183 Commits

Author SHA1 Message Date
Ray
4f76b896d5 REVIEWED: CheckCollisionLines(), formating and follow raylib conventions 2026-02-06 10:55:42 +01:00
3881d2aac2 Fix: Detect collision if one line is almost vertical (#5510) (#5531) 2026-02-05 19:21:45 +01:00
f43e049444 Refactor removing extra space and add break line for { (#5533)
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
2026-02-05 15:10:55 +01:00
d4f636151b refactor to follow the CONVENTIONS.md (#5530)
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
2026-02-04 19:43:55 +01:00
a96cbe0183 Close opened directory (#5529) 2026-02-04 19:42:44 +01:00
4c1efc2bd3 [rcore] Fix native win32 window minimizing/maximizing (#5524)
* fixed typos preventing window from min/maxing

* fixed window style generation ignoring minimize precedence, causing errors in edge cases

* added maximize button on resizable windows

* fixed infinite loop when resizing the window manually

* activate window upon creation to set focus and show taskbar icon

* extended SanitizeFlags() to account for problematic resizing/mizing flag mixups
2026-02-04 19:37:12 +01:00
ccfa3f762a fixed an issue when using an empty window title (#5526) 2026-02-03 23:12:13 +01:00
54b12ed56d update cmake for rgfw (#5527) 2026-02-03 23:11:20 +01:00
Aly
33dcd62663 Added documentation comments for (#5525) 2026-02-02 11:21:10 +01:00
403c2cbccf trivial: Correct typo in log message. (#5523)
* trivial: Correct typo in log message.

* trivial: Correct typo in rlparser.
2026-01-31 23:18:52 +01:00
1aafd3c4a4 fixed win32 vsync flag not being applied (#5521) 2026-01-31 23:17:55 +01:00
Ray
242dfee5ef Merge branch 'master' of https://github.com/raysan5/raylib 2026-01-29 19:51:25 +01:00
Ray
e56cdc2684 Update raylib_144x144.png 2026-01-29 19:51:04 +01:00
Ray
d5ae12f3eb Update raylib_1024x1024.png 2026-01-29 19:50:59 +01:00
08e79a16b0 Refactoring {0} to { 0 } to follow conventions (#5519)
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
2026-01-29 17:30:03 +01:00
Ray
de7fc12be0 REVIEWED: IsGamepadButton*() for consistency with key and mouse equivalents 2026-01-28 19:35:54 +01:00
Ray
8a2da96eed Reviewed formating and spacing 2026-01-28 19:34:55 +01:00
af37fa2a96 Refactoring based on Coding Style Conventions (#5517)
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
2026-01-28 19:27:03 +01:00
d0a6892989 [rcore] IsMouseButton*(), random key codes return unexpected results (#5516)
* update

* update

* stuff

* update

* move headerfile to root

* delete .h

* update ignore

* fix IsMouseButtonDown\Pressed\Released\Up will get randomly returned to true when the button code is outside the range of mouse button

* remove unessary macro

* refactor IsMouseButton*() early returns
2026-01-28 19:26:07 +01:00
63e4fd838d fixed typos preventing launch of native win32 backend (#5515) 2026-01-27 17:38:51 +01:00
4c71625730 [CI] Removing double zip and misleading zip type (#5512)
* Removing double zip and misleading zip type

* Removing extra spaces

---------

Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
2026-01-26 12:04:45 +01:00
3568b6e293 [rtext] Fix and enhance TextReplace() function (#5511)
* add check for replacement,replace strcpy,strncpy with memcpy

* add 4 spaces in if statement

* add spaces
2026-01-26 12:04:22 +01:00
Ray
6986183858 Merge branch 'master' of https://github.com/raysan5/raylib 2026-01-25 19:06:11 +01:00
Ray
65cddc852e Reviewed comments 2026-01-25 19:06:08 +01:00
afe74c1c70 Refactor int to float missing parse (#5503)
* refactor int to float parse

* Reverting  as requested

---------

Co-authored-by: Maicon <maicon@thinkpad02.exads.com>
2026-01-24 21:53:22 +01:00
70a63f7c62 [web] Fix Emscripten's Closure compiler error: undeclared canvas variable (#5507)
* Fix Emscripten Closure compiler error: undeclared canvas variable

* Fix hardcoded canvas IDs in web targets
2026-01-24 21:21:43 +01:00
Ray
a33ae4a8ef Update raymath.h 2026-01-23 17:11:37 +01:00
b21d7f234b [raymath] QuaternionFromVector3ToVector3(), math is wrong (#5508)
* the math in QuaternionFromVector3ToVector3 is wrong

* fix styling
2026-01-23 17:08:10 +01:00
eda915232d Update miniaudio to v0.11.24 (#5506) 2026-01-23 14:13:17 +01:00
e16467e8b6 Clean up Matrix handling and rl* functions to follow convention (#5505)
- Use named fields in rlTranslatef and rlScalef instead of array literals
- Label implicit row-major to column-major transpose in MatrixToFloatV
- Update rlSetUniformMatrix to use rlMatrixToFloat convention
2026-01-23 13:53:57 +01:00
594f5429b2 [rcore] LoadDirectoryFilesEx(), count files if not recursive (#5496)
* LoadDirectoryFilesEx on not recursive loading count files

* Removed FilePathList.capacity

* Added security check in case of memory leak

* Fix stop loading paths early on recursive loading

* Fix count directories only if filter contains DIRECTORY_FILTER_TAG

* rlparser: update raylib_api.* by CI

* GetDirectoryFileCount() and GetDirectoryFileCountEx() made visible

* rlparser: update raylib_api.* by CI

* Added new file and directories filter tags

* Renamed `fileCount` in `ScanDirectoryFiles()` to `expectedFileCount`

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-01-23 13:48:26 +01:00
Ray
c610d228a2 Update text_inline_styling.c 2026-01-20 21:01:41 +01:00
Ray
29896a2403 REVIEWED: Some comments (Code Gardening) 2026-01-19 12:40:32 +01:00
Ray
a8c75f2bc5 Update models_first_person_maze.c 2026-01-17 20:15:48 +01:00
Ray
fbed591a6f Reviewed example 2026-01-17 20:15:45 +01:00
9621c3d395 Add QNX EGL2.0 Library configuration (#5499) 2026-01-16 09:42:15 +01:00
10b94b02ad Fix opengl interop single header library not having it's implementation loaded (#5498) 2026-01-15 23:30:13 +01:00
Ray
439448ad7c Update rcore.c 2026-01-15 10:43:08 +01:00
Ray
0df2fe981b REVIEWED: ExportFontAsCode() #5497 2026-01-15 10:42:58 +01:00
a938a7c97a chore: add GetAppDir for wasm returning root VFS (#5495) 2026-01-15 10:08:03 +01:00
026b7e808a fix drm resources leak (#5494) 2026-01-15 10:03:54 +01:00
Ray
4b74312860 Update ROADMAP.md 2026-01-13 20:03:30 +01:00
Ray
4be6815b3b Revert "fix zig build accessing env vars (#5490)"
This reverts commit cfb81e4a00.
2026-01-13 16:27:51 +01:00
Ray
533a17e283 Merge branch 'master' of https://github.com/raysan5/raylib 2026-01-13 16:27:30 +01:00
Ray
132151cf28 Revert "Update build.zig to work with 0.16 (#5487)"
This reverts commit 32e7732061.
2026-01-13 16:27:16 +01:00
cfb81e4a00 fix zig build accessing env vars (#5490) 2026-01-12 22:58:41 +01:00
Ray
644ff28f87 Update shaders_deferred_rendering.c 2026-01-12 13:36:40 +01:00
Ray
28b9411e9d REMOVED: RLGL_RENDER_TEXTURES_HINT, enabled by default and no complaints of anyone having issues #5479 2026-01-12 13:23:27 +01:00
Ray
0c33c603f4 REVIEWED: EXTERNAL_CONFIG_FLAGS usage, check moved to config.h
Due to `utils` module removal, `EXTERNAL_CONFIG_FLAGS` was not working, so the system was redesigned.
This change is independent of #4411
2026-01-12 13:04:38 +01:00
32e7732061 Update build.zig to work with 0.16 (#5487) 2026-01-11 23:43:38 +01:00
d7c38cfbe4 fix rglfw.c path in build.zig for bsd platforms (#5486) 2026-01-11 22:01:14 +01:00
Ray
4badbe2b17 REVIEWED: Variable scope #5485 2026-01-11 21:02:59 +01:00
Ray
51bdaa34fa Update raylib.vcxproj 2026-01-11 16:56:47 +01:00
Ray
483b26ef84 Update rexm.c 2026-01-11 01:04:32 +01:00
Ray
972d6f0775 REXM: Fix raylib building 2026-01-11 00:32:16 +01:00
Ray
d94ea00a97 Update raylib.sln 2026-01-11 00:27:24 +01:00
Ray
f2c8a9c085 Merge branch 'master' of https://github.com/raysan5/raylib 2026-01-10 12:20:37 +01:00
Ray
1606dca0cb Update CMakeLists.txt 2026-01-10 12:20:26 +01:00
21f026a484 rlparser: update raylib_api.* by CI 2026-01-10 11:13:29 +00:00
Ray
dd7a1948f1 WARNING: REDESIGN: REMOVED: utils module, functionality moved to rcore module: logging and file-system #4551
[utils] was created long time ago, when [rcore] contained all the platforms code, the purpose of the file was exposing basic filesystem functionality across modules and also logging mechanism but many things have changed since then and there is no need to keep using this module.

 - Logging system has been move to [rcore] module and macros are exposed through `config.h` to other modules
 - File system functionality has also been centralized in [rcore] module that along the years it was already adding more and more file-system functions, now they are all in the same module
 - Android specific code has been moved to `rcore_android.c`, it had no sense to have specific platform code in `utils`, [rcore] is responsible of all platform code.
2026-01-10 12:13:07 +01:00
Ray
2f6feb74d4 Update raylib.sln 2026-01-10 11:53:46 +01:00
Ray
c7de5c9d4b Updated examples VCXPROJ UUID, not correctly calculated by REXM 2026-01-10 11:53:29 +01:00
Ray
6833305826 REVIEWED: android_fopen() 2026-01-10 10:59:22 +01:00
8de88c71da fix: fall back on dirent filename when all route fails on Android (#5484) 2026-01-10 10:54:54 +01:00
5b0a799769 fix (#5482) 2026-01-09 23:09:06 +01:00
Ray
1284d68721 Update core_highdpi_testbed.png 2026-01-09 20:18:45 +01:00
Ray
a6dd2af9e9 Update rexm.c 2026-01-09 20:06:57 +01:00
Ray
11f7db2dd8 REXM: ADDED: core_keyboard_testbed 2026-01-09 20:06:53 +01:00
Ray
7218b674e5 REXM: Updated: textures_framebuffer_rendering 2026-01-09 20:05:46 +01:00
Ray
cfd5c3f2ab Update examples_list.txt 2026-01-09 20:02:29 +01:00
Ray
b365d23f49 Update examples_list.txt 2026-01-09 19:59:38 +01:00
Ray
4cf844b74e Update raylib.h 2026-01-09 19:55:31 +01:00
Ray
5cc42c1b80 Updated file name 2026-01-09 19:55:26 +01:00
16e6d325b9 [raudio] Fix freeing the wrong memory (#5481) 2026-01-08 22:04:09 +01:00
0bcf79ce28 [#5455] Fix for: Fix window width calculation by adding wOffset (#5480) 2026-01-08 17:26:56 +01:00
Ray
5398b8c9b0 Update rexm.c 2026-01-07 23:09:51 +01:00
Ray
c814625c00 Update models_first_person_maze.c 2026-01-07 22:40:28 +01:00
5e1f5d5b74 examples/models: optimize collision check in first_person_maze (#5478)
Limit collision detection to the player surrounding cells instead of
iterating the full cubicmap each frame.
2026-01-07 22:38:04 +01:00
Ray
229f82699b Reviewed change #5476 2026-01-07 22:36:40 +01:00
c256f146b4 added saving to memory buffer and SaveFileData for binary files (#5476) 2026-01-07 22:32:58 +01:00
Ray
23bc037c37 Revert change, trying to follow DRM implementation but not needed on Android #5477 2026-01-07 22:32:09 +01:00
c78ac65786 Don't require a M3d animation only file to have a mesh. There are valid use cases for animation only files that can be applied to N other meshes. (#5475) 2026-01-06 22:32:42 +01:00
Ray
3678c2d157 REMOVE: TRACELOGD(), hardly ever used 2026-01-05 20:47:25 +01:00
Ray
35fc8ece44 Update models_decals.c 2026-01-03 23:01:37 +01:00
af544c24b9 [rcore] Fix touch position automation event handling (#5470)
* fix touch position automation event handling

* Fix alignment of previousPosition comment in rcore.c
2026-01-03 22:57:22 +01:00
c4b11a30cd Fix DrawMeshInstanced breaking if instanceTransform is unused (#5469) 2026-01-03 22:52:04 +01:00
a44157c2a8 [example] Added textures_frame_buffer_rendering (#5468) 2026-01-03 22:41:52 +01:00
b00cbdaf49 Cleanup warnings in examples (#5467) 2026-01-03 22:38:51 +01:00
f67e70bb47 Fix typecast warnings in rcore (#5466) 2026-01-03 08:59:34 +01:00
Ray
9fe51a6144 Merge branch 'master' of https://github.com/raysan5/raylib 2026-01-02 18:43:37 +01:00
Ray
c92de5f108 REVIEWED: Comments about intrinsics support #5316 2026-01-02 18:43:28 +01:00
942f93db55 fix(build): do not use != assignment in Makefiles (#5464)
GNU Make 3.81 that ships with MacOSX does not understand '!= ...' assignment
so we use ':= $(shell ...)' instead which have the same behavior here.

Additionally, I have changed the use of 'type' to 'command -v'
because assigning the result of 'type' to variable named 'EMMAKE'
does not make much sense. I also reused this variable.

For more detailed information read the linked issue.

Fixes: https://github.com/raysan5/raylib/issues/5460
2026-01-02 18:36:22 +01:00
Ray
ca89934ed5 Update year to 2026 2026-01-02 13:53:20 +01:00
Ray
416af51a93 Update year to 2026 2026-01-02 13:40:15 +01:00
980e4d0ad3 Use the size of the texture as the V scale so repeatable textures work well (#5463) 2026-01-02 13:15:25 +01:00
c9a456e273 Add DenoRaylib550 binding to BINDINGS.md (#5462) 2026-01-02 13:14:25 +01:00
Ray
c07d075a63 REVIEWED: Security checks formatting and comments 2026-01-01 16:54:44 +01:00
5a3391fdce [rtext] Fix multiple security vulnerabilities in font loading (#5433, #5434, #5436) (#5450) 2026-01-01 16:35:12 +01:00
Ray
909f040dc5 Remove trailing spaces 2026-01-01 16:33:34 +01:00
eb4ad50d99 make sure that our up vector really is up in an axis before picking a world plane (#5459) 2025-12-31 23:52:08 +01:00
Ray
95f72b162b REVIEWED: TextReplace(), revert breaking change, needs to be reviewed again... -WIP- 2025-12-31 22:50:17 +01:00
Ray
cac02ab063 REXM: REVIEWED: Add new example to collection list at the end of its category, instead of adding it at the end of the file 2025-12-31 22:48:07 +01:00
Ray
ab1d9b3830 REXM: Check example exists (compilation worked) before trying to run it 2025-12-31 22:47:16 +01:00
Ray
f805e6cae8 REXM: Update Makefile.Web before trying to rebuild new example for web 2025-12-31 22:46:36 +01:00
Ray
83377a3488 Update examples_list.txt 2025-12-31 22:29:12 +01:00
Ray
2377506843 Update rcamera.h 2025-12-31 20:50:27 +01:00
0133a4e6c6 Make CameraMove up and right work with Z up cameras like the other functions do. (#5458) 2025-12-31 20:45:29 +01:00
Ray
c124f2552b REVIEWED: SIMD instrinsics must be explicitly enabled by developer, only SSE supported at the moment #5316 2025-12-31 11:22:26 +01:00
Ray
66755da4c8 REVIEWED: eglGetPlatformDisplay() usage 2025-12-31 11:08:17 +01:00
Ray
02cca28b5f REVIEWED: eglGetPlatformDisplay() usage 2025-12-31 11:08:10 +01:00
25ce6465d5 Added SSE to MatrixMultiply. (#5427) 2025-12-31 10:58:58 +01:00
4af95a3a84 Use eglGetPlatformDisplayEXT on DRM platform for Mali compatibility (#5446) 2025-12-31 10:33:17 +01:00
e534f14419 Fix window width calculation by adding wOffset (#5457) 2025-12-31 09:05:39 +01:00
Ray
9b183e0c5e REXM: Update examples and reports 2025-12-30 23:21:10 +01:00
Ray
8c83dc7d70 Merge branch 'master' of https://github.com/raysan5/raylib 2025-12-30 22:49:45 +01:00
Ray
0c3e10b262 REVIEWED: FileExists(), using macro 2025-12-30 22:49:43 +01:00
4054fc42f3 Remove stdio.h unused header (#5456) 2025-12-30 22:09:20 +01:00
Ray
695f353533 Update Makefile.Web 2025-12-30 22:07:23 +01:00
Ray
f260f5fdd0 Update Makefile 2025-12-30 22:06:18 +01:00
Ray
fa1d4eb7fa Update shapes_hilbert_curve.c 2025-12-30 22:06:05 +01:00
Ray
6e70dece56 Update minshell.html 2025-12-30 22:05:37 +01:00
Ray
ebf2f61425 Delete core_input_keyboard_gamepad_test.c 2025-12-30 22:03:36 +01:00
Ray
6dfaf9fe7e REVIEWED: example shapes_hilbert_curve #5454
Make it more didactic and dynamic, avoid global variables
2025-12-30 21:19:54 +01:00
7523738677 Add hilbert curve example (#5454) 2025-12-30 20:11:37 +01:00
Ray
2b48cf6793 Formating review 2025-12-29 13:06:05 +01:00
1c6f683161 [rcore][drm] Improved touch input handling and multitouch support, closes #4842 (#5447)
* Improved touch input handling and multitouch support in drm platform

* revert

* made some fixes for the touch issue in drm platform

* updated touch input handling by adding multitouch support

* improved how it handles the multitouch

* added cleanup

* Remove touch last update tracking to simplify touch input handling

* improved multitouch support by tracking touch positions and IDs for each slot

* Better touch input handling

* Increase maximum touch points from 8 to 10 and enhance touchscreen prioritization logic

* Refactor touch input handling to use slot index as ID for stability and simplify touch clearing logic

* Improve touch input handling by activating slot 0 based on mouse click or touch events

* touch event handling to use tracking ID for unique touch identification

* Add multitouch detection to PollMouseEvents for improved touch handling

* Fix conditional formatting in PollMouseEvents for clarity

* Refactor conditional statements in PollMouseEvents and InitPlatform for improved readability

* Fix formatting in PollMouseEvents for improved readability
2025-12-29 12:54:30 +01:00
00f42e4199 [rcore] [android] fixed gesture system not reporting GESTURE_NONE (#5452)
in android gesture system is not reporting GESTURE_NONE, specified in the issue https://github.com/raysan5/raylib/issues/5010 so, automatically GESTURE_SWIPE, TAP, DOUBLE_TAP, also will not be reported. in this commit it is fixed.
2025-12-29 12:50:12 +01:00
Ray
58d414bcf8 REVIEWED: InitPlatform(), code simplification 2025-12-29 12:39:40 +01:00
8f8346048c Add chicken scheme to BINDINGS.md (#5449)
* Add chicken scheme to BINDINGS.md

* Fix typo
2025-12-28 23:50:10 +01:00
Ray
eb3cc183cc REVIEWED: FIXED: Windows fullscreen, after breaking it due to X11/Wayland changes 2025-12-28 20:29:01 +01:00
Ray
a334a54eac Update rcore_desktop_glfw.c 2025-12-28 20:09:15 +01:00
Ray
890ca8d687 REVIEWED: GetWindowPosition(), return internal value 2025-12-28 20:04:44 +01:00
Ray
6450a48c75 Update core_highdpi_testbed.c 2025-12-28 20:03:51 +01:00
Ray
8a75439c25 REVIEWED: Fullscreen modes on Linux (X11 over XWayland)
It does not work as expected... :(
2025-12-28 19:51:04 +01:00
Ray
8871d7648d Update core_highdpi_testbed.c 2025-12-28 19:49:38 +01:00
Ray
4176c518c7 Update rcore_desktop_glfw.c 2025-12-28 18:40:44 +01:00
Ray
c0c8ee9dc8 Update rcore_desktop_glfw.c 2025-12-28 18:15:47 +01:00
Ray
11c248aa82 Update rcore_web.c 2025-12-28 16:20:43 +01:00
Ray
2cf8983e18 WARNING: REDESIGNED: Fullscreen modes, use current display resolution
Considering multi-monitor and multi-ppi configurations
Fullscreen-exclusive scales to available display resolution, ignoring content scaling
Windowed-borderless scales to available logical resolution considering HighDPI **if requested**
2025-12-28 16:11:42 +01:00
Ray
297dcc07b8 Update core_highdpi_testbed.c 2025-12-28 16:08:34 +01:00
Ray
8cfb99f275 Minor comment tweaks 2025-12-28 16:08:19 +01:00
Ray
1d8e011eee Update rcore_drm.c 2025-12-28 16:08:08 +01:00
Ray
37bc3f5012 REMOVED: SetupFramebuffer(), most platforms do not need it any more
Kept only for platforms that could potentially need it
2025-12-28 16:07:59 +01:00
Ray
da1a76604f REMOVED: CORE.Window.fullscreen, using available flag instead 2025-12-28 16:05:42 +01:00
Ray
05f5143603 Update README.md 2025-12-27 15:05:18 +01:00
Ray
e4491b40b5 Update README.md 2025-12-27 14:43:46 +01:00
Ray
538bf82037 Update README.md 2025-12-27 14:35:38 +01:00
84dfe6a4cf [rmodels] Fix glTF animation framerate calculation (#4472) (#5445)
- Changed GLTF_ANIMDELAY (17ms, ~58.82fps) to GLTF_FRAMERATE (60.0fps)
- Updated frameCount calculation: (animDuration * 60) instead of (animDuration * 1000 / 17)
- Updated time calculation: j / 60.0f instead of (j * 17) / 1000.0f

This fixes animation frame count misalignment when importing glTF models
exported at standard 60fps. Animations that were 27+ frames shorter than
expected on 1350-frame sequences will now import correctly.
2025-12-27 14:22:24 +01:00
Ray
25a54d87e6 Update rcore_desktop_win32.c 2025-12-26 21:09:53 +01:00
Ray
64bd27bd08 Update rcore_desktop_glfw.c 2025-12-26 20:49:03 +01:00
aee6734cff fix: set correct default axes for gamepads that are not connected (inside rcore_desktop_glfw.c) (#5444)
* fix: set correct default axes for gamepads that are not connected

`glfwGetGamepadState` will set all gamepad state variables to 0.0 if required gamepad is not connected, but `RecordAutomationEvent()` inside rcore.c expects trigger axes to be -1.0f when gamepad is not connected. Since SDL and RGFW return -1.0f in such case, this change is aligning it with them

* updated comment in rcore_desktop_glfw.c
2025-12-26 20:46:09 +01:00
5e14ac5a2e #5387 - Fix keyboard input detected as gamepad on some Android devices (#5439)
* [rcore][android] Fix keyboard input detected as gamepad on some devices (#5387)

* [core] Add keyboard vs gamepad input test example (#5387)
2025-12-26 20:42:32 +01:00
101502103a Fixed FLAG_IS_SET to check if all bits in the flag are set in the value (#5441) 2025-12-24 20:58:40 +01:00
Ray
20dd4641c8 REVIEWED: Potential security concerns while copying unbounded text data between strings
Note that issue has been reported by CodeQL static analysis system
2025-12-24 19:35:06 +01:00
Ray
fc843dc557 Create SECURITY.md 2025-12-24 19:21:43 +01:00
Ray
9103f6e055 ADDED: New platform backend for Web: Emscripten, not dependant on GLFW.js -WIP- 2025-12-24 18:58:20 +01:00
Ray
ced84333a9 Update rl_gputex.h 2025-12-24 18:02:24 +01:00
Ray
05f42aa119 Update core_highdpi_testbed.c 2025-12-24 18:02:04 +01:00
a1e84caa8c RGFW also requires RGBA8 images as window icons, as raylib already reports in raylib.h (#5431) 2025-12-24 09:04:41 +01:00
ddb827fb6f Fixed LoadCodepoints declaring a new local variable shadowing codpoints (#5430) 2025-12-24 08:59:51 +01:00
0a4583ca54 [rl_gputex.h] Possibly fixed the swizzling in rl_load_dds_from_memory() function (#5422)
* Possibly fixed the swizzling bug

* Removed examples, and generation.
2025-12-23 17:10:55 +01:00
6a701b2679 fix android SetWindowState (#5424) 2025-12-23 15:37:08 +01:00
Ray
aa2884bd78 Update rcore_desktop_glfw.c 2025-12-22 22:50:38 +01:00
Ray
f27f2d097f REVIEWED: HighDPI support on macOS (when requested by app)
Tested on two monitors with different DPI configuration, for HigDPI enabled and not, including window resizing (with framebuffer resizing if required). Verified mouse coordinates follow the requested screen size.
2025-12-22 22:48:08 +01:00
Ray
e4baf682ab Update rtext.c 2025-12-22 20:30:11 +01:00
Ray
8516750975 Remove internal function 2025-12-22 20:29:57 +01:00
3212becc91 Update BINDINGS.md (#5421) 2025-12-21 20:15:38 +01:00
Ray
b9446863d7 REXM: RENAMED: core_high_dpi --> core_highdpi_demo 2025-12-20 22:36:44 +01:00
Ray
13f9112d8c Update rcore_desktop_sdl.c 2025-12-19 01:16:34 +01:00
Ray
f16fb065ea Update rcore_template.c 2025-12-19 01:15:34 +01:00
Ray
66392fe0ae REVIEWED: rlGetPixelDataSize(), correct compressed data size calculation per blocks #5416 2025-12-19 00:06:44 +01:00
Ray
720dd22491 REVIEWED: rlLoadTexture(), un complete texture do to issue on mipmap loading #5416 2025-12-18 17:04:58 +01:00
Ray
ca578b8b08 Update raylib.sln 2025-12-18 17:03:53 +01:00
Ray
4b760091da REVIEWED: Window scaling with HighDPI on macOS #5059 2025-12-17 21:23:25 +01:00
Ray
6d562e5e87 REVIEWED: HiggDPI content scaling on changing monitors with different DPI #5335 #5356
Note that high-dpi awareness must be enabled by users and `CORE.Window.render` reports the scaled framebuffer size, while `CORE.Window.screen` reports the logical size.

`ToggleBorderlessWindow()` has also been reviewed to be consistent with scaling, if monitor physical display size is reported as 1920x1080 but there is a content scale of 1.5, then the borderless fullscreen window will be 1280x720, with the 1920x1080 framebuffer
2025-12-17 19:20:18 +01:00
Ray
7553e9d586 REVIEWED: Gamepads on latest SDL2 2.32.8 and SDL3 3.3.6 #5403 2025-12-16 19:36:01 +01:00
Ray
80ad96acc2 Fix #5413 2025-12-16 18:33:07 +01:00
Ray
7a5e8aa3a5 Update rcore_android.c 2025-12-16 18:30:33 +01:00
1c94e94873 [rcore] Implement FLAG_WINDOW_ALWAYS_RUN on Android (#5414) 2025-12-16 18:26:20 +01:00
33adda1983 fixed build errors with zig. now compatible with zig master 0.16.0-dev.1593+c13857e50. still backwards compatible with 0.15.1 (#5415) 2025-12-16 18:24:53 +01:00
Ray
f031b2f4f4 Alignment with other platform backends, avoid unneeded includes 2025-12-16 18:20:02 +01:00
Ray
1c7240a01d Revert "REVIEWED: Alignment with other platforms"
This reverts commit cf0d6fc664.
2025-12-16 18:18:42 +01:00
Ray
cf0d6fc664 REVIEWED: Alignment with other platforms 2025-12-15 20:44:28 +01:00
144 changed files with 8778 additions and 3960 deletions

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@ -84,8 +84,10 @@ jobs:
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
name: ${{ env.RELEASE_NAME }}
path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release
uses: softprops/action-gh-release@v1

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@ -114,8 +114,10 @@ jobs:
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
name: ${{ env.RELEASE_NAME }}
path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release
uses: softprops/action-gh-release@v1

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@ -101,8 +101,10 @@ jobs:
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
name: ${{ env.RELEASE_NAME }}
path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release
uses: softprops/action-gh-release@v1

View File

@ -71,8 +71,10 @@ jobs:
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.RELEASE_NAME }}.zip
path: ./build/${{ env.RELEASE_NAME }}.zip
name: ${{ env.RELEASE_NAME }}
path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.zip
- name: Upload Artifact to Release
uses: softprops/action-gh-release@v1

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@ -142,8 +142,10 @@ jobs:
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.RELEASE_NAME }}.zip
path: ./build/${{ env.RELEASE_NAME }}.zip
name: ${{ env.RELEASE_NAME }}
path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.zip
- name: Upload Artifact to Release
uses: softprops/action-gh-release@v1

4
.gitignore vendored
View File

@ -58,6 +58,10 @@ packages/
*.h.pch
./*.obj
# Ignore SDL libs for testing
src/external/SDL2
src/external/SDL3
# Emscripten
emsdk

View File

@ -21,6 +21,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [claw-raylib](https://github.com/bohonghuang/claw-raylib) | **auto** | [Common Lisp](https://common-lisp.net) | Apache-2.0 |
| [raylib](https://github.com/fosskers/raylib) | 5.5 | [Common Lisp](https://common-lisp.net) | MPL-2.0 |
| [chez-raylib](https://github.com/Yunoinsky/chez-raylib) | **auto** | [Chez Scheme](https://cisco.github.io/ChezScheme) | GPLv3 |
| [chicken-raylib](https://github.com/meowstr/chicken-raylib) | 5.5 | [CHICKEN Scheme](https://wiki.call-cc.org) | MIT |
| [CLIPSraylib](https://github.com/mrryanjohnston/CLIPSraylib) | **auto** | [CLIPS](https://www.clipsrules.net/) | MIT |
| [raylib-cr](https://github.com/sol-vin/raylib-cr) | 4.6-dev (5e1a81) | [Crystal](https://crystal-lang.org) | Apache-2.0 |
| [ray-cyber](https://github.com/fubark/ray-cyber) | **5.0** | [Cyber](https://cyberscript.dev) | MIT |
@ -28,6 +29,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [bindbc-raylib3](https://github.com/o3o/bindbc-raylib3) | **5.0** | [D](https://dlang.org) | BSL-1.0 |
| [dray](https://github.com/redthing1/dray) | **5.0** | [D](https://dlang.org) | Apache-2.0 |
| [raylib-d](https://github.com/schveiguy/raylib-d) | **5.5** | [D](https://dlang.org) | Zlib |
| [DenoRaylib550](https://github.com/JJLDonley/DenoRaylib550) | **5.5** | [Deno](https://deno.land) | MIT |
| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
| [raylib-elle](https://github.com/acquitelol/elle/blob/rewrite/std/raylib.le) | **5.5** | [Elle](https://github.com/acquitelol/elle) | GPL-3.0 |
| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 4.5 | [Factor](https://factorcode.org) | BSD |
@ -76,6 +78,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib-rs](https://github.com/raylib-rs/raylib-rs) | **5.5** | [Rust](https://www.rust-lang.org) | Zlib |
| [raylib-ruby](https://github.com/wilsonsilva/raylib-ruby) | 4.5 | [Ruby](https://www.ruby-lang.org) | Zlib |
| [Relib](https://github.com/RedCubeDev-ByteSpace/Relib) | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | **???** |
| [ringraylib5](https://github.com/ring-lang/ring/tree/master/extensions/ringraylib5) | **5.0** | [Ring](https://ring-lang.github.io/) | **???** |
| [racket-raylib](https://github.com/eutro/racket-raylib) | **5.5** | [Racket](https://racket-lang.org) | MIT/Apache-2.0 |
| [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 |

View File

@ -4,7 +4,7 @@ Hello contributors! Welcome to raylib!
Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
- `C programming` - Can you write/review/test/improve the code?
- `C programming` - Can you write/review/test/improve the code?
- `Documentation/Tutorials/Example` - Can you write some tutorials/examples?
- `Porting to other platforms` - Can you port/adapt/compile raylib on other systems?
- `Web Development` - Can you help [with the website](https://github.com/raysan5/raylib.com)?

View File

@ -1,4 +1,4 @@
Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
This software is provided "as-is", without any express or implied warranty. In no event
will the authors be held liable for any damages arising from the use of this software.

View File

@ -140,7 +140,7 @@ contributors
------------
<a href="https://github.com/raysan5/raylib/graphs/contributors">
<img src="https://contrib.rocks/image?repo=raysan5/raylib&max=500&columns=20&anon=1" />
<img src="https://contrib.rocks/image?repo=raysan5/raylib&max=800&columns=24&anon=0" />
</a>
license

View File

@ -15,13 +15,13 @@ _Current version of raylib is complete and functional but there is always room f
**raylib 5.x**
- [ ] `rcore`: Support additional platforms: iOS, consoles?
- [ ] `rcore_web`: Avoid GLFW dependency, functionality can be directly implemented using emscripten SDK
- [x] `rcore_web`: Avoid GLFW dependency, functionality can be directly implemented using emscripten SDK
- [ ] `rlgl`: Review GLSL shaders naming conventions for consistency
- [ ] `textures`: Improve compressed textures support, loading and saving
- [ ] `rmodels`: Improve 3d objects loading, specially animations (obj, gltf)
- [ ] `raudio`: Implement miniaudio high-level provided features
- [ ] `examples`: Review all examples, add more and better code explanations
- [ ] Software renderer backend? Maybe using `Image` provided API
- [x] `examples`: Review all examples, add more and better code explanations
- [x] Software renderer backend? Maybe using `Image` provided API
**raylib 4.x**
- [x] Split core module into separate platforms?

18
SECURITY.md Normal file
View File

@ -0,0 +1,18 @@
# Security Policy
## Supported Versions
Most considerations of errors and defects can be handled using the project Issues and/or Discussions.
| Version | Supported |
| ------- | ------------------ |
| 6.0.x | :white_check_mark: |
| < 5.5 | :x: |
## Reporting a Vulnerability
Discovered vulnerability can be directly reported using the project Issues and/or Discussions.
_TODO: Tell them where to go, how often they can expect to get an update on a
reported vulnerability, what to expect if the vulnerability is accepted or
declined, etc._

View File

@ -106,9 +106,9 @@ const config_h_flags = outer: {
if (std.mem.startsWith(u8, line, "//")) continue;
if (std.mem.startsWith(u8, line, "#if")) continue;
var flag = std.mem.trimLeft(u8, line, " \t"); // Trim whitespace
var flag = std.mem.trimStart(u8, line, " \t"); // Trim whitespace
flag = flag["#define ".len - 1 ..]; // Remove #define
flag = std.mem.trimLeft(u8, flag, " \t"); // Trim whitespace
flag = std.mem.trimStart(u8, flag, " \t"); // Trim whitespace
flag = flag[0 .. std.mem.indexOf(u8, flag, " ") orelse continue]; // Flag is only one word, so capture till space
flag = "-D" ++ flag; // Prepend with -D
@ -193,11 +193,11 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
// No GLFW required on PLATFORM_DRM
if (options.platform != .drm) {
raylib.addIncludePath(b.path("src/external/glfw/include"));
raylib.root_module.addIncludePath(b.path("src/external/glfw/include"));
}
var c_source_files: std.ArrayList([]const u8) = try .initCapacity(b.allocator, 2);
c_source_files.appendSliceAssumeCapacity(&.{ "src/rcore.c", "src/utils.c" });
c_source_files.appendSliceAssumeCapacity(&.{ "src/rcore.c" });
if (options.rshapes) {
try c_source_files.append(b.allocator, "src/rshapes.c");
@ -224,7 +224,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
raylib.root_module.addCMacro(options.opengl_version.toCMacroStr(), "");
}
raylib.addIncludePath(b.path("src/platforms"));
raylib.root_module.addIncludePath(b.path("src/platforms"));
switch (target.result.os.tag) {
.windows => {
switch (options.platform) {
@ -348,7 +348,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
}
},
.freebsd, .openbsd, .netbsd, .dragonfly => {
try c_source_files.append(b.allocator, "rglfw.c");
try c_source_files.append(b.allocator, "src/rglfw.c");
raylib.root_module.linkSystemLibrary("GL", .{});
raylib.root_module.linkSystemLibrary("rt", .{});
raylib.root_module.linkSystemLibrary("dl", .{});

View File

@ -27,6 +27,12 @@ if (${PLATFORM} MATCHES "Desktop")
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
find_package(OpenGL QUIET)
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} winmm)
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "QNX")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
find_library(GLESV2 GLESv2)
find_library(EGL EGL)
set(LIBS_PUBLIC m)
set(LIBS_PRIVATE ${GLESV2} ${EGL} atomic pthread dl)
elseif (UNIX)
find_library(pthread NAMES pthread)
find_package(OpenGL QUIET)
@ -143,6 +149,24 @@ elseif ("${PLATFORM}" MATCHES "SDL")
endif()
elseif ("${PLATFORM}" MATCHES "RGFW")
set(PLATFORM_CPP "PLATFORM_DESKTOP_RGFW")
if (APPLE)
find_library(COCOA Cocoa)
find_library(OPENGL OpenGL)
set(LIBS_PRIVATE ${COCOA} ${OPENGL})
elseif (WIN32)
find_package(OpenGL REQUIRED)
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} gdi32)
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "QNX")
message(FATAL_ERROR "RGFW platform does not support QNX. Use PLATFORM=Desktop or PLATFORM=SDL instead.")
elseif (UNIX)
find_package(X11 REQUIRED)
find_package(OpenGL REQUIRED)
set(LIBS_PRIVATE ${X11_LIBRARIES} ${OPENGL_LIBRARIES})
endif ()
endif ()
if (NOT ${OPENGL_VERSION} MATCHES "OFF")

View File

@ -30,7 +30,7 @@
# > PLATFORM_ANDROID:
# - Android (ARM, ARM64)
#
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
@ -205,15 +205,17 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
MAKE = mingw32-make
ifeq ($(PLATFORM_OS),WINDOWS)
MAKE = mingw32-make
endif
endif
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
ifeq ($(OS),Windows_NT)
ifeq ($(PLATFORM_OS),WINDOWS)
MAKE = mingw32-make
else
EMMAKE != type emmake
EMMAKE := $(shell command -v emmake)
ifneq (, $(EMMAKE))
MAKE = emmake make
MAKE = $(EMMAKE) make
else
MAKE = mingw32-make
endif
@ -531,7 +533,7 @@ CORE = \
core/core_delta_time \
core/core_directory_files \
core/core_drop_files \
core/core_high_dpi \
core/core_highdpi_demo \
core/core_highdpi_testbed \
core/core_input_actions \
core/core_input_gamepad \
@ -542,6 +544,7 @@ CORE = \
core/core_input_mouse_wheel \
core/core_input_multitouch \
core/core_input_virtual_controls \
core/core_keyboard_testbed \
core/core_monitor_detector \
core/core_random_sequence \
core/core_random_values \
@ -575,6 +578,7 @@ SHAPES = \
shapes/shapes_easings_box \
shapes/shapes_easings_rectangles \
shapes/shapes_following_eyes \
shapes/shapes_hilbert_curve \
shapes/shapes_kaleidoscope \
shapes/shapes_lines_bezier \
shapes/shapes_lines_drawing \
@ -605,6 +609,7 @@ TEXTURES = \
textures/textures_bunnymark \
textures/textures_cellular_automata \
textures/textures_fog_of_war \
textures/textures_framebuffer_rendering \
textures/textures_gif_player \
textures/textures_image_channel \
textures/textures_image_drawing \

View File

@ -30,7 +30,7 @@
# > PLATFORM_ANDROID:
# - Android (ARM, ARM64)
#
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
@ -208,12 +208,12 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
MAKE = mingw32-make
endif
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
ifeq ($(OS),Windows_NT)
ifeq ($(PLATFORM_OS),WINDOWS)
MAKE = mingw32-make
else
EMMAKE != type emmake
EMMAKE := $(shell command -v emmake)
ifneq (, $(EMMAKE))
MAKE = emmake make
MAKE = $(EMMAKE) make
else
MAKE = mingw32-make
endif
@ -519,7 +519,7 @@ CORE = \
core/core_delta_time \
core/core_directory_files \
core/core_drop_files \
core/core_high_dpi \
core/core_highdpi_demo \
core/core_highdpi_testbed \
core/core_input_actions \
core/core_input_gamepad \
@ -530,6 +530,7 @@ CORE = \
core/core_input_mouse_wheel \
core/core_input_multitouch \
core/core_input_virtual_controls \
core/core_keyboard_testbed \
core/core_monitor_detector \
core/core_random_sequence \
core/core_random_values \
@ -563,6 +564,7 @@ SHAPES = \
shapes/shapes_easings_box \
shapes/shapes_easings_rectangles \
shapes/shapes_following_eyes \
shapes/shapes_hilbert_curve \
shapes/shapes_kaleidoscope \
shapes/shapes_lines_bezier \
shapes/shapes_lines_drawing \
@ -593,6 +595,7 @@ TEXTURES = \
textures/textures_bunnymark \
textures/textures_cellular_automata \
textures/textures_fog_of_war \
textures/textures_framebuffer_rendering \
textures/textures_gif_player \
textures/textures_image_channel \
textures/textures_image_drawing \
@ -783,7 +786,7 @@ core/core_directory_files: core/core_directory_files.c
core/core_drop_files: core/core_drop_files.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_high_dpi: core/core_high_dpi.c
core/core_highdpi_demo: core/core_highdpi_demo.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_highdpi_testbed: core/core_highdpi_testbed.c
@ -818,6 +821,9 @@ core/core_input_multitouch: core/core_input_multitouch.c
core/core_input_virtual_controls: core/core_input_virtual_controls.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_keyboard_testbed: core/core_keyboard_testbed.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_monitor_detector: core/core_monitor_detector.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -914,6 +920,9 @@ shapes/shapes_easings_rectangles: shapes/shapes_easings_rectangles.c
shapes/shapes_following_eyes: shapes/shapes_following_eyes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_hilbert_curve: shapes/shapes_hilbert_curve.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_kaleidoscope: shapes/shapes_kaleidoscope.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -1005,6 +1014,9 @@ textures/textures_cellular_automata: textures/textures_cellular_automata.c
textures/textures_fog_of_war: textures/textures_fog_of_war.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
textures/textures_framebuffer_rendering: textures/textures_framebuffer_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
textures/textures_gif_player: textures/textures_gif_player.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file textures/resources/scarfy_run.gif@resources/scarfy_run.gif
@ -1367,15 +1379,15 @@ shaders/shaders_fog_rendering: shaders/shaders_fog_rendering.c
shaders/shaders_game_of_life: shaders/shaders_game_of_life.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/game_of_life.fs@resources/shaders/glsl100/game_of_life.fs \
--preload-file shaders/resources/game_of_life/acorn.png@resources/game_of_life/acorn.png \
--preload-file shaders/resources/game_of_life/breeder.png@resources/game_of_life/breeder.png \
--preload-file shaders/resources/game_of_life/r_pentomino.png@resources/game_of_life/r_pentomino.png \
--preload-file shaders/resources/game_of_life/glider.png@resources/game_of_life/glider.png \
--preload-file shaders/resources/game_of_life/glider_gun.png@resources/game_of_life/glider_gun.png \
--preload-file shaders/resources/game_of_life/acorn.png@resources/game_of_life/acorn.png \
--preload-file shaders/resources/game_of_life/spaceships.png@resources/game_of_life/spaceships.png \
--preload-file shaders/resources/game_of_life/still_lifes.png@resources/game_of_life/still_lifes.png \
--preload-file shaders/resources/game_of_life/oscillators.png@resources/game_of_life/oscillators.png \
--preload-file shaders/resources/game_of_life/puffer_train.png@resources/game_of_life/puffer_train.png \
--preload-file shaders/resources/game_of_life/r_pentomino.png@resources/game_of_life/r_pentomino.png \
--preload-file shaders/resources/game_of_life/spaceships.png@resources/game_of_life/spaceships.png \
--preload-file shaders/resources/game_of_life/still_lifes.png@resources/game_of_life/still_lifes.png
--preload-file shaders/resources/game_of_life/glider_gun.png@resources/game_of_life/glider_gun.png \
--preload-file shaders/resources/game_of_life/breeder.png@resources/game_of_life/breeder.png
shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \

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@ -17,9 +17,9 @@ You may find it easier to use than other toolchains, especially when it comes to
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
## EXAMPLES COLLECTION [TOTAL: 205]
## EXAMPLES COLLECTION [TOTAL: 208]
### category: core [47]
### category: core [48]
Examples using raylib [core](../src/rcore.c) module platform functionality: window creation, inputs, drawing modes and system functionality.
@ -61,7 +61,7 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
| [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | <img src="core/core_smooth_pixelperfect.png" alt="core_smooth_pixelperfect" width="80"> | ⭐⭐⭐☆ | 3.7 | 4.0 | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) |
| [core_random_sequence](core/core_random_sequence.c) | <img src="core/core_random_sequence.png" alt="core_random_sequence" width="80"> | ⭐☆☆☆ | 5.0 | 5.0 | [Dalton Overmyer](https://github.com/REDl3east) |
| [core_automation_events](core/core_automation_events.c) | <img src="core/core_automation_events.png" alt="core_automation_events" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
| [core_highdpi_demo](core/core_highdpi_demo.c) | <img src="core/core_highdpi_demo.png" alt="core_highdpi_demo" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
| [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_viewport_scaling](core/core_viewport_scaling.c) | <img src="core/core_viewport_scaling.png" alt="core_viewport_scaling" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
@ -69,11 +69,12 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
| [core_directory_files](core/core_directory_files.c) | <img src="core/core_directory_files.png" alt="core_directory_files" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
| [core_highdpi_testbed](core/core_highdpi_testbed.c) | <img src="core/core_highdpi_testbed.png" alt="core_highdpi_testbed" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_screen_recording](core/core_screen_recording.c) | <img src="core/core_screen_recording.png" alt="core_screen_recording" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐☆☆ | 5.6-dev | 5.6-dev | [Ananth S](https://github.com/Ananth1839) |
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐☆☆ | 5.6-dev | 5.6-dev | [Ananth S](https://github.com/Ananth1839) |
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
| [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_keyboard_testbed](core/core_keyboard_testbed.c) | <img src="core/core_keyboard_testbed.png" alt="core_keyboard_testbed" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
### category: shapes [38]
### category: shapes [39]
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
@ -117,8 +118,9 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
| [shapes_rlgl_triangle](shapes/shapes_rlgl_triangle.c) | <img src="shapes/shapes_rlgl_triangle.png" alt="shapes_rlgl_triangle" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
| [shapes_ball_physics](shapes/shapes_ball_physics.c) | <img src="shapes/shapes_ball_physics.png" alt="shapes_ball_physics" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
| [shapes_penrose_tile](shapes/shapes_penrose_tile.c) | <img src="shapes/shapes_penrose_tile.png" alt="shapes_penrose_tile" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
| [shapes_hilbert_curve](shapes/shapes_hilbert_curve.c) | <img src="shapes/shapes_hilbert_curve.png" alt="shapes_hilbert_curve" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
### category: textures [29]
### category: textures [30]
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
@ -153,6 +155,7 @@ Examples using raylib textures functionality, including image/textures loading/g
| [textures_textured_curve](textures/textures_textured_curve.c) | <img src="textures/textures_textured_curve.png" alt="textures_textured_curve" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) |
| [textures_sprite_stacking](textures/textures_sprite_stacking.c) | <img src="textures/textures_sprite_stacking.png" alt="textures_sprite_stacking" width="80"> | ⭐⭐☆☆ | 5.6-dev | 6.0 | [Robin](https://github.com/RobinsAviary) |
| [textures_cellular_automata](textures/textures_cellular_automata.c) | <img src="textures/textures_cellular_automata.png" alt="textures_cellular_automata" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
| [textures_framebuffer_rendering](textures/textures_framebuffer_rendering.c) | <img src="textures/textures_framebuffer_rendering.png" alt="textures_framebuffer_rendering" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jack Boakes](https://github.com/jackboakes) |
### category: text [16]

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@ -113,7 +113,7 @@ int main(void)
DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, DARKBLUE);
DrawRectangle(300, 100, 200, 12, LIGHTGRAY);
DrawRectangleLines(300, 100, 200, 12, GRAY);
DrawRectangle(300 + (pan + 1.0)/2.0f*200 - 5, 92, 10, 28, DARKGRAY);
DrawRectangle((int)(300 + (pan + 1.0f)/2.0f*200 - 5), 92, 10, 28, DARKGRAY);
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)(timePlayed*400.0f), 12, MAROON);
@ -125,7 +125,7 @@ int main(void)
DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, DARKGREEN);
DrawRectangle(300, 360, 200, 12, LIGHTGRAY);
DrawRectangleLines(300, 360, 200, 12, GRAY);
DrawRectangle(300 + volume*200 - 5, 352, 10, 28, DARKGRAY);
DrawRectangle((int)(300 + volume*200 - 5), 352, 10, 28, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -115,7 +115,7 @@ int main(void)
.tapbackPos = 0.01f
};
size_t wavCursor = 0;
int wavCursor = 0;
const short *wavPCM16 = wav.data;
short chunkSamples[AUDIO_STREAM_RING_BUFFER_SIZE] = { 0 };

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@ -226,10 +226,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
if (max.x < width) camera->offset.x = width - (max.x - width/2);
if (max.y < height) camera->offset.y = height - (max.y - height/2);
if (min.x > 0) camera->offset.x = width/2 - min.x;
if (min.y > 0) camera->offset.y = height/2 - min.y;
if (max.x < width) camera->offset.x = width - (max.x - (float)width/2);
if (max.y < height) camera->offset.y = height - (max.y - (float)height/2);
if (min.x > 0) camera->offset.x = (float)width/2 - min.x;
if (min.y > 0) camera->offset.y = (float)height/2 - min.y;
}
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)

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@ -225,10 +225,10 @@ int main(void)
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2);
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2);
if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - (float)screenWidth/2);
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - (float)screenHeight/2);
if (min.x > 0) camera.offset.x = (float)screenWidth/2 - min.x;
if (min.y > 0) camera.offset.y = (float)screenHeight/2 - min.y;
//----------------------------------------------------------------------------------
// Events management

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] example - high dpi
* raylib [core] example - highdpi demo
*
* Example complexity rating: [] 2/4
*
@ -33,7 +33,7 @@ int main(void)
const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib [core] example - high dpi");
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi demo");
SetWindowMinSize(450, 450);
int logicalGridDescY = 120;

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@ -27,9 +27,14 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI);
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
Vector2 scaleDpi = GetWindowScaleDPI();
Vector2 mousePos = GetMousePosition();
int currentMonitor = GetCurrentMonitor();
Vector2 windowPos = GetWindowPosition();
int gridSpacing = 40; // Grid spacing in pixels
SetTargetFPS(60);
@ -40,7 +45,13 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables / Implement example logic at this point
mousePos = GetMousePosition();
currentMonitor = GetCurrentMonitor();
scaleDpi = GetWindowScaleDPI();
windowPos = GetWindowPosition();
if (IsKeyPressed(KEY_SPACE)) ToggleBorderlessWindowed();
if (IsKeyPressed(KEY_F)) ToggleFullscreen();
//----------------------------------------------------------------------------------
// Draw
@ -50,11 +61,35 @@ int main(void)
ClearBackground(RAYWHITE);
// Draw grid
for (int h = 0; h < 20; h++) DrawLine(0, h*gridSpacing, GetRenderWidth(), h*gridSpacing, LIGHTGRAY);
for (int v = 0; v < 40; v++) DrawLine(v*gridSpacing, 0, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
for (int h = 0; h < GetScreenHeight()/gridSpacing + 1; h++)
{
DrawText(TextFormat("%02i", h*gridSpacing), 4, h*gridSpacing - 4, 10, GRAY);
DrawLine(24, h*gridSpacing, GetScreenWidth(), h*gridSpacing, LIGHTGRAY);
}
for (int v = 0; v < GetScreenWidth()/gridSpacing + 1; v++)
{
DrawText(TextFormat("%02i", v*gridSpacing), v*gridSpacing - 10, 4, 10, GRAY);
DrawLine(v*gridSpacing, 20, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
}
// Draw UI info
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 10, 10, 20, BLACK);
DrawText(TextFormat("CURRENT MONITOR: %i/%i (%ix%i)", currentMonitor + 1, GetMonitorCount(),
GetMonitorWidth(currentMonitor), GetMonitorHeight(currentMonitor)), 50, 50, 20, DARKGRAY);
DrawText(TextFormat("WINDOW POSITION: %ix%i", (int)windowPos.x, (int)windowPos.y), 50, 90, 20, DARKGRAY);
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 130, 20, DARKGRAY);
DrawText(TextFormat("RENDER SIZE: %ix%i", GetRenderWidth(), GetRenderHeight()), 50, 170, 20, DARKGRAY);
DrawText(TextFormat("SCALE FACTOR: %.1fx%.1f", scaleDpi.x, scaleDpi.y), 50, 210, 20, GRAY);
// Draw reference rectangles, top-left and bottom-right corners
DrawRectangle(0, 0, 30, 60, RED);
DrawRectangle(GetScreenWidth() - 30, GetScreenHeight() - 60, 30, 60, BLUE);
// Draw mouse position
DrawCircleV(GetMousePosition(), 20, MAROON);
DrawRectangle(mousePos.x - 25, mousePos.y, 50, 2, BLACK);
DrawRectangle(mousePos.x, mousePos.y - 25, 2, 50, BLACK);
DrawText(TextFormat("[%i,%i]", GetMouseX(), GetMouseY()), mousePos.x - 44,
(mousePos.y > GetScreenHeight() - 60)? mousePos.y - 46 : mousePos.y + 30, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -67,7 +67,7 @@ int main(void)
if (IsKeyPressed(KEY_RIGHT)) gamepad++;
Vector2 mousePosition = GetMousePosition();
vibrateButton = (Rectangle){ 10, 70 + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
vibrateButton = (Rectangle){ 10, 70.0f + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mousePosition, vibrateButton)) SetGamepadVibration(gamepad, 1.0, 1.0, 1.0);
//----------------------------------------------------------------------------------
@ -262,7 +262,7 @@ int main(void)
// Draw vibrate button
DrawRectangleRec(vibrateButton, SKYBLUE);
DrawText("VIBRATE", vibrateButton.x + 14, vibrateButton.y + 1, 10, DARKGRAY);
DrawText("VIBRATE", (int)(vibrateButton.x + 14), (int)(vibrateButton.y + 1), 10, DARKGRAY);
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);

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@ -0,0 +1,333 @@
/*******************************************************************************************
*
* raylib [core] example - keyboard testbed
*
* Example complexity rating: [★★☆☆] 2/4
*
* NOTE: raylib defined keys refer to ENG-US Keyboard layout,
* mapping to other layouts is up to the user
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2026 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define KEY_REC_SPACING 4 // Space in pixels between key rectangles
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static const char *GetKeyText(int key);
static void GuiKeyboardKey(Rectangle bounds, int key);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard testbed");
SetExitKey(KEY_NULL); // Avoid exit on KEY_ESCAPE
// Keyboard line 01
int line01KeyWidths[15] = { 0 };
for (int i = 0; i < 15; i++) line01KeyWidths[i] = 45;
line01KeyWidths[13] = 62; // PRINTSCREEN
int line01Keys[15] = {
KEY_ESCAPE, KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5,
KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, KEY_F11,
KEY_F12, KEY_PRINT_SCREEN, KEY_PAUSE
};
// Keyboard line 02
int line02KeyWidths[15] = { 0 };
for (int i = 0; i < 15; i++) line02KeyWidths[i] = 45;
line02KeyWidths[0] = 25; // GRAVE
line02KeyWidths[13] = 82; // BACKSPACE
int line02Keys[15] = {
KEY_GRAVE, KEY_ONE, KEY_TWO, KEY_THREE, KEY_FOUR,
KEY_FIVE, KEY_SIX, KEY_SEVEN, KEY_EIGHT, KEY_NINE,
KEY_ZERO, KEY_MINUS, KEY_EQUAL, KEY_BACKSPACE, KEY_DELETE };
// Keyboard line 03
int line03KeyWidths[15] = { 0 };
for (int i = 0; i < 15; i++) line03KeyWidths[i] = 45;
line03KeyWidths[0] = 50; // TAB
line03KeyWidths[13] = 57; // BACKSLASH
int line03Keys[15] = {
KEY_TAB, KEY_Q, KEY_W, KEY_E, KEY_R, KEY_T, KEY_Y,
KEY_U, KEY_I, KEY_O, KEY_P, KEY_LEFT_BRACKET,
KEY_RIGHT_BRACKET, KEY_BACKSLASH, KEY_INSERT
};
// Keyboard line 04
int line04KeyWidths[14] = { 0 };
for (int i = 0; i < 14; i++) line04KeyWidths[i] = 45;
line04KeyWidths[0] = 68; // CAPS
line04KeyWidths[12] = 88; // ENTER
int line04Keys[14] = {
KEY_CAPS_LOCK, KEY_A, KEY_S, KEY_D, KEY_F, KEY_G,
KEY_H, KEY_J, KEY_K, KEY_L, KEY_SEMICOLON,
KEY_APOSTROPHE, KEY_ENTER, KEY_PAGE_UP
};
// Keyboard line 05
int line05KeyWidths[14] = { 0 };
for (int i = 0; i < 14; i++) line05KeyWidths[i] = 45;
line05KeyWidths[0] = 80; // LSHIFT
line05KeyWidths[11] = 76; // RSHIFT
int line05Keys[14] = {
KEY_LEFT_SHIFT, KEY_Z, KEY_X, KEY_C, KEY_V, KEY_B,
KEY_N, KEY_M, KEY_COMMA, KEY_PERIOD, /*KEY_MINUS*/
KEY_SLASH, KEY_RIGHT_SHIFT, KEY_UP, KEY_PAGE_DOWN
};
// Keyboard line 06
int line06KeyWidths[11] = { 0 };
for (int i = 0; i < 11; i++) line06KeyWidths[i] = 45;
line06KeyWidths[0] = 80; // LCTRL
line06KeyWidths[3] = 208; // SPACE
line06KeyWidths[7] = 60; // RCTRL
int line06Keys[11] = {
KEY_LEFT_CONTROL, KEY_LEFT_SUPER, KEY_LEFT_ALT,
KEY_SPACE, KEY_RIGHT_ALT, 162, KEY_NULL,
KEY_RIGHT_CONTROL, KEY_LEFT, KEY_DOWN, KEY_RIGHT
};
Vector2 keyboardOffset = { 26, 80 };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
int key = GetKeyPressed(); // Get pressed keycode
if (key > 0) TraceLog(LOG_INFO, "KEYBOARD TESTBED: KEY PRESSED: %d", key);
int ch = GetCharPressed(); // Get pressed char for text input, using OS mapping
if (ch > 0) TraceLog(LOG_INFO, "KEYBOARD TESTBED: CHAR PRESSED: %c (%d)", ch, ch);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("KEYBOARD LAYOUT: ENG-US", 26, 38, 20, LIGHTGRAY);
// Keyboard line 01 - 15 keys
// ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, IMP, CLOSE
for (int i = 0, recOffsetX = 0; i < 15; i++)
{
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y, line01KeyWidths[i], 30 }, line01Keys[i]);
recOffsetX += line01KeyWidths[i] + KEY_REC_SPACING;
}
// Keyboard line 02 - 15 keys
// `, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, -, =, BACKSPACE, DEL
for (int i = 0, recOffsetX = 0; i < 15; i++)
{
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + KEY_REC_SPACING, line02KeyWidths[i], 38 }, line02Keys[i]);
recOffsetX += line02KeyWidths[i] + KEY_REC_SPACING;
}
// Keyboard line 03 - 15 keys
// TAB, Q, W, E, R, T, Y, U, I, O, P, [, ], \, INS
for (int i = 0, recOffsetX = 0; i < 15; i++)
{
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38 + KEY_REC_SPACING*2, line03KeyWidths[i], 38 }, line03Keys[i]);
recOffsetX += line03KeyWidths[i] + KEY_REC_SPACING;
}
// Keyboard line 04 - 14 keys
// MAYUS, A, S, D, F, G, H, J, K, L, ;, ', ENTER, REPAG
for (int i = 0, recOffsetX = 0; i < 14; i++)
{
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*2 + KEY_REC_SPACING*3, line04KeyWidths[i], 38 }, line04Keys[i]);
recOffsetX += line04KeyWidths[i] + KEY_REC_SPACING;
}
// Keyboard line 05 - 14 keys
// LSHIFT, Z, X, C, V, B, N, M, ,, ., /, RSHIFT, UP, AVPAG
for (int i = 0, recOffsetX = 0; i < 14; i++)
{
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*3 + KEY_REC_SPACING*4, line05KeyWidths[i], 38 }, line05Keys[i]);
recOffsetX += line05KeyWidths[i] + KEY_REC_SPACING;
}
// Keyboard line 06 - 11 keys
// LCTRL, WIN, LALT, SPACE, ALTGR, \, FN, RCTRL, LEFT, DOWN, RIGHT
for (int i = 0, recOffsetX = 0; i < 11; i++)
{
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*4 + KEY_REC_SPACING*5, line06KeyWidths[i], 38 }, line06Keys[i]);
recOffsetX += line06KeyWidths[i] + KEY_REC_SPACING;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
// Get keyboard keycode as text (US keyboard)
// NOTE: Mapping for other keyboard layouts can be done here
static const char *GetKeyText(int key)
{
switch (key)
{
case KEY_APOSTROPHE : return "'"; // Key: '
case KEY_COMMA : return ","; // Key: ,
case KEY_MINUS : return "-"; // Key: -
case KEY_PERIOD : return "."; // Key: .
case KEY_SLASH : return "/"; // Key: /
case KEY_ZERO : return "0"; // Key: 0
case KEY_ONE : return "1"; // Key: 1
case KEY_TWO : return "2"; // Key: 2
case KEY_THREE : return "3"; // Key: 3
case KEY_FOUR : return "4"; // Key: 4
case KEY_FIVE : return "5"; // Key: 5
case KEY_SIX : return "6"; // Key: 6
case KEY_SEVEN : return "7"; // Key: 7
case KEY_EIGHT : return "8"; // Key: 8
case KEY_NINE : return "9"; // Key: 9
case KEY_SEMICOLON : return ";"; // Key: ;
case KEY_EQUAL : return "="; // Key: =
case KEY_A : return "A"; // Key: A | a
case KEY_B : return "B"; // Key: B | b
case KEY_C : return "C"; // Key: C | c
case KEY_D : return "D"; // Key: D | d
case KEY_E : return "E"; // Key: E | e
case KEY_F : return "F"; // Key: F | f
case KEY_G : return "G"; // Key: G | g
case KEY_H : return "H"; // Key: H | h
case KEY_I : return "I"; // Key: I | i
case KEY_J : return "J"; // Key: J | j
case KEY_K : return "K"; // Key: K | k
case KEY_L : return "L"; // Key: L | l
case KEY_M : return "M"; // Key: M | m
case KEY_N : return "N"; // Key: N | n
case KEY_O : return "O"; // Key: O | o
case KEY_P : return "P"; // Key: P | p
case KEY_Q : return "Q"; // Key: Q | q
case KEY_R : return "R"; // Key: R | r
case KEY_S : return "S"; // Key: S | s
case KEY_T : return "T"; // Key: T | t
case KEY_U : return "U"; // Key: U | u
case KEY_V : return "V"; // Key: V | v
case KEY_W : return "W"; // Key: W | w
case KEY_X : return "X"; // Key: X | x
case KEY_Y : return "Y"; // Key: Y | y
case KEY_Z : return "Z"; // Key: Z | z
case KEY_LEFT_BRACKET : return "["; // Key: [
case KEY_BACKSLASH : return "\\"; // Key: '\'
case KEY_RIGHT_BRACKET : return "]"; // Key: ]
case KEY_GRAVE : return "`"; // Key: `
case KEY_SPACE : return "SPACE"; // Key: Space
case KEY_ESCAPE : return "ESC"; // Key: Esc
case KEY_ENTER : return "ENTER"; // Key: Enter
case KEY_TAB : return "TAB"; // Key: Tab
case KEY_BACKSPACE : return "BACK"; // Key: Backspace
case KEY_INSERT : return "INS"; // Key: Ins
case KEY_DELETE : return "DEL"; // Key: Del
case KEY_RIGHT : return "RIGHT"; // Key: Cursor right
case KEY_LEFT : return "LEFT"; // Key: Cursor left
case KEY_DOWN : return "DOWN"; // Key: Cursor down
case KEY_UP : return "UP"; // Key: Cursor up
case KEY_PAGE_UP : return "PGUP"; // Key: Page up
case KEY_PAGE_DOWN : return "PGDOWN"; // Key: Page down
case KEY_HOME : return "HOME"; // Key: Home
case KEY_END : return "END"; // Key: End
case KEY_CAPS_LOCK : return "CAPS"; // Key: Caps lock
case KEY_SCROLL_LOCK : return "LOCK"; // Key: Scroll down
case KEY_NUM_LOCK : return "NUMLOCK"; // Key: Num lock
case KEY_PRINT_SCREEN : return "PRINTSCR"; // Key: Print screen
case KEY_PAUSE : return "PAUSE"; // Key: Pause
case KEY_F1 : return "F1"; // Key: F1
case KEY_F2 : return "F2"; // Key: F2
case KEY_F3 : return "F3"; // Key: F3
case KEY_F4 : return "F4"; // Key: F4
case KEY_F5 : return "F5"; // Key: F5
case KEY_F6 : return "F6"; // Key: F6
case KEY_F7 : return "F7"; // Key: F7
case KEY_F8 : return "F8"; // Key: F8
case KEY_F9 : return "F9"; // Key: F9
case KEY_F10 : return "F10"; // Key: F10
case KEY_F11 : return "F11"; // Key: F11
case KEY_F12 : return "F12"; // Key: F12
case KEY_LEFT_SHIFT : return "LSHIFT"; // Key: Shift left
case KEY_LEFT_CONTROL : return "LCTRL"; // Key: Control left
case KEY_LEFT_ALT : return "LALT"; // Key: Alt left
case KEY_LEFT_SUPER : return "WIN"; // Key: Super left
case KEY_RIGHT_SHIFT : return "RSHIFT"; // Key: Shift right
case KEY_RIGHT_CONTROL : return "RCTRL"; // Key: Control right
case KEY_RIGHT_ALT : return "ALTGR"; // Key: Alt right
case KEY_RIGHT_SUPER : return "RSUPER"; // Key: Super right
case KEY_KB_MENU : return "KBMENU"; // Key: KB menu
case KEY_KP_0 : return "KP0"; // Key: Keypad 0
case KEY_KP_1 : return "KP1"; // Key: Keypad 1
case KEY_KP_2 : return "KP2"; // Key: Keypad 2
case KEY_KP_3 : return "KP3"; // Key: Keypad 3
case KEY_KP_4 : return "KP4"; // Key: Keypad 4
case KEY_KP_5 : return "KP5"; // Key: Keypad 5
case KEY_KP_6 : return "KP6"; // Key: Keypad 6
case KEY_KP_7 : return "KP7"; // Key: Keypad 7
case KEY_KP_8 : return "KP8"; // Key: Keypad 8
case KEY_KP_9 : return "KP9"; // Key: Keypad 9
case KEY_KP_DECIMAL : return "KPDEC"; // Key: Keypad .
case KEY_KP_DIVIDE : return "KPDIV"; // Key: Keypad /
case KEY_KP_MULTIPLY : return "KPMUL"; // Key: Keypad *
case KEY_KP_SUBTRACT : return "KPSUB"; // Key: Keypad -
case KEY_KP_ADD : return "KPADD"; // Key: Keypad +
case KEY_KP_ENTER : return "KPENTER"; // Key: Keypad Enter
case KEY_KP_EQUAL : return "KPEQU"; // Key: Keypad =
default: return "";
}
}
// Draw keyboard key
static void GuiKeyboardKey(Rectangle bounds, int key)
{
if (key == KEY_NULL) DrawRectangleLinesEx(bounds, 2.0f, LIGHTGRAY);
else
{
if (IsKeyDown(key))
{
DrawRectangleLinesEx(bounds, 2.0f, MAROON);
DrawText(GetKeyText(key), bounds.x + 4, bounds.y + 4, 10, MAROON);
}
else
{
DrawRectangleLinesEx(bounds, 2.0f, DARKGRAY);
DrawText(GetKeyText(key), bounds.x + 4, bounds.y + 4, 10, DARKGRAY);
}
}
if (CheckCollisionPointRec(GetMousePosition(), bounds))
{
DrawRectangleRec(bounds, Fade(RED, 0.2f));
DrawRectangleLinesEx(bounds, 3.0f, RED);
}
}

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@ -112,16 +112,16 @@ int main(void)
if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed)
{
resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1)%RESOLUTION_COUNT;
gameWidth = resolutionList[resolutionIndex].x;
gameHeight = resolutionList[resolutionIndex].y;
gameWidth = (int)resolutionList[resolutionIndex].x;
gameHeight = (int)resolutionList[resolutionIndex].y;
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
}
if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed)
{
resolutionIndex = (resolutionIndex + 1)%RESOLUTION_COUNT;
gameWidth = resolutionList[resolutionIndex].x;
gameHeight = resolutionList[resolutionIndex].y;
gameWidth = (int)resolutionList[resolutionIndex].x;
gameHeight = (int)resolutionList[resolutionIndex].y;
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
}
@ -145,7 +145,7 @@ int main(void)
// Draw our scene to the render texture
BeginTextureMode(target);
ClearBackground(WHITE);
DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.0f, LIME);
DrawCircleV(textureMousePosition, 20.0f, LIME);
EndTextureMode();
// Draw render texture to main framebuffer
@ -159,7 +159,7 @@ int main(void)
// Draw info box
Rectangle infoRect = (Rectangle){5, 5, 330, 105};
DrawRectangleRec(infoRect, Fade(LIGHTGRAY, 0.7f));
DrawRectangleLines(infoRect.x, infoRect.y, infoRect.width, infoRect.height, BLUE);
DrawRectangleLinesEx(infoRect, 1, BLUE);
DrawText(TextFormat("Window Resolution: %d x %d", screenWidth, screenHeight), 15, 15, 10, BLACK);
DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK);
@ -216,7 +216,7 @@ static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gam
static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
const float resizeRatio = (float)(screenHeight/gameHeight);
const float resizeRatio = (float)screenHeight/gameHeight;
sourceRect->x = 0.0f;
sourceRect->y = 0.0f;
sourceRect->width = (float)(int)(screenWidth/resizeRatio);
@ -230,7 +230,7 @@ static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gam
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
const float resizeRatio = (float)(screenWidth/gameWidth);
const float resizeRatio = (float)screenWidth/gameWidth;
sourceRect->x = 0.0f;
sourceRect->y = 0.0f;
sourceRect->width = (float)gameWidth;

View File

@ -413,7 +413,7 @@ static MsfGifBuffer * msf_compress_frame(void * allocContext, int width, int hei
//generate palette
typedef struct { uint8_t r, g, b; } Color3;
Color3 table[256] = { {0} };
Color3 table[256] = { { 0 } };
int tableIdx = 1; //we start counting at 1 because 0 is the transparent color
//transparent is always last in the table
tlb[tlbSize-1] = 0;
@ -550,7 +550,7 @@ static void msf_free_gif_state(MsfGifState * handle) {
int msf_gif_begin(MsfGifState * handle, int width, int height) { MsfTimeFunc
//NOTE: we cannot stomp the entire struct to zero because we must preserve `customAllocatorContext`.
MsfCookedFrame empty = {0}; //god I hate MSVC...
MsfCookedFrame empty = { 0 }; //god I hate MSVC...
handle->previousFrame = empty;
handle->currentFrame = empty;
handle->width = width;
@ -614,7 +614,7 @@ int msf_gif_frame(MsfGifState * handle, uint8_t * pixelData, int centiSecondsPer
}
MsfGifResult msf_gif_end(MsfGifState * handle) { MsfTimeFunc
if (!handle->listHead) { MsfGifResult empty = {0}; return empty; }
if (!handle->listHead) { MsfGifResult empty = { 0 }; return empty; }
//first pass: determine total size
size_t total = 1; //1 byte for trailing marker

View File

@ -1,11 +1,13 @@
#
# raylib examples list used to generate/update collection
# examples must be provided as: <example_category>;<example_name>;<example_stars>;<raylib_created_version>;<raylib_last_update_version>;<year_created>;<year_reviewed>;"<example_author_name>";<author_github_user>
# raylib examples list with available .c example files
#
# WARNING: List is not ordered by example name but by the display order on web,
# so it can not be automatically generated scanning available .c code files, only updated
# new examples are added at the end of each category; it's up to the user to reorder them as desired
#
# examples data is listed as: <example_category>;<example_name>;<example_stars>;<raylib_created_version>;<raylib_last_update_version>;<year_created>;<year_reviewed>;"<example_author_name>";<author_github_user>
#
# This list is used as the main reference by [rexm] tool for examples collection validation and management
# New examples must be added to this list and any possible rename must be made on this list first
#
# WARNING: List is not ordered by example name but by the display order on web
#
core;core_basic_window;★☆☆☆;1.0;1.0;2013;2025;"Ramon Santamaria";@raysan5
core;core_delta_time;★☆☆☆;5.5;5.6-dev;2025;2025;"Robin";@RobinsAviary
@ -43,7 +45,7 @@ core;core_custom_frame_control;★★★★;4.0;4.0;2021;2025;"Ramon Santamaria"
core;core_smooth_pixelperfect;★★★☆;3.7;4.0;2021;2025;"Giancamillo Alessandroni";@NotManyIdeasDev
core;core_random_sequence;★☆☆☆;5.0;5.0;2023;2025;"Dalton Overmyer";@REDl3east
core;core_automation_events;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@raysan5
core;core_high_dpi;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997
core;core_highdpi_demo;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997
core;core_render_texture;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
core;core_viewport_scaling;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldiņš";@nezvers
@ -54,6 +56,7 @@ core;core_screen_recording;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santama
core;core_clipboard_text;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ananth S";@Ananth1839
core;core_text_file_loading;★☆☆☆;5.5;5.6;0;0;"Aanjishnu Bhattacharyya";@NimComPoo-04
core;core_compute_hash;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
core;core_keyboard_testbed;★★☆☆;5.6;5.6;2026;2026;"Ramon Santamaria";@raysan5
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
@ -92,6 +95,7 @@ shapes;shapes_rlgl_color_wheel;★★★☆;5.6-dev;5.6-dev;2025;2025;"Robin";@R
shapes;shapes_rlgl_triangle;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
shapes;shapes_ball_physics;★★☆☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
shapes;shapes_penrose_tile;★★★★;5.5;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
shapes;shapes_hilbert_curve;★★★☆;5.6;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
@ -121,6 +125,7 @@ textures;textures_screen_buffer;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldiņš";
textures;textures_textured_curve;★★★☆;4.5;4.5;2022;2025;"Jeffery Myers";@JeffM2501
textures;textures_sprite_stacking;★★☆☆;5.6-dev;6.0;2025;2025;"Robin";@RobinsAviary
textures;textures_cellular_automata;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
textures;textures_framebuffer_rendering;★★☆☆;5.6;5.6;2026;2026;"Jack Boakes";@jackboakes
text;text_sprite_fonts;★☆☆☆;1.7;3.7;2017;2025;"Ramon Santamaria";@raysan5
text;text_font_spritefont;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
text;text_font_filters;★★☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5

View File

@ -45,7 +45,7 @@ static void FreeMeshBuilder(MeshBuilder *mb);
static Mesh BuildMesh(MeshBuilder *mb);
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f)
static void FreeDecalMeshData(void) { GenMeshDecal((Model){ .meshCount = -1 }, (Matrix){ 0 }, 0.0f, 0.0f); }
static bool GuiButton(Rectangle rec, const char *label);
//------------------------------------------------------------------------------------
@ -183,7 +183,7 @@ int main(void)
if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
// Draw the decal models
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){ 0 }, 1.0f, WHITE);
// If we hit the mesh, draw the box for the decal
if (collision.hit)
@ -191,19 +191,19 @@ int main(void)
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0});
placementCube.transform = MatrixInvert(splat);
DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f));
DrawModel(placementCube, (Vector3){ 0 }, 1.0f, Fade(WHITE, 0.5f));
}
DrawGrid(10, 10.0f);
EndMode3D();
float yPos = 10;
float x0 = GetScreenWidth() - 300;
float x0 = GetScreenWidth() - 300.0f;
float x1 = x0 + 100;
float x2 = x1 + 100;
DrawText("Vertices", x1, yPos, 10, LIME);
DrawText("Triangles", x2, yPos, 10, LIME);
DrawText("Vertices", (int)x1, (int)yPos, 10, LIME);
DrawText("Triangles", (int)x2, (int)yPos, 10, LIME);
yPos += 15;
int vertexCount = 0;
@ -215,24 +215,24 @@ int main(void)
triangleCount += model.meshes[i].triangleCount;
}
DrawText("Main model", x0, yPos, 10, LIME);
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
DrawText("Main model", (int)x0, (int)yPos, 10, LIME);
DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
yPos += 15;
for (int i = 0; i < decalCount; i++)
{
if (i == 20)
{
DrawText("...", x0, yPos, 10, LIME);
DrawText("...", (int)x0, (int)yPos, 10, LIME);
yPos += 15;
}
if (i < 20)
{
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
DrawText(TextFormat("Decal #%d", i+1), (int)x0, (int)yPos, 10, LIME);
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), (int)x1, (int)yPos, 10, LIME);
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), (int)x2, (int)yPos, 10, LIME);
yPos += 15;
}
@ -240,18 +240,18 @@ int main(void)
triangleCount += decalModels[i].meshes[0].triangleCount;
}
DrawText("TOTAL", x0, yPos, 10, LIME);
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
DrawText("TOTAL", (int)x0, (int)yPos, 10, LIME);
DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
yPos += 15;
DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
// UI elements
if (GuiButton((Rectangle){ 10, screenHeight - 100, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
if (GuiButton((Rectangle){ 10, screenHeight - 1000.f, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100, 100, 60 }, "Clear Decals"))
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100.0f, 100, 60 }, "Clear Decals"))
{
// Clear decals, unload all decal models
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
@ -596,8 +596,8 @@ static bool GuiButton(Rectangle rec, const char *label)
DrawRectangleRec(rec, bgColor);
DrawRectangleLinesEx(rec, 2.0f, DARKGRAY);
float fontSize = 10.0f;
float textWidth = MeasureText(label, fontSize);
int fontSize = 10;
int textWidth = MeasureText(label, fontSize);
DrawText(label, (int)(rec.x + rec.width*0.5f - textWidth*0.5f), (int)(rec.y + rec.height*0.5f - fontSize*0.5f), fontSize, DARKGRAY);

View File

@ -80,18 +80,23 @@ int main(void)
if (playerCellY < 0) playerCellY = 0;
else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
// Check map collisions using image data and player position
// TODO: Improvement: Just check player surrounding cells for collision
for (int y = 0; y < cubicmap.height; y++)
// Check map collisions using image data and player position against surrounding cells only
for (int y = playerCellY - 1; y <= playerCellY + 1; y++)
{
for (int x = 0; x < cubicmap.width; x++)
// Avoid map accessing out of bounds
if ((y >= 0) && (y < cubicmap.height))
{
if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
(CheckCollisionCircleRec(playerPos, playerRadius,
(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
for (int x = playerCellX - 1; x <= playerCellX + 1; x++)
{
// Collision detected, reset camera position
camera.position = oldCamPos;
// NOTE: Collision: Only checking R channel for white pixel
if (((x >= 0) && (x < cubicmap.width)) &&
(mapPixels[y*cubicmap.width + x].r == 255) &&
(CheckCollisionCircleRec(playerPos, playerRadius,
(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
{
// Collision detected, reset camera position
camera.position = oldCamPos;
}
}
}
}

View File

@ -148,25 +148,25 @@ void DrawSphereBasic(Color color)
{
for (int j = 0; j < slices; j++)
{
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i))),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
}
}
rlEnd();

View File

@ -85,9 +85,9 @@ int main(void)
// Calculate the cube position
Vector3 cubePos = {
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
(float)(z - numBlocks/2)*(scale*3.0f) + scatter
(float)(x - (float)numBlocks/2)*(scale*3.0f) + scatter,
(float)(y - (float)numBlocks/2)*(scale*2.0f) + scatter,
(float)(z - (float)numBlocks/2)*(scale*3.0f) + scatter
};
// Pick a color with a hue depending on cube position for the rainbow color effect

View File

@ -30,6 +30,7 @@
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
#if defined(GRAPHICS_API_OPENGL_ES2)
#define GLAD_GLES2_IMPLEMENTATION
#include "glad_gles2.h" // Required for: OpenGL functionality
#define glGenVertexArrays glGenVertexArraysOES
#define glBindVertexArray glBindVertexArrayOES

View File

@ -44,7 +44,7 @@ float GetCharacter(float n, vec2 p)
// Main shader logic
// -----------------------------------------------------------------------------
void main()
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize/resolution;

View File

@ -36,7 +36,7 @@ void main()
vec3 ambient = albedo*vec3(0.1);
vec3 viewDirection = normalize(viewPosition - fragPosition);
for (int i = 0; i < NR_LIGHTS; ++i)
for (int i = 0; i < NR_LIGHTS; i++)
{
if (lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;

View File

@ -63,7 +63,7 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
}
// SRC: https://iquilezles.org/articles/boxfunctions
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
{
vec3 m = 1.0/rd;
vec3 n = m*ro;

View File

@ -34,7 +34,7 @@ void main()
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
for (int iter = 0; iter < maxIterationsLimit; ++iter)
for (int iter = 0; iter < maxIterationsLimit; iter++)
{
float aa = a*a;
float bb = b*b;

View File

@ -19,7 +19,8 @@ uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
void main()
{
float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth;

View File

@ -42,7 +42,7 @@ float GetCharacter(float n, vec2 p)
// Main shader logic
// -----------------------------------------------------------------------------
void main()
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize / resolution;

View File

@ -34,7 +34,7 @@ void main()
vec3 ambient = albedo*vec3(0.1);
vec3 viewDirection = normalize(viewPosition - fragPosition);
for (int i = 0; i < NR_LIGHTS; ++i)
for (int i = 0; i < NR_LIGHTS; i++)
{
if (lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;

View File

@ -61,7 +61,7 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
}
// SRC: https://iquilezles.org/articles/boxfunctions
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
{
vec3 m = 1.0/rd;
vec3 n = m*ro;

View File

@ -41,7 +41,7 @@ void main()
a = aa - bb + c.x;
b = twoab + c.y;
++iter;
iter++;
}
if (iter >= maxIterations)

View File

@ -17,7 +17,8 @@ uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
void main()
{
float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth;

View File

@ -38,7 +38,7 @@ float GetCharacter(int n, vec2 p)
// Main shader logic
// -----------------------------------------------------------------------------
void main()
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize/resolution;

View File

@ -23,7 +23,8 @@ uniform vec3 viewPosition;
const float QUADRATIC = 0.032;
const float LINEAR = 0.09;
void main() {
void main()
{
vec3 fragPosition = texture(gPosition, texCoord).rgb;
vec3 normal = texture(gNormal, texCoord).rgb;
vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
@ -32,7 +33,7 @@ void main() {
vec3 ambient = albedo*vec3(0.1f);
vec3 viewDirection = normalize(viewPosition - fragPosition);
for (int i = 0; i < NR_LIGHTS; ++i)
for (int i = 0; i < NR_LIGHTS; i++)
{
if (lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;

View File

@ -5,7 +5,8 @@ layout (location = 1) in vec2 vertexTexCoord;
out vec2 texCoord;
void main() {
void main()
{
gl_Position = vec4(vertexPosition, 1.0);
texCoord = vertexTexCoord;
}

View File

@ -10,7 +10,8 @@ in vec3 fragNormal;
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
void main() {
void main()
{
// store the fragment position vector in the first gbuffer texture
gPosition = fragPosition;
// also store the per-fragment normals into the gbuffer

View File

@ -59,7 +59,7 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
}
// https://iquilezles.org/articles/boxfunctions
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
{
vec3 m = 1.0/rd;
vec3 n = m*ro;

View File

@ -31,7 +31,7 @@ void main()
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
int iter = 0;
for (iter = 0; iter < maxIterations; ++iter)
for (iter = 0; iter < maxIterations; iter++)
{
float aa = a*a;
float bb = b*b;

View File

@ -22,7 +22,8 @@ uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
void main()
{
float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth;

View File

@ -40,13 +40,13 @@
//----------------------------------------------------------------------------------
// GBuffer data
typedef struct GBuffer {
unsigned int framebuffer;
unsigned int framebufferId;
unsigned int positionTexture;
unsigned int normalTexture;
unsigned int albedoSpecTexture;
unsigned int positionTextureId;
unsigned int normalTextureId;
unsigned int albedoSpecTextureId;
unsigned int depthRenderbuffer;
unsigned int depthRenderbufferId;
} GBuffer;
// Deferred mode passes
@ -90,15 +90,10 @@ int main(void)
// Initialize the G-buffer
GBuffer gBuffer = { 0 };
gBuffer.framebuffer = rlLoadFramebuffer();
gBuffer.framebufferId = rlLoadFramebuffer();
if (gBuffer.framebufferId == 0) TraceLog(LOG_WARNING, "Failed to create framebufferId");
if (!gBuffer.framebuffer)
{
TraceLog(LOG_WARNING, "Failed to create framebuffer");
exit(1);
}
rlEnableFramebuffer(gBuffer.framebuffer);
rlEnableFramebuffer(gBuffer.framebufferId);
// NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
@ -107,46 +102,42 @@ int main(void)
// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios
// But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`
gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
gBuffer.positionTextureId = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
// Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility
// This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations
gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
gBuffer.normalTextureId = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
// Albedo (diffuse color) and specular strength can be combined into one texture
// The color in RGB, and the specular strength in the alpha channel
gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
gBuffer.albedoSpecTextureId = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
// Activate the draw buffers for our framebuffer
// Activate the draw buffers for our framebufferId
rlActiveDrawBuffers(3);
// Now we attach our textures to the framebuffer
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
// Now we attach our textures to the framebufferId
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.positionTextureId, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.normalTextureId, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.albedoSpecTextureId, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
// Finally we attach the depth buffer
gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true);
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
gBuffer.depthRenderbufferId = rlLoadTextureDepth(screenWidth, screenHeight, true);
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.depthRenderbufferId, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
// Make sure our framebuffer is complete
// NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
// to rlDisableFramebuffer() here
if (!rlFramebufferComplete(gBuffer.framebuffer))
{
TraceLog(LOG_WARNING, "Framebuffer is not complete");
}
// Make sure our framebufferId is complete
// NOTE: rlFramebufferComplete() automatically unbinds the framebufferId, so we don't have to rlDisableFramebuffer() here
if (!rlFramebufferComplete(gBuffer.framebufferId)) TraceLog(LOG_WARNING, "Framebuffer is not complete");
// Now we initialize the sampler2D uniform's in the deferred shader
// We do this by setting the uniform's values to the texture units that
// we later bind our g-buffer textures to
rlEnableShader(deferredShader.id);
int texUnitPosition = 0;
int texUnitNormal = 1;
int texUnitAlbedoSpec = 2;
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gPosition"), &texUnitPosition, RL_SHADER_UNIFORM_SAMPLER2D);
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gNormal"), &texUnitNormal, RL_SHADER_UNIFORM_SAMPLER2D);
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), &texUnitAlbedoSpec, RL_SHADER_UNIFORM_SAMPLER2D);
int texUnitPosition = 0;
int texUnitNormal = 1;
int texUnitAlbedoSpec = 2;
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gPosition"), &texUnitPosition, RL_SHADER_UNIFORM_SAMPLER2D);
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gNormal"), &texUnitNormal, RL_SHADER_UNIFORM_SAMPLER2D);
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), &texUnitAlbedoSpec, RL_SHADER_UNIFORM_SAMPLER2D);
rlDisableShader();
// Assign out lighting shader to model
@ -176,7 +167,7 @@ int main(void)
cubeRotations[i] = (float)(rand()%360);
}
DeferredMode mode = DEFERRED_SHADING;
int mode = DEFERRED_SHADING;
rlEnableDepthTest();
@ -215,17 +206,16 @@ int main(void)
BeginDrawing();
// Draw to the geometry buffer by first activating it
rlEnableFramebuffer(gBuffer.framebuffer);
rlEnableFramebuffer(gBuffer.framebufferId);
rlClearColor(0, 0, 0, 0);
rlClearScreenBuffers(); // Clear color and depth buffer
rlDisableColorBlend();
BeginMode3D(camera);
// NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
// will not work, as they won't immediately load the shader program
rlEnableShader(gbufferShader.id);
// When drawing a model here, make sure that the material's shaders
// are set to the gbuffer shader!
// When drawing a model here, make sure that the material's shaders are set to the gbuffer shader!
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
DrawModel(cube, (Vector3) { 0.0, 1.0f, 0.0 }, 1.0f, WHITE);
@ -234,12 +224,12 @@ int main(void)
Vector3 position = cubePositions[i];
DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE);
}
rlDisableShader();
EndMode3D();
rlEnableColorBlend();
// Go back to the default framebuffer (0) and draw our deferred shading
// Go back to the default framebufferId (0) and draw our deferred shading
rlDisableFramebuffer();
rlClearScreenBuffers(); // Clear color & depth buffer
@ -254,21 +244,21 @@ int main(void)
// We are binding them to locations that we earlier set in sampler2D uniforms `gPosition`, `gNormal`,
// and `gAlbedoSpec`
rlActiveTextureSlot(texUnitPosition);
rlEnableTexture(gBuffer.positionTexture);
rlEnableTexture(gBuffer.positionTextureId);
rlActiveTextureSlot(texUnitNormal);
rlEnableTexture(gBuffer.normalTexture);
rlEnableTexture(gBuffer.normalTextureId);
rlActiveTextureSlot(texUnitAlbedoSpec);
rlEnableTexture(gBuffer.albedoSpecTexture);
rlEnableTexture(gBuffer.albedoSpecTextureId);
// Finally, we draw a fullscreen quad to our default framebuffer
// Finally, we draw a fullscreen quad to our default framebufferId
// This will now be shaded using our deferred shader
rlLoadDrawQuad();
rlDisableShader();
rlEnableColorBlend();
EndMode3D();
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer
rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebufferId
rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebufferId);
rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0);
rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
rlDisableFramebuffer();
@ -290,7 +280,7 @@ int main(void)
case DEFERRED_POSITION:
{
DrawTextureRec((Texture2D){
.id = gBuffer.positionTexture,
.id = gBuffer.positionTextureId,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
@ -300,7 +290,7 @@ int main(void)
case DEFERRED_NORMAL:
{
DrawTextureRec((Texture2D){
.id = gBuffer.normalTexture,
.id = gBuffer.normalTextureId,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
@ -310,7 +300,7 @@ int main(void)
case DEFERRED_ALBEDO:
{
DrawTextureRec((Texture2D){
.id = gBuffer.albedoSpecTexture,
.id = gBuffer.albedoSpecTextureId,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
@ -331,18 +321,20 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload the models
// Unload the models
UnloadModel(model);
UnloadModel(cube);
UnloadShader(deferredShader); // Unload shaders
// Unload shaders
UnloadShader(deferredShader);
UnloadShader(gbufferShader);
// Unload geometry buffer and all attached textures
rlUnloadFramebuffer(gBuffer.framebuffer);
rlUnloadTexture(gBuffer.positionTexture);
rlUnloadTexture(gBuffer.normalTexture);
rlUnloadTexture(gBuffer.albedoSpecTexture);
rlUnloadTexture(gBuffer.depthRenderbuffer);
rlUnloadFramebuffer(gBuffer.framebufferId);
rlUnloadTexture(gBuffer.positionTextureId);
rlUnloadTexture(gBuffer.normalTextureId);
rlUnloadTexture(gBuffer.albedoSpecTextureId);
rlUnloadTexture(gBuffer.depthRenderbufferId);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View File

@ -258,8 +258,8 @@ int main(void)
UnloadImage(pattern);
mode = MODE_PAUSE;
offsetX = worldWidth*presetPatterns[preset].position.x - windowWidth/zoom/2.0f;
offsetY = worldHeight*presetPatterns[preset].position.y - windowHeight/zoom/2.0f;
offsetX = worldWidth*presetPatterns[preset].position.x - (float)windowWidth/zoom/2.0f;
offsetY = worldHeight*presetPatterns[preset].position.y - (float)windowHeight/zoom/2.0f;
}
// Check window draw inside world limits

View File

@ -65,7 +65,7 @@ int main(void)
Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
// Declare Struct used to store camera locs
RayLocs marchLocs = {0};
RayLocs marchLocs = { 0 };
// Fill the struct with shader locs
marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");

View File

@ -41,7 +41,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
// set up camera
Camera camera = {0};
Camera camera = { 0 };
camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
camera.up = (Vector3) {0.0f, 1.0f, 0.0f};

View File

@ -46,19 +46,19 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
Ball balls[MAX_BALLS] = {{
.pos = { GetScreenWidth()/2, GetScreenHeight()/2 },
.pos = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
.vel = { 200, 200 },
.ppos = { 0 },
.radius = 40,
.friction = 0.99,
.elasticity = 0.9,
.friction = 0.99f,
.elasticity = 0.9f,
.color = BLUE,
.grabbed = false
}};
int ballCount = 1;
Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
Vector2 pressOffset = {0}; // Mouse press offset relative to the ball that grabbedd
Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd
float gravity = 100; // World gravity
@ -110,11 +110,11 @@ int main(void)
{
balls[ballCount++] = (Ball){
.pos = mousePos,
.vel = { GetRandomValue(-300, 300), GetRandomValue(-300, 300) },
.vel = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
.ppos = { 0 },
.radius = 20 + GetRandomValue(0, 30),
.friction = 0.99,
.elasticity = 0.9,
.radius = 20.0f + (float)GetRandomValue(0, 30),
.friction = 0.99f,
.elasticity = 0.9f,
.color = { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 },
.grabbed = false
};
@ -126,7 +126,7 @@ int main(void)
{
for (int i = 0; i < ballCount; i++)
{
if (!balls[i].grabbed) balls[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
if (!balls[i].grabbed) balls[i].vel = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
}
}
@ -139,14 +139,14 @@ int main(void)
Ball *ball = &balls[i];
// The ball is not grabbed
if (!ball->grabbed)
if (!ball->grabbed)
{
// Ball repositioning using the velocity
ball->pos.x += ball->vel.x * delta;
ball->pos.y += ball->vel.y * delta;
// Does the ball hit the screen right boundary?
if ((ball->pos.x + ball->radius) >= screenWidth)
if ((ball->pos.x + ball->radius) >= screenWidth)
{
ball->pos.x = screenWidth - ball->radius; // Ball repositioning
ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
@ -159,12 +159,12 @@ int main(void)
}
// The same for y axis
if ((ball->pos.y + ball->radius) >= screenHeight)
if ((ball->pos.y + ball->radius) >= screenHeight)
{
ball->pos.y = screenHeight - ball->radius;
ball->vel.y = -ball->vel.y*ball->elasticity;
}
else if ((ball->pos.y - ball->radius) <= 0)
else if ((ball->pos.y - ball->radius) <= 0)
{
ball->pos.y = ball->radius;
ball->vel.y = -ball->vel.y*ball->elasticity;

View File

@ -45,7 +45,7 @@ int main(void)
for (int i = 0; i < MAX_COLORS_COUNT; i++)
{
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
colorsRecs[i].y = 80.0f + 100.0f *((float)i/7) + 10.0f *((float)i/7);
colorsRecs[i].width = 100.0f;
colorsRecs[i].height = 100.0f;
}

View File

@ -311,7 +311,7 @@ static void DrawDisplaySegment(Vector2 center, int length, int thick, bool verti
(Vector2){ center.x + thick/2.0f, center.y - length/2.0f }, // Point 3
(Vector2){ center.x - thick/2.0f, center.y + length/2.0f }, // Point 4
(Vector2){ center.x + thick/2.0f, center.y + length/2.0f }, // Point 5
(Vector2){ center.x, center.y + length/2 + thick/2.0f }, // Point 6
(Vector2){ center.x, center.y + (float)length/2 + thick/2.0f }, // Point 6
};
DrawTriangleStrip(segmentPointsV, 6, color);

View File

@ -49,8 +49,8 @@ int main(void)
float totalM = m1 + m2;
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
previousPosition.x += (screenWidth/2);
previousPosition.y += (screenHeight/2 - 100);
previousPosition.x += ((float)screenWidth/2);
previousPosition.y += ((float)screenHeight/2 - 100);
// Scale length
float L1 = l1*lengthScaler;
@ -105,8 +105,8 @@ int main(void)
// Calculate position
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
currentPosition.x += screenWidth/2;
currentPosition.y += screenHeight/2 - 100;
currentPosition.x += (float)screenWidth/2;
currentPosition.y += (float)screenHeight/2 - 100;
// Draw to render texture
BeginTextureMode(target);

View File

@ -0,0 +1,196 @@
/*******************************************************************************************
*
* raylib [shapes] example - hilbert curve
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Hamza RAHAL (@hmz-rhl) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Hamza RAHAL (@hmz-rhl)
*
********************************************************************************************/
#include "raylib.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
#include <stdlib.h> // Required for: calloc(), free()
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static Vector2 *LoadHilbertPath(int order, float size, int *strokeCount);
static void UnloadHilbertPath(Vector2 *hilbertPath);
static Vector2 ComputeHilbertStep(int order, int index);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - hilbert curve");
int order = 2;
float size = GetScreenHeight();
int strokeCount = 0;
Vector2 *hilbertPath = LoadHilbertPath(order, size, &strokeCount);
int prevOrder = order;
int prevSize = (int)size; // NOTE: Size from slider is float but for comparison we use int
int counter = 0;
float thick = 2.0f;
bool animate = true;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
//--------------------------------------------------------------------------------------
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Check if order or size have changed to regenerate
// NOTE: Size from slider is float but for comparison we use int
if ((prevOrder != order) || (prevSize != (int)size))
{
UnloadHilbertPath(hilbertPath);
hilbertPath = LoadHilbertPath(order, size, &strokeCount);
if (animate) counter = 0;
else counter = strokeCount;
prevOrder = order;
prevSize = size;
}
//----------------------------------------------------------------------------------
// Draw
//--------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (counter < strokeCount)
{
// Draw Hilbert path animation, one stroke every frame
for (int i = 1; i <= counter; i++)
{
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f));
}
counter += 1;
}
else
{
// Draw full Hilbert path
for (int i = 1; i < strokeCount; i++)
{
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f));
}
}
// Draw UI using raygui
GuiCheckBox((Rectangle){ 450, 50, 20, 20 }, "ANIMATE GENERATION ON CHANGE", &animate);
GuiSpinner((Rectangle){ 585, 100, 180, 30 }, "HILBERT CURVE ORDER: ", &order, 2, 8, false);
GuiSlider((Rectangle){ 524, 150, 240, 24 }, "THICKNESS: ", NULL, &thick, 1.0f, 10.0f);
GuiSlider((Rectangle){ 524, 190, 240, 24 }, "TOTAL SIZE: ", NULL, &size, 10.0f, GetScreenHeight()*1.5f);
EndDrawing();
//--------------------------------------------------------------------------
}
//--------------------------------------------------------------------------------------
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadHilbertPath(hilbertPath);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
// Load the whole Hilbert Path (including each U and their link)
static Vector2 *LoadHilbertPath(int order, float size, int *strokeCount)
{
int N = 1 << order;
float len = size/N;
*strokeCount = N*N;
Vector2 *hilbertPath = (Vector2 *)RL_CALLOC(*strokeCount, sizeof(Vector2));
for (int i = 0; i < *strokeCount; i++)
{
hilbertPath[i] = ComputeHilbertStep(order, i);
hilbertPath[i].x = hilbertPath[i].x*len + len/2.0f;
hilbertPath[i].y = hilbertPath[i].y*len + len/2.0f;
}
return hilbertPath;
}
// Unload Hilbert path data
static void UnloadHilbertPath(Vector2 *hilbertPath)
{
RL_FREE(hilbertPath);
}
// Compute Hilbert path U positions
static Vector2 ComputeHilbertStep(int order, int index)
{
// Hilbert points base pattern
static const Vector2 hilbertPoints[4] = {
[0] = { .x = 0, .y = 0 },
[1] = { .x = 0, .y = 1 },
[2] = { .x = 1, .y = 1 },
[3] = { .x = 1, .y = 0 },
};
int hilbertIndex = index&3;
Vector2 vect = hilbertPoints[hilbertIndex];
float temp = 0.0f;
int len = 0;
for (int j = 1; j < order; j++)
{
index = index >> 2;
hilbertIndex = index&3;
len = 1 << j;
switch (hilbertIndex)
{
case 0:
{
temp = vect.x;
vect.x = vect.y;
vect.y = temp;
} break;
case 2: vect.x += len;
case 1: vect.y += len; break;
case 3:
{
temp = len - 1 - vect.x;
vect.x = 2*len - 1 - vect.y;
vect.y = temp;
} break;
default: break;
}
}
return vect;
}

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@ -50,9 +50,9 @@ int main(void)
int symmetry = 6;
float angle = 360.0f/(float)symmetry;
float thickness = 3.0f;
Rectangle resetButtonRec = { screenWidth - 55, 5, 50, 25 };
Rectangle backButtonRec = { screenWidth - 55, screenHeight - 30, 25, 25 };
Rectangle nextButtonRec = { screenWidth - 30, screenHeight - 30, 25, 25 };
Rectangle resetButtonRec = { screenWidth - 55.0f, 5.0f, 50, 25 };
Rectangle backButtonRec = { screenWidth - 55.0f, screenHeight - 30.0f, 25, 25 };
Rectangle nextButtonRec = { screenWidth - 30.0f, screenHeight - 30.0f, 25, 25 };
Vector2 mousePos = { 0 };
Vector2 prevMousePos = { 0 };
Vector2 scaleVector = { 1.0f, -1.0f };

View File

@ -185,12 +185,12 @@ static void BuildProductionStep(PenroseLSystem *ls)
char *newProduction = (char *)RL_MALLOC(sizeof(char)*STR_MAX_SIZE);
newProduction[0] = '\0';
int productionLength = strnlen(ls->production, STR_MAX_SIZE);
int productionLength = (int)strnlen(ls->production, STR_MAX_SIZE);
for (int i = 0; i < productionLength; i++)
{
char step = ls->production[i];
int remainingSpace = STR_MAX_SIZE - strnlen(newProduction, STR_MAX_SIZE) - 1;
int remainingSpace = STR_MAX_SIZE - (int)strnlen(newProduction, STR_MAX_SIZE) - 1;
switch (step)
{
case 'W': strncat(newProduction, ls->ruleW, remainingSpace); break;
@ -201,7 +201,7 @@ static void BuildProductionStep(PenroseLSystem *ls)
{
if (step != 'F')
{
int t = strnlen(newProduction, STR_MAX_SIZE);
int t = (int)strnlen(newProduction, STR_MAX_SIZE);
newProduction[t] = step;
newProduction[t + 1] = '\0';
}
@ -218,7 +218,7 @@ static void BuildProductionStep(PenroseLSystem *ls)
// Draw penrose tile lines
static void DrawPenroseLSystem(PenroseLSystem *ls)
{
Vector2 screenCenter = { GetScreenWidth()/2, GetScreenHeight()/2 };
Vector2 screenCenter = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
TurtleState turtle = {
.origin = { 0 },
@ -245,7 +245,7 @@ static void DrawPenroseLSystem(PenroseLSystem *ls)
Vector2 startPosScreen = { startPosWorld.x + screenCenter.x, startPosWorld.y + screenCenter.y };
Vector2 endPosScreen = { turtle.origin.x + screenCenter.x, turtle.origin.y + screenCenter.y };
DrawLineEx(startPosScreen, endPosScreen, 2, Fade(BLACK, 0.2));
DrawLineEx(startPosScreen, endPosScreen, 2, Fade(BLACK, 0.2f));
}
repeats = 1;

View File

@ -49,8 +49,8 @@ int main(void)
bool showPercentages = false;
bool showDonut = false;
int hoveredSlice = -1;
Rectangle scrollPanelBounds = {0};
Vector2 scrollContentOffset = {0};
Rectangle scrollPanelBounds = { 0 };
Vector2 scrollContentOffset = { 0 };
Rectangle view = { 0 };
// UI layout parameters

View File

@ -113,7 +113,7 @@ int main(void)
// Set the text (using markdown!)
char text[64] = "Hello ~~World~~ in 3D!";
Vector3 tbox = {0};
Vector3 tbox = { 0 };
int layers = 1;
int quads = 0;
float layerDistance = 0.01f;
@ -133,7 +133,7 @@ int main(void)
Shader alphaDiscard = LoadShader(NULL, TextFormat("resources/shaders/glsl%i/alpha_discard.fs", GLSL_VERSION));
// Array filled with multiple random colors (when multicolor mode is set)
Color multi[TEXT_MAX_LAYERS] = {0};
Color multi[TEXT_MAX_LAYERS] = { 0 };
DisableCursor(); // Limit cursor to relative movement inside the window

View File

@ -97,8 +97,8 @@ int main(void)
if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
fontPosition.x = (float)GetScreenWidth()/2 - textSize.x/2;
fontPosition.y = (float)GetScreenHeight()/2 - textSize.y/2 + 80;
//----------------------------------------------------------------------------------
// Draw

View File

@ -178,14 +178,14 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
// Convert hex color text into actual Color
unsigned int colHexValue = strtoul(colHexText, NULL, 16);
if (text[i - 1] == 'c')
{
{
colFront = GetColor(colHexValue);
colFront.a *= (float)color.a/255.0f;
//colFront.a *= (unsigned char)(colFront.a*(float)color.a/255.0f); // TODO: Review
}
else if (text[i - 1] == 'b')
{
colBack = GetColor(colHexValue);
colBack.a *= (float)color.a/255.0f;
//colBack.a *= (unsigned char)(colFront.a*(float)color.a/255.0f);
}
i += (colHexCount + 1); // Skip color value retrieved and ']'

View File

@ -226,7 +226,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
{
if (!wordWrap)
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
}
}
@ -234,7 +234,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
{
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
}
@ -258,7 +258,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
if (wordWrap && (i == endLine))
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
startLine = endLine;
endLine = -1;

View File

@ -65,7 +65,7 @@ int main(void)
TextParticle textParticles[MAX_TEXT_PARTICLES] = { 0 };
int particleCount = 0;
TextParticle *grabbedTextParticle = NULL;
Vector2 pressOffset = {0};
Vector2 pressOffset = { 0 };
PrepareFirstTextParticle("raylib => fun videogames programming!", textParticles, &particleCount);
@ -133,7 +133,7 @@ int main(void)
{
for (int i = 0; i < particleCount; i++)
{
if (!textParticles[i].grabbed) textParticles[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
if (!textParticles[i].grabbed) textParticles[i].vel = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
}
}
@ -233,9 +233,9 @@ int main(void)
for (int i = 0; i < particleCount; i++)
{
TextParticle *tp = &textParticles[i];
DrawRectangle(tp->rect.x-tp->borderWidth, tp->rect.y-tp->borderWidth, tp->rect.width+tp->borderWidth*2, tp->rect.height+tp->borderWidth*2, BLACK);
DrawRectangleRec((Rectangle) { tp->rect.x - tp->borderWidth, tp->rect.y - tp->borderWidth, tp->rect.width + tp->borderWidth * 2, tp->rect.height + tp->borderWidth * 2 }, BLACK);
DrawRectangleRec(tp->rect, tp->color);
DrawText(tp->text, tp->rect.x+tp->padding, tp->rect.y+tp->padding, FONT_SIZE, BLACK);
DrawText(tp->text, (int)(tp->rect.x+tp->padding), (int)(tp->rect.y+tp->padding), FONT_SIZE, BLACK);
}
DrawText("grab a text particle by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
@ -265,8 +265,8 @@ void PrepareFirstTextParticle(const char* text, TextParticle *tps, int *particle
{
tps[0] = CreateTextParticle(
text,
GetScreenWidth()/2,
GetScreenHeight()/2,
GetScreenWidth()/2.0f,
GetScreenHeight()/2.0f,
RAYWHITE
);
*particleCount = 1;
@ -277,12 +277,12 @@ TextParticle CreateTextParticle(const char *text, float x, float y, Color color)
TextParticle tp = {
.text = "",
.rect = { x, y, 30, 30 },
.vel = { GetRandomValue(-200, 200), GetRandomValue(-200, 200) },
.vel = { (float)GetRandomValue(-200, 200), (float)GetRandomValue(-200, 200) },
.ppos = { 0 },
.padding = 5.0f,
.borderWidth = 5.0f,
.friction = 0.99,
.elasticity = 0.9,
.friction = 0.99f,
.elasticity = 0.9f,
.color = color,
.grabbed = false
};
@ -316,7 +316,7 @@ void SliceTextParticle(TextParticle *tp, int particlePos, int sliceLength, TextP
void SliceTextParticleByChar(TextParticle *tp, char charToSlice, TextParticle *tps, int *particleCount)
{
int tokenCount = 0;
const char **tokens = TextSplit(tp->text, charToSlice, &tokenCount);
char **tokens = TextSplit(tp->text, charToSlice, &tokenCount);
if (tokenCount > 1)
{

View File

@ -277,7 +277,7 @@ int main(void)
DrawTriangle(a, b, c, emoji[selected].color);
// Draw the main text message
Rectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
Rectangle textRect = { msgRect.x + (float)horizontalPadding/2, msgRect.y + (float)verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
DrawTextBoxed(*font, messages[message].text, textRect, (float)font->baseSize, 1.0f, true, WHITE);
// Draw the info text below the main message
@ -421,7 +421,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
{
if (!wordWrap)
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
}
}
@ -429,7 +429,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
{
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
}
@ -453,7 +453,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
if (wordWrap && (i == endLine))
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
startLine = endLine;
endLine = -1;

View File

@ -19,8 +19,6 @@
#include "raymath.h" // Required for: Lerp()
#include <stdio.h>
typedef enum TextAlignment {
TEXT_ALIGN_LEFT = 0,
TEXT_ALIGN_TOP = 0,
@ -43,7 +41,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [text] example - words alignment");
// Define the rectangle we will draw the text in
Rectangle textContainerRect = (Rectangle){ screenWidth/2-screenWidth/4, screenHeight/2-screenHeight/3, screenWidth/2, screenHeight*2/3 };
Rectangle textContainerRect = (Rectangle){ (float)screenWidth/2-(float)screenWidth/4, (float)screenHeight/2-(float)screenHeight/3, (float)screenWidth/2, (float)screenHeight*2/3 };
// Some text to display the current alignment
const char *textAlignNameH[] = { "Left", "Centre", "Right" };

View File

@ -83,10 +83,10 @@ int main(void)
bunnies[i].position.x += bunnies[i].speed.x;
bunnies[i].position.y += bunnies[i].speed.y;
if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) ||
((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) ||
((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
if (((bunnies[i].position.x + (float)texBunny.width/2) > GetScreenWidth()) ||
((bunnies[i].position.x + (float)texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
if (((bunnies[i].position.y + (float)texBunny.height/2) > GetScreenHeight()) ||
((bunnies[i].position.y + (float)texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
}
//----------------------------------------------------------------------------------

View File

@ -165,7 +165,7 @@ int main(void)
// If the mouse is on this preset, highlight it
if (mouseInCell == i + 8)
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*((float)i/2),
(presetsSizeY + 2.0f)*(i%2),
presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
}

View File

@ -93,8 +93,8 @@ int main(void)
for (unsigned int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
// Get current tile position from player pixel position
playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
playerTileX = (int)((playerPosition.x + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
playerTileY = (int)((playerPosition.y + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
// Check visibility and update fog
// NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)

View File

@ -0,0 +1,208 @@
/*******************************************************************************************
*
* raylib [textures] example - framebuffer rendering
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jack Boakes (@jackboakes) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2026 Jack Boakes (@jackboakes)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void DrawCameraPrism(Camera3D camera, float aspect, Color color);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int splitWidth = screenWidth/2;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - framebuffer rendering");
// Camera to look at the 3D world
Camera3D subjectCamera = { 0 };
subjectCamera.position = (Vector3){ 5.0f, 5.0f, 5.0f };
subjectCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
subjectCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
subjectCamera.fovy = 45.0f;
subjectCamera.projection = CAMERA_PERSPECTIVE;
// Camera to observe the subject camera and 3D world
Camera3D observerCamera = { 0 };
observerCamera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
observerCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
observerCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
observerCamera.fovy = 45.0f;
observerCamera.projection = CAMERA_PERSPECTIVE;
// Set up render textures
RenderTexture2D observerTarget = LoadRenderTexture(splitWidth, screenHeight);
Rectangle observerSource = { 0.0f, 0.0f, (float)observerTarget.texture.width, -(float)observerTarget.texture.height };
Rectangle observerDest = { 0.0f, 0.0f, (float)splitWidth, (float)screenHeight };
RenderTexture2D subjectTarget = LoadRenderTexture(splitWidth, screenHeight);
Rectangle subjectSource = { 0.0f, 0.0f, (float)subjectTarget.texture.width, -(float)subjectTarget.texture.height };
Rectangle subjectDest = { (float)splitWidth, 0.0f, (float)splitWidth, (float)screenHeight };
const float textureAspectRatio = (float)subjectTarget.texture.width/(float)subjectTarget.texture.height;
// Rectangles for cropping render texture
const float captureSize = 128.0f;
Rectangle cropSource = { (subjectTarget.texture.width - captureSize)/2.0f, (subjectTarget.texture.height - captureSize)/2.0f, captureSize, -captureSize };
Rectangle cropDest = { splitWidth + 20, 20, captureSize, captureSize};
SetTargetFPS(60);
DisableCursor();
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&observerCamera, CAMERA_FREE);
UpdateCamera(&subjectCamera, CAMERA_ORBITAL);
if (IsKeyPressed(KEY_R)) observerCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
// Build LHS observer view texture
BeginTextureMode(observerTarget);
ClearBackground(RAYWHITE);
BeginMode3D(observerCamera);
DrawGrid(10, 1.0f);
DrawCube((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, GOLD);
DrawCubeWires((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, PINK);
DrawCameraPrism(subjectCamera, textureAspectRatio, GREEN);
EndMode3D();
DrawText("Observer View", 10, observerTarget.texture.height - 30, 20, BLACK);
DrawText("WASD + Mouse to Move", 10, 10, 20, DARKGRAY);
DrawText("Scroll to Zoom", 10, 30, 20, DARKGRAY);
DrawText("R to Reset Observer Target", 10, 50, 20, DARKGRAY);
EndTextureMode();
// Build RHS subject view texture
BeginTextureMode(subjectTarget);
ClearBackground(RAYWHITE);
BeginMode3D(subjectCamera);
DrawCube((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, GOLD);
DrawCubeWires((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, PINK);
DrawGrid(10, 1.0f);
EndMode3D();
DrawRectangleLines((subjectTarget.texture.width - captureSize)/2, (subjectTarget.texture.height - captureSize)/2, captureSize, captureSize, GREEN);
DrawText("Subject View", 10, subjectTarget.texture.height - 30, 20, BLACK);
EndTextureMode();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
// Draw observer texture LHS
DrawTexturePro(observerTarget.texture, observerSource, observerDest, (Vector2){0.0f, 0.0f }, 0.0f, WHITE);
// Draw subject texture RHS
DrawTexturePro(subjectTarget.texture, subjectSource, subjectDest, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
// Draw the small crop overlay on top
DrawTexturePro(subjectTarget.texture, cropSource, cropDest, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
DrawRectangleLinesEx(cropDest, 2, BLACK);
// Draw split screen divider line
DrawLine(splitWidth, 0, splitWidth, screenHeight, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(observerTarget);
UnloadRenderTexture(subjectTarget);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
static void DrawCameraPrism(Camera3D camera, float aspect, Color color)
{
float length = Vector3Distance(camera.position, camera.target);
// Define the 4 corners of the camera's prism plane sliced at the target in Normalized Device Coordinates
Vector3 planeNDC[4] = {
{ -1.0f, -1.0f, 1.0f }, // Bottom Left
{ 1.0f, -1.0f, 1.0f }, // Bottom Right
{ 1.0f, 1.0f, 1.0f }, // Top Right
{ -1.0f, 1.0f, 1.0f } // Top Left
};
// Build the matrices
Matrix view = GetCameraMatrix(camera);
Matrix proj = MatrixPerspective(camera.fovy * DEG2RAD, aspect, 0.05f, length);
// Combine view and projection so we can reverse the full camera transform
Matrix viewProj = MatrixMultiply(view, proj);
// Invert the view-projection matrix to unproject points from NDC space back into world space
Matrix inverseViewProj = MatrixInvert(viewProj);
// Transform the 4 plane corners from NDC into world space
Vector3 corners[4];
for (int i = 0; i < 4; i++)
{
float x = planeNDC[i].x;
float y = planeNDC[i].y;
float z = planeNDC[i].z;
// Multiply NDC position by the inverse view-projection matrix
// This produces a homogeneous (x, y, z, w) position in world space
float vx = inverseViewProj.m0*x + inverseViewProj.m4*y + inverseViewProj.m8*z + inverseViewProj.m12;
float vy = inverseViewProj.m1*x + inverseViewProj.m5*y + inverseViewProj.m9*z + inverseViewProj.m13;
float vz = inverseViewProj.m2*x + inverseViewProj.m6*y + inverseViewProj.m10*z + inverseViewProj.m14;
float vw = inverseViewProj.m3*x + inverseViewProj.m7*y + inverseViewProj.m11*z + inverseViewProj.m15;
corners[i] = (Vector3){ vx/vw, vy/vw, vz/vw };
}
// Draw the far plane sliced at the target
DrawLine3D(corners[0], corners[1], color);
DrawLine3D(corners[1], corners[2], color);
DrawLine3D(corners[2], corners[3], color);
DrawLine3D(corners[3], corners[0], color);
// Draw the prism lines from the far plane to the camera position
for (int i = 0; i < 4; i++)
{
DrawLine3D(camera.position, corners[i], color);
}
}

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@ -156,7 +156,7 @@ int main(void)
{
DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - (float)MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
}
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);

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@ -38,7 +38,7 @@ int main(void)
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
Vector2 position = { (float)screenWidth/2 - (float)texture.width/2, (float)screenHeight/2 - (float)texture.height/2 - 20 };
bool showFont = false;

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@ -66,7 +66,7 @@ int main(void)
// Grow flameRoot
for (int x = 2; x < flameWidth; x++)
{
unsigned short flame = flameRootBuffer[x];
unsigned char flame = flameRootBuffer[x];
if (flame == 255) continue;
flame += GetRandomValue(0, 2);
if (flame > 255) flame = 255;

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@ -39,7 +39,7 @@ int main(void)
Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
// Define button bounds on screen
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - (float)button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
bool btnAction = false; // Button action should be activated

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@ -39,8 +39,8 @@ int main(void)
Texture2D explosion = LoadTexture("resources/explosion.png");
// Init variables for animation
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
float frameWidth = (float)explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
float frameHeight = (float)explosion.height/NUM_LINES; // Sprite one frame rectangle height
int currentFrame = 0;
int currentLine = 0;

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@ -190,7 +190,7 @@ static void DrawTexturedCurve(void)
Vector2 normal = Vector2Normalize((Vector2){ -delta.y, delta.x });
// The v texture coordinate of the segment (add up the length of all the segments so far)
float v = previousV + Vector2Length(delta);
float v = previousV + Vector2Length(delta) / (float)(texRoad.height * 2);
// Make sure the start point has a normal
if (!tangentSet)

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@ -1,7 +1,8 @@
#include <math.h>
#include "raylib.h"
int main() {
int main()
{
int screenWidth = 800;
int screenHeight = 450;
@ -17,7 +18,8 @@ int main() {
SetTargetFPS(60);
while (!WindowShouldClose()) {
while (!WindowShouldClose())
{
cam.position.x = sin(GetTime())*10.0f;
cam.position.z = cos(GetTime())*10.0f;

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@ -0,0 +1,569 @@
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View File

@ -57,7 +57,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_custom_logging", "exam
EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_highdpi_demo", "examples\core_highdpi_demo.vcxproj", "{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}"
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@ -431,6 +431,12 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_strings_management", "
EndProject
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EndProject
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|ARM64 = Debug.DLL|ARM64
@ -5365,6 +5371,78 @@ Global
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -5532,7 +5610,7 @@ Global
{C54703BF-D68A-480D-BE27-49B62E45D582} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{9CD8BCAD-F212-4BCC-BA98-899743CE3279} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
{0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{6777EC3C-077C-42FC-B4AD-B799CE55CCE4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{A61DAD9C-271C-4E95-81AA-DB4CD58564D4} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
@ -5541,9 +5619,9 @@ Global
{3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{19CA0070-B4B2-4394-90B7-D0C259AA35BA} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {278D8859-20B1-428F-8448-064F46E1F021}
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
{9DB1F875-6E65-4195-B23F-ED8095C0B99C} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{52BA9067-A5FC-4CE8-82AD-7204ECFDEF9F} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
{52BA9067-A5FC-4CE8-82AD-7204ECFDEF9F} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
{8E132D5A-2C00-48D0-8747-97E41356F26F} = {278D8859-20B1-428F-8448-064F46E1F021}
{A4662163-83E7-4309-8CAA-B0BF13655FE6} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
{5F4B766F-DD52-4B53-B6C3-BC7611E17F20} = {278D8859-20B1-428F-8448-064F46E1F021}
@ -5559,7 +5637,7 @@ Global
{124935CC-73BB-489E-92E8-4F922A85DB5D} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{AC215730-2B5F-4498-B7F5-5DB80AEFCA5F} = {278D8859-20B1-428F-8448-064F46E1F021}
{0835E6BF-0170-4E99-A55C-E06E1EF4C3B2} = {278D8859-20B1-428F-8448-064F46E1F021}
{EA4AD5A7-DB95-43C0-9A67-2D94146BCF91} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
{EA4AD5A7-DB95-43C0-9A67-2D94146BCF91} = {278D8859-20B1-428F-8448-064F46E1F021}
{1ACC8236-EF4E-44B0-BD0C-AB1D95D5890F} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{9DE2FC01-A839-4F89-8319-9071D4C54821} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{2F578155-D51F-4C03-AB7F-5C5122CA46CC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
@ -5582,6 +5660,9 @@ Global
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC} = {278D8859-20B1-428F-8448-064F46E1F021}
{1F4722E7-F78E-413F-A106-D3490211EA57} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
{DC163251-16C3-4B72-B965-ACDBA0F02BD1} = {278D8859-20B1-428F-8448-064F46E1F021}
{D35D2FDA-B53F-4F70-81CA-24D95812B89C} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}

View File

@ -582,7 +582,6 @@
<ClCompile Include="..\..\..\src\rshapes.c" />
<ClCompile Include="..\..\..\src\rtext.c" />
<ClCompile Include="..\..\..\src\rtextures.c" />
<ClCompile Include="..\..\..\src\utils.c" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\..\src\external\cgltf.h" />
@ -602,7 +601,6 @@
<ClInclude Include="..\..\..\src\raylib.h" />
<ClInclude Include="..\..\..\src\raymath.h" />
<ClInclude Include="..\..\..\src\rlgl.h" />
<ClInclude Include="..\..\..\src\utils.h" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\..\src\raylib.dll.rc" />

View File

@ -22,9 +22,6 @@
<ClCompile Include="..\..\..\src\rtextures.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\..\src\utils.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\..\src\platforms\rcore_android.c">
<Filter>Source Files\Platform Files</Filter>
</ClCompile>

View File

@ -15,7 +15,7 @@
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

View File

@ -36,7 +36,6 @@ set(raylib_sources
rshapes.c
rtext.c
rtextures.c
utils.c
)
# <root>/cmake/GlfwImport.cmake handles the details around the inclusion of glfw

View File

@ -33,7 +33,7 @@
# Many thanks to Milan Nikolic (@gen2brain) for implementing Android platform pipeline.
# Many thanks to Emanuele Petriglia for his contribution on GNU/Linux pipeline.
#
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
@ -658,8 +658,7 @@ endif
OBJS = rcore.o \
rshapes.o \
rtextures.o \
rtext.o \
utils.o
rtext.o
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(USE_EXTERNAL_GLFW),FALSE)
@ -758,7 +757,7 @@ endif
rcore.o : platforms/*.c
# Compile core module
rcore.o : rcore.c raylib.h rlgl.h utils.h raymath.h rcamera.h rgestures.h
rcore.o : rcore.c raylib.h rlgl.h raymath.h rcamera.h rgestures.h
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
# Compile rglfw module
@ -770,15 +769,11 @@ rshapes.o : rshapes.c raylib.h rlgl.h
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
# Compile textures module
rtextures.o : rtextures.c raylib.h rlgl.h utils.h
rtextures.o : rtextures.c raylib.h rlgl.h
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
# Compile text module
rtext.o : rtext.c raylib.h utils.h
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
# Compile utils module
utils.o : utils.c utils.h
rtext.o : rtext.c raylib.h
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
# Compile models module

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