6 Commits

Author SHA1 Message Date
Ray
91ac3cc707 FIX: LoadRandomSequence(), using GetRandomValue() #5393 2025-12-09 20:02:38 +01:00
Ray
19a1683641 REXM: Updated examples 2025-12-09 19:25:08 +01:00
be6007be93 fix: sha1 computation on messages longer than 31 bytes (#5397) 2025-12-09 19:18:43 +01:00
efeccfef61 [examples] Add textures_cellular_automata (#5395)
* [examples] Add `textures_cellular_automata`

* Comparison always true. Fixed

* Tabs to spaces
2025-12-09 19:14:16 +01:00
366300aafe [examples] Add shaders_game_of_life (#5394)
* [examples] Add `shaders_game_of_life`

* Declaration hides another variable same name
2025-12-09 19:13:05 +01:00
215ad78d5b Fix build.zig typos (#5390)
* fix small typo

* other small typos
2025-12-09 19:10:22 +01:00
32 changed files with 3164 additions and 44 deletions

View File

@ -155,7 +155,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
);
}
// Sets a flag indiciating the use of a custom `config.h`
// Sets a flag indicating the use of a custom `config.h`
try raylib_flags_arr.append(b.allocator, "-DEXTERNAL_CONFIG_FLAGS");
if (options.config.len > 0) {
// Splits a space-separated list of config flags into multiple flags
@ -187,7 +187,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
try raylib_flags_arr.append(b.allocator, flag);
}
} else {
// Set default config if no custome config got set
// Set default config if no custom config got set
try raylib_flags_arr.appendSlice(b.allocator, &config_h_flags);
}
@ -438,7 +438,7 @@ pub const Options = struct {
pub fn getOptions(b: *std.Build) Options {
return .{
.platform = b.option(PlatformBackend, "platform", "Choose the platform backedn for desktop target") orelse defaults.platform,
.platform = b.option(PlatformBackend, "platform", "Choose the platform backend for desktop target") orelse defaults.platform,
.raudio = b.option(bool, "raudio", "Compile with audio support") orelse defaults.raudio,
.rmodels = b.option(bool, "rmodels", "Compile with models support") orelse defaults.rmodels,
.rtext = b.option(bool, "rtext", "Compile with text support") orelse defaults.rtext,

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@ -583,6 +583,7 @@ SHAPES = \
shapes/shapes_math_angle_rotation \
shapes/shapes_math_sine_cosine \
shapes/shapes_mouse_trail \
shapes/shapes_penrose_tile \
shapes/shapes_pie_chart \
shapes/shapes_rectangle_advanced \
shapes/shapes_rectangle_scaling \
@ -602,6 +603,7 @@ TEXTURES = \
textures/textures_background_scrolling \
textures/textures_blend_modes \
textures/textures_bunnymark \
textures/textures_cellular_automata \
textures/textures_fog_of_war \
textures/textures_gif_player \
textures/textures_image_channel \
@ -640,6 +642,7 @@ TEXT = \
text/text_input_box \
text/text_rectangle_bounds \
text/text_sprite_fonts \
text/text_strings_management \
text/text_unicode_emojis \
text/text_unicode_ranges \
text/text_words_alignment \
@ -685,6 +688,7 @@ SHADERS = \
shaders/shaders_depth_writing \
shaders/shaders_eratosthenes_sieve \
shaders/shaders_fog_rendering \
shaders/shaders_game_of_life \
shaders/shaders_hot_reloading \
shaders/shaders_hybrid_rendering \
shaders/shaders_julia_set \

View File

@ -571,6 +571,7 @@ SHAPES = \
shapes/shapes_math_angle_rotation \
shapes/shapes_math_sine_cosine \
shapes/shapes_mouse_trail \
shapes/shapes_penrose_tile \
shapes/shapes_pie_chart \
shapes/shapes_rectangle_advanced \
shapes/shapes_rectangle_scaling \
@ -590,6 +591,7 @@ TEXTURES = \
textures/textures_background_scrolling \
textures/textures_blend_modes \
textures/textures_bunnymark \
textures/textures_cellular_automata \
textures/textures_fog_of_war \
textures/textures_gif_player \
textures/textures_image_channel \
@ -628,6 +630,7 @@ TEXT = \
text/text_input_box \
text/text_rectangle_bounds \
text/text_sprite_fonts \
text/text_strings_management \
text/text_unicode_emojis \
text/text_unicode_ranges \
text/text_words_alignment \
@ -673,6 +676,7 @@ SHADERS = \
shaders/shaders_depth_writing \
shaders/shaders_eratosthenes_sieve \
shaders/shaders_fog_rendering \
shaders/shaders_game_of_life \
shaders/shaders_hot_reloading \
shaders/shaders_hybrid_rendering \
shaders/shaders_julia_set \
@ -934,6 +938,9 @@ shapes/shapes_math_sine_cosine: shapes/shapes_math_sine_cosine.c
shapes/shapes_mouse_trail: shapes/shapes_mouse_trail.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_penrose_tile: shapes/shapes_penrose_tile.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_pie_chart: shapes/shapes_pie_chart.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -992,6 +999,9 @@ textures/textures_bunnymark: textures/textures_bunnymark.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file textures/resources/raybunny.png@resources/raybunny.png
textures/textures_cellular_automata: textures/textures_cellular_automata.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
textures/textures_fog_of_war: textures/textures_fog_of_war.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -1143,6 +1153,9 @@ text/text_sprite_fonts: text/text_sprite_fonts.c
--preload-file text/resources/sprite_fonts/alpha_beta.png@resources/sprite_fonts/alpha_beta.png \
--preload-file text/resources/sprite_fonts/jupiter_crash.png@resources/sprite_fonts/jupiter_crash.png
text/text_strings_management: text/text_strings_management.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
text/text_unicode_emojis: text/text_unicode_emojis.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file text/resources/dejavu.fnt@resources/dejavu.fnt \
@ -1351,6 +1364,12 @@ shaders/shaders_fog_rendering: shaders/shaders_fog_rendering.c
--preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs \
--preload-file shaders/resources/shaders/glsl100/fog.fs@resources/shaders/glsl100/fog.fs
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/r_pentomino.png@resources/game_of_life/r_pentomino.png \
--preload-file shaders/resources/game_of_life/.png@resources/game_of_life/.png
shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/reload.fs@resources/shaders/glsl100/reload.fs

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@ -17,7 +17,7 @@ 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: 201]
## EXAMPLES COLLECTION [TOTAL: 205]
### category: core [47]
@ -73,7 +73,7 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
| [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) |
### category: shapes [37]
### category: shapes [38]
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
@ -116,8 +116,9 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
| [shapes_rlgl_color_wheel](shapes/shapes_rlgl_color_wheel.c) | <img src="shapes/shapes_rlgl_color_wheel.png" alt="shapes_rlgl_color_wheel" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
| [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) |
### category: textures [28]
### category: textures [29]
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
@ -151,8 +152,9 @@ Examples using raylib textures functionality, including image/textures loading/g
| [textures_screen_buffer](textures/textures_screen_buffer.c) | <img src="textures/textures_screen_buffer.png" alt="textures_screen_buffer" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
| [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) |
### category: text [15]
### category: text [16]
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/rtext.c) module.
@ -173,6 +175,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) |
| [text_words_alignment](text/text_words_alignment.c) | <img src="text/text_words_alignment.png" alt="text_words_alignment" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
| [text_strings_management](text/text_strings_management.c) | <img src="text/text_strings_management.png" alt="text_strings_management" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
### category: models [27]
@ -208,7 +211,7 @@ Examples using raylib models functionality, including models loading/generation
| [models_decals](models/models_decals.c) | <img src="models/models_decals.png" alt="models_decals" width="80"> | ⭐⭐⭐⭐️ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
| [models_directional_billboard](models/models_directional_billboard.c) | <img src="models/models_directional_billboard.png" alt="models_directional_billboard" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6 | [Robin](https://github.com/RobinsAviary) |
### category: shaders [32]
### category: shaders [33]
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
@ -246,6 +249,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
| [shaders_game_of_life](shaders/shaders_game_of_life.c) | <img src="shaders/shaders_game_of_life.png" alt="shaders_game_of_life" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
### category: audio [9]

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@ -208,3 +208,7 @@ others;easings_testbed;★★★☆;2.5;3.0;2019;2025;"Juan Miguel López";@flas
others;raylib_opengl_interop;★★★★;3.8;4.0;2021;2025;"Stephan Soller";@arkanis
others;embedded_files_loading;★★☆☆;3.0;3.5;2020;2025;"Kristian Holmgren";@defutura
others;web_basic_window;★☆☆☆;5.6-dev;5.6-dev;2014;2025;"Ramon Santamaria";@raysan5
shaders;shaders_game_of_life;★★★☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
shapes;shapes_penrose_tile;★★★★;5.5;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
text;text_strings_management;★★★☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
textures;textures_cellular_automata;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant

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@ -0,0 +1,44 @@
#version 100
precision highp float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Input size in pixels of the textures
uniform vec2 resolution;
void main()
{
// Size of one pixel in texture coordinates (from 0.0 to 1.0)
float x = 1.0/resolution.x;
float y = 1.0/resolution.y;
// Status of the current cell (1 = alive, 0 = dead)
int origValue = (texture2D(texture0, fragTexCoord).r < 0.1)? 1 : 0;
// Sum of alive neighbors
int sumValue = (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Top-left
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Top
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Top-right
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Left
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Right
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Bottom-left
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Bottom
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Bottom-right
// Game of life rules:
// Current cell remains alive when 2 or 3 neighbors are alive, dies otherwise
// Current cell goes from dead to alive when exactly 3 neighbors are alive
if ((origValue == 1 && sumValue == 2) || sumValue == 3)
gl_FragColor = vec4(0.0, 0.0, 0.0, 255.0); // Alive: draw the pixel black
else
gl_FragColor = fragColor; // Dead: draw the pixel with the background color, RAYWHITE
}

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@ -0,0 +1,42 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Input size in pixels of the textures
uniform vec2 resolution;
void main()
{
// Size of one pixel in texture coordinates (from 0.0 to 1.0)
float x = 1.0/resolution.x;
float y = 1.0/resolution.y;
// Status of the current cell (1 = alive, 0 = dead)
int origValue = (texture2D(texture0, fragTexCoord).r < 0.1)? 1 : 0;
// Sum of alive neighbors
int sumValue = (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Top-left
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Top
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Top-right
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Left
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Right
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Bottom-left
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Bottom
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Bottom-right
// Game of life rules:
// Current cell remains alive when 2 or 3 neighbors are alive, dies otherwise
// Current cell goes from dead to alive when exactly 3 neighbors are alive
if (((origValue == 1) && (sumValue == 2)) || sumValue == 3)
gl_FragColor = vec4(0.0, 0.0, 0.0, 255.0); // Alive: draw the pixel black
else
gl_FragColor = fragColor; // Dead: draw the pixel with the background color, RAYWHITE
}

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@ -0,0 +1,45 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// Input size in pixels of the textures
uniform vec2 resolution;
void main()
{
// Size of one pixel in texture coordinates (from 0.0 to 1.0)
float x = 1.0/resolution.x;
float y = 1.0/resolution.y;
// Status of the current cell (1 = alive, 0 = dead)
int origValue = (texture(texture0, fragTexCoord).r < 0.1)? 1 : 0;
// Sum of alive neighbors
int sumValue = (texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Top-left
sumValue += (texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Top
sumValue += (texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Top-right
sumValue += (texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Left
sumValue += (texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Right
sumValue += (texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Bottom-left
sumValue += (texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Bottom
sumValue += (texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Bottom-right
// Game of life rules:
// Current cell remains alive when 2 or 3 neighbors are alive, dies otherwise
// Current cell goes from dead to alive when exactly 3 neighbors are alive
if (((origValue == 1) && (sumValue == 2)) || sumValue == 3)
finalColor = vec4(0.0, 0.0, 0.0, 255.0); // Alive: draw the pixel black
else
finalColor = fragColor; // Dead: draw the pixel with the background color, RAYWHITE
}

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@ -0,0 +1,350 @@
/*******************************************************************************************
*
* raylib [shaders] example - game of life
*
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jordi Santonja (@JordSant) 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 Jordi Santonja (@JordSant)
*
********************************************************************************************/
#include "raylib.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Interaction mode
typedef enum {
MODE_RUN = 0,
MODE_PAUSE,
MODE_DRAW,
} InteractionMode;
// Struct to store example preset patterns
typedef struct {
char *name;
char *fileName;
Vector2 position;
} PresetPattern;
//----------------------------------------------------------------------------------
// Functions declaration
//----------------------------------------------------------------------------------
void FreeImageToDraw(Image **imageToDraw);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int menuWidth = 100;
const int windowWidth = screenWidth - menuWidth;
const int windowHeight = screenHeight;
const int worldWidth = 2048;
const int worldHeight = 2048;
const int randomTiles = 8; // Random preset: divide the world to compute random points in each tile
const Rectangle worldRectSource = { 0, 0, (float)worldWidth, (float)-worldHeight };
const Rectangle worldRectDest = { 0, 0, (float)worldWidth, (float)worldHeight };
const Rectangle textureOnScreen = { 0, 0, (float)windowWidth, (float)windowHeight };
const PresetPattern presetPatterns[] = {
{ "Glider", "glider", { 0.5f, 0.5f } }, { "R-pentomino", "r_pentomino", { 0.5f, 0.5f } }, { "Acorn", "acorn", { 0.5f,0.5f } },
{ "Spaceships", "spaceships", { 0.1f, 0.5f } }, { "Still lifes", "still_lifes", { 0.5f, 0.5f } }, { "Oscillators", "oscillators", { 0.5f, 0.5f } },
{ "Puffer train", "puffer_train", { 0.1f, 0.5f } }, { "Glider Gun", "glider_gun", { 0.2f, 0.2f } }, { "Breeder", "breeder", { 0.1f, 0.5f } },
{ "Random", "", { 0.5f, 0.5f } }
};
const int numberOfPresets = sizeof(presetPatterns) / sizeof(presetPatterns[0]);
// Variable declaration
//--------------------------------------------------------------------------------------
int zoom = 1;
float offsetX = (worldWidth - windowWidth)/2.0f; // Centered on window
float offsetY = (worldHeight - windowHeight)/2.0f; // Centered on window
int framesPerStep = 1;
int frame = 0;
int preset = -1; // No button pressed for preset
int mode = MODE_RUN; // Starting mode: running
bool buttonZoomIn = false; // Button states: false not pressed
bool buttonZomOut = false;
bool buttonFaster = false;
bool buttonSlower = false;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - game of life");
// Load shader
Shader shdrGameOfLife = LoadShader(0, TextFormat("resources/shaders/glsl%i/game_of_life.fs", GLSL_VERSION));
// Set shader uniform size of the world
int resolutionLoc = GetShaderLocation(shdrGameOfLife, "resolution");
const float resolution[2] = { (float)worldWidth, (float)worldHeight };
SetShaderValue(shdrGameOfLife, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
// Define two textures: the current world and the previous world
RenderTexture2D world1 = LoadRenderTexture(worldWidth, worldHeight);
RenderTexture2D world2 = LoadRenderTexture(worldWidth, worldHeight);
BeginTextureMode(world2);
ClearBackground(RAYWHITE);
EndTextureMode();
Image startPattern = LoadImage("resources/game_of_life/r_pentomino.png");
UpdateTextureRec(world2.texture, (Rectangle) { worldWidth / 2.0f, worldHeight / 2.0f, (float)(startPattern.width), (float)(startPattern.height) }, startPattern.data);
UnloadImage(startPattern);
// Pointers to the two textures, to be swapped
RenderTexture2D *currentWorld = &world2;
RenderTexture2D *previousWorld = &world1;
// Image to be used in DRAW mode, to be changed with mouse input
Image *imageToDraw = NULL;
SetTargetFPS(60); // Set at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
frame++;
// Change zoom: both by buttons or by mouse wheel
float mouseWheelMove = GetMouseWheelMove();
if (buttonZoomIn || (buttonZomOut && (zoom > 1)) || (mouseWheelMove != 0.0f))
{
FreeImageToDraw(&imageToDraw); // Zoom change: free the image to draw to be recreated again
const float centerX = offsetX + (windowWidth/2.0f)/zoom;
const float centerY = offsetY + (windowHeight/2.0f)/zoom;
if (buttonZoomIn || (mouseWheelMove > 0.0f))
zoom *= 2;
if ((buttonZomOut || (mouseWheelMove < 0.0f)) && (zoom > 1))
zoom /= 2;
offsetX = centerX - (windowWidth/2.0f)/zoom;
offsetY = centerY - (windowHeight/2.0f)/zoom;
}
// Change speed: number of frames per step
if (buttonFaster && framesPerStep > 1) framesPerStep--;
if (buttonSlower) framesPerStep++;
// Mouse management
//----------------------------------------------------------------------------------
if ((mode == MODE_RUN) || (mode == MODE_PAUSE))
{
FreeImageToDraw(&imageToDraw); // Free the image to draw: no longer needed in these modes
// Pan with mouse left button
static Vector2 previousMousePosition = { 0.0f, 0.0f };
const Vector2 mousePosition = GetMousePosition();
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && (mousePosition.x < windowWidth))
{
offsetX -= (mousePosition.x - previousMousePosition.x)/zoom;
offsetY -= (mousePosition.y - previousMousePosition.y)/zoom;
}
previousMousePosition = mousePosition;
}
else // MODE_DRAW
{
const float offsetDecimalX = offsetX - floorf(offsetX);
const float offsetDecimalY = offsetY - floorf(offsetY);
int sizeInWorldX = (int)(ceilf((float)(windowWidth + offsetDecimalX*zoom)/zoom));
int sizeInWorldY = (int)(ceilf((float)(windowHeight + offsetDecimalY*zoom)/zoom));
if (offsetX + sizeInWorldX >= worldWidth)
sizeInWorldX = worldWidth - (int)floorf(offsetX);
if (offsetY + sizeInWorldY >= worldHeight)
sizeInWorldY = worldHeight - (int)floorf(offsetY);
// Create image to draw if not created yet
if (imageToDraw == NULL)
{
RenderTexture2D worldOnScreen = LoadRenderTexture(sizeInWorldX, sizeInWorldY);
BeginTextureMode(worldOnScreen);
DrawTexturePro(currentWorld->texture, (Rectangle) { floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), -(float)(sizeInWorldY) },
(Rectangle) { 0, 0, (float)(sizeInWorldX), (float)(sizeInWorldY) }, (Vector2) { 0, 0 }, 0.0f, WHITE);
EndTextureMode();
imageToDraw = (Image*)RL_MALLOC(sizeof(Image));
*imageToDraw = LoadImageFromTexture(worldOnScreen.texture);
UnloadRenderTexture(worldOnScreen);
}
const Vector2 mousePosition = GetMousePosition();
static int firstColor = -1;
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && (mousePosition.x < windowWidth))
{
int mouseX = (int)(mousePosition.x + offsetDecimalX*zoom)/zoom;
int mouseY = (int)(mousePosition.y + offsetDecimalY*zoom)/zoom;
if (mouseX >= sizeInWorldX)
mouseX = sizeInWorldX - 1;
if (mouseY >= sizeInWorldY)
mouseY = sizeInWorldY - 1;
if (firstColor == -1)
firstColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
const int prevColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
ImageDrawPixel(imageToDraw, mouseX, mouseY, (firstColor) ? BLACK : RAYWHITE);
if (prevColor != firstColor)
UpdateTextureRec(currentWorld->texture, (Rectangle){ floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), (float)(sizeInWorldY) }, imageToDraw->data);
}
else
firstColor = -1;
}
// Load selected preset
//----------------------------------------------------------------------------------
if (preset >= 0)
{
Image pattern;
if (preset < numberOfPresets - 1) // Preset with pattern image lo load
{
pattern = LoadImage(TextFormat("resources/game_of_life/%s.png", presetPatterns[preset].fileName));
BeginTextureMode(*currentWorld);
ClearBackground(RAYWHITE);
EndTextureMode();
UpdateTextureRec(currentWorld->texture, (Rectangle){ worldWidth*presetPatterns[preset].position.x - pattern.width/2.0f,
worldHeight*presetPatterns[preset].position.y - pattern.height/2.0f,
(float)(pattern.width), (float)(pattern.height) }, pattern.data);
}
else // Last preset: Random values
{
pattern = GenImageColor(worldWidth/randomTiles, worldHeight/randomTiles, RAYWHITE);
for (int i = 0; i < randomTiles; i++)
{
for (int j = 0; j < randomTiles; j++)
{
ImageClearBackground(&pattern, RAYWHITE);
for (int x = 0; x < pattern.width; x++)
for (int y = 0; y < pattern.height; y++)
if (GetRandomValue(0, 100) < 15)
ImageDrawPixel(&pattern, x, y, BLACK);
UpdateTextureRec(currentWorld->texture,
(Rectangle){ (float)(pattern.width*i), (float)(pattern.height*j),
(float)(pattern.width), (float)(pattern.height) }, pattern.data);
}
}
}
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;
}
// Check window draw inside world limits
if (offsetX < 0) offsetX = 0;
if (offsetY < 0) offsetY = 0;
if (offsetX > worldWidth - (float)(windowWidth)/zoom)
offsetX = worldWidth - (float)(windowWidth)/zoom;
if (offsetY > worldHeight - (float)(windowHeight)/zoom)
offsetY = worldHeight - (float)(windowHeight)/zoom;
// Rectangles for drawing texture portion to screen
//----------------------------------------------------------------------------------
const Rectangle textureSourceToScreen = { offsetX, offsetY, (float)windowWidth/zoom, (float)windowHeight/zoom };
// Draw to texture
//----------------------------------------------------------------------------------
if ((mode == MODE_RUN) && ((frame % framesPerStep) == 0))
{
// Swap worlds
RenderTexture2D *tempWorld = currentWorld;
currentWorld = previousWorld;
previousWorld = tempWorld;
// Draw to texture
BeginTextureMode(*currentWorld);
BeginShaderMode(shdrGameOfLife);
DrawTexturePro(previousWorld->texture, worldRectSource, worldRectDest, (Vector2){ 0, 0 }, 0.0f, RAYWHITE);
EndShaderMode();
EndTextureMode();
}
// Draw to screen
//----------------------------------------------------------------------------------
BeginDrawing();
DrawTexturePro(currentWorld->texture, textureSourceToScreen, textureOnScreen, (Vector2){ 0, 0 }, 0.0f, WHITE);
DrawLine(windowWidth, 0, windowWidth, screenHeight, (Color){ 218, 218, 218, 255 });
DrawRectangle(windowWidth, 0, screenWidth - windowWidth, screenHeight, (Color){ 232, 232, 232, 255 });
DrawText("Conway's", 704, 4, 20, DARKBLUE);
DrawText(" game of", 704, 19, 20, DARKBLUE);
DrawText(" life", 708, 34, 20, DARKBLUE);
DrawText("in raylib", 757, 42, 6, BLACK);
DrawText("Presets", 710, 58, 8, GRAY);
preset = -1;
for (int i = 0; i < numberOfPresets; i++)
if (GuiButton((Rectangle){ 710.0f, 70.0f + 18*i, 80.0f, 16.0f }, presetPatterns[i].name))
preset = i;
GuiToggleGroup((Rectangle){ 710, 258, 80, 16 }, "Run\nPause\nDraw", &mode);
DrawText(TextFormat("Zoom: %ix", zoom), 710, 316, 8, GRAY);
buttonZoomIn = GuiButton((Rectangle){ 710, 328, 80, 16 }, "Zoom in");
buttonZomOut = GuiButton((Rectangle){ 710, 346, 80, 16 }, "Zoom out");
DrawText(TextFormat("Speed: %i frame%s", framesPerStep, (framesPerStep > 1)? "s" : ""), 710, 370, 8, GRAY);
buttonFaster = GuiButton((Rectangle){ 710, 382, 80, 16 }, "Faster");
buttonSlower = GuiButton((Rectangle){ 710, 400, 80, 16 }, "Slower");
//------------------------------------------------------------------------------
DrawFPS(712, 426);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shdrGameOfLife);
UnloadRenderTexture(world1);
UnloadRenderTexture(world2);
FreeImageToDraw(&imageToDraw);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Functions definition
//----------------------------------------------------------------------------------
void FreeImageToDraw(Image **imageToDraw)
{
if (*imageToDraw != NULL)
{
UnloadImage(**imageToDraw);
RL_FREE(*imageToDraw);
*imageToDraw = NULL;
}
}

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*
* Example complexity rating: [★★★★] 4/4
*
* Example originally created with raylib 5.5
* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
* Based on: https://processing.org/examples/penrosetile.html
*
* Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)

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@ -60,7 +60,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - strings management");
InitWindow(screenWidth, screenHeight, "raylib [text] example - strings management");
TextParticle textParticles[MAX_TEXT_PARTICLES] = { 0 };
int particleCount = 0;

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/*******************************************************************************************
*
* raylib [textures] example - cellular automata
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jordi Santonja (@JordSant) 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 Jordi Santonja (@JordSant)
*
********************************************************************************************/
#include "raylib.h"
// Initialization constants
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int imageWidth = 800;
const int imageHeight = 800/2;
// Rule button sizes and positions
const int drawRuleStartX = 585;
const int drawRuleStartY = 10;
const int drawRuleSpacing = 15;
const int drawRuleGroupSpacing = 50;
const int drawRuleSize = 14;
const int drawRuleInnerSize = 10;
// Preset button sizes
const int presetsSizeX = 42;
const int presetsSizeY = 22;
const int linesUpdatedPerFrame = 4;
//----------------------------------------------------------------------------------
// Functions
//----------------------------------------------------------------------------------
void ComputeLine(Image *image, int line, int rule)
{
// Compute next line pixels. Boundaries are not computed, always 0
for (int i = 1; i < imageWidth - 1; i++)
{
// Get, from the previous line, the 3 pixels states as a binary value
const int prevValue = ((GetImageColor(*image, i - 1, line - 1).r < 5)? 4 : 0) + // Left pixel
((GetImageColor(*image, i, line - 1).r < 5)? 2 : 0) + // Center pixel
((GetImageColor(*image, i + 1, line - 1).r < 5)? 1 : 0); // Right pixel
// Get next value from rule bitmask
const bool currValue = (rule & (1 << prevValue));
// Update pixel color
ImageDrawPixel(image, i, line, (currValue)? BLACK : RAYWHITE);
}
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - cellular automata");
// Image that contains the cellular automaton
Image image = GenImageColor(imageWidth, imageHeight, RAYWHITE);
// The top central pixel set as black
ImageDrawPixel(&image, imageWidth/2, 0, BLACK);
Texture2D texture = LoadTextureFromImage(image);
// Some interesting rules
const int presetValues[] = { 18, 30, 60, 86, 102, 124, 126, 150, 182, 225 };
const int presetsCount = sizeof(presetValues)/sizeof(presetValues[0]);
// Variables
int rule = 30; // Starting rule
int line = 1; // Line to compute, starting from line 1. One point in line 0 is already set
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Handle mouse
const Vector2 mouse = GetMousePosition();
int mouseInCell = -1; // -1: outside any button; 0-7: rule cells; 8+: preset cells
// Check mouse on rule cells
for (int i = 0; i < 8; i++)
{
const int cellX = drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing;
const int cellY = drawRuleStartY + drawRuleSpacing;
if ((mouse.x >= cellX) && (mouse.x <= cellX + drawRuleSize) &&
(mouse.y >= cellY) && (mouse.y <= cellY + drawRuleSize))
{
mouseInCell = i; // 0-7: rule cells
break;
}
}
// Check mouse on preset cells
if (mouseInCell < 0)
{
for (int i = 0; i < presetsCount; i++)
{
const int cellX = 4 + (presetsSizeX + 2)*(i/2);
const int cellY = 2 + (presetsSizeY + 2)*(i%2);
if ((mouse.x >= cellX) && (mouse.x <= cellX + presetsSizeX) &&
(mouse.y >= cellY) && (mouse.y <= cellY + presetsSizeY))
{
mouseInCell = i + 8; // 8+: preset cells
break;
}
}
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (mouseInCell >= 0))
{
// Rule changed both by selecting a preset or toggling a bit
if (mouseInCell < 8)
rule ^= (1 << mouseInCell);
else
rule = presetValues[mouseInCell - 8];
// Reset image
ImageClearBackground(&image, RAYWHITE);
ImageDrawPixel(&image, imageWidth/2, 0, BLACK);
line = 1;
}
// Compute next lines
//----------------------------------------------------------------------------------
if (line < imageHeight)
{
for (int i = 0; (i < linesUpdatedPerFrame) && (line + i < imageHeight); i++)
ComputeLine(&image, line + i, rule);
line += linesUpdatedPerFrame;
UpdateTexture(texture, image.data);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw cellular automaton texture
DrawTexture(texture, 0, screenHeight - imageHeight, WHITE);
// Draw preset values
for (int i = 0; i < presetsCount; i++)
{
DrawText(TextFormat("%i", presetValues[i]), 8 + (presetsSizeX + 2)*(i/2), 4 + (presetsSizeY + 2)*(i%2), 20, GRAY);
DrawRectangleLines(4 + (presetsSizeX + 2)*(i/2), 2 + (presetsSizeY + 2)*(i%2), presetsSizeX, presetsSizeY, BLUE);
// If the mouse is on this preset, highlight it
if (mouseInCell == i + 8)
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
(presetsSizeY + 2.0f)*(i%2),
presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
}
// Draw rule bits
for (int i = 0; i < 8; i++)
{
// The three input bits
for (int j = 0; j < 3; j++)
{
DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing*j, drawRuleStartY, drawRuleSize, drawRuleSize, GRAY);
if (i & (4 >> j))
DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing*i + drawRuleSpacing*j, drawRuleStartY + 2, drawRuleInnerSize, drawRuleInnerSize, BLACK);
}
// The output bit
DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing, drawRuleStartY + drawRuleSpacing, drawRuleSize, drawRuleSize, BLUE);
if (rule & (1 << i))
DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing*i + drawRuleSpacing, drawRuleStartY + 2 + drawRuleSpacing, drawRuleInnerSize, drawRuleInnerSize, BLACK);
// If the mouse is on this rule bit, highlight it
if (mouseInCell == i)
DrawRectangleLinesEx((Rectangle){ drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing - 2.0f,
drawRuleStartY + drawRuleSpacing - 2.0f,
drawRuleSize + 4.0f, drawRuleSize + 4.0f }, 3, RED);
}
DrawText(TextFormat("RULE: %i", rule), drawRuleStartX + drawRuleSpacing*4, drawRuleStartY + 1, 30, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadImage(image);
UnloadTexture(texture);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Debug|ARM64.ActiveCfg = Debug|ARM64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Debug|ARM64.Build.0 = Debug|ARM64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Debug|x64.ActiveCfg = Debug|x64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Debug|x64.Build.0 = Debug|x64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Debug|x86.ActiveCfg = Debug|Win32
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Debug|x86.Build.0 = Debug|Win32
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release.DLL|x64.Build.0 = Release.DLL|x64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release|ARM64.ActiveCfg = Release|ARM64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release|ARM64.Build.0 = Release|ARM64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release|x64.ActiveCfg = Release|x64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release|x64.Build.0 = Release|x64
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release|x86.ActiveCfg = Release|Win32
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}.Release|x86.Build.0 = Release|Win32
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|ARM64.ActiveCfg = Debug|ARM64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|ARM64.Build.0 = Debug|ARM64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|x64.ActiveCfg = Debug|x64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|x64.Build.0 = Debug|x64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|x86.ActiveCfg = Debug|Win32
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|x86.Build.0 = Debug|Win32
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|x64.Build.0 = Release.DLL|x64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|ARM64.ActiveCfg = Release|ARM64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|ARM64.Build.0 = Release|ARM64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|x64.ActiveCfg = Release|x64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|x64.Build.0 = Release|x64
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|x86.ActiveCfg = Release|Win32
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|x86.Build.0 = Release|Win32
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
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{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug|ARM64.Build.0 = Debug|ARM64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug|x64.ActiveCfg = Debug|x64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug|x64.Build.0 = Debug|x64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug|x86.ActiveCfg = Debug|Win32
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug|x86.Build.0 = Debug|Win32
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|x64.Build.0 = Release.DLL|x64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|ARM64.ActiveCfg = Release|ARM64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|ARM64.Build.0 = Release|ARM64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|x64.ActiveCfg = Release|x64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|x64.Build.0 = Release|x64
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|x86.ActiveCfg = Release|Win32
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -5428,7 +5532,7 @@ 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} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{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}
@ -5437,9 +5541,9 @@ 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} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
{9DB1F875-6E65-4195-B23F-ED8095C0B99C} = {278D8859-20B1-428F-8448-064F46E1F021}
{52BA9067-A5FC-4CE8-82AD-7204ECFDEF9F} = {278D8859-20B1-428F-8448-064F46E1F021}
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {278D8859-20B1-428F-8448-064F46E1F021}
{9DB1F875-6E65-4195-B23F-ED8095C0B99C} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{52BA9067-A5FC-4CE8-82AD-7204ECFDEF9F} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
{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}
@ -5473,7 +5577,11 @@ Global
{32FE2658-1D70-442E-8672-0AC5C6F0BD7B} = {278D8859-20B1-428F-8448-064F46E1F021}
{842B6472-4AA6-4C2B-A5E5-A62F80DE2C4F} = {278D8859-20B1-428F-8448-064F46E1F021}
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {278D8859-20B1-428F-8448-064F46E1F021}
{0653AFAF-5578-4C02-AF29-0C873E7634AE} = {278D8859-20B1-428F-8448-064F46E1F021}
{071E64F3-1396-4A97-97CA-98CAC059B168} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{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}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}

View File

@ -1765,7 +1765,7 @@ int *LoadRandomSequence(unsigned int count, int min, int max)
for (int i = 0; i < (int)count;)
{
value = (rand()%(abs(max - min) + 1) + min);
value = GetRandomValue(min, max);
dupValue = false;
for (int j = 0; j < i; j++)
@ -2926,8 +2926,15 @@ unsigned int *ComputeSHA1(unsigned char *data, int dataSize)
memcpy(msg, data, dataSize);
msg[dataSize] = 128; // Write the '1' bit
unsigned int bitsLen = 8*dataSize;
msg[newDataSize-1] = bitsLen;
unsigned long long bitsLen = 8ULL * dataSize;
msg[newDataSize-1] = (unsigned char)(bitsLen);
msg[newDataSize-2] = (unsigned char)(bitsLen >> 8);
msg[newDataSize-3] = (unsigned char)(bitsLen >> 16);
msg[newDataSize-4] = (unsigned char)(bitsLen >> 24);
msg[newDataSize-5] = (unsigned char)(bitsLen >> 32);
msg[newDataSize-6] = (unsigned char)(bitsLen >> 40);
msg[newDataSize-7] = (unsigned char)(bitsLen >> 48);
msg[newDataSize-8] = (unsigned char)(bitsLen >> 56);
// Process the message in successive 512-bit chunks
for (int offset = 0; offset < newDataSize; offset += (512/8))

View File

@ -27,3 +27,4 @@ Example elements validated:
| raylib_opengl_interop | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ |
| embedded_files_loading | ✔ | ❌ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| web_basic_window | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_game_of_life | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |

View File

@ -221,3 +221,7 @@ Example elements validated:
| raylib_opengl_interop | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ |
| embedded_files_loading | ✔ | ❌ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| web_basic_window | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_game_of_life | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_penrose_tile | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| text_strings_management | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| textures_cellular_automata | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |