_app);
return NULL;
}
// --------------------------------------------------------------------
// Взаимодействие NativeАctivity (вызванное из основного потока)
// --------------------------------------------------------------------
static struct android_app* android_app_create(ANativeActivity* activity,
void* savedState, size_t savedStateSize) {
struct android_app* android_app = (struct android_app*)malloc(sizeof(struct android_app));
memset(android_app, 0, sizeof(struct android_app));
android_app->activity = activity;
pthread_mutex_init(&android_app->mutex, NULL);
pthread_cond_init(&android_app->cond, NULL);
if (savedState != NULL) {
android_app->savedState = malloc(savedStateSize);
android_app->savedStateSize = savedStateSize;
memcpy(android_app->savedState, savedState, savedStateSize);
}
int msgpipe[2];
if (pipe(msgpipe)) {
LOGE("could not create pipe: %s", strerror(errno));
return NULL;
}
android_app->msgread = msgpipe[0];
android_app->msgwrite = msgpipe[1];
pthread_attr_t attr;
pthread_attr_init(&attr);
pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_DETACHED);
pthread_create(&android_app->thread, &attr, android_app_entry, android_app);
// Дождитесь запуска потока.
pthread_mutex_lock(&android_app->mutex);
while (!android_app->running) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
return android_app;
}
static void android_app_write_cmd(struct android_app* android_app, int8_t cmd) {
if (write(android_app->msgwrite, &cmd, sizeof(cmd)) != sizeof(cmd)) {
LOGE("Failure writing android_app cmd: %s\n", strerror(errno));
}
}
static void android_app_set_input(struct android_app* android_app, AInputQueue* inputQueue) {
pthread_mutex_lock(&android_app->mutex);
android_app->pendingInputQueue = inputQueue;
android_app_write_cmd(android_app, APP_CMD_INPUT_CHANGED);
while (android_app->inputQueue != android_app->pendingInputQueue) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
}
static void android_app_set_window(struct android_app* android_app, ANativeWindow* window) {
pthread_mutex_lock(&android_app->mutex);
if (android_app->pendingWindow != NULL) {
android_app_write_cmd(android_app, APP_CMD_TERM_WINDOW);
}
android_app->pendingWindow = window;
if (window != NULL) {
android_app_write_cmd(android_app, APP_CMD_INIT_WINDOW);
}
while (android_app->window != android_app->pendingWindow) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
}
static void android_app_set_activity_state(struct android_app* android_app, int8_t cmd) {
pthread_mutex_lock(&android_app->mutex);
android_app_write_cmd(android_app, cmd);
while (android_app->activityState != cmd) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
}
static void android_app_free(struct android_app* android_app) {
pthread_mutex_lock(&android_app->mutex);
android_app_write_cmd(android_app, APP_CMD_DESTROY);
while (!android_app->destroyed) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
close(android_app->msgread);
close(android_app->msgwrite);
pthread_cond_destroy(&android_app->cond);
pthread_mutex_destroy(&android_app->mutex);
free(android_app);
}
static void onDestroy(ANativeActivity* activity) {
LOGV("Destroy: %p\n", activity);
android_app_free((struct android_app*)activity->instance);
}
static void onStart(ANativeActivity* activity) {
LOGV("Start: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_START);
}
static void onResume(ANativeActivity* activity) {
LOGV("Resume: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_RESUME);
}
static void* onSaveInstanceState(ANativeActivity* activity, size_t* outLen) {
struct android_app* android_app = (struct android_app*)activity->instance;
void* savedState = NULL;
LOGV("SaveInstanceState: %p\n", activity);
pthread_mutex_lock(&android_app->mutex);
android_app->stateSaved = 0;
android_app_write_cmd(android_app, APP_CMD_SAVE_STATE);
while (!android_app->stateSaved) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
if (android_app->savedState != NULL) {
savedState = android_app->savedState;
*outLen = android_app->savedStateSize;
android_app->savedState = NULL;
android_app->savedStateSize = 0;
}
pthread_mutex_unlock(&android_app->mutex);
return savedState;
}
static void onPause(ANativeActivity* activity) {
LOGV("Pause: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_PAUSE);
}
static void onStop(ANativeActivity* activity) {
LOGV("Stop: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_STOP);
}
static void onConfigurationChanged(ANativeActivity* activity) {
struct android_app* android_app = (struct android_app*)activity->instance;
LOGV("ConfigurationChanged: %p\n", activity);
android_app_write_cmd(android_app, APP_CMD_CONFIG_CHANGED);
}
static void onLowMemory(ANativeActivity* activity) {
struct android_app* android_app = (struct android_app*)activity->instance;
LOGV("LowMemory: %p\n", activity);
android_app_write_cmd(android_app, APP_CMD_LOW_MEMORY);
}
static void onWindowFocusChanged(ANativeActivity* activity, int focused) {
LOGV("WindowFocusChanged: %p -- %d\n", activity, focused);
android_app_write_cmd((struct android_app*)activity->instance,
focused ? APP_CMD_GAINED_FOCUS : APP_CMD_LOST_FOCUS);
}
static void onNativeWindowCreated(ANativeActivity* activity, ANativeWindow* window) {
LOGV("NativeWindowCreated: %p -- %p\n", activity, window);
android_app_set_window((struct android_app*)activity->instance, window);
}
static void onNativeWindowDestroyed(ANativeActivity* activity, ANativeWindow* window) {
LOGV("NativeWindowDestroyed: %p -- %p\n", activity, window);
android_app_set_window((struct android_app*)activity->instance, NULL);
}
static void onInputQueueCreated(ANativeActivity* activity, AInputQueue* queue) {
LOGV("InputQueueCreated: %p -- %p\n", activity, queue);
android_app_set_input((struct android_app*)activity->instance, queue);
}
static void onInputQueueDestroyed(ANativeActivity* activity, AInputQueue* queue) {
LOGV("InputQueueDestroyed: %p -- %p\n", activity, queue);
android_app_set_input((struct android_app*)activity->instance, NULL);
}
void ANativeActivity_onCreate(ANativeActivity* activity,
void* savedState, size_t savedStateSize) {
LOGV("Creating: %p\n", activity);
activity->callbacks->onDestroy = onDestroy;
activity->callbacks->onStart = onStart;
activity->callbacks->onResume = onResume;
activity->callbacks->onSaveInstanceState = onSaveInstanceState;
activity->callbacks->onPause = onPause;
activity->callbacks->onStop = onStop;
activity->callbacks->onConfigurationChanged = onConfigurationChanged;
activity->callbacks->onLowMemory = onLowMemory;
activity->callbacks->onWindowFocusChanged = onWindowFocusChanged;
activity->callbacks->onNativeWindowCreated = onNativeWindowCreated;
activity->callbacks->onNativeWindowDestroyed = onNativeWindowDestroyed;
activity->callbacks->onInputQueueCreated = onInputQueueCreated;
activity->callbacks->onInputQueueDestroyed = onInputQueueDestroyed;
activity->instance = android_app_create(activity, savedState, savedStateSize);
}

View File

@ -1,344 +0,0 @@
/*
* © 2010 The Android Open Source Project
*
* Лицензировано по лицензии Apache License, версия 2.0 ( "Лицензия");
*этот файл можно использовать только в соответствии с лицензией.
*Копию лицензии можно получить на веб-сайте
*
* http://www.apache.org/licenses/LICENSE-2.0
*
*Если только не требуется в соответствии с применимым законодательством или согласовано в письменном виде, программное обеспечение
* распространяется в рамках лицензии на УСЛОВИЯХ "КАК ЕСТЬ",
* БЕЗ ГАРАНТИЙ И УСЛОВИЙ ЛЮБОГО РОДА, явно выраженных и подразумеваемых.
* См. лицензию для получения информации об определенных разрешениях по использованию языка и
* ограничениях в рамках лицензии.
*
*/
#ifndef _ANDROID_NATIVE_APP_GLUE_H
#define _ANDROID_NATIVE_APP_GLUE_H
#include <poll.h>
#include <pthread.h>
#include <sched.h>
#include <android/configuration.h>
#include <android/looper.h>
#include <android/native_activity.h>
#ifdef __cplusplus
extern "C" {
#endif
/**
* Интерфейс NativeActivity, предоставленный <android/native_activity.h>,
* основан на наборе предоставленных приложением обратных вызовов, которые вызываются
*основным потоком действия при возникновении определенных событий.
*
* Это означает, что ни один из данных обратных вызовов _не_ _должен_ блокироваться, иначе
* существует риск принудительного закрытия приложения системой. Эта модель программирования
* прямая, простая, но имеет ограничения.
*
* Статическая библиотека threaded_native_app используется для обеспечения другой
* модели выполнения, в которой приложение может реализовать свой собственный цикл главного события
* в другом потоке вместо этого. Это работает так:
*
* 1/ Приложение должно предоставить функцию с именем android_main(), которая
* будет вызываться при создании действия в новом потоке,
* отличающемся от основного потока действия.
*
* 2/ android_main() получает указатель на допустимую структуру android_app,
* которая содержит ссылки на другие важные объекты, например экземпляр объекта
* ANativeActivity, где выполняется приложение.
*
* 3/ Объект android_app содержит экземпляр ALooper, который уже
* ожидает две важных вещи:
*
* - событий жизненного цикла действия (например, "pause", "resume"). См. объявления APP_CMD_XXX
* ниже.
*
* - входных событий, поступающих из очереди AInputQueue, присоединенной к действию.
*
* Каждое из этих событий соответствует идентификатору ALooper, возвращенному
* ALooper_pollOnce со значениями LOOPER_ID_MAIN и LOOPER_ID_INPUT,
*, соответственно.
*
* Ваше приложение может использовать тот же ALooper для прослушивания дополнительных
* дескрипторов файла. Они могут быть основаны либо на обратных вызовах, либо поступают с идентификаторами возврата,
* начинающимися с LOOPER_ID_USER.
*
* 4/ При получении события LOOPER_ID_MAIN или LOOPER_ID_INPUT
* возвращенные данные будут указывать на структуру android_poll_source. Для нее
* можно вызвать функцию process() и заполнить android_app->onAppCmd
* и android_app->onInputEvent, для того чтобы они вызывались для вашей собственной обработки
* события.
*
* Вместо этого можно вызвать функции нижнего уровня для чтения и обработки
* данных непосредственно... посмотрите на реализации process_cmd() и process_input()
* в приклеивании, чтобы выяснить, как это делается.
*
* См. пример "native-activity" в NDK с
* полной демонстрацией использования. Также посмотрите JavaDoc в NativeActivity.
*/
struct android_app;
/**
* Данные, связанные с ALooper fd, которые будут возвращаться как outData
* при готовности данных в этом источнике.
*/
struct android_poll_source {
// Идентификатор данного источника. Может быть LOOPER_ID_MAIN или
// LOOPER_ID_INPUT.
int32_t id;
// android_app, с которым связан данный идентификатор.
struct android_app* app;
// Функция, вызываемая для стандартной обработки данных из
// этого источника.
void (*process)(struct android_app* app, struct android_poll_source* source);
};
/**
* Это интерфейс стандартного кода приклеивания поточного
* приложения. В этой модели код приложения выполняется
* в своем собственном потоке, отдельном от основного потока процесса.
* Не требуется связь данного потока с ВМ Java
*, хотя это необходимо для выполнения вызовов JNI любых
* объектов Java.
*/
struct android_app {
// Приложение может поместить указатель на свой собственный объект состояния
// здесь, если нужно.
void* userData;
// Введите здесь код функции для обработки основных команд приложения (APP_CMD_*)
void (*onAppCmd)(struct android_app* app, int32_t cmd);
// Введите здесь код функции для обработки входных событий. Сейчас
// событие уже было предварительно отправлено и будет завершено при
// возврате. Верните 1, если событие обработано, 0 — для любой диспетчеризации
// по умолчанию.
int32_t (*onInputEvent)(struct android_app* app, AInputEvent* event);
// Экземпляр объекта ANativeActivity, в котором выполняется это приложение.
ANativeActivity* activity;
// Текущая конфигурация, в которой выполняется это приложение.
AConfiguration* config;
// Это последнее сохраненное состояние экземпляра, предоставленное во время создания.
// Значение равно NULL, если состояния не было. Можно использовать это по мере необходимости;
// память останется доступной до вызова android_app_exec_cmd() для
// APP_CMD_RESUME, после чего она будет освобождена, а savedState получит значение NULL.
// Эти переменные необходимо изменять только при обработке APP_CMD_SAVE_STATE,
// когда их значения будут инициализироваться в NULL и можно будет выполнить malloc для
// состояния и поместить здесь информацию. В этом случае память будет
// освобождена позднее.
void* savedState;
size_t savedStateSize;
// ALooper, связанный с потоком приложения.
ALooper* looper;
// Если значение не равно NULL, то это входная очередь, из которой приложение будет
// получать входные события пользователя.
AInputQueue* inputQueue;
// Если значение не равно NULL, то это поверхность окна, в котором приложение может рисовать.
ANativeWindow* window;
// Текущий прямоугольник содержимого окна. Это область, в которой
// должно помещаться содержимое окна, чтобы его видел пользователь.
ARect contentRect;
// Текущее состояние действия приложения. Может быть APP_CMD_START,
// APP_CMD_RESUME, APP_CMD_PAUSE или APP_CMD_STOP; см. ниже.
int activityState;
// Значение не равно нулю, когда NativeActivity приложения
// разрушается и ожидает завершения потока приложения.
int destroyRequested;
// -------------------------------------------------
// Ниже показан "частная" реализация кода прилипания.
pthread_mutex_t mutex;
pthread_cond_t cond;
int msgread;
int msgwrite;
pthread_t thread;
struct android_poll_source cmdPollSource;
struct android_poll_source inputPollSource;
int running;
int stateSaved;
int destroyed;
int redrawNeeded;
AInputQueue* pendingInputQueue;
ANativeWindow* pendingWindow;
ARect pendingContentRect;
};
enum {
/**
* Идентификатор данных Looper команд, поступающих из основного потока приложения, который
* возвращается как идентификатор от ALooper_pollOnce(). Данные для этого идентификатора
* являются указателем на структуру android_poll_source.
* Их можно извлечь и обработать с помощью android_app_read_cmd()
* и android_app_exec_cmd().
*/
LOOPER_ID_MAIN = 1,
/**
* Идентификатор данных Looper событий, поступающий из AInputQueue окна
* приложения, который возвращается как идентификатор из
* ALooper_pollOnce(). Данные этого идентификатора являются указателем на структуру
* android_poll_source. Их можно прочитать через объект inputQueue
* приложения android_app.
*/
LOOPER_ID_INPUT = 2,
/**
* Запуск определяемых пользователем идентификаторов ALooper.
*/
LOOPER_ID_USER = 3,
};
enum {
/**
* Команда из основного потока: AInputQueue изменена. После обработки
* этой команды android_app->inputQueue будет обновлена в новую очередь
* (или NULL).
*/
APP_CMD_INPUT_CHANGED,
/**
* Команда из основного потока: новое окно ANativeWindow готово к использованию. После
* получения этой команды окно android_app-> будет содержать новую поверхность
*окна.
*/
APP_CMD_INIT_WINDOW,
/**
* Команда из основного потока: существующее окно ANativeWindow необходимо
* прекратить. После получения этой команды окно android_app->по-прежнему
* содержит существующее окно; после вызова android_app_exec_cmd
* оно получит значение NULL.
*/
APP_CMD_TERM_WINDOW,
/**
* Команда из основного потока: текущее окно ANativeWindow изменило размер.
* Перерисуйте согласно новом размеру.
*/
APP_CMD_WINDOW_RESIZED,
/**
* Команда из основного потока: системе необходимо, чтобы текущее окно ANativeWindow
* было перерисовано. Необходимо перерисовать окно перед ее передачей в
* android_app_exec_cmd(), чтобы избежать переходных сбоев рисования.
*/
APP_CMD_WINDOW_REDRAW_NEEDED,
/**
* Команда из основного потока: область содержимого окна изменена
* таким образом, что из функционального ввода окно показывается или скрывается. Можно
* найти новый прямоугольник содержимого в android_app::contentRect.
*/
APP_CMD_CONTENT_RECT_CHANGED,
/**
* Команда из основного потока: окно действия приложения получило
* фокус ввода.
*/
APP_CMD_GAINED_FOCUS,
/**
* Команда из основного потока: окно действия приложения потеряло
* фокус ввода.
*/
APP_CMD_LOST_FOCUS,
/**
* Команда из основного потока: изменена текущая конфигурация устройства.
*/
APP_CMD_CONFIG_CHANGED,
/**
* Команда из основного потока: системе не хватает памяти.
* Попробуйте уменьшить использование памяти.
*/
APP_CMD_LOW_MEMORY,
/**
* Команда из основного потока: действие приложения было запущено.
*/
APP_CMD_START,
/**
* Команда из основного потока: действие приложения было возобновлено.
*/
APP_CMD_RESUME,
/**
* Команда из основного потока: приложение должно создать новое сохраненное состояние
* для себя, чтобы восстанавливаться из него позднее в случае необходимости. Если вы сохранили состояние,
* выделите его с использованием malloc и поместите в android_app.savedState с
* размером android_app.savedStateSize. Память будет освобождена
* позднее.
*/
APP_CMD_SAVE_STATE,
/**
* Команда из основного потока: пауза в действии приложения.
*/
APP_CMD_PAUSE,
/**
* Команда из основного потока: действие приложения было остановлено.
*/
APP_CMD_STOP,
/**
* Команда из основного потока: действие приложения уничтожается,
* и ожидает очистки потока приложения и выхода перед обработкой.
*/
APP_CMD_DESTROY,
};
/**
* Вызовите, когда ALooper_pollAll() возвращает LOOPER_ID_MAIN, при чтении следующего сообщения команды
*приложения.
*/
int8_t android_app_read_cmd(struct android_app* android_app);
/**
* Вызовите с помощью команды, возвращенной android_app_read_cmd() для выполнения
* начальной предварительной обработки данной команды. Можно выполнить собственные
* действия для команды после вызова этой функции.
*/
void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd);
/**
* Вызовите с помощью команды, возвращенной android_app_read_cmd(), для
* окончательной предварительной обработки данной команды. Необходимо завершить собственные
* действия с командой до вызова этой функции.
*/
void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd);
/**
* Это функция, которую должен реализовать код приложения, представляет собой
* главный вход в приложение.
*/
extern void android_main(struct android_app* app);
#ifdef __cplusplus
}
#endif
#endif /* _ANDROID_NATIVE_APP_GLUE_H */

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@ -1,64 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* This example has been created using raylib 3.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by <user_name> (@<user_github>) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 <user_name> (@<user_github>)
* Adapt for Visual Studio: Vadim Boev (Kronka Dev)
*
********************************************************************************************/
#include "android_native_app_glue.h"
#include "../../../../src/raylib.h"
int main(void)
{
// 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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@ -1,226 +0,0 @@
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@ -1,90 +0,0 @@
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This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure ANDROID_HOME environment variable is correctly set."
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
<target name="-pre-compile">
<path id="project.all.jars.path">
<path path="${toString:project.all.jars.path}"/>
<fileset dir="${jar.libs.dir}">
<include name="*.jar"/>
</fileset>
</path>
</target>
</project>

View File

@ -1,3 +0,0 @@
# Project target
target=$(androidapilevel)
# Provide path to the directory where prebuilt external jar files are by setting jar.libs.dir=

View File

@ -1,134 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|ARM">
<Configuration>Debug</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|ARM64">
<Configuration>Debug</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM64">
<Configuration>Release</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x86">
<Configuration>Debug</Configuration>
<Platform>x86</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x86">
<Configuration>Release</Configuration>
<Platform>x86</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<RootNamespace>raylib_android</RootNamespace>
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
<ProjectVersion>1.0</ProjectVersion>
<ProjectGuid>{b2231f0d-52da-4c55-8998-5886f766553c}</ProjectGuid>
</PropertyGroup>
<Import Project="$(AndroidTargetsPath)\Android.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration">
<UseDebugLibraries>true</UseDebugLibraries>
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
<UseDebugLibraries>false</UseDebugLibraries>
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
<UseDebugLibraries>true</UseDebugLibraries>
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
<UseDebugLibraries>false</UseDebugLibraries>
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<UseDebugLibraries>true</UseDebugLibraries>
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<UseDebugLibraries>false</UseDebugLibraries>
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'" Label="Configuration">
<UseDebugLibraries>true</UseDebugLibraries>
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'" Label="Configuration">
<UseDebugLibraries>false</UseDebugLibraries>
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<Import Project="$(AndroidTargetsPath)\Android.props" />
<ImportGroup Label="ExtensionSettings" />
<ImportGroup Label="Shared" />
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemGroup>
<Content Include="res\values\strings.xml" />
<AntBuildXml Include="build.xml" />
<AndroidManifest Include="AndroidManifest.xml" />
<AntProjectPropertiesFile Include="project.properties" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib_android.NativeActivity\raylib_android.NativeActivity.vcxproj">
<Project>{bfb31759-4fca-4503-bc7c-a97f705efdb2}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(AndroidTargetsPath)\Android.targets" />
<ImportGroup Label="ExtensionTargets" />
</Project>

View File

@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">raylib_android.Packaging</string>
</resources>

View File

@ -292,7 +292,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
@ -309,7 +309,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
@ -345,7 +345,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
@ -366,7 +366,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
@ -410,7 +410,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
@ -432,7 +432,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
@ -476,7 +476,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
@ -504,7 +504,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>

View File

@ -292,7 +292,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
@ -309,7 +309,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
@ -345,7 +345,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
@ -366,7 +366,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
@ -410,7 +410,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
@ -432,7 +432,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
@ -476,7 +476,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
@ -504,7 +504,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<PreprocessorDefinitions> _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>

View File

@ -357,7 +357,7 @@
<AdditionalIncludeDirectories>$(ProjectDir)..\..\..\src\external\glfw\include</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<DebugInformationFormat />
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
<EnableEnhancedInstructionSet>NotSet</EnableEnhancedInstructionSet>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>

View File

@ -321,7 +321,7 @@ 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 -framework IOKit
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo -framework QuartzCore
endif
ifeq ($(PLATFORM_OS),BSD)
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling

View File

@ -89,13 +89,13 @@ OUTPUT_DIR="builds/osx"
COMPILATION_FLAGS="-std=c99 -O2 -flto"
FINAL_COMPILE_FLAGS="-s"
WARNING_FLAGS="-Wall -Wextra -Wpedantic"
LINK_FLAGS="-flto -framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa"
LINK_FLAGS="-flto -framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa -framework QuartzCore"
# Debug changes to flags
if [ -n "$BUILD_DEBUG" ]; then
OUTPUT_DIR="builds-debug/osx"
COMPILATION_FLAGS="-std=c99 -O0 -g"
FINAL_COMPILE_FLAGS=""
LINK_FLAGS="-framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa"
LINK_FLAGS="-framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa -framework QuartzCore"
fi
# Display what we're doing

View File

@ -107,6 +107,34 @@ endif ()
target_link_libraries(raylib PRIVATE $<BUILD_INTERFACE:${LIBS_PRIVATE}>)
target_link_libraries(raylib PUBLIC ${LIBS_PUBLIC})
# Static libraries must export their private link dependencies for installed consumers.
# LINK_ONLY keeps those dependencies out of the compile interface.
if (NOT BUILD_SHARED_LIBS)
set(raylib_install_private_libs ${LIBS_PRIVATE})
if (NOT glfw3_FOUND)
list(REMOVE_ITEM raylib_install_private_libs glfw)
# Bundled GLFW links its Cocoa backend frameworks privately, so they
# must be propagated to consumers of the static library, whose final
# link line would otherwise miss them. Only the Desktop platform uses
# bundled GLFW; other platforms (e.g. Memory) have no Cocoa/GLFW symbols.
if (APPLE AND PLATFORM STREQUAL "Desktop")
find_library(COCOA_FRAMEWORK Cocoa)
find_library(IOKIT_FRAMEWORK IOKit)
find_library(QUARTZCORE_FRAMEWORK QuartzCore)
list(APPEND raylib_install_private_libs
${COCOA_FRAMEWORK}
${IOKIT_FRAMEWORK}
${QUARTZCORE_FRAMEWORK})
endif ()
endif()
foreach(lib IN LISTS raylib_install_private_libs)
target_link_libraries(raylib INTERFACE $<INSTALL_INTERFACE:$<LINK_ONLY:${lib}>>)
endforeach()
endif()
# Sets some compile time definitions for the pre-processor
# If CUSTOMIZE_BUILD option is on you will not use config.h by default
# and you will be able to select more build options

View File

@ -655,7 +655,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
#LDLIBS += -latomic
endif
ifeq ($(PLATFORM_OS),OSX)
LDLIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
LDLIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo -framework QuartzCore
endif
ifeq ($(PLATFORM_OS),BSD)
LDLIBS = -lGL -lpthread
@ -707,7 +707,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
ifeq ($(PLATFORM_OS),OSX)
# Libraries for Debian MacOS desktop compiling
# NOTE: Required packages: libegl1-mesa-dev
LDLIBS += -lm -framework Foundation -framework AppKit -framework IOKit -framework OpenGL -framework CoreVideo
LDLIBS += -lm -framework Foundation -framework AppKit -framework IOKit -framework OpenGL -framework CoreVideo -framework QuartzCore
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)

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@ -2,7 +2,7 @@
*
* fix_win32_compatibility.h Utility to help include windows.h with raylib projects
*
* Useage: #include "fix_win32_compatibility.h" any library that uses windows.h
* Usage: #include "fix_win32_compatibility.h" any library that uses windows.h
* order is critical, this must be done before raylib
*
* LICENSE: MIT
@ -32,7 +32,7 @@
#pragma once
// move the windows functions to new names
// note that you can't call these functions or structures from your code, but you should not neeed to
// note that you can't call these functions or structures from your code, but you should not need to
#define CloseWindow CloseWindowWin32
#define Rectangle RectangleWin32
#define ShowCursor ShowCursorWin32
@ -46,8 +46,9 @@
// include windows
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <playsoundapi.h>
// remove all our redfintions so that raylib can define them properly
// remove all our redefinitions so that raylib can define them properly
#undef CloseWindow
#undef Rectangle
#undef ShowCursor

36
src/external/glfw/CMake/GenerateMappings.cmake vendored Normal file → Executable file
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@ -1,6 +1,8 @@
# Usage:
# cmake -P GenerateMappings.cmake <path/to/mappings.h.in> <path/to/mappings.h>
cmake_policy(VERSION 3.16)
set(source_url "https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt")
set(source_path "${CMAKE_CURRENT_BINARY_DIR}/gamecontrollerdb.txt")
set(template_path "${CMAKE_ARGV3}")
@ -22,24 +24,24 @@ if (status_code)
endif()
file(STRINGS "${source_path}" lines)
foreach(line ${lines})
if (line MATCHES "^[0-9a-fA-F]")
if (line MATCHES "platform:Windows")
if (GLFW_WIN32_MAPPINGS)
string(APPEND GLFW_WIN32_MAPPINGS "\n")
endif()
string(APPEND GLFW_WIN32_MAPPINGS "\"${line}\",")
elseif (line MATCHES "platform:Mac OS X")
if (GLFW_COCOA_MAPPINGS)
string(APPEND GLFW_COCOA_MAPPINGS "\n")
endif()
string(APPEND GLFW_COCOA_MAPPINGS "\"${line}\",")
elseif (line MATCHES "platform:Linux")
if (GLFW_LINUX_MAPPINGS)
string(APPEND GLFW_LINUX_MAPPINGS "\n")
endif()
string(APPEND GLFW_LINUX_MAPPINGS "\"${line}\",")
list(FILTER lines INCLUDE REGEX "^[0-9a-fA-F]")
foreach(line IN LISTS lines)
if (line MATCHES "platform:Windows")
if (GLFW_WIN32_MAPPINGS)
string(APPEND GLFW_WIN32_MAPPINGS "\n")
endif()
string(APPEND GLFW_WIN32_MAPPINGS "\"${line}\",")
elseif (line MATCHES "platform:Mac OS X")
if (GLFW_COCOA_MAPPINGS)
string(APPEND GLFW_COCOA_MAPPINGS "\n")
endif()
string(APPEND GLFW_COCOA_MAPPINGS "\"${line}\",")
elseif (line MATCHES "platform:Linux")
if (GLFW_LINUX_MAPPINGS)
string(APPEND GLFW_LINUX_MAPPINGS "\n")
endif()
string(APPEND GLFW_LINUX_MAPPINGS "\"${line}\",")
endif()
endforeach()

0
src/external/glfw/CMake/Info.plist.in vendored Normal file → Executable file
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0
src/external/glfw/CMake/cmake_uninstall.cmake.in vendored Normal file → Executable file
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0
src/external/glfw/CMake/glfw3.pc.in vendored Normal file → Executable file
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0
src/external/glfw/CMake/glfw3Config.cmake.in vendored Normal file → Executable file
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0
src/external/glfw/CMake/i686-w64-mingw32-clang.cmake vendored Normal file → Executable file
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0
src/external/glfw/CMake/i686-w64-mingw32.cmake vendored Normal file → Executable file
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0
src/external/glfw/CMake/modules/FindEpollShim.cmake vendored Normal file → Executable file
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@ -1,18 +0,0 @@
# Try to find OSMesa on a Unix system
#
# This will define:
#
# OSMESA_LIBRARIES - Link these to use OSMesa
# OSMESA_INCLUDE_DIR - Include directory for OSMesa
#
# Copyright (c) 2014 Brandon Schaefer <brandon.schaefer@canonical.com>
if (NOT WIN32)
find_package (PkgConfig)
pkg_check_modules (PKG_OSMESA QUIET osmesa)
set (OSMESA_INCLUDE_DIR ${PKG_OSMESA_INCLUDE_DIRS})
set (OSMESA_LIBRARIES ${PKG_OSMESA_LIBRARIES})
endif ()

0
src/external/glfw/CMake/x86_64-w64-mingw32-clang.cmake vendored Normal file → Executable file
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0
src/external/glfw/CMake/x86_64-w64-mingw32.cmake vendored Normal file → Executable file
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37
src/external/glfw/CMakeLists.txt vendored Normal file → Executable file
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@ -1,14 +1,6 @@
cmake_minimum_required(VERSION 3.4...3.28 FATAL_ERROR)
cmake_minimum_required(VERSION 3.16...3.28 FATAL_ERROR)
project(GLFW VERSION 3.4.0 LANGUAGES C)
if (POLICY CMP0069)
cmake_policy(SET CMP0069 NEW)
endif()
if (POLICY CMP0077)
cmake_policy(SET CMP0077 NEW)
endif()
project(GLFW VERSION 3.5.1 LANGUAGES C HOMEPAGE_URL "https://www.glfw.org/")
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
@ -46,11 +38,7 @@ set(GLFW_LIBRARY_TYPE "${GLFW_LIBRARY_TYPE}" CACHE STRING
"Library type override for GLFW (SHARED, STATIC, OBJECT, or empty to follow BUILD_SHARED_LIBS)")
if (GLFW_LIBRARY_TYPE)
if (GLFW_LIBRARY_TYPE STREQUAL "SHARED")
set(GLFW_BUILD_SHARED_LIBRARY TRUE)
else()
set(GLFW_BUILD_SHARED_LIBRARY FALSE)
endif()
string(COMPARE EQUAL "${GLFW_LIBRARY_TYPE}" "SHARED" GLFW_BUILD_SHARED_LIBRARY)
else()
set(GLFW_BUILD_SHARED_LIBRARY ${BUILD_SHARED_LIBS})
endif()
@ -80,24 +68,7 @@ endif()
# This is here because it also applies to tests and examples
#--------------------------------------------------------------------
if (MSVC AND NOT USE_MSVC_RUNTIME_LIBRARY_DLL)
if (CMAKE_VERSION VERSION_LESS 3.15)
foreach (flag CMAKE_C_FLAGS
CMAKE_C_FLAGS_DEBUG
CMAKE_C_FLAGS_RELEASE
CMAKE_C_FLAGS_MINSIZEREL
CMAKE_C_FLAGS_RELWITHDEBINFO)
if (flag MATCHES "/MD")
string(REGEX REPLACE "/MD" "/MT" ${flag} "${${flag}}")
endif()
if (flag MATCHES "/MDd")
string(REGEX REPLACE "/MDd" "/MTd" ${flag} "${${flag}}")
endif()
endforeach()
else()
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
endif()
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
endif()
#--------------------------------------------------------------------

23
src/external/glfw/CONTRIBUTORS.md vendored Normal file → Executable file
View File

@ -6,10 +6,12 @@ excludes other invaluable contributions like language bindings and text and
video tutorials.
- Bobyshev Alexander
- Alzathar
- Laurent Aphecetche
- Matt Arsenault
- Takuro Ashie
- ashishgamedev
- avagordon01
- David Avedissian
- Luca Bacci
- Keith Bauer
@ -23,6 +25,7 @@ video tutorials.
- Denis Bernard
- BiBi
- Doug Binks
- bitb4ker
- blanco
- Waris Boonyasiriwat
- Kyle Brenneman
@ -33,6 +36,7 @@ video tutorials.
- Nicolas Caramelli
- David Carlier
- Arturo Castro
- Jose Luis Cercós Pita
- Chi-kwan Chan
- Victor Chernyakin
- TheChocolateOre
@ -48,11 +52,15 @@ video tutorials.
- Andrew Corrigan
- Bailey Cosier
- Noel Cower
- James Cowgill
- CuriouserThing
- Bill Currie
- Jason Daly
- danhambleton
- danijel1023
- Jarrod Davis
- Aaron Day
- decce
- Olivier Delannoy
- Paul R. Deppe
- Michael Dickens
@ -65,14 +73,18 @@ video tutorials.
- Robin Eklind
- Jan Ekström
- Siavash Eliasi
- er-azh
- Jan Hendrik Farr
- Ahmad Fatoum
- Nikita Fediuchin
- Felipe Ferreira
- Michael Fogleman
- Folling
- forworldm
- Jason Francis
- Gerald Franz
- Mário Freitas
- Friz64
- GeO4d
- Marcus Geelnard
- Gegy
@ -88,6 +100,7 @@ video tutorials.
- Andrew Gutekanst
- Stephen Gutekanst
- Jonathan Hale
- halx99
- Daniel Hauser
- hdf89shfdfs
- Moritz Heinemann
@ -118,6 +131,7 @@ video tutorials.
- Josh Kilmer
- Byunghoon Kim
- Cameron King
- knokko
- Peter Knut
- Christoph Kubisch
- Yuri Kunde Schlesner
@ -153,8 +167,10 @@ video tutorials.
- Bryce Mehring
- Jonathan Mercier
- Marcel Metz
- Lucas Michaudel
- Liam Middlebrook
- mightgoyardstill
- Mihail
- Ave Milia
- Icyllis Milica
- Jonathan Miller
@ -168,6 +184,7 @@ video tutorials.
- Jon Morton
- Pierre Moulon
- Martins Mozeiko
- Tomáš Mráz
- Pascal Muetschard
- James Murphy
- Julian Møller
@ -214,6 +231,7 @@ video tutorials.
- Philip Rideout
- Eddie Ringle
- Max Risuhin
- road2react
- Joe Roback
- Jorge Rodriguez
- Jari Ronkainen
@ -221,12 +239,13 @@ video tutorials.
- Ed Ropple
- Aleksey Rybalkin
- Mikko Rytkönen
- saikyun
- Riku Salminen
- Yoshinori Sano
- Brandon Schaefer
- Sebastian Schuberth
- Scr3amer
- Jan Schuerkamp
- Jan Schürkamp
- Christian Sdunek
- Matt Sealey
- Steve Sexton
@ -275,10 +294,12 @@ video tutorials.
- Corentin Wallez
- Torsten Walluhn
- Patrick Walton
- Ivor Wanders
- Jim Wang
- Xo Wang
- Andre Weissflog
- Jay Weisskopf
- Drew Weymouth
- Frank Wille
- Andy Williams
- Joel Winarske

0
src/external/glfw/LICENSE.md vendored Normal file → Executable file
View File

208
src/external/glfw/README.md vendored Normal file → Executable file
View File

@ -1,18 +1,198 @@
# GLFW (modified for raylib)
# GLFW
This directory contains a modification of GLFW, whose official website and
upstream repository are https://glfw.org and https://github.com/glfw/glfw,
respectively.
[![Build status](https://github.com/glfw/glfw/actions/workflows/build.yml/badge.svg)](https://github.com/glfw/glfw/actions)
[![Build status](https://ci.appveyor.com/api/projects/status/0kf0ct9831i5l6sp/branch/master?svg=true)](https://ci.appveyor.com/project/elmindreda/glfw)
In this modification, some static functions sharing the same name in different
platforms have been renamed so all of GLFW's source files can be combined into
one (as done by ``rglfw.c``). Also, the Null platform, which is not used by
raylib, has been disabled. The renamed functions are:
## Introduction
``
createKeyTables()
translateKey()
acquireMonitor()
releaseMonitor()
``
GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan
application development. It provides a simple, platform-independent API for
creating windows, contexts and surfaces, reading input, handling events, etc.
GLFW is written primarily in C99, with parts of macOS support being written in
Objective-C.
GLFW supports Windows, macOS and Linux, and also works on many other Unix-like
systems. On Linux both Wayland and X11 are supported.
GLFW is licensed under the [zlib/libpng
license](https://www.glfw.org/license.html).
You can [download](https://www.glfw.org/download.html) the latest stable release
as source or Windows and macOS binaries. There are [release
tags](https://github.com/glfw/glfw/releases) with source and binary archives
attached for every version since 3.0.
The [documentation](https://www.glfw.org/docs/latest/) is available online and is
also included in source and binary archives, except those generated
automatically by Github. The documentation contains guides, a tutorial and the
API reference. The [release
notes](https://www.glfw.org/docs/latest/news.html) list the new features,
caveats and deprecations in the latest release. The [version
history](https://www.glfw.org/changelog.html) lists every user-visible change
for every release.
GLFW exists because of the contributions of [many people](CONTRIBUTORS.md)
around the world, whether by reporting bugs, providing community support, adding
features, reviewing or testing code, debugging, proofreading docs, suggesting
features or fixing bugs.
## System requirements
GLFW supports Windows 7 and later and macOS 10.11 and later. On GNOME Wayland,
window decorations will be very basic unless the
[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor) package is
installed. Linux and other Unix-like systems running X11 are supported even
without a desktop environment or modern extensions, although some features
require a clipboard manager or a modern window manager.
See the [compatibility guide](https://www.glfw.org/docs/latest/compat.html)
for more detailed information.
## Compiling GLFW
GLFW supports compilation with Visual C++ (2013 and later), GCC and Clang. Both
Clang-CL and MinGW-w64 are supported. Other C99 compilers will likely also
work, but this is not regularly tested.
There are [pre-compiled binaries](https://www.glfw.org/download.html)
available for Windows and macOS.
GLFW itself needs only CMake and the headers and libraries for your operating
system and window system. No other SDKs are required.
See the [compilation guide](https://www.glfw.org/docs/latest/compile.html) for
more information about compiling GLFW and the exact dependencies required for
each window system.
The examples and test programs depend on a number of tiny libraries. These are
bundled in the `deps/` directory. The repository has no submodules.
- [getopt\_port](https://github.com/kimgr/getopt_port/) for examples
with command-line options
- [TinyCThread](https://github.com/tinycthread/tinycthread) for threaded
examples
- [glad2](https://github.com/Dav1dde/glad) for loading OpenGL and Vulkan
functions
- [linmath.h](https://github.com/datenwolf/linmath.h) for linear algebra in
examples
- [Nuklear](https://github.com/Immediate-Mode-UI/Nuklear) for test and example UI
- [stb\_image\_write](https://github.com/nothings/stb) for writing images to disk
The documentation is generated with [Doxygen](https://doxygen.org/) when the
library is built, provided CMake could find a sufficiently new version of it
during configuration.
## Using GLFW
See the [HTML documentation](https://www.glfw.org/docs/latest/) for a tutorial,
guides and the API reference.
## Contributing to GLFW
See the [contribution
guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
more information.
The `master` branch is the stable integration branch and _should_ always compile
and run on all supported platforms. Details of a newly added feature,
including the public API, may change until it has been included in a release.
The `latest` branch is equivalent to the [highest numbered](https://semver.org/)
release, although it may not always point to the same commit as the tag for that
release.
The `ci` branch is used to trigger continuous integration jobs for code under
testing and should never be relied on for any purpose.
## Reporting bugs
Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues).
Please check the [contribution
guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
information on what to include when reporting a bug.
## Changelog since 3.5
None.
## Changelog since 3.4
- Added `GLFW_UNLIMITED_MOUSE_BUTTONS` input mode that allows mouse buttons beyond
the limit of the mouse button tokens to be reported (#2423)
- Added `glfwGetEGLConfig` function to query the `EGLConfig` of a window (#2045)
- Added `glfwGetGLXFBConfig` function to query the `GLXFBConfig` of a window (#1925)
- Updated minimum CMake version to 3.16 (#2541)
- Removed support for building with original MinGW (#2540)
- [Win32] Removed support for Windows XP and Vista (#2505)
- [Win32] Bugfix: Media keys were reported with a scancode of 256 (#1768,#2417,#2625)
- [Cocoa] Added `QuartzCore` framework as link-time dependency
- [Cocoa] Removed support for OS X 10.10 Yosemite and earlier (#2506)
- [Cocoa] Bugfix: Cmd+Period, Ctrl+Tab and Ctrl+Esc key events were not emitted
(#1362,#2278)
- [Wayland] Bugfix: The fractional scaling related objects were not destroyed
- [Wayland] Bugfix: `glfwInit` would segfault on compositor with no seat (#2517)
- [Wayland] Bugfix: A drag entering a non-GLFW surface could cause a segfault
- [Wayland] Bugfix: Ignore key repeat events when no window has keyboard focus (#2727)
- [Wayland] Bugfix: Reset key repeat timer when window destroyed (#2741,#2727)
- [Wayland] Bugfix: Memory would leak if reading a data offer failed midway
- [Wayland] Bugfix: Retrieved cursor position would be incorrect when hovering over
fallback decorations
- [Wayland] Bugfix: Fallback decorations would report scroll events
- [Wayland] Bugfix: Keyboard repeat events halted when any key is released (#2568)
- [Wayland] Bugfix: Fallback decorations would show menu at wrong position
- [Wayland] Bugfix: The cursor was not updated when clicking through from
a modal to a fallback decoration
- [Wayland] Bugfix: The cursor position was not updated when clicking through
from a modal to the content area
- [Wayland] Bugfix: free modules at end of terminate function to resolve
potential segmentation fault (#2744)
- [Wayland] Bugfix: Confining or disabling the cursor could segfault on
compositors without `pointer-constraints-unstable-v1`
- [Wayland] Bugfix: Key repeat did not function on very old compositors
- [Wayland] Bugfix: The `libwayland-client` library was not unloaded at termination
- [Wayland] Bugfix: Scroll events were sent twice on some versions of GNOME (#2494)
- [Wayland] Bugfix: Two-dimensional scroll input was emitted as separate axes
- [Wayland] Bugfix: Mouse wheel scroll distance was incorrect on some compositors
- [Wayland] Bugfix: `glfwSwapBuffers` would halt with nonzero swap interval when window
was suspended (#1350,#2582,#2640,#2719,#2723,#2800,#2827)
- [Wayland] Bugfix: `glfwPostEmptyEvent` would leak a callback proxy (#2836)
- [Wayland] Bugfix: `glfwHideWindow` did not always send its request immediately
- [Wayland] Bugfix: Some event types were not always processed by `glfwPollEvents` or
`glfwWait*Events` (#2793,#2795)
- [Wayland] Bugfix: Scaled framebuffer size was sometimes incorect (#2713,#2810)
- [X11] Bugfix: Running without a WM could trigger an assert (#2593,#2601,#2631)
- [X11] Bugfix: Occasional crash when an idle display awakes (#2766)
- [X11] Bugfix: Prevent BadWindow when creating small windows with a content scale
less than 1 (#2754)
- [X11] Bugfix: Clamp width and height to >= 1 to prevent BadValue error and app exit
- [X11] Bugfix: Floating windows silently became non-floating when hidden (#2276)
- [X11] Bugfix: The `libXext` library was not unloaded at termination
- [Linux] Bugfix: The header for `ioctl` was only implicitly included (#2778)
- [Null] Added Vulkan 'window' surface creation via `VK_EXT_headless_surface`
- [Null] Added EGL context creation on Mesa via `EGL_MESA_platform_surfaceless`
- [EGL] Allowed native access on Wayland with `GLFW_CONTEXT_CREATION_API` set to
`GLFW_NATIVE_CONTEXT_API` (#2518)
## Contact
On [glfw.org](https://www.glfw.org/) you can find the latest version of GLFW, as
well as news, documentation and other information about the project.
If you have questions related to the use of GLFW, we have a
[forum](https://discourse.glfw.org/).
If you have a bug to report, a patch to submit or a feature you'd like to
request, please file it in the
[issue tracker](https://github.com/glfw/glfw/issues) on GitHub.
Finally, if you're interested in helping out with the development of GLFW or
porting it to your favorite platform, join us on the forum or GitHub.

View File

@ -1,230 +0,0 @@
/* Copyright (c) 2012, Kim Gräsman
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* * Neither the name of Kim Gräsman nor the names of contributors may be used
* to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL KIM GRÄSMAN BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "getopt.h"
#include <stddef.h>
#include <string.h>
const int no_argument = 0;
const int required_argument = 1;
const int optional_argument = 2;
char* optarg;
int optopt;
/* The variable optind [...] shall be initialized to 1 by the system. */
int optind = 1;
int opterr;
static char* optcursor = NULL;
/* Implemented based on [1] and [2] for optional arguments.
optopt is handled FreeBSD-style, per [3].
Other GNU and FreeBSD extensions are purely accidental.
[1] http://pubs.opengroup.org/onlinepubs/000095399/functions/getopt.html
[2] http://www.kernel.org/doc/man-pages/online/pages/man3/getopt.3.html
[3] http://www.freebsd.org/cgi/man.cgi?query=getopt&sektion=3&manpath=FreeBSD+9.0-RELEASE
*/
int getopt(int argc, char* const argv[], const char* optstring) {
int optchar = -1;
const char* optdecl = NULL;
optarg = NULL;
opterr = 0;
optopt = 0;
/* Unspecified, but we need it to avoid overrunning the argv bounds. */
if (optind >= argc)
goto no_more_optchars;
/* If, when getopt() is called argv[optind] is a null pointer, getopt()
shall return -1 without changing optind. */
if (argv[optind] == NULL)
goto no_more_optchars;
/* If, when getopt() is called *argv[optind] is not the character '-',
getopt() shall return -1 without changing optind. */
if (*argv[optind] != '-')
goto no_more_optchars;
/* If, when getopt() is called argv[optind] points to the string "-",
getopt() shall return -1 without changing optind. */
if (strcmp(argv[optind], "-") == 0)
goto no_more_optchars;
/* If, when getopt() is called argv[optind] points to the string "--",
getopt() shall return -1 after incrementing optind. */
if (strcmp(argv[optind], "--") == 0) {
++optind;
goto no_more_optchars;
}
if (optcursor == NULL || *optcursor == '\0')
optcursor = argv[optind] + 1;
optchar = *optcursor;
/* FreeBSD: The variable optopt saves the last known option character
returned by getopt(). */
optopt = optchar;
/* The getopt() function shall return the next option character (if one is
found) from argv that matches a character in optstring, if there is
one that matches. */
optdecl = strchr(optstring, optchar);
if (optdecl) {
/* [I]f a character is followed by a colon, the option takes an
argument. */
if (optdecl[1] == ':') {
optarg = ++optcursor;
if (*optarg == '\0') {
/* GNU extension: Two colons mean an option takes an
optional arg; if there is text in the current argv-element
(i.e., in the same word as the option name itself, for example,
"-oarg"), then it is returned in optarg, otherwise optarg is set
to zero. */
if (optdecl[2] != ':') {
/* If the option was the last character in the string pointed to by
an element of argv, then optarg shall contain the next element
of argv, and optind shall be incremented by 2. If the resulting
value of optind is greater than argc, this indicates a missing
option-argument, and getopt() shall return an error indication.
Otherwise, optarg shall point to the string following the
option character in that element of argv, and optind shall be
incremented by 1.
*/
if (++optind < argc) {
optarg = argv[optind];
} else {
/* If it detects a missing option-argument, it shall return the
colon character ( ':' ) if the first character of optstring
was a colon, or a question-mark character ( '?' ) otherwise.
*/
optarg = NULL;
optchar = (optstring[0] == ':') ? ':' : '?';
}
} else {
optarg = NULL;
}
}
optcursor = NULL;
}
} else {
/* If getopt() encounters an option character that is not contained in
optstring, it shall return the question-mark ( '?' ) character. */
optchar = '?';
}
if (optcursor == NULL || *++optcursor == '\0')
++optind;
return optchar;
no_more_optchars:
optcursor = NULL;
return -1;
}
/* Implementation based on [1].
[1] http://www.kernel.org/doc/man-pages/online/pages/man3/getopt.3.html
*/
int getopt_long(int argc, char* const argv[], const char* optstring,
const struct option* longopts, int* longindex) {
const struct option* o = longopts;
const struct option* match = NULL;
int num_matches = 0;
size_t argument_name_length = 0;
const char* current_argument = NULL;
int retval = -1;
optarg = NULL;
optopt = 0;
if (optind >= argc)
return -1;
if (strlen(argv[optind]) < 3 || strncmp(argv[optind], "--", 2) != 0)
return getopt(argc, argv, optstring);
/* It's an option; starts with -- and is longer than two chars. */
current_argument = argv[optind] + 2;
argument_name_length = strcspn(current_argument, "=");
for (; o->name; ++o) {
if (strncmp(o->name, current_argument, argument_name_length) == 0) {
match = o;
++num_matches;
}
}
if (num_matches == 1) {
/* If longindex is not NULL, it points to a variable which is set to the
index of the long option relative to longopts. */
if (longindex)
*longindex = (int) (match - longopts);
/* If flag is NULL, then getopt_long() shall return val.
Otherwise, getopt_long() returns 0, and flag shall point to a variable
which shall be set to val if the option is found, but left unchanged if
the option is not found. */
if (match->flag)
*(match->flag) = match->val;
retval = match->flag ? 0 : match->val;
if (match->has_arg != no_argument) {
optarg = strchr(argv[optind], '=');
if (optarg != NULL)
++optarg;
if (match->has_arg == required_argument) {
/* Only scan the next argv for required arguments. Behavior is not
specified, but has been observed with Ubuntu and Mac OSX. */
if (optarg == NULL && ++optind < argc) {
optarg = argv[optind];
}
if (optarg == NULL)
retval = ':';
}
} else if (strchr(argv[optind], '=')) {
/* An argument was provided to a non-argument option.
I haven't seen this specified explicitly, but both GNU and BSD-based
implementations show this behavior.
*/
retval = '?';
}
} else {
/* Unknown option or ambiguous match. */
retval = '?';
}
++optind;
return retval;
}

View File

@ -1,57 +0,0 @@
/* Copyright (c) 2012, Kim Gräsman
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* * Neither the name of Kim Gräsman nor the names of contributors may be used
* to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL KIM GRÄSMAN BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef INCLUDED_GETOPT_PORT_H
#define INCLUDED_GETOPT_PORT_H
#if defined(__cplusplus)
extern "C" {
#endif
extern const int no_argument;
extern const int required_argument;
extern const int optional_argument;
extern char* optarg;
extern int optind, opterr, optopt;
struct option {
const char* name;
int has_arg;
int* flag;
int val;
};
int getopt(int argc, char* const argv[], const char* optstring);
int getopt_long(int argc, char* const argv[],
const char* optstring, const struct option* longopts, int* longindex);
#if defined(__cplusplus)
}
#endif
#endif // INCLUDED_GETOPT_PORT_H

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@ -1,117 +0,0 @@
/**
* This file has no copyright assigned and is placed in the Public Domain.
* This file is part of the mingw-w64 runtime package.
* No warranty is given; refer to the file DISCLAIMER within this package.
*/
#if defined(_MSC_VER) && !defined(_MSC_EXTENSIONS)
#define NONAMELESSUNION 1
#endif
#if defined(NONAMELESSSTRUCT) && \
!defined(NONAMELESSUNION)
#define NONAMELESSUNION 1
#endif
#if defined(NONAMELESSUNION) && \
!defined(NONAMELESSSTRUCT)
#define NONAMELESSSTRUCT 1
#endif
#if !defined(__GNU_EXTENSION)
#if defined(__GNUC__) || defined(__GNUG__)
#define __GNU_EXTENSION __extension__
#else
#define __GNU_EXTENSION
#endif
#endif /* __extension__ */
#ifndef __ANONYMOUS_DEFINED
#define __ANONYMOUS_DEFINED
#if defined(__GNUC__) || defined(__GNUG__)
#define _ANONYMOUS_UNION __extension__
#define _ANONYMOUS_STRUCT __extension__
#else
#define _ANONYMOUS_UNION
#define _ANONYMOUS_STRUCT
#endif
#ifndef NONAMELESSUNION
#define _UNION_NAME(x)
#define _STRUCT_NAME(x)
#else /* NONAMELESSUNION */
#define _UNION_NAME(x) x
#define _STRUCT_NAME(x) x
#endif
#endif /* __ANONYMOUS_DEFINED */
#ifndef DUMMYUNIONNAME
# ifdef NONAMELESSUNION
# define DUMMYUNIONNAME u
# define DUMMYUNIONNAME1 u1 /* Wine uses this variant */
# define DUMMYUNIONNAME2 u2
# define DUMMYUNIONNAME3 u3
# define DUMMYUNIONNAME4 u4
# define DUMMYUNIONNAME5 u5
# define DUMMYUNIONNAME6 u6
# define DUMMYUNIONNAME7 u7
# define DUMMYUNIONNAME8 u8
# define DUMMYUNIONNAME9 u9
# else /* NONAMELESSUNION */
# define DUMMYUNIONNAME
# define DUMMYUNIONNAME1 /* Wine uses this variant */
# define DUMMYUNIONNAME2
# define DUMMYUNIONNAME3
# define DUMMYUNIONNAME4
# define DUMMYUNIONNAME5
# define DUMMYUNIONNAME6
# define DUMMYUNIONNAME7
# define DUMMYUNIONNAME8
# define DUMMYUNIONNAME9
# endif
#endif /* DUMMYUNIONNAME */
#if !defined(DUMMYUNIONNAME1) /* MinGW does not define this one */
# ifdef NONAMELESSUNION
# define DUMMYUNIONNAME1 u1 /* Wine uses this variant */
# else
# define DUMMYUNIONNAME1 /* Wine uses this variant */
# endif
#endif /* DUMMYUNIONNAME1 */
#ifndef DUMMYSTRUCTNAME
# ifdef NONAMELESSUNION
# define DUMMYSTRUCTNAME s
# define DUMMYSTRUCTNAME1 s1 /* Wine uses this variant */
# define DUMMYSTRUCTNAME2 s2
# define DUMMYSTRUCTNAME3 s3
# define DUMMYSTRUCTNAME4 s4
# define DUMMYSTRUCTNAME5 s5
# else
# define DUMMYSTRUCTNAME
# define DUMMYSTRUCTNAME1 /* Wine uses this variant */
# define DUMMYSTRUCTNAME2
# define DUMMYSTRUCTNAME3
# define DUMMYSTRUCTNAME4
# define DUMMYSTRUCTNAME5
# endif
#endif /* DUMMYSTRUCTNAME */
/* These are for compatibility with the Wine source tree */
#ifndef WINELIB_NAME_AW
# ifdef __MINGW_NAME_AW
# define WINELIB_NAME_AW __MINGW_NAME_AW
# else
# ifdef UNICODE
# define WINELIB_NAME_AW(func) func##W
# else
# define WINELIB_NAME_AW(func) func##A
# endif
# endif
#endif /* WINELIB_NAME_AW */
#ifndef DECL_WINELIB_TYPE_AW
# ifdef __MINGW_TYPEDEF_AW
# define DECL_WINELIB_TYPE_AW __MINGW_TYPEDEF_AW
# else
# define DECL_WINELIB_TYPE_AW(type) typedef WINELIB_NAME_AW(type) type;
# endif
#endif /* DECL_WINELIB_TYPE_AW */

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@ -1,239 +0,0 @@
/*
* The Wine project - Xinput Joystick Library
* Copyright 2008 Andrew Fenn
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __WINE_XINPUT_H
#define __WINE_XINPUT_H
#include <windef.h>
/*
* Bitmasks for the joysticks buttons, determines what has
* been pressed on the joystick, these need to be mapped
* to whatever device you're using instead of an xbox 360
* joystick
*/
#define XINPUT_GAMEPAD_DPAD_UP 0x0001
#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
#define XINPUT_GAMEPAD_START 0x0010
#define XINPUT_GAMEPAD_BACK 0x0020
#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
#define XINPUT_GAMEPAD_A 0x1000
#define XINPUT_GAMEPAD_B 0x2000
#define XINPUT_GAMEPAD_X 0x4000
#define XINPUT_GAMEPAD_Y 0x8000
/*
* Defines the flags used to determine if the user is pushing
* down on a button, not holding a button, etc
*/
#define XINPUT_KEYSTROKE_KEYDOWN 0x0001
#define XINPUT_KEYSTROKE_KEYUP 0x0002
#define XINPUT_KEYSTROKE_REPEAT 0x0004
/*
* Defines the codes which are returned by XInputGetKeystroke
*/
#define VK_PAD_A 0x5800
#define VK_PAD_B 0x5801
#define VK_PAD_X 0x5802
#define VK_PAD_Y 0x5803
#define VK_PAD_RSHOULDER 0x5804
#define VK_PAD_LSHOULDER 0x5805
#define VK_PAD_LTRIGGER 0x5806
#define VK_PAD_RTRIGGER 0x5807
#define VK_PAD_DPAD_UP 0x5810
#define VK_PAD_DPAD_DOWN 0x5811
#define VK_PAD_DPAD_LEFT 0x5812
#define VK_PAD_DPAD_RIGHT 0x5813
#define VK_PAD_START 0x5814
#define VK_PAD_BACK 0x5815
#define VK_PAD_LTHUMB_PRESS 0x5816
#define VK_PAD_RTHUMB_PRESS 0x5817
#define VK_PAD_LTHUMB_UP 0x5820
#define VK_PAD_LTHUMB_DOWN 0x5821
#define VK_PAD_LTHUMB_RIGHT 0x5822
#define VK_PAD_LTHUMB_LEFT 0x5823
#define VK_PAD_LTHUMB_UPLEFT 0x5824
#define VK_PAD_LTHUMB_UPRIGHT 0x5825
#define VK_PAD_LTHUMB_DOWNRIGHT 0x5826
#define VK_PAD_LTHUMB_DOWNLEFT 0x5827
#define VK_PAD_RTHUMB_UP 0x5830
#define VK_PAD_RTHUMB_DOWN 0x5831
#define VK_PAD_RTHUMB_RIGHT 0x5832
#define VK_PAD_RTHUMB_LEFT 0x5833
#define VK_PAD_RTHUMB_UPLEFT 0x5834
#define VK_PAD_RTHUMB_UPRIGHT 0x5835
#define VK_PAD_RTHUMB_DOWNRIGHT 0x5836
#define VK_PAD_RTHUMB_DOWNLEFT 0x5837
/*
* Deadzones are for analogue joystick controls on the joypad
* which determine when input should be assumed to be in the
* middle of the pad. This is a threshold to stop a joypad
* controlling the game when the player isn't touching the
* controls.
*/
#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849
#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30
/*
* Defines what type of abilities the type of joystick has
* DEVTYPE_GAMEPAD is available for all joysticks, however
* there may be more specific identifiers for other joysticks
* which are being used.
*/
#define XINPUT_DEVTYPE_GAMEPAD 0x01
#define XINPUT_DEVSUBTYPE_GAMEPAD 0x01
#define XINPUT_DEVSUBTYPE_WHEEL 0x02
#define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03
#define XINPUT_DEVSUBTYPE_FLIGHT_SICK 0x04
#define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05
#define XINPUT_DEVSUBTYPE_GUITAR 0x06
#define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08
/*
* These are used with the XInputGetCapabilities function to
* determine the abilities to the joystick which has been
* plugged in.
*/
#define XINPUT_CAPS_VOICE_SUPPORTED 0x0004
#define XINPUT_FLAG_GAMEPAD 0x00000001
/*
* Defines the status of the battery if one is used in the
* attached joystick. The first two define if the joystick
* supports a battery. Disconnected means that the joystick
* isn't connected. Wired shows that the joystick is a wired
* joystick.
*/
#define BATTERY_DEVTYPE_GAMEPAD 0x00
#define BATTERY_DEVTYPE_HEADSET 0x01
#define BATTERY_TYPE_DISCONNECTED 0x00
#define BATTERY_TYPE_WIRED 0x01
#define BATTERY_TYPE_ALKALINE 0x02
#define BATTERY_TYPE_NIMH 0x03
#define BATTERY_TYPE_UNKNOWN 0xFF
#define BATTERY_LEVEL_EMPTY 0x00
#define BATTERY_LEVEL_LOW 0x01
#define BATTERY_LEVEL_MEDIUM 0x02
#define BATTERY_LEVEL_FULL 0x03
/*
* How many joysticks can be used with this library. Games that
* use the xinput library will not go over this number.
*/
#define XUSER_MAX_COUNT 4
#define XUSER_INDEX_ANY 0x000000FF
/*
* Defines the structure of an xbox 360 joystick.
*/
typedef struct _XINPUT_GAMEPAD {
WORD wButtons;
BYTE bLeftTrigger;
BYTE bRightTrigger;
SHORT sThumbLX;
SHORT sThumbLY;
SHORT sThumbRX;
SHORT sThumbRY;
} XINPUT_GAMEPAD, *PXINPUT_GAMEPAD;
typedef struct _XINPUT_STATE {
DWORD dwPacketNumber;
XINPUT_GAMEPAD Gamepad;
} XINPUT_STATE, *PXINPUT_STATE;
/*
* Defines the structure of how much vibration is set on both the
* right and left motors in a joystick. If you're not using a 360
* joystick you will have to map these to your device.
*/
typedef struct _XINPUT_VIBRATION {
WORD wLeftMotorSpeed;
WORD wRightMotorSpeed;
} XINPUT_VIBRATION, *PXINPUT_VIBRATION;
/*
* Defines the structure for what kind of abilities the joystick has
* such abilities are things such as if the joystick has the ability
* to send and receive audio, if the joystick is in fact a driving
* wheel or perhaps if the joystick is some kind of dance pad or
* guitar.
*/
typedef struct _XINPUT_CAPABILITIES {
BYTE Type;
BYTE SubType;
WORD Flags;
XINPUT_GAMEPAD Gamepad;
XINPUT_VIBRATION Vibration;
} XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES;
/*
* Defines the structure for a joystick input event which is
* retrieved using the function XInputGetKeystroke
*/
typedef struct _XINPUT_KEYSTROKE {
WORD VirtualKey;
WCHAR Unicode;
WORD Flags;
BYTE UserIndex;
BYTE HidCode;
} XINPUT_KEYSTROKE, *PXINPUT_KEYSTROKE;
typedef struct _XINPUT_BATTERY_INFORMATION
{
BYTE BatteryType;
BYTE BatteryLevel;
} XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION;
#ifdef __cplusplus
extern "C" {
#endif
void WINAPI XInputEnable(WINBOOL);
DWORD WINAPI XInputSetState(DWORD, XINPUT_VIBRATION*);
DWORD WINAPI XInputGetState(DWORD, XINPUT_STATE*);
DWORD WINAPI XInputGetKeystroke(DWORD, DWORD, PXINPUT_KEYSTROKE);
DWORD WINAPI XInputGetCapabilities(DWORD, DWORD, XINPUT_CAPABILITIES*);
DWORD WINAPI XInputGetDSoundAudioDeviceGuids(DWORD, GUID*, GUID*);
DWORD WINAPI XInputGetBatteryInformation(DWORD, BYTE, XINPUT_BATTERY_INFORMATION*);
#ifdef __cplusplus
}
#endif
#endif /* __WINE_XINPUT_H */

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src/external/glfw/deps/wayland/fractional-scale-v1.xml vendored Normal file → Executable file
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src/external/glfw/deps/wayland/idle-inhibit-unstable-v1.xml vendored Normal file → Executable file
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