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34
BINDINGS.md
34
BINDINGS.md
@ -7,11 +7,11 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| Name | raylib Version | Language | License |
|
||||
| :--------------------------------------------------------------------------------------- | :--------------: | :------------------------------------------------------------------: | :------------------: |
|
||||
| [raylib](https://github.com/raysan5/raylib) | **6.0** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib |
|
||||
| [raylib-ada](https://github.com/Fabien-Chouteau/raylib-ada) | **5.5** | [Ada](https://en.wikipedia.org/wiki/Ada_(programming_language)) | MIT |
|
||||
|[raylib-asm](https://github.com/gAndy50/ASMRay) | **6.0** | Assembly (x86) | Zlib |
|
||||
| [raylib-ada](https://github.com/Fabien-Chouteau/raylib-ada) | **5.5** | [Ada](https://en.wikipedia.org/wiki/Ada_(programming_language)) | MIT |
|
||||
| [raylib-asm](https://github.com/gAndy50/ASMRay) | **6.0** | [Assembly (x86)](https://en.wikipedia.org/wiki/X86_assembly_language) | Zlib |
|
||||
| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.5** | [Beef](https://www.beeflang.org) | MIT |
|
||||
| [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
|
||||
| [raylib-c3](https://github.com/c3lang/vendor/tree/main/libraries/raylib6.c3l) | **6** | [C3](https://c3-lang.org) | MIT |
|
||||
| [raylib-c3](https://github.com/c3lang/vendor/tree/main/libraries/raylib6.c3l) | **6** | [C3](https://c3-lang.org) | MIT |
|
||||
| [raylib-cs](https://github.com/raylib-cs/raylib-cs) | **6.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib |
|
||||
| [Raylib-CsLo](https://github.com/NotNotTech/Raylib-CsLo) | 4.2 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
|
||||
| [Raylib-CSharp-Vinculum](https://github.com/ZeroElectric/Raylib-CSharp-Vinculum) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
|
||||
@ -33,13 +33,14 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [raylib-d](https://github.com/schveiguy/raylib-d) | **6.0** | [D](https://dlang.org) | Zlib |
|
||||
| [Deno-Raylib](https://github.com/JJLDonley/Deno-Raylib) | **6.0** | [Deno / TS](https://deno.land) | MIT |
|
||||
| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
|
||||
| [raylib-elfscript](https://github.com/ohmtal/raylib-elfscript) | 6.0 | [ElfScript](https://github.com/ohmtal/ElfScript) | MIT |
|
||||
| [raylib-elfscript](https://github.com/ohmtal/raylib-elfscript) | 6.0 | [ElfScript](https://github.com/ohmtal/ElfScript) | MIT |
|
||||
| [raylib-elle](https://github.com/acquitelol/elle/blob/rewrite/std/raylib.le) | **5.5** | [Elle](https://github.com/acquitelol/elle) | GPL-3.0 |
|
||||
| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 5.5 | [Factor](https://factorcode.org) | BSD |
|
||||
| [raystar](https://github.com/RobertFlexx/raystar) | **6.0** | [F*](https://www.fstar-lang.org/) | EPL-2.0 |
|
||||
| [raylib4fb](https://github.com/mudhairless/raylib4fb) | **6.0** | [FreeBASIC](https://www.freebasic.net) | Zlib |
|
||||
| [raylib-freebasic](https://github.com/WIITD/raylib-freebasic) | **5.0** | [FreeBASIC](https://www.freebasic.net) | MIT |
|
||||
| [raylib.f](https://github.com/cthulhuology/raylib.f) | **5.5** | [Forth](https://forth.com) | Zlib |
|
||||
| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **5.5** | [Fortran](https://fortran-lang.org) | ISC |
|
||||
| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **6.0** | [Fortran](https://fortran-lang.org) | ISC |
|
||||
| [raylib-go](https://github.com/gen2brain/raylib-go) | **6.0** | [Go](https://golang.org) | Zlib |
|
||||
| [raylib-guile](https://github.com/petelliott/raylib-guile) | **auto** | [Guile](https://www.gnu.org/software/guile) | Zlib |
|
||||
| [gforth-raylib](https://github.com/ArnautDaniel/gforth-raylib) | 3.5 | [Gforth](https://gforth.org) | **???** |
|
||||
@ -59,6 +60,8 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [raylib-luajit](https://github.com/homma/raylib-luajit) | 5.5 | [Lua](http://www.lua.org) | MIT |
|
||||
| [raylib-luajit-generated](https://github.com/james2doyle/raylib-luajit-generated) | 5.5 | [Lua](http://www.lua.org) | MIT |
|
||||
| [raylib-matte](https://github.com/jcorks/raylib-matte) | 4.6-dev | [Matte](https://github.com/jcorks/matte) | **???** |
|
||||
| [raymojo](https://github.com/RobertFlexx/raymojo) | **6.0** | [Mojo](https://www.modular.com/mojo) | GPLv3 |
|
||||
| [raymod](https://github.com/RobertFlexx/raymod) | **6.0** | [Modula-2](https://en.wikipedia.org/wiki/Modula-2) / [Modula-3](https://en.wikipedia.org/wiki/Modula-3) | Apache-2.0 |
|
||||
| [Raylib.nelua](https://github.com/AuzFox/Raylib.nelua) | **5.5** | [nelua](https://nelua.io) | Zlib |
|
||||
| [raylib-bindings](https://github.com/vaiorabbit/raylib-bindings) | 5.6-dev | [Ruby](https://www.ruby-lang.org/en) | Zlib |
|
||||
| [naylib](https://github.com/planetis-m/naylib) | **5.6-dev** | [Nim](https://nim-lang.org) | MIT |
|
||||
@ -67,12 +70,12 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [raylib_odin_bindings](https://github.com/Deathbat2190/raylib_odin_bindings) | 4.0-dev | [Odin](https://odin-lang.org) | MIT |
|
||||
| [raylib-ocaml](https://github.com/tjammer/raylib-ocaml) | **6.0** | [OCaml](https://ocaml.org) | MIT |
|
||||
| [TurboRaylib](https://github.com/turborium/TurboRaylib) | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT |
|
||||
| [Rayberon](https://github.com/RobertFlexx/Rayberon) | **6.0** | [Oberon-2](https://en.wikipedia.org/wiki/Oberon-2) / [Component Pascal](https://en.wikipedia.org/wiki/Component_Pascal) | MIT |
|
||||
|[EuRaylib](https://github.com/gAndy50/EuRaylib6) | **6.0** |[openEuphoria(https://openeuphoria.org/) | Zlib |
|
||||
| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **6.0** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)/[Delphi](https://en.wikipedia.org/wiki/Delphi_(software)) | Zlib |
|
||||
| [Rayberon](https://github.com/RobertFlexx/Rayberon) | **6.0** | [Oberon-2](https://en.wikipedia.org/wiki/Oberon-2) | MIT |
|
||||
| [EuRaylib](https://github.com/gAndy50/EuRaylib6) | **6.0** | [openEuphoria(https://openeuphoria.org/) | Zlib |
|
||||
| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **6.0** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
|
||||
| [Raylib.4.0.Pascal](https://github.com/sysrpl/Raylib.4.0.Pascal) | 4.0 | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
|
||||
| [pyraylib](https://github.com/Ho011/pyraylib) | 3.7 | [Python](https://www.python.org) | Zlib |
|
||||
| [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | **5.5** | [Python](https://www.python.org) | EPL-2.0 |
|
||||
| [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | **5.5** | [Python](https://www.python.org) | EPL-2.0 |
|
||||
| [raylibpyctbg](https://github.com/overdev/raylibpyctbg) | 5.5 | [Python](https://www.python.org) | MIT |
|
||||
| [raylib-py](https://github.com/overdev/raylib-py) | 5.5 | [Python](https://www.python.org) | MIT |
|
||||
| [raylib-python-ctypes](https://github.com/sDos280/raylib-python-ctypes) | 4.6-dev | [Python](https://www.python.org) | MIT |
|
||||
@ -112,7 +115,8 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [fnl-raylib](https://github.com/0riginaln0/fnl-raylib) | **5.5** | [Fennel](https://fennel-lang.org/) | MIT |
|
||||
| [Rayua](https://github.com/uiua-lang/rayua) | **5.5** | [Uiua](https://www.uiua.org/) | **???** |
|
||||
| [Target](https://github.com/FinnDemonCat/Target/tree/main/libs/raylib) | **5.5** | [Dart](https://dart.dev/) | Apache-2.0 license |
|
||||
| [gclang-raylib](https://github.com/gnuchanos/gcLang_Compiler/tree/main/windows_version/raylib_version)| **6.0** | [gclang](https://github.com/gnuchanos/gcLang_Compiler) | AGPL-3.0 |
|
||||
| [gclang-raylib](https://github.com/gnuchanos/gcLang_Compiler/tree/main/windows_version/raylib_version)| **6.0** | [gclang](https://github.com/gnuchanos/gcLang_Compiler) | AGPL-3.0 |
|
||||
| [mach-raylib](https://github.com/angluca/mach-raylib) | **6.0-dev** | [Mach](https://machlang.org/) | MIT |
|
||||
|
||||
|
||||
### Utility Wrappers
|
||||
@ -131,7 +135,7 @@ These are utility wrappers for specific languages, they are not required to use
|
||||
These are older raylib bindings that are more than 2 versions old or have not been maintained.
|
||||
| Name | raylib Version | Language |
|
||||
| ---------------------------------------------------------------------------------- | :------------: | :---------------------------------------------------------------------: |
|
||||
| [raylib-cppsharp](https://github.com/phxvyper/raylib-cppsharp) | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) |
|
||||
| [raylib-cppsharp](https://github.com/phxvyper/raylib-cppsharp) | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) |
|
||||
| [RaylibFS](https://github.com/dallinbeutler/RaylibFS) | 2.5 | [F#](https://fsharp.org) |
|
||||
| [raylib\*d](https://github.com/Sepheus/raylib_d) | 2.5 | [D](https://dlang.org) |
|
||||
| [bindbc-raylib](https://github.com/o3o/bindbc-raylib) | 3.0 | [D](https://dlang.org) |
|
||||
@ -148,18 +152,18 @@ These are older raylib bindings that are more than 2 versions old or have not be
|
||||
| [raylib-Nim](https://gitlab.com/define-private-public/raylib-Nim) | 1.7 | [Nim](https://nim-lang.org) |
|
||||
| [nim-raylib](https://github.com/tomc1998/nim-raylib) | 3.1-dev | [Nim](https://nim-lang.org) |
|
||||
| [raylib-Forever](https://github.com/Guevara-chan/Raylib-Forever) | auto | [Nim](https://nim-lang.org) |
|
||||
| [NimraylibNow!](https://github.com/greenfork/nimraylib_now) | 4.2 | [Nim](https://nim-lang.org) |
|
||||
| [NimraylibNow!](https://github.com/greenfork/nimraylib_now) | 4.2 | [Nim](https://nim-lang.org) |
|
||||
| [raylib-haskell](https://github.com/DevJac/raylib-haskell) | 2.0 | [Haskell](https://www.haskell.org) |
|
||||
| [raylib-cr](https://github.com/AregevDev/raylib-cr) | 2.5-dev | [Crystal](https://crystal-lang.org) |
|
||||
| [raylib.cr](https://github.com/sam0x17/raylib.cr) | 2.0 | [Crystal](https://crystal-lang.org) |
|
||||
| [cray](https://gitlab.com/Zatherz/cray) | 1.8 | [Crystal](https://crystal-lang.org) |
|
||||
| [raylib-pas](https://github.com/tazdij/raylib-pas) | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal*(programming*language)) |
|
||||
| [raylib-pascal](https://github.com/drezgames/raylib-pascal) | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal*(programming*language)) |
|
||||
| [raylib-pas](https://github.com/tazdij/raylib-pas) | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal*(programming*language)) |
|
||||
| [raylib-pascal](https://github.com/drezgames/raylib-pascal) | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal*(programming*language)) |
|
||||
| [Graphics-Raylib](https://github.com/athreef/Graphics-Raylib) | 1.4 | [Perl](https://www.perl.org) |
|
||||
| [raylib-ruby](https://github.com/a0/raylib-ruby) | 2.6 | [Ruby](https://www.ruby-lang.org/en) |
|
||||
| [raylib-ruby-ffi](https://github.com/D3nX/raylib-ruby-ffi) | 2.0 | [Ruby](https://www.ruby-lang.org/en) |
|
||||
| [raylib-mruby](https://github.com/lihaochen910/raylib-mruby) | 2.5-dev | [mruby](https://github.com/mruby/mruby) |
|
||||
| [raylib-java](https://github.com/XoanaIO/raylib-java) | 2.0 | [Java](https://en.wikipedia.org/wiki/Java*(programming_language)) |
|
||||
| [raylib-java](https://github.com/XoanaIO/raylib-java) | 2.0 | [Java](https://en.wikipedia.org/wiki/Java*(programming_language)) |
|
||||
| [clj-raylib](https://github.com/lsevero/clj-raylib) | 3.0 | [Clojure](https://clojure.org) |
|
||||
| [QuickJS-raylib](https://github.com/sntg-p/QuickJS-raylib) | 3.0 | [QuickJS](https://bellard.org/quickjs) |
|
||||
| [raylib-duktape](https://github.com/RobLoach/raylib-duktape) | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) |
|
||||
|
||||
11
README.md
11
README.md
@ -54,6 +54,17 @@ features
|
||||
- Bindings to [+70 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
|
||||
- **Free and open source**
|
||||
|
||||
limitations
|
||||
-----------
|
||||
|
||||
raylib presents some limitation by design for code simplicity, some forks, alternatives and samples are available to overcome most of them but it's up to the users to modify the library for their specific needs.
|
||||
|
||||
- Single window with single OpenGL context by default, no multi-window support
|
||||
- Window resize and move stops the rendering loop on platforms supporting a window
|
||||
- `RenderTextures` are flipped vertically, as provided by OpenGL, it's up to user to draw then flipped to screen
|
||||
- Font rasterization has lower quality than alternatives using `Freetype2`, `HarfBuzz` or `Slug`
|
||||
- Text drawing does not support RTL, ligatures or emojis
|
||||
|
||||
basic example
|
||||
--------------
|
||||
This is a basic raylib example, it creates a window and draws the text `"Congrats! You created your first window!"` in the middle of the screen. Check this example [running live on web here](https://www.raylib.com/examples/core/loader.html?name=core_basic_window).
|
||||
|
||||
@ -1,6 +1,18 @@
|
||||
# Setup the project and settings
|
||||
cmake_minimum_required(VERSION 3.22)
|
||||
project(examples)
|
||||
|
||||
# Include raylib's cmake helper functions, so the examples can also be
|
||||
# configured standalone (`cd examples && cmake .`) and not only as part
|
||||
# of the raylib project.
|
||||
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/../cmake")
|
||||
include(AddIfFlagCompiles)
|
||||
|
||||
# Default to the Desktop platform when configured standalone.
|
||||
if (NOT DEFINED PLATFORM)
|
||||
set(PLATFORM "Desktop" CACHE STRING "Platform to build examples for")
|
||||
endif ()
|
||||
|
||||
# Directories that contain examples
|
||||
set(example_dirs
|
||||
audio
|
||||
|
||||
@ -18,7 +18,7 @@
|
||||
# > PLATFORM_DESKTOP_RGFW (RGFW backend):
|
||||
# - Windows (Win32, Win64)
|
||||
# - Linux (X11 desktop mode)
|
||||
# - macOS/OSX (x64, arm64 (not tested))
|
||||
# - macOS/OSX (x64, arm64)
|
||||
# - Others (not tested)
|
||||
# > PLATFORM_DESKTOP_WIN32 (native Win32):
|
||||
# - Windows (Win32, Win64)
|
||||
@ -314,6 +314,9 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
LDFLAGS += -L/opt/homebrew/lib -L$(RAYLIB_LIB_PATH)
|
||||
endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
|
||||
44
examples/shaders/resources/shaders/glsl100/lights_bloom.fs
Normal file
44
examples/shaders/resources/shaders/glsl100/lights_bloom.fs
Normal file
@ -0,0 +1,44 @@
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input values from vertex shader
|
||||
varying vec3 fragPosition;
|
||||
varying vec3 fragNormal;
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec3 viewPos;
|
||||
uniform vec3 lightPositions[8];
|
||||
uniform vec3 lightColors[8];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texColor = texture2D(texture0, fragTexCoord);
|
||||
vec3 norm = normalize(fragNormal);
|
||||
vec3 viewDir = normalize(viewPos - fragPosition);
|
||||
|
||||
vec3 ambient = 0.05*texColor.rgb;
|
||||
vec3 totalDiffuse = vec3(0.0);
|
||||
vec3 totalSpecular = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
vec3 lightDir = normalize(lightPositions[i] - fragPosition);
|
||||
float dist = length(lightPositions[i] - fragPosition);
|
||||
float attenuation = 1.0/(1.0 + 0.8*dist + 0.4*dist*dist);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
totalDiffuse += diff*lightColors[i]*attenuation*1.2;
|
||||
|
||||
// Blinn-Phong specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
|
||||
totalSpecular += spec*lightColors[i]*attenuation*0.8;
|
||||
}
|
||||
|
||||
vec3 result = ambient + (totalDiffuse*texColor.rgb) + totalSpecular;
|
||||
gl_FragColor = vec4(result, texColor.a);
|
||||
}
|
||||
23
examples/shaders/resources/shaders/glsl100/lights_bloom.vs
Normal file
23
examples/shaders/resources/shaders/glsl100/lights_bloom.vs
Normal file
@ -0,0 +1,23 @@
|
||||
#version 100
|
||||
|
||||
// Input vertex attributes
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec3 vertexNormal;
|
||||
|
||||
// Output values to fragment shader
|
||||
varying vec3 fragPosition;
|
||||
varying vec3 fragNormal;
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 matModel;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
|
||||
fragNormal = normalize(vec3(matModel*vec4(vertexNormal, 0.0)));
|
||||
fragTexCoord = vertexTexCoord;
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
||||
@ -0,0 +1,33 @@
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture2D(texture0, fragTexCoord);
|
||||
|
||||
// High-pass threshold blur: only pixels brighter than 0.75 in any channel contribute
|
||||
vec4 bloom = vec4(0.0);
|
||||
vec2 texel = vec2(1.0/1280.0, 1.0/720.0)*2.5;
|
||||
|
||||
for (int x = -2; x <= 2; x++)
|
||||
{
|
||||
for (int y = -2; y <= 2; y++)
|
||||
{
|
||||
vec4 smp = texture2D(texture0, fragTexCoord + vec2(float(x), float(y))*texel);
|
||||
float brightness = max(smp.r, max(smp.g, smp.b));
|
||||
if (brightness > 0.75) bloom += smp;
|
||||
}
|
||||
}
|
||||
bloom /= 25.0;
|
||||
|
||||
// Combine original with the bloom glow, then Reinhard tone-map back to [0, 1]
|
||||
vec3 hdr = color.rgb + bloom.rgb*1.2;
|
||||
vec3 ldr = hdr/(hdr + vec3(1.0));
|
||||
|
||||
gl_FragColor = vec4(ldr, color.a);
|
||||
}
|
||||
44
examples/shaders/resources/shaders/glsl330/lights_bloom.fs
Normal file
44
examples/shaders/resources/shaders/glsl330/lights_bloom.fs
Normal file
@ -0,0 +1,44 @@
|
||||
#version 330
|
||||
|
||||
// Input values from vertex shader
|
||||
in vec3 fragPosition;
|
||||
in vec3 fragNormal;
|
||||
in vec2 fragTexCoord;
|
||||
|
||||
out vec4 finalColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec3 viewPos;
|
||||
uniform vec3 lightPositions[8];
|
||||
uniform vec3 lightColors[8];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texColor = texture(texture0, fragTexCoord);
|
||||
vec3 norm = normalize(fragNormal);
|
||||
vec3 viewDir = normalize(viewPos - fragPosition);
|
||||
|
||||
vec3 ambient = 0.05*texColor.rgb;
|
||||
vec3 totalDiffuse = vec3(0.0);
|
||||
vec3 totalSpecular = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
vec3 lightDir = normalize(lightPositions[i] - fragPosition);
|
||||
float dist = length(lightPositions[i] - fragPosition);
|
||||
float attenuation = 1.0/(1.0 + 0.8*dist + 0.4*dist*dist);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
totalDiffuse += diff*lightColors[i]*attenuation*1.2;
|
||||
|
||||
// Blinn-Phong specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
|
||||
totalSpecular += spec*lightColors[i]*attenuation*0.8;
|
||||
}
|
||||
|
||||
vec3 result = ambient + (totalDiffuse*texColor.rgb) + totalSpecular;
|
||||
finalColor = vec4(result, texColor.a);
|
||||
}
|
||||
23
examples/shaders/resources/shaders/glsl330/lights_bloom.vs
Normal file
23
examples/shaders/resources/shaders/glsl330/lights_bloom.vs
Normal file
@ -0,0 +1,23 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
|
||||
// Output values to fragment shader
|
||||
out vec3 fragPosition;
|
||||
out vec3 fragNormal;
|
||||
out vec2 fragTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 matModel;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
|
||||
fragNormal = normalize(vec3(matModel*vec4(vertexNormal, 0.0)));
|
||||
fragTexCoord = vertexTexCoord;
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
||||
@ -0,0 +1,32 @@
|
||||
#version 330
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
out vec4 finalColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture(texture0, fragTexCoord);
|
||||
|
||||
// High-pass threshold blur: only pixels brighter than 0.75 in any channel contribute
|
||||
vec4 bloom = vec4(0.0);
|
||||
vec2 texel = vec2(1.0/1280.0, 1.0/720.0)*2.5;
|
||||
|
||||
for (int x = -2; x <= 2; x++)
|
||||
{
|
||||
for (int y = -2; y <= 2; y++)
|
||||
{
|
||||
vec4 smp = texture(texture0, fragTexCoord + vec2(float(x), float(y))*texel);
|
||||
float brightness = max(smp.r, max(smp.g, smp.b));
|
||||
if (brightness > 0.75) bloom += smp;
|
||||
}
|
||||
}
|
||||
bloom /= 25.0;
|
||||
|
||||
// Combine original with the bloom glow, then Reinhard tone-map back to [0, 1]
|
||||
vec3 hdr = color.rgb + bloom.rgb*1.2;
|
||||
vec3 ldr = hdr/(hdr + vec3(1.0));
|
||||
|
||||
finalColor = vec4(ldr, color.a);
|
||||
}
|
||||
185
examples/shaders/shaders_lights_bloom.c
Normal file
185
examples/shaders/shaders_lights_bloom.c
Normal file
@ -0,0 +1,185 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - forward multi-lighting with bloom
|
||||
*
|
||||
* Example demonstrates forward multi-point lighting (8 point lights, attenuation and
|
||||
* Blinn-Phong specular) combined with a threshold-based bloom pass and Reinhard tone
|
||||
* mapping, applied as a full-screen post-process pass
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example uses resources/shaders/glsl100 and resources/shaders/glsl330, shared with the
|
||||
* rest of the shaders examples
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by PanicTitan (@PanicTitan) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 PanicTitan (@PanicTitan)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
#include "rlgl.h"
|
||||
|
||||
#include <math.h> // Required for: sinf(), cosf()
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global Definitions
|
||||
//--------------------------------------------------------------------------------------
|
||||
#define MAX_LIGHTS 8
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - forward multi-lighting bloom");
|
||||
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 5.0f, 9.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// Forward multi-light shader and bloom post-process shader, both loaded from the
|
||||
// resources folder shared with the rest of the shaders examples. If the GLSL version
|
||||
// guessed from the PLATFORM_DESKTOP build flag turns out to be wrong for whatever
|
||||
// raylib was built against, linking fails and silently falls back to the default
|
||||
// shader - so this retries once with the other version, and either way the result
|
||||
// is checked explicitly and reported on screen rather than staying silently wrong
|
||||
Shader lightShader = LoadShader(TextFormat("resources/shaders/glsl%i/lights_bloom.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/lights_bloom.fs", GLSL_VERSION));
|
||||
Shader bloomShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/lights_bloom_post.fs", GLSL_VERSION));
|
||||
|
||||
// Load models from generated cube mesh and plane
|
||||
// NOTE: Meshes are automatically unloaded on UnloadModel()
|
||||
Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
|
||||
Model floor = LoadModelFromMesh(GenMeshPlane(14.0f, 14.0f, 1, 1));
|
||||
cube.materials[0].shader = lightShader;
|
||||
floor.materials[0].shader = lightShader;
|
||||
|
||||
int lightPosLoc = GetShaderLocation(lightShader, "lightPositions");
|
||||
int lightColLoc = GetShaderLocation(lightShader, "lightColors");
|
||||
int viewPosLoc = GetShaderLocation(lightShader, "viewPos");
|
||||
|
||||
Vector3 lightPositions[MAX_LIGHTS] = { 0 };
|
||||
Vector3 lightColors[MAX_LIGHTS] = {
|
||||
{ 1.0f, 0.2f, 0.2f }, // Red
|
||||
{ 0.2f, 1.0f, 0.3f }, // Green
|
||||
{ 0.2f, 0.5f, 1.0f }, // Blue
|
||||
{ 1.0f, 0.8f, 0.1f }, // Yellow
|
||||
{ 1.0f, 0.1f, 0.8f }, // Magenta
|
||||
{ 0.1f, 1.0f, 1.0f }, // Cyan
|
||||
{ 1.0f, 0.4f, 0.1f }, // Orange
|
||||
{ 0.7f, 0.2f, 1.0f }, // Purple
|
||||
};
|
||||
|
||||
SetShaderValueV(lightShader, lightColLoc, lightColors, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
float time = (float)GetTime();
|
||||
|
||||
// Orbital path for each point light, its own radius/height offset by index
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
float angle = (i/(float)MAX_LIGHTS)*2.0f*PI + time*0.6f;
|
||||
float radius = 4.2f + sinf(time*1.2f + i)*0.4f;
|
||||
float height = 1.0f + sinf(time*1.8f + i)*0.6f;
|
||||
|
||||
lightPositions[i] = (Vector3){ sinf(angle)*radius, height, cosf(angle)*radius };
|
||||
}
|
||||
|
||||
SetShaderValueV(lightShader, lightPosLoc, lightPositions, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
|
||||
SetShaderValue(lightShader, viewPosLoc, &camera.position, SHADER_UNIFORM_VEC3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Render the lit scene to an offscreen texture
|
||||
BeginTextureMode(target);
|
||||
|
||||
ClearBackground((Color){ 12, 12, 18, 255 });
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(cube, (Vector3){ 0.0f, 1.0f, 0.0f }, 1.0f, GRAY);
|
||||
DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, DARKGRAY);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
// Glowing bulbs mark each light's position
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
Color bulbColor = (Color){
|
||||
(unsigned char)(lightColors[i].x*255),
|
||||
(unsigned char)(lightColors[i].y*255),
|
||||
(unsigned char)(lightColors[i].z*255),
|
||||
255 };
|
||||
|
||||
DrawSphere(lightPositions[i], 0.15f, bulbColor);
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Present the offscreen texture through the bloom + tone mapping shader
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
Rectangle srcRec = { 0, 0, (float)target.texture.width, (float)-target.texture.height };
|
||||
|
||||
BeginShaderMode(bloomShader);
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
DrawTextureRec(target.texture, srcRec, (Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("BALANCED MULTI-LIGHT + REINHARD TONE MAPPED BLOOM", 20, 20, 20, GREEN);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(cube);
|
||||
UnloadModel(floor);
|
||||
UnloadShader(lightShader);
|
||||
UnloadShader(bloomShader);
|
||||
UnloadRenderTexture(target);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shaders/shaders_lights_bloom.png
Normal file
BIN
examples/shaders/shaders_lights_bloom.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 203 KiB |
224
examples/textures/textures_portal_window.c
Normal file
224
examples/textures/textures_portal_window.c
Normal file
@ -0,0 +1,224 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - portal window
|
||||
*
|
||||
* Example demonstrates rendering a second scene to a texture and projecting it onto a
|
||||
* quad to create the illusion of a portal window looking into another place. The second
|
||||
* scene is rendered with an off-axis ("oblique frustum") projection matched to the
|
||||
* viewer's actual position relative to the window, so the illusion holds up correctly
|
||||
* as the player moves and looks around, rather than only looking right from one spot
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by PanicTitan (@PanicTitan) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 PanicTitan (@PanicTitan)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
#include "rlgl.h"
|
||||
#include <math.h>
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static void BeginPortalMode3D(Vector3 eye, Vector3 bottomLeft, Vector3 bottomRight, Vector3 topLeft, float nearPlane, float farPlane);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - portal window");
|
||||
|
||||
// Camera to navigate the "real world" (Dimension A)
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 2.5f, 7.0f };
|
||||
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// The archway opening, in Dimension A world space (used both to draw the frame and
|
||||
// as the window rectangle the oblique projection is built from)
|
||||
Vector3 archBottomLeft = { -1.5f, 0.0f, 0.0f };
|
||||
Vector3 archBottomRight = { 1.5f, 0.0f, 0.0f };
|
||||
Vector3 archTopLeft = { -1.5f, 4.0f, 0.0f };
|
||||
|
||||
// The archway sits at portalA and looks out onto portalB, far away in world space.
|
||||
// Every frame, Dimension B gets rendered to a texture using the same relative eye
|
||||
// and window position, shifted by the offset between the two portals
|
||||
Vector3 portalA = { 0.0f, 0.0f, 0.0f };
|
||||
Vector3 portalB = { 0.0f, 0.0f, -60.0f };
|
||||
RenderTexture2D portalView = LoadRenderTexture(480, 640);
|
||||
|
||||
DisableCursor(); // Lock cursor for first-person free camera controls
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_FREE);
|
||||
float time = (float)GetTime();
|
||||
|
||||
// Eye and window corners, shifted into Dimension B so they match the player's
|
||||
// actual position and viewing angle relative to the archway
|
||||
Vector3 offset = Vector3Subtract(portalB, portalA);
|
||||
Vector3 eyeInB = Vector3Add(camera.position, offset);
|
||||
Vector3 blInB = Vector3Add(archBottomLeft, offset);
|
||||
Vector3 brInB = Vector3Add(archBottomRight, offset);
|
||||
Vector3 tlInB = Vector3Add(archTopLeft, offset);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Render Dimension B into an offscreen texture, using an oblique projection so
|
||||
// its perspective lines up with the archway exactly as the real camera sees it
|
||||
BeginTextureMode(portalView);
|
||||
|
||||
ClearBackground((Color){ 10, 5, 20, 255 });
|
||||
|
||||
BeginPortalMode3D(eyeInB, blInB, brInB, tlInB, 0.05f, 100.0f);
|
||||
|
||||
DrawGrid(30, 0.8f);
|
||||
|
||||
// Floating pulsing core sphere
|
||||
Vector3 corePos = Vector3Add(portalB, (Vector3){ 0.0f, 2.0f + sinf(time * 2.5f) * 0.4f, -4.0f });
|
||||
DrawSphere(corePos, 1.2f, PURPLE);
|
||||
DrawSphereWires(corePos, 1.25f, 16, 16, MAGENTA);
|
||||
|
||||
// Orbiting cubes
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float angle = time * 1.5f + i * (PI / 2.0f);
|
||||
Vector3 pos = Vector3Add(portalB, (Vector3){
|
||||
sinf(angle) * 2.5f,
|
||||
2.0f + cosf(time * 3.0f + i) * 0.5f,
|
||||
-4.0f + cosf(angle) * 2.5f });
|
||||
|
||||
DrawCube(pos, 0.5f, 0.5f, 0.5f, LIME);
|
||||
DrawCubeWires(pos, 0.52f, 0.52f, 0.52f, DARKGREEN);
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground((Color){ 15, 18, 26, 255 });
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawGrid(20, 1.0f);
|
||||
|
||||
// Side pillars
|
||||
DrawCube((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
|
||||
DrawCubeWires((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
|
||||
DrawCube((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
|
||||
DrawCubeWires((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
|
||||
|
||||
// Golden archway frame and solid base
|
||||
DrawCubeWires((Vector3){ 0.0f, 2.0f, 0.0f }, 3.2f, 4.2f, 0.2f, GOLD);
|
||||
DrawCube((Vector3){ 0.0f, 0.05f, 0.0f }, 3.4f, 0.1f, 0.6f, MAROON);
|
||||
|
||||
// Solid backing wall, only ever seen if looking at the archway from behind
|
||||
DrawCube((Vector3){ 0.0f, 2.0f, -0.05f }, 3.1f, 4.1f, 0.05f, DARKBLUE);
|
||||
|
||||
// The portal opening itself: a plain quad textured with the Dimension B
|
||||
// render, filling the archway exactly, so nothing "leaks" outside its shape
|
||||
rlSetTexture(portalView.texture.id);
|
||||
rlBegin(RL_QUADS);
|
||||
rlColor4ub(255, 255, 255, 255);
|
||||
rlNormal3f(0.0f, 0.0f, 1.0f);
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(archBottomLeft.x, archBottomLeft.y, archBottomLeft.z);
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(archBottomRight.x, archBottomRight.y, archBottomRight.z);
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(archBottomRight.x, 4.0f, archBottomRight.z);
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(archTopLeft.x, archTopLeft.y, archTopLeft.z);
|
||||
rlEnd();
|
||||
rlSetTexture(0);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// HUD overlay
|
||||
DrawRectangle(15, 15, 400, 85, Fade(BLACK, 0.75f));
|
||||
DrawRectangleLines(15, 15, 400, 85, GOLD);
|
||||
DrawText("PORTAL WINDOW", 28, 25, 20, GOLD);
|
||||
DrawText("Look through the golden arch into Dimension B", 28, 52, 14, RAYWHITE);
|
||||
DrawText("Controls: Mouse to look | WASD to move", 28, 72, 12, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(portalView);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Starts a 3D mode using an off-axis ("oblique frustum") projection, built directly from
|
||||
// an eye point and 3 corners of a rectangular window, instead of a fovy centered straight
|
||||
// ahead of the camera. This is the standard technique for rendering a scene as seen through
|
||||
// a window that isn't necessarily faced head-on (also used for multi-monitor and VR
|
||||
// rendering) - the key difference from a normal Camera3D is that the frustum is allowed
|
||||
// to be asymmetric, so perspective lines through the window line up correctly from any
|
||||
// eye position, instead of behaving like a flat image pasted onto the window
|
||||
static void BeginPortalMode3D(Vector3 eye, Vector3 bottomLeft, Vector3 bottomRight, Vector3 topLeft, float nearPlane, float farPlane)
|
||||
{
|
||||
Vector3 right = Vector3Normalize(Vector3Subtract(bottomRight, bottomLeft));
|
||||
Vector3 up = Vector3Normalize(Vector3Subtract(topLeft, bottomLeft));
|
||||
Vector3 normal = Vector3Normalize(Vector3CrossProduct(right, up));
|
||||
|
||||
// Vectors from the eye to 3 corners of the window, used to project the window onto
|
||||
// the near plane and read off how far it extends left/right/bottom/top of the eye
|
||||
Vector3 toBL = Vector3Subtract(bottomLeft, eye);
|
||||
Vector3 toBR = Vector3Subtract(bottomRight, eye);
|
||||
Vector3 toTL = Vector3Subtract(topLeft, eye);
|
||||
|
||||
float dist = -Vector3DotProduct(toBL, normal);
|
||||
if (dist < 0.01f) dist = 0.01f; // Keep the eye from crossing the window plane
|
||||
|
||||
float scale = nearPlane/dist;
|
||||
|
||||
rlDrawRenderBatchActive();
|
||||
|
||||
rlMatrixMode(RL_PROJECTION);
|
||||
rlPushMatrix();
|
||||
rlSetMatrixProjection(MatrixFrustum(
|
||||
Vector3DotProduct(right, toBL)*scale, Vector3DotProduct(right, toBR)*scale,
|
||||
Vector3DotProduct(up, toBL)*scale, Vector3DotProduct(up, toTL)*scale,
|
||||
nearPlane, farPlane));
|
||||
|
||||
// View orientation is fixed to the window's own plane (looking straight through it
|
||||
// along its normal), NOT aimed at any target - that's what the asymmetric frustum
|
||||
// above is for, and is what lets the eye move off to one side without distorting
|
||||
rlMatrixMode(RL_MODELVIEW);
|
||||
rlLoadIdentity();
|
||||
rlMultMatrixf(MatrixToFloat(MatrixLookAt(eye, Vector3Subtract(eye, normal), up)));
|
||||
|
||||
rlEnableDepthTest();
|
||||
}
|
||||
BIN
examples/textures/textures_portal_window.png
Normal file
BIN
examples/textures/textures_portal_window.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 24 KiB |
@ -114,6 +114,20 @@ if (NOT BUILD_SHARED_LIBS)
|
||||
|
||||
if (NOT glfw3_FOUND)
|
||||
list(REMOVE_ITEM raylib_install_private_libs glfw)
|
||||
|
||||
# Bundled GLFW links its Cocoa backend frameworks privately, so they
|
||||
# must be propagated to consumers of the static library, whose final
|
||||
# link line would otherwise miss them. Only the Desktop platform uses
|
||||
# bundled GLFW; other platforms (e.g. Memory) have no Cocoa/GLFW symbols.
|
||||
if (APPLE AND PLATFORM STREQUAL "Desktop")
|
||||
find_library(COCOA_FRAMEWORK Cocoa)
|
||||
find_library(IOKIT_FRAMEWORK IOKit)
|
||||
find_library(QUARTZCORE_FRAMEWORK QuartzCore)
|
||||
list(APPEND raylib_install_private_libs
|
||||
${COCOA_FRAMEWORK}
|
||||
${IOKIT_FRAMEWORK}
|
||||
${QUARTZCORE_FRAMEWORK})
|
||||
endif ()
|
||||
endif()
|
||||
|
||||
foreach(lib IN LISTS raylib_install_private_libs)
|
||||
|
||||
1
src/external/fix_win32_compatibility.h
vendored
1
src/external/fix_win32_compatibility.h
vendored
@ -46,6 +46,7 @@
|
||||
// include windows
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <windows.h>
|
||||
#include <playsoundapi.h>
|
||||
|
||||
// remove all our redefinitions so that raylib can define them properly
|
||||
#undef CloseWindow
|
||||
|
||||
208
src/external/glfw/README.md
vendored
208
src/external/glfw/README.md
vendored
@ -1,18 +1,198 @@
|
||||
# GLFW (modified for raylib)
|
||||
# GLFW
|
||||
|
||||
This directory contains a modification of GLFW, whose official website and
|
||||
upstream repository are https://glfw.org and https://github.com/glfw/glfw,
|
||||
respectively.
|
||||
[](https://github.com/glfw/glfw/actions)
|
||||
[](https://ci.appveyor.com/project/elmindreda/glfw)
|
||||
|
||||
In this modification, some static functions sharing the same name in different
|
||||
platforms have been renamed so all of GLFW's source files can be combined into
|
||||
one (as done by ``rglfw.c``). Also, the Null platform, which is not used by
|
||||
raylib, has been disabled. The renamed functions are:
|
||||
## Introduction
|
||||
|
||||
```
|
||||
createKeyTables()
|
||||
translateKey()
|
||||
acquireMonitor()
|
||||
releaseMonitor()
|
||||
```
|
||||
GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan
|
||||
application development. It provides a simple, platform-independent API for
|
||||
creating windows, contexts and surfaces, reading input, handling events, etc.
|
||||
|
||||
GLFW is written primarily in C99, with parts of macOS support being written in
|
||||
Objective-C.
|
||||
|
||||
GLFW supports Windows, macOS and Linux, and also works on many other Unix-like
|
||||
systems. On Linux both Wayland and X11 are supported.
|
||||
|
||||
GLFW is licensed under the [zlib/libpng
|
||||
license](https://www.glfw.org/license.html).
|
||||
|
||||
You can [download](https://www.glfw.org/download.html) the latest stable release
|
||||
as source or Windows and macOS binaries. There are [release
|
||||
tags](https://github.com/glfw/glfw/releases) with source and binary archives
|
||||
attached for every version since 3.0.
|
||||
|
||||
The [documentation](https://www.glfw.org/docs/latest/) is available online and is
|
||||
also included in source and binary archives, except those generated
|
||||
automatically by Github. The documentation contains guides, a tutorial and the
|
||||
API reference. The [release
|
||||
notes](https://www.glfw.org/docs/latest/news.html) list the new features,
|
||||
caveats and deprecations in the latest release. The [version
|
||||
history](https://www.glfw.org/changelog.html) lists every user-visible change
|
||||
for every release.
|
||||
|
||||
GLFW exists because of the contributions of [many people](CONTRIBUTORS.md)
|
||||
around the world, whether by reporting bugs, providing community support, adding
|
||||
features, reviewing or testing code, debugging, proofreading docs, suggesting
|
||||
features or fixing bugs.
|
||||
|
||||
|
||||
## System requirements
|
||||
|
||||
GLFW supports Windows 7 and later and macOS 10.11 and later. On GNOME Wayland,
|
||||
window decorations will be very basic unless the
|
||||
[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor) package is
|
||||
installed. Linux and other Unix-like systems running X11 are supported even
|
||||
without a desktop environment or modern extensions, although some features
|
||||
require a clipboard manager or a modern window manager.
|
||||
|
||||
See the [compatibility guide](https://www.glfw.org/docs/latest/compat.html)
|
||||
for more detailed information.
|
||||
|
||||
|
||||
## Compiling GLFW
|
||||
|
||||
GLFW supports compilation with Visual C++ (2013 and later), GCC and Clang. Both
|
||||
Clang-CL and MinGW-w64 are supported. Other C99 compilers will likely also
|
||||
work, but this is not regularly tested.
|
||||
|
||||
There are [pre-compiled binaries](https://www.glfw.org/download.html)
|
||||
available for Windows and macOS.
|
||||
|
||||
GLFW itself needs only CMake and the headers and libraries for your operating
|
||||
system and window system. No other SDKs are required.
|
||||
|
||||
See the [compilation guide](https://www.glfw.org/docs/latest/compile.html) for
|
||||
more information about compiling GLFW and the exact dependencies required for
|
||||
each window system.
|
||||
|
||||
The examples and test programs depend on a number of tiny libraries. These are
|
||||
bundled in the `deps/` directory. The repository has no submodules.
|
||||
|
||||
- [getopt\_port](https://github.com/kimgr/getopt_port/) for examples
|
||||
with command-line options
|
||||
- [TinyCThread](https://github.com/tinycthread/tinycthread) for threaded
|
||||
examples
|
||||
- [glad2](https://github.com/Dav1dde/glad) for loading OpenGL and Vulkan
|
||||
functions
|
||||
- [linmath.h](https://github.com/datenwolf/linmath.h) for linear algebra in
|
||||
examples
|
||||
- [Nuklear](https://github.com/Immediate-Mode-UI/Nuklear) for test and example UI
|
||||
- [stb\_image\_write](https://github.com/nothings/stb) for writing images to disk
|
||||
|
||||
The documentation is generated with [Doxygen](https://doxygen.org/) when the
|
||||
library is built, provided CMake could find a sufficiently new version of it
|
||||
during configuration.
|
||||
|
||||
|
||||
## Using GLFW
|
||||
|
||||
See the [HTML documentation](https://www.glfw.org/docs/latest/) for a tutorial,
|
||||
guides and the API reference.
|
||||
|
||||
|
||||
## Contributing to GLFW
|
||||
|
||||
See the [contribution
|
||||
guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
|
||||
more information.
|
||||
|
||||
The `master` branch is the stable integration branch and _should_ always compile
|
||||
and run on all supported platforms. Details of a newly added feature,
|
||||
including the public API, may change until it has been included in a release.
|
||||
|
||||
The `latest` branch is equivalent to the [highest numbered](https://semver.org/)
|
||||
release, although it may not always point to the same commit as the tag for that
|
||||
release.
|
||||
|
||||
The `ci` branch is used to trigger continuous integration jobs for code under
|
||||
testing and should never be relied on for any purpose.
|
||||
|
||||
|
||||
## Reporting bugs
|
||||
|
||||
Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues).
|
||||
Please check the [contribution
|
||||
guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
|
||||
information on what to include when reporting a bug.
|
||||
|
||||
|
||||
## Changelog since 3.5
|
||||
|
||||
None.
|
||||
|
||||
## Changelog since 3.4
|
||||
|
||||
- Added `GLFW_UNLIMITED_MOUSE_BUTTONS` input mode that allows mouse buttons beyond
|
||||
the limit of the mouse button tokens to be reported (#2423)
|
||||
- Added `glfwGetEGLConfig` function to query the `EGLConfig` of a window (#2045)
|
||||
- Added `glfwGetGLXFBConfig` function to query the `GLXFBConfig` of a window (#1925)
|
||||
- Updated minimum CMake version to 3.16 (#2541)
|
||||
- Removed support for building with original MinGW (#2540)
|
||||
- [Win32] Removed support for Windows XP and Vista (#2505)
|
||||
- [Win32] Bugfix: Media keys were reported with a scancode of 256 (#1768,#2417,#2625)
|
||||
- [Cocoa] Added `QuartzCore` framework as link-time dependency
|
||||
- [Cocoa] Removed support for OS X 10.10 Yosemite and earlier (#2506)
|
||||
- [Cocoa] Bugfix: Cmd+Period, Ctrl+Tab and Ctrl+Esc key events were not emitted
|
||||
(#1362,#2278)
|
||||
- [Wayland] Bugfix: The fractional scaling related objects were not destroyed
|
||||
- [Wayland] Bugfix: `glfwInit` would segfault on compositor with no seat (#2517)
|
||||
- [Wayland] Bugfix: A drag entering a non-GLFW surface could cause a segfault
|
||||
- [Wayland] Bugfix: Ignore key repeat events when no window has keyboard focus (#2727)
|
||||
- [Wayland] Bugfix: Reset key repeat timer when window destroyed (#2741,#2727)
|
||||
- [Wayland] Bugfix: Memory would leak if reading a data offer failed midway
|
||||
- [Wayland] Bugfix: Retrieved cursor position would be incorrect when hovering over
|
||||
fallback decorations
|
||||
- [Wayland] Bugfix: Fallback decorations would report scroll events
|
||||
- [Wayland] Bugfix: Keyboard repeat events halted when any key is released (#2568)
|
||||
- [Wayland] Bugfix: Fallback decorations would show menu at wrong position
|
||||
- [Wayland] Bugfix: The cursor was not updated when clicking through from
|
||||
a modal to a fallback decoration
|
||||
- [Wayland] Bugfix: The cursor position was not updated when clicking through
|
||||
from a modal to the content area
|
||||
- [Wayland] Bugfix: free modules at end of terminate function to resolve
|
||||
potential segmentation fault (#2744)
|
||||
- [Wayland] Bugfix: Confining or disabling the cursor could segfault on
|
||||
compositors without `pointer-constraints-unstable-v1`
|
||||
- [Wayland] Bugfix: Key repeat did not function on very old compositors
|
||||
- [Wayland] Bugfix: The `libwayland-client` library was not unloaded at termination
|
||||
- [Wayland] Bugfix: Scroll events were sent twice on some versions of GNOME (#2494)
|
||||
- [Wayland] Bugfix: Two-dimensional scroll input was emitted as separate axes
|
||||
- [Wayland] Bugfix: Mouse wheel scroll distance was incorrect on some compositors
|
||||
- [Wayland] Bugfix: `glfwSwapBuffers` would halt with nonzero swap interval when window
|
||||
was suspended (#1350,#2582,#2640,#2719,#2723,#2800,#2827)
|
||||
- [Wayland] Bugfix: `glfwPostEmptyEvent` would leak a callback proxy (#2836)
|
||||
- [Wayland] Bugfix: `glfwHideWindow` did not always send its request immediately
|
||||
- [Wayland] Bugfix: Some event types were not always processed by `glfwPollEvents` or
|
||||
`glfwWait*Events` (#2793,#2795)
|
||||
- [Wayland] Bugfix: Scaled framebuffer size was sometimes incorect (#2713,#2810)
|
||||
- [X11] Bugfix: Running without a WM could trigger an assert (#2593,#2601,#2631)
|
||||
- [X11] Bugfix: Occasional crash when an idle display awakes (#2766)
|
||||
- [X11] Bugfix: Prevent BadWindow when creating small windows with a content scale
|
||||
less than 1 (#2754)
|
||||
- [X11] Bugfix: Clamp width and height to >= 1 to prevent BadValue error and app exit
|
||||
- [X11] Bugfix: Floating windows silently became non-floating when hidden (#2276)
|
||||
- [X11] Bugfix: The `libXext` library was not unloaded at termination
|
||||
- [Linux] Bugfix: The header for `ioctl` was only implicitly included (#2778)
|
||||
- [Null] Added Vulkan 'window' surface creation via `VK_EXT_headless_surface`
|
||||
- [Null] Added EGL context creation on Mesa via `EGL_MESA_platform_surfaceless`
|
||||
- [EGL] Allowed native access on Wayland with `GLFW_CONTEXT_CREATION_API` set to
|
||||
`GLFW_NATIVE_CONTEXT_API` (#2518)
|
||||
|
||||
|
||||
## Contact
|
||||
|
||||
On [glfw.org](https://www.glfw.org/) you can find the latest version of GLFW, as
|
||||
well as news, documentation and other information about the project.
|
||||
|
||||
If you have questions related to the use of GLFW, we have a
|
||||
[forum](https://discourse.glfw.org/).
|
||||
|
||||
If you have a bug to report, a patch to submit or a feature you'd like to
|
||||
request, please file it in the
|
||||
[issue tracker](https://github.com/glfw/glfw/issues) on GitHub.
|
||||
|
||||
Finally, if you're interested in helping out with the development of GLFW or
|
||||
porting it to your favorite platform, join us on the forum or GitHub.
|
||||
|
||||
|
||||
7
src/external/glfw/src/cocoa_init.m
vendored
7
src/external/glfw/src/cocoa_init.m
vendored
@ -1,8 +1,7 @@
|
||||
//========================================================================
|
||||
// GLFW 3.5 Cocoa (modified for raylib) - www.glfw.org; www.raylib.com
|
||||
// GLFW 3.5 Cocoa - www.glfw.org
|
||||
//------------------------------------------------------------------------
|
||||
// Copyright (c) 2009-2019 Camilla Löwy <elmindreda@glfw.org>
|
||||
// Copyright (c) 2024-2026 M374LX <wilsalx@gmail.com>
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
@ -176,7 +175,7 @@ static void createMenuBar(void)
|
||||
|
||||
// Create key code translation tables
|
||||
//
|
||||
static void createKeyTablesCocoa(void)
|
||||
static void createKeyTables(void)
|
||||
{
|
||||
memset(_glfw.ns.keycodes, -1, sizeof(_glfw.ns.keycodes));
|
||||
memset(_glfw.ns.scancodes, -1, sizeof(_glfw.ns.scancodes));
|
||||
@ -584,7 +583,7 @@ int _glfwInitCocoa(void)
|
||||
name:NSTextInputContextKeyboardSelectionDidChangeNotification
|
||||
object:nil];
|
||||
|
||||
createKeyTablesCocoa();
|
||||
createKeyTables();
|
||||
|
||||
_glfw.ns.eventSource = CGEventSourceCreate(kCGEventSourceStateHIDSystemState);
|
||||
if (!_glfw.ns.eventSource)
|
||||
|
||||
33
src/external/glfw/src/cocoa_window.m
vendored
33
src/external/glfw/src/cocoa_window.m
vendored
@ -1,8 +1,7 @@
|
||||
//========================================================================
|
||||
// GLFW 3.5 Cocoa (modified for raylib) - www.glfw.org; www.raylib.com
|
||||
// GLFW 3.5 Cocoa - www.glfw.org
|
||||
//------------------------------------------------------------------------
|
||||
// Copyright (c) 2009-2019 Camilla Löwy <elmindreda@glfw.org>
|
||||
// Copyright (c) 2024-2026 M374LX <wilsalx@gmail.com>
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
@ -115,7 +114,7 @@ static void updateCursorMode(_GLFWwindow* window)
|
||||
|
||||
// Make the specified window and its video mode active on its monitor
|
||||
//
|
||||
static void acquireMonitorCocoa(_GLFWwindow* window)
|
||||
static void acquireMonitor(_GLFWwindow* window)
|
||||
{
|
||||
_glfwSetVideoModeCocoa(window->monitor, &window->videoMode);
|
||||
const CGRect bounds = CGDisplayBounds(window->monitor->ns.displayID);
|
||||
@ -131,7 +130,7 @@ static void acquireMonitorCocoa(_GLFWwindow* window)
|
||||
|
||||
// Remove the window and restore the original video mode
|
||||
//
|
||||
static void releaseMonitorCocoa(_GLFWwindow* window)
|
||||
static void releaseMonitor(_GLFWwindow* window)
|
||||
{
|
||||
if (window->monitor->window != window)
|
||||
return;
|
||||
@ -162,7 +161,7 @@ static int translateFlags(NSUInteger flags)
|
||||
|
||||
// Translates a macOS keycode to a GLFW keycode
|
||||
//
|
||||
static int translateKeyCocoa(unsigned int key)
|
||||
static int translateKey(unsigned int key)
|
||||
{
|
||||
if (key >= sizeof(_glfw.ns.keycodes) / sizeof(_glfw.ns.keycodes[0]))
|
||||
return GLFW_KEY_UNKNOWN;
|
||||
@ -281,7 +280,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
|
||||
- (void)windowDidMiniaturize:(NSNotification *)notification
|
||||
{
|
||||
if (window->monitor)
|
||||
releaseMonitorCocoa(window);
|
||||
releaseMonitor(window);
|
||||
|
||||
_glfwInputWindowIconify(window, GLFW_TRUE);
|
||||
}
|
||||
@ -289,7 +288,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
|
||||
- (void)windowDidDeminiaturize:(NSNotification *)notification
|
||||
{
|
||||
if (window->monitor)
|
||||
acquireMonitorCocoa(window);
|
||||
acquireMonitor(window);
|
||||
|
||||
_glfwInputWindowIconify(window, GLFW_FALSE);
|
||||
}
|
||||
@ -563,7 +562,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
|
||||
|
||||
- (void)keyDown:(NSEvent *)event
|
||||
{
|
||||
const int key = translateKeyCocoa([event keyCode]);
|
||||
const int key = translateKey([event keyCode]);
|
||||
const int mods = translateFlags([event modifierFlags]);
|
||||
|
||||
_glfwInputKey(window, key, [event keyCode], GLFW_PRESS, mods);
|
||||
@ -576,7 +575,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
|
||||
int action;
|
||||
const unsigned int modifierFlags =
|
||||
[event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask;
|
||||
const int key = translateKeyCocoa([event keyCode]);
|
||||
const int key = translateKey([event keyCode]);
|
||||
const int mods = translateFlags(modifierFlags);
|
||||
const NSUInteger keyFlag = translateKeyToModifierFlag(key);
|
||||
|
||||
@ -595,7 +594,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
|
||||
|
||||
- (void)keyUp:(NSEvent *)event
|
||||
{
|
||||
const int key = translateKeyCocoa([event keyCode]);
|
||||
const int key = translateKey([event keyCode]);
|
||||
const int mods = translateFlags([event modifierFlags]);
|
||||
_glfwInputKey(window, key, [event keyCode], GLFW_RELEASE, mods);
|
||||
}
|
||||
@ -604,7 +603,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
|
||||
{
|
||||
// HACK: Some key combinations are consumed before reaching keyDown:
|
||||
// so we claim those events and emit them here
|
||||
const int key = translateKeyCocoa([event keyCode]);
|
||||
const int key = translateKey([event keyCode]);
|
||||
const int mods = translateFlags([event modifierFlags]);
|
||||
|
||||
if (mods & GLFW_MOD_CONTROL)
|
||||
@ -996,7 +995,7 @@ GLFWbool _glfwCreateWindowCocoa(_GLFWwindow* window,
|
||||
{
|
||||
_glfwShowWindowCocoa(window);
|
||||
_glfwFocusWindowCocoa(window);
|
||||
acquireMonitorCocoa(window);
|
||||
acquireMonitor(window);
|
||||
|
||||
if (wndconfig->centerCursor)
|
||||
_glfwCenterCursorInContentArea(window);
|
||||
@ -1026,7 +1025,7 @@ void _glfwDestroyWindowCocoa(_GLFWwindow* window)
|
||||
[window->ns.object orderOut:nil];
|
||||
|
||||
if (window->monitor)
|
||||
releaseMonitorCocoa(window);
|
||||
releaseMonitor(window);
|
||||
|
||||
if (window->context.destroy)
|
||||
window->context.destroy(window);
|
||||
@ -1113,7 +1112,7 @@ void _glfwSetWindowSizeCocoa(_GLFWwindow* window, int width, int height)
|
||||
if (window->monitor)
|
||||
{
|
||||
if (window->monitor->window == window)
|
||||
acquireMonitorCocoa(window);
|
||||
acquireMonitor(window);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1282,7 +1281,7 @@ void _glfwSetWindowMonitorCocoa(_GLFWwindow* window,
|
||||
if (monitor)
|
||||
{
|
||||
if (monitor->window == window)
|
||||
acquireMonitorCocoa(window);
|
||||
acquireMonitor(window);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1300,7 +1299,7 @@ void _glfwSetWindowMonitorCocoa(_GLFWwindow* window,
|
||||
}
|
||||
|
||||
if (window->monitor)
|
||||
releaseMonitorCocoa(window);
|
||||
releaseMonitor(window);
|
||||
|
||||
_glfwInputWindowMonitor(window, monitor);
|
||||
|
||||
@ -1338,7 +1337,7 @@ void _glfwSetWindowMonitorCocoa(_GLFWwindow* window,
|
||||
[window->ns.object setLevel:NSMainMenuWindowLevel + 1];
|
||||
[window->ns.object setHasShadow:NO];
|
||||
|
||||
acquireMonitorCocoa(window);
|
||||
acquireMonitor(window);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
19
src/external/glfw/src/null_window.c
vendored
19
src/external/glfw/src/null_window.c
vendored
@ -1,9 +1,8 @@
|
||||
//========================================================================
|
||||
// GLFW 3.5 (modified for raylib) - www.glfw.org; www.raylib.com
|
||||
// GLFW 3.5 - www.glfw.org
|
||||
//------------------------------------------------------------------------
|
||||
// Copyright (c) 2016 Google Inc.
|
||||
// Copyright (c) 2016-2019 Camilla Löwy <elmindreda@glfw.org>
|
||||
// Copyright (c) 2024-2026 M374LX <wilsalx@gmail.com>
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
@ -61,12 +60,12 @@ static void fitToMonitor(_GLFWwindow* window)
|
||||
window->null.height = mode.height;
|
||||
}
|
||||
|
||||
static void acquireMonitorNull(_GLFWwindow* window)
|
||||
static void acquireMonitor(_GLFWwindow* window)
|
||||
{
|
||||
_glfwInputMonitorWindow(window->monitor, window);
|
||||
}
|
||||
|
||||
static void releaseMonitorNull(_GLFWwindow* window)
|
||||
static void releaseMonitor(_GLFWwindow* window)
|
||||
{
|
||||
if (window->monitor->window != window)
|
||||
return;
|
||||
@ -149,7 +148,7 @@ GLFWbool _glfwCreateWindowNull(_GLFWwindow* window,
|
||||
{
|
||||
_glfwShowWindowNull(window);
|
||||
_glfwFocusWindowNull(window);
|
||||
acquireMonitorNull(window);
|
||||
acquireMonitor(window);
|
||||
|
||||
if (wndconfig->centerCursor)
|
||||
_glfwCenterCursorInContentArea(window);
|
||||
@ -170,7 +169,7 @@ GLFWbool _glfwCreateWindowNull(_GLFWwindow* window,
|
||||
void _glfwDestroyWindowNull(_GLFWwindow* window)
|
||||
{
|
||||
if (window->monitor)
|
||||
releaseMonitorNull(window);
|
||||
releaseMonitor(window);
|
||||
|
||||
if (_glfw.null.focusedWindow == window)
|
||||
_glfw.null.focusedWindow = NULL;
|
||||
@ -205,14 +204,14 @@ void _glfwSetWindowMonitorNull(_GLFWwindow* window,
|
||||
}
|
||||
|
||||
if (window->monitor)
|
||||
releaseMonitorNull(window);
|
||||
releaseMonitor(window);
|
||||
|
||||
_glfwInputWindowMonitor(window, monitor);
|
||||
|
||||
if (window->monitor)
|
||||
{
|
||||
window->null.visible = GLFW_TRUE;
|
||||
acquireMonitorNull(window);
|
||||
acquireMonitor(window);
|
||||
fitToMonitor(window);
|
||||
}
|
||||
else
|
||||
@ -342,7 +341,7 @@ void _glfwIconifyWindowNull(_GLFWwindow* window)
|
||||
_glfwInputWindowIconify(window, GLFW_TRUE);
|
||||
|
||||
if (window->monitor)
|
||||
releaseMonitorNull(window);
|
||||
releaseMonitor(window);
|
||||
}
|
||||
}
|
||||
|
||||
@ -354,7 +353,7 @@ void _glfwRestoreWindowNull(_GLFWwindow* window)
|
||||
_glfwInputWindowIconify(window, GLFW_FALSE);
|
||||
|
||||
if (window->monitor)
|
||||
acquireMonitorNull(window);
|
||||
acquireMonitor(window);
|
||||
}
|
||||
else if (window->null.maximized)
|
||||
{
|
||||
|
||||
4
src/external/glfw/src/platform.c
vendored
4
src/external/glfw/src/platform.c
vendored
@ -74,9 +74,6 @@ GLFWbool _glfwSelectPlatform(int desiredID, _GLFWplatform* platform)
|
||||
return GLFW_FALSE;
|
||||
}
|
||||
|
||||
//Modification for raylib: this Null platform check is removed because it is
|
||||
//not used by raylib
|
||||
#if 0
|
||||
// Only allow the Null platform if specifically requested
|
||||
if (desiredID == GLFW_PLATFORM_NULL)
|
||||
return _glfwConnectNull(desiredID, platform);
|
||||
@ -85,7 +82,6 @@ GLFWbool _glfwSelectPlatform(int desiredID, _GLFWplatform* platform)
|
||||
_glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "This binary only supports the Null platform");
|
||||
return GLFW_FALSE;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(_GLFW_WAYLAND) && defined(_GLFW_X11)
|
||||
if (desiredID == GLFW_ANY_PLATFORM)
|
||||
|
||||
7
src/external/glfw/src/win32_init.c
vendored
7
src/external/glfw/src/win32_init.c
vendored
@ -1,9 +1,8 @@
|
||||
//========================================================================
|
||||
// GLFW 3.5 Win32 (modified for raylib) - www.glfw.org; www.raylib.com
|
||||
// GLFW 3.5 Win32 - www.glfw.org
|
||||
//------------------------------------------------------------------------
|
||||
// Copyright (c) 2002-2006 Marcus Geelnard
|
||||
// Copyright (c) 2006-2019 Camilla Löwy <elmindreda@glfw.org>
|
||||
// Copyright (c) 2024-2026 M374LX <wilsalx@gmail.com>
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
@ -169,7 +168,7 @@ static GLFWbool loadLibraries(void)
|
||||
|
||||
// Create key code translation tables
|
||||
//
|
||||
static void createKeyTablesWin32(void)
|
||||
static void createKeyTables(void)
|
||||
{
|
||||
int scancode;
|
||||
|
||||
@ -660,7 +659,7 @@ int _glfwInitWin32(void)
|
||||
if (!loadLibraries())
|
||||
return GLFW_FALSE;
|
||||
|
||||
createKeyTablesWin32();
|
||||
createKeyTables();
|
||||
_glfwUpdateKeyNamesWin32();
|
||||
|
||||
if (_glfwIsWindows10Version1703OrGreaterWin32())
|
||||
|
||||
25
src/external/glfw/src/win32_window.c
vendored
25
src/external/glfw/src/win32_window.c
vendored
@ -1,9 +1,8 @@
|
||||
//========================================================================
|
||||
// GLFW 3.5 Win32 (modified for raylib) - www.glfw.org; www.raylib.com
|
||||
// GLFW 3.5 Win32 - www.glfw.org
|
||||
//------------------------------------------------------------------------
|
||||
// Copyright (c) 2002-2006 Marcus Geelnard
|
||||
// Copyright (c) 2006-2019 Camilla Löwy <elmindreda@glfw.org>
|
||||
// Copyright (c) 2024-2026 M374LX <wilsalx@gmail.com>
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
@ -438,7 +437,7 @@ static void fitToMonitor(_GLFWwindow* window)
|
||||
|
||||
// Make the specified window and its video mode active on its monitor
|
||||
//
|
||||
static void acquireMonitorWin32(_GLFWwindow* window)
|
||||
static void acquireMonitor(_GLFWwindow* window)
|
||||
{
|
||||
if (!_glfw.win32.acquiredMonitorCount)
|
||||
{
|
||||
@ -459,7 +458,7 @@ static void acquireMonitorWin32(_GLFWwindow* window)
|
||||
|
||||
// Remove the window and restore the original video mode
|
||||
//
|
||||
static void releaseMonitorWin32(_GLFWwindow* window)
|
||||
static void releaseMonitor(_GLFWwindow* window)
|
||||
{
|
||||
if (window->monitor->window != window)
|
||||
return;
|
||||
@ -469,7 +468,7 @@ static void releaseMonitorWin32(_GLFWwindow* window)
|
||||
{
|
||||
SetThreadExecutionState(ES_CONTINUOUS);
|
||||
|
||||
// HACK: Restore mouse trail length saved in acquireMonitorWin32
|
||||
// HACK: Restore mouse trail length saved in acquireMonitor
|
||||
SystemParametersInfoW(SPI_SETMOUSETRAILS, _glfw.win32.mouseTrailSize, 0, 0);
|
||||
}
|
||||
|
||||
@ -1049,10 +1048,10 @@ static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l
|
||||
if (window->monitor && window->win32.iconified != iconified)
|
||||
{
|
||||
if (iconified)
|
||||
releaseMonitorWin32(window);
|
||||
releaseMonitor(window);
|
||||
else
|
||||
{
|
||||
acquireMonitorWin32(window);
|
||||
acquireMonitor(window);
|
||||
fitToMonitor(window);
|
||||
}
|
||||
}
|
||||
@ -1527,7 +1526,7 @@ GLFWbool _glfwCreateWindowWin32(_GLFWwindow* window,
|
||||
{
|
||||
_glfwShowWindowWin32(window);
|
||||
_glfwFocusWindowWin32(window);
|
||||
acquireMonitorWin32(window);
|
||||
acquireMonitor(window);
|
||||
fitToMonitor(window);
|
||||
|
||||
if (wndconfig->centerCursor)
|
||||
@ -1549,7 +1548,7 @@ GLFWbool _glfwCreateWindowWin32(_GLFWwindow* window,
|
||||
void _glfwDestroyWindowWin32(_GLFWwindow* window)
|
||||
{
|
||||
if (window->monitor)
|
||||
releaseMonitorWin32(window);
|
||||
releaseMonitor(window);
|
||||
|
||||
if (window->context.destroy)
|
||||
window->context.destroy(window);
|
||||
@ -1670,7 +1669,7 @@ void _glfwSetWindowSizeWin32(_GLFWwindow* window, int width, int height)
|
||||
{
|
||||
if (window->monitor->window == window)
|
||||
{
|
||||
acquireMonitorWin32(window);
|
||||
acquireMonitor(window);
|
||||
fitToMonitor(window);
|
||||
}
|
||||
}
|
||||
@ -1842,7 +1841,7 @@ void _glfwSetWindowMonitorWin32(_GLFWwindow* window,
|
||||
{
|
||||
if (monitor->window == window)
|
||||
{
|
||||
acquireMonitorWin32(window);
|
||||
acquireMonitor(window);
|
||||
fitToMonitor(window);
|
||||
}
|
||||
}
|
||||
@ -1872,7 +1871,7 @@ void _glfwSetWindowMonitorWin32(_GLFWwindow* window,
|
||||
}
|
||||
|
||||
if (window->monitor)
|
||||
releaseMonitorWin32(window);
|
||||
releaseMonitor(window);
|
||||
|
||||
_glfwInputWindowMonitor(window, monitor);
|
||||
|
||||
@ -1890,7 +1889,7 @@ void _glfwSetWindowMonitorWin32(_GLFWwindow* window,
|
||||
flags |= SWP_FRAMECHANGED;
|
||||
}
|
||||
|
||||
acquireMonitorWin32(window);
|
||||
acquireMonitor(window);
|
||||
|
||||
GetMonitorInfoW(window->monitor->win32.handle, &mi);
|
||||
SetWindowPos(window->win32.handle, HWND_TOPMOST,
|
||||
|
||||
7
src/external/glfw/src/wl_init.c
vendored
7
src/external/glfw/src/wl_init.c
vendored
@ -1,8 +1,7 @@
|
||||
//========================================================================
|
||||
// GLFW 3.5 Wayland (modified for raylib) - www.glfw.org; www.raylib.com
|
||||
// GLFW 3.5 Wayland - www.glfw.org
|
||||
//------------------------------------------------------------------------
|
||||
// Copyright (c) 2014 Jonas Ådahl <jadahl@gmail.com>
|
||||
// Copyright (c) 2024-2026 M374LX <wilsalx@gmail.com>
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
@ -255,7 +254,7 @@ static const struct wl_callback_listener libdecorReadyListener =
|
||||
|
||||
// Create key code translation tables
|
||||
//
|
||||
static void createKeyTablesWayland(void)
|
||||
static void createKeyTables(void)
|
||||
{
|
||||
memset(_glfw.wl.keycodes, -1, sizeof(_glfw.wl.keycodes));
|
||||
memset(_glfw.wl.scancodes, -1, sizeof(_glfw.wl.scancodes));
|
||||
@ -847,7 +846,7 @@ int _glfwInitWayland(void)
|
||||
_glfw.wl.registry = wl_display_get_registry(_glfw.wl.display);
|
||||
wl_registry_add_listener(_glfw.wl.registry, ®istryListener, NULL);
|
||||
|
||||
createKeyTablesWayland();
|
||||
createKeyTables();
|
||||
|
||||
_glfw.wl.keyRepeatTimerfd =
|
||||
timerfd_create(CLOCK_MONOTONIC, TFD_CLOEXEC | TFD_NONBLOCK);
|
||||
|
||||
17
src/external/glfw/src/wl_window.c
vendored
17
src/external/glfw/src/wl_window.c
vendored
@ -1,8 +1,7 @@
|
||||
//========================================================================
|
||||
// GLFW 3.5 Wayland (modified for raylib) - www.glfw.org; www.raylib.com
|
||||
// GLFW 3.5 Wayland - www.glfw.org
|
||||
//------------------------------------------------------------------------
|
||||
// Copyright (c) 2014 Jonas Ådahl <jadahl@gmail.com>
|
||||
// Copyright (c) 2024-2026 M374LX <wilsalx@gmail.com>
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
@ -663,7 +662,7 @@ static void setIdleInhibitor(_GLFWwindow* window, GLFWbool enable)
|
||||
|
||||
// Make the specified window and its video mode active on its monitor
|
||||
//
|
||||
static void acquireMonitorWayland(_GLFWwindow* window)
|
||||
static void acquireMonitor(_GLFWwindow* window)
|
||||
{
|
||||
if (window->wl.libdecor.frame)
|
||||
{
|
||||
@ -684,7 +683,7 @@ static void acquireMonitorWayland(_GLFWwindow* window)
|
||||
|
||||
// Remove the window and restore the original video mode
|
||||
//
|
||||
static void releaseMonitorWayland(_GLFWwindow* window)
|
||||
static void releaseMonitor(_GLFWwindow* window)
|
||||
{
|
||||
if (window->wl.libdecor.frame)
|
||||
libdecor_frame_unset_fullscreen(window->wl.libdecor.frame);
|
||||
@ -1329,7 +1328,7 @@ static GLFWbool flushDisplay(void)
|
||||
return GLFW_TRUE;
|
||||
}
|
||||
|
||||
static int translateKeyWayland(uint32_t scancode)
|
||||
static int translateKey(uint32_t scancode)
|
||||
{
|
||||
if (scancode < sizeof(_glfw.wl.keycodes) / sizeof(_glfw.wl.keycodes[0]))
|
||||
return _glfw.wl.keycodes[scancode];
|
||||
@ -1453,7 +1452,7 @@ static void handleEvents(double* timeout)
|
||||
for (uint64_t i = 0; i < repeats; i++)
|
||||
{
|
||||
_glfwInputKey(_glfw.wl.keyboardFocus,
|
||||
translateKeyWayland(_glfw.wl.keyRepeatScancode),
|
||||
translateKey(_glfw.wl.keyRepeatScancode),
|
||||
_glfw.wl.keyRepeatScancode,
|
||||
GLFW_PRESS,
|
||||
_glfw.wl.xkb.modifiers);
|
||||
@ -1963,7 +1962,7 @@ static void keyboardHandleKey(void* userData,
|
||||
if (!window)
|
||||
return;
|
||||
|
||||
const int key = translateKeyWayland(scancode);
|
||||
const int key = translateKey(scancode);
|
||||
const int action =
|
||||
state == WL_KEYBOARD_KEY_STATE_PRESSED ? GLFW_PRESS : GLFW_RELEASE;
|
||||
|
||||
@ -2810,12 +2809,12 @@ void _glfwSetWindowMonitorWayland(_GLFWwindow* window,
|
||||
}
|
||||
|
||||
if (window->monitor)
|
||||
releaseMonitorWayland(window);
|
||||
releaseMonitor(window);
|
||||
|
||||
_glfwInputWindowMonitor(window, monitor);
|
||||
|
||||
if (window->monitor)
|
||||
acquireMonitorWayland(window);
|
||||
acquireMonitor(window);
|
||||
else
|
||||
_glfwSetWindowSizeWayland(window, width, height);
|
||||
}
|
||||
|
||||
7
src/external/glfw/src/x11_init.c
vendored
7
src/external/glfw/src/x11_init.c
vendored
@ -1,9 +1,8 @@
|
||||
//========================================================================
|
||||
// GLFW 3.5 X11 (modified for raylib) - www.glfw.org; www.raylib.com
|
||||
// GLFW 3.5 X11 - www.glfw.org
|
||||
//------------------------------------------------------------------------
|
||||
// Copyright (c) 2002-2006 Marcus Geelnard
|
||||
// Copyright (c) 2006-2019 Camilla Löwy <elmindreda@glfw.org>
|
||||
// Copyright (c) 2024-2026 M374LX <wilsalx@gmail.com>
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
@ -211,7 +210,7 @@ static int translateKeySyms(const KeySym* keysyms, int width)
|
||||
|
||||
// Create key code translation tables
|
||||
//
|
||||
static void createKeyTablesX11(void)
|
||||
static void createKeyTables(void)
|
||||
{
|
||||
int scancodeMin, scancodeMax;
|
||||
|
||||
@ -910,7 +909,7 @@ static GLFWbool initExtensions(void)
|
||||
// Update the key code LUT
|
||||
// FIXME: We should listen to XkbMapNotify events to track changes to
|
||||
// the keyboard mapping.
|
||||
createKeyTablesX11();
|
||||
createKeyTables();
|
||||
|
||||
// String format atoms
|
||||
_glfw.x11.NULL_ = XInternAtom(_glfw.x11.display, "NULL", False);
|
||||
|
||||
31
src/external/glfw/src/x11_window.c
vendored
31
src/external/glfw/src/x11_window.c
vendored
@ -1,9 +1,8 @@
|
||||
//========================================================================
|
||||
// GLFW 3.5 X11 (modified for raylib) - www.glfw.org; www.raylib.com
|
||||
// GLFW 3.5 X11 - www.glfw.org
|
||||
//------------------------------------------------------------------------
|
||||
// Copyright (c) 2002-2006 Marcus Geelnard
|
||||
// Copyright (c) 2006-2019 Camilla Löwy <elmindreda@glfw.org>
|
||||
// Copyright (c) 2024-2026 M374LX
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
@ -236,9 +235,9 @@ static int translateState(int state)
|
||||
|
||||
// Translates an X11 key code to a GLFW key token
|
||||
//
|
||||
static int translateKeyX11(int scancode)
|
||||
static int translateKey(int scancode)
|
||||
{
|
||||
// Use the pre-filled LUT (see createKeyTablesX11() in x11_init.c)
|
||||
// Use the pre-filled LUT (see createKeyTables() in x11_init.c)
|
||||
if (scancode < 0 || scancode > 255)
|
||||
return GLFW_KEY_UNKNOWN;
|
||||
|
||||
@ -1086,7 +1085,7 @@ static const char* getSelectionString(Atom selection)
|
||||
|
||||
// Make the specified window and its video mode active on its monitor
|
||||
//
|
||||
static void acquireMonitorX11(_GLFWwindow* window)
|
||||
static void acquireMonitor(_GLFWwindow* window)
|
||||
{
|
||||
if (_glfw.x11.saver.count == 0)
|
||||
{
|
||||
@ -1125,7 +1124,7 @@ static void acquireMonitorX11(_GLFWwindow* window)
|
||||
|
||||
// Remove the window and restore the original video mode
|
||||
//
|
||||
static void releaseMonitorX11(_GLFWwindow* window)
|
||||
static void releaseMonitor(_GLFWwindow* window)
|
||||
{
|
||||
if (window->monitor->window != window)
|
||||
return;
|
||||
@ -1247,7 +1246,7 @@ static void processEvent(XEvent *event)
|
||||
|
||||
case KeyPress:
|
||||
{
|
||||
const int key = translateKeyX11(keycode);
|
||||
const int key = translateKey(keycode);
|
||||
const int mods = translateState(event->xkey.state);
|
||||
const int plain = !(mods & (GLFW_MOD_CONTROL | GLFW_MOD_ALT));
|
||||
|
||||
@ -1319,7 +1318,7 @@ static void processEvent(XEvent *event)
|
||||
|
||||
case KeyRelease:
|
||||
{
|
||||
const int key = translateKeyX11(keycode);
|
||||
const int key = translateKey(keycode);
|
||||
const int mods = translateState(event->xkey.state);
|
||||
|
||||
if (!_glfw.x11.xkb.detectable)
|
||||
@ -1811,9 +1810,9 @@ static void processEvent(XEvent *event)
|
||||
if (window->monitor)
|
||||
{
|
||||
if (iconified)
|
||||
releaseMonitorX11(window);
|
||||
releaseMonitor(window);
|
||||
else
|
||||
acquireMonitorX11(window);
|
||||
acquireMonitor(window);
|
||||
}
|
||||
|
||||
window->x11.iconified = iconified;
|
||||
@ -2030,7 +2029,7 @@ GLFWbool _glfwCreateWindowX11(_GLFWwindow* window,
|
||||
{
|
||||
_glfwShowWindowX11(window);
|
||||
updateWindowMode(window);
|
||||
acquireMonitorX11(window);
|
||||
acquireMonitor(window);
|
||||
|
||||
if (wndconfig->centerCursor)
|
||||
_glfwCenterCursorInContentArea(window);
|
||||
@ -2055,7 +2054,7 @@ void _glfwDestroyWindowX11(_GLFWwindow* window)
|
||||
enableCursor(window);
|
||||
|
||||
if (window->monitor)
|
||||
releaseMonitorX11(window);
|
||||
releaseMonitor(window);
|
||||
|
||||
if (window->x11.ic)
|
||||
{
|
||||
@ -2215,7 +2214,7 @@ void _glfwSetWindowSizeX11(_GLFWwindow* window, int width, int height)
|
||||
if (window->monitor)
|
||||
{
|
||||
if (window->monitor->window == window)
|
||||
acquireMonitorX11(window);
|
||||
acquireMonitor(window);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -2518,7 +2517,7 @@ void _glfwSetWindowMonitorX11(_GLFWwindow* window,
|
||||
if (monitor)
|
||||
{
|
||||
if (monitor->window == window)
|
||||
acquireMonitorX11(window);
|
||||
acquireMonitor(window);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -2537,7 +2536,7 @@ void _glfwSetWindowMonitorX11(_GLFWwindow* window,
|
||||
{
|
||||
_glfwSetWindowDecoratedX11(window, window->decorated);
|
||||
_glfwSetWindowFloatingX11(window, window->floating);
|
||||
releaseMonitorX11(window);
|
||||
releaseMonitor(window);
|
||||
}
|
||||
|
||||
_glfwInputWindowMonitor(window, monitor);
|
||||
@ -2552,7 +2551,7 @@ void _glfwSetWindowMonitorX11(_GLFWwindow* window,
|
||||
}
|
||||
|
||||
updateWindowMode(window);
|
||||
acquireMonitorX11(window);
|
||||
acquireMonitor(window);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@ -287,8 +287,14 @@ void ToggleBorderlessWindowed(void)
|
||||
CORE.Window.screen.height = mode->height;
|
||||
|
||||
// Set screen position and size
|
||||
#if defined(_WIN32)
|
||||
// NOTE: To prevent the fullscreen window from always staying on top, don't pass a monitor at this point.
|
||||
glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.position.x, CORE.Window.position.y,
|
||||
CORE.Window.screen.width, CORE.Window.screen.height, mode->refreshRate);
|
||||
#else
|
||||
glfwSetWindowMonitor(platform.handle, monitors[monitor], CORE.Window.position.x, CORE.Window.position.y,
|
||||
CORE.Window.screen.width, CORE.Window.screen.height, mode->refreshRate);
|
||||
#endif
|
||||
|
||||
// Refocus window
|
||||
glfwFocusWindow(platform.handle);
|
||||
@ -1024,6 +1030,8 @@ const char *GetMonitorName(int monitor)
|
||||
// Get window position XY on monitor
|
||||
Vector2 GetWindowPosition(void)
|
||||
{
|
||||
glfwGetWindowPos(platform.handle, &CORE.Window.position.x, &CORE.Window.position.y);
|
||||
|
||||
return (Vector2){ (float)CORE.Window.position.x, (float)CORE.Window.position.y };
|
||||
}
|
||||
|
||||
|
||||
@ -42,6 +42,7 @@
|
||||
**********************************************************************************************/
|
||||
|
||||
#include <emscripten/emscripten.h> // Emscripten functionality for C
|
||||
#include <emscripten/dom_pk_codes.h> // Emscripten physical keyboard codes
|
||||
#include <emscripten/html5.h> // Emscripten HTML5 library
|
||||
|
||||
#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
|
||||
@ -54,6 +55,9 @@
|
||||
#define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
|
||||
#endif
|
||||
|
||||
#define DOM_PK_CODE_MAPPED_NUM 128
|
||||
#define DOM_PK_CODE_EXTENDED_OFFSET 0xE000
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -70,9 +74,121 @@ extern CoreData CORE; // Global CORE state context
|
||||
|
||||
static PlatformData platform = { 0 }; // Platform specific data
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static const KeyboardKey mapDomCodeToKey[DOM_PK_CODE_MAPPED_NUM] = {
|
||||
[DOM_PK_ESCAPE] = KEY_ESCAPE,
|
||||
[DOM_PK_0] = KEY_ZERO,
|
||||
[DOM_PK_1] = KEY_ONE,
|
||||
[DOM_PK_2] = KEY_TWO,
|
||||
[DOM_PK_3] = KEY_THREE,
|
||||
[DOM_PK_4] = KEY_FOUR,
|
||||
[DOM_PK_5] = KEY_FIVE,
|
||||
[DOM_PK_6] = KEY_SIX,
|
||||
[DOM_PK_7] = KEY_SEVEN,
|
||||
[DOM_PK_8] = KEY_EIGHT,
|
||||
[DOM_PK_9] = KEY_NINE,
|
||||
[DOM_PK_MINUS] = KEY_MINUS,
|
||||
[DOM_PK_EQUAL] = KEY_EQUAL,
|
||||
[DOM_PK_BACKSPACE] = KEY_BACKSPACE,
|
||||
[DOM_PK_TAB] = KEY_TAB,
|
||||
[DOM_PK_Q] = KEY_Q,
|
||||
[DOM_PK_W] = KEY_W,
|
||||
[DOM_PK_E] = KEY_E,
|
||||
[DOM_PK_R] = KEY_R,
|
||||
[DOM_PK_T] = KEY_T,
|
||||
[DOM_PK_Y] = KEY_Y,
|
||||
[DOM_PK_U] = KEY_U,
|
||||
[DOM_PK_I] = KEY_I,
|
||||
[DOM_PK_O] = KEY_O,
|
||||
[DOM_PK_P] = KEY_P,
|
||||
[DOM_PK_BRACKET_LEFT] = KEY_LEFT_BRACKET,
|
||||
[DOM_PK_BRACKET_RIGHT] = KEY_RIGHT_BRACKET,
|
||||
[DOM_PK_ENTER] = KEY_ENTER,
|
||||
[DOM_PK_CONTROL_LEFT] = KEY_LEFT_CONTROL,
|
||||
[DOM_PK_A] = KEY_A,
|
||||
[DOM_PK_S] = KEY_S,
|
||||
[DOM_PK_D] = KEY_D,
|
||||
[DOM_PK_F] = KEY_F,
|
||||
[DOM_PK_G] = KEY_G,
|
||||
[DOM_PK_H] = KEY_H,
|
||||
[DOM_PK_J] = KEY_J,
|
||||
[DOM_PK_K] = KEY_K,
|
||||
[DOM_PK_L] = KEY_L,
|
||||
[DOM_PK_SEMICOLON] = KEY_SEMICOLON,
|
||||
[DOM_PK_QUOTE] = KEY_APOSTROPHE,
|
||||
[DOM_PK_BACKQUOTE] = KEY_GRAVE,
|
||||
[DOM_PK_SHIFT_LEFT] = KEY_LEFT_SHIFT,
|
||||
[DOM_PK_BACKSLASH] = KEY_BACKSLASH,
|
||||
[DOM_PK_Z] = KEY_Z,
|
||||
[DOM_PK_X] = KEY_X,
|
||||
[DOM_PK_C] = KEY_C,
|
||||
[DOM_PK_V] = KEY_V,
|
||||
[DOM_PK_B] = KEY_B,
|
||||
[DOM_PK_N] = KEY_N,
|
||||
[DOM_PK_M] = KEY_M,
|
||||
[DOM_PK_COMMA] = KEY_COMMA,
|
||||
[DOM_PK_PERIOD] = KEY_PERIOD,
|
||||
[DOM_PK_SLASH] = KEY_SLASH,
|
||||
[DOM_PK_SHIFT_RIGHT] = KEY_RIGHT_SHIFT,
|
||||
[DOM_PK_NUMPAD_MULTIPLY] = KEY_KP_MULTIPLY,
|
||||
[DOM_PK_ALT_LEFT] = KEY_LEFT_ALT,
|
||||
[DOM_PK_SPACE] = KEY_SPACE,
|
||||
[DOM_PK_CAPS_LOCK] = KEY_CAPS_LOCK,
|
||||
[DOM_PK_F1] = KEY_F1,
|
||||
[DOM_PK_F2] = KEY_F2,
|
||||
[DOM_PK_F3] = KEY_F3,
|
||||
[DOM_PK_F4] = KEY_F4,
|
||||
[DOM_PK_F5] = KEY_F5,
|
||||
[DOM_PK_F6] = KEY_F6,
|
||||
[DOM_PK_F7] = KEY_F7,
|
||||
[DOM_PK_F8] = KEY_F8,
|
||||
[DOM_PK_F9] = KEY_F9,
|
||||
[DOM_PK_F10] = KEY_F10,
|
||||
[DOM_PK_PAUSE] = KEY_PAUSE,
|
||||
[DOM_PK_SCROLL_LOCK] = KEY_SCROLL_LOCK,
|
||||
[DOM_PK_NUMPAD_7] = KEY_KP_7,
|
||||
[DOM_PK_NUMPAD_8] = KEY_KP_8,
|
||||
[DOM_PK_NUMPAD_9] = KEY_KP_9,
|
||||
[DOM_PK_NUMPAD_SUBTRACT] = KEY_KP_SUBTRACT,
|
||||
[DOM_PK_NUMPAD_4] = KEY_KP_4,
|
||||
[DOM_PK_NUMPAD_5] = KEY_KP_5,
|
||||
[DOM_PK_NUMPAD_6] = KEY_KP_6,
|
||||
[DOM_PK_NUMPAD_ADD] = KEY_KP_ADD,
|
||||
[DOM_PK_NUMPAD_1] = KEY_KP_1,
|
||||
[DOM_PK_NUMPAD_2] = KEY_KP_2,
|
||||
[DOM_PK_NUMPAD_3] = KEY_KP_3,
|
||||
[DOM_PK_NUMPAD_0] = KEY_KP_0,
|
||||
[DOM_PK_NUMPAD_DECIMAL] = KEY_KP_DECIMAL,
|
||||
[DOM_PK_PRINT_SCREEN] = KEY_PRINT_SCREEN,
|
||||
[DOM_PK_F11] = KEY_F11,
|
||||
[DOM_PK_F12] = KEY_F12,
|
||||
[DOM_PK_NUMPAD_EQUAL] = KEY_KP_EQUAL,
|
||||
[DOM_PK_NUMPAD_COMMA] = KEY_KP_DECIMAL
|
||||
};
|
||||
|
||||
// Emscripten places keys with extended scan codes (right-side modifiers, navigation and some keypad keys) in the 0xE0xx range
|
||||
static const KeyboardKey mapDomCodeToKeyExtended[DOM_PK_CODE_MAPPED_NUM] = {
|
||||
[DOM_PK_NUMPAD_ENTER - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_KP_ENTER,
|
||||
[DOM_PK_CONTROL_RIGHT - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_RIGHT_CONTROL,
|
||||
[DOM_PK_AUDIO_VOLUME_DOWN - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_VOLUME_DOWN,
|
||||
[DOM_PK_AUDIO_VOLUME_UP - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_VOLUME_UP,
|
||||
[DOM_PK_NUMPAD_DIVIDE - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_KP_DIVIDE,
|
||||
[DOM_PK_ALT_RIGHT - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_RIGHT_ALT,
|
||||
[DOM_PK_NUM_LOCK - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_NUM_LOCK,
|
||||
[DOM_PK_HOME - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_HOME,
|
||||
[DOM_PK_ARROW_UP - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_UP,
|
||||
[DOM_PK_PAGE_UP - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_PAGE_UP,
|
||||
[DOM_PK_ARROW_LEFT - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_LEFT,
|
||||
[DOM_PK_ARROW_RIGHT - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_RIGHT,
|
||||
[DOM_PK_END - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_END,
|
||||
[DOM_PK_ARROW_DOWN - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_DOWN,
|
||||
[DOM_PK_PAGE_DOWN - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_PAGE_DOWN,
|
||||
[DOM_PK_INSERT - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_INSERT,
|
||||
[DOM_PK_DELETE - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_DELETE,
|
||||
[DOM_PK_META_LEFT - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_LEFT_SUPER,
|
||||
[DOM_PK_META_RIGHT - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_RIGHT_SUPER,
|
||||
[DOM_PK_CONTEXT_MENU - DOM_PK_CODE_EXTENDED_OFFSET] = KEY_KB_MENU
|
||||
};
|
||||
|
||||
static const char cursorLUT[11][12] = {
|
||||
"default", // 0 MOUSE_CURSOR_DEFAULT
|
||||
"default", // 1 MOUSE_CURSOR_ARROW
|
||||
@ -110,6 +226,8 @@ static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPoin
|
||||
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
|
||||
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
|
||||
|
||||
static KeyboardKey ConvertKeyboardEventToKey(const EmscriptenKeyboardEvent *keyboardEvent);
|
||||
|
||||
// JS: Set the canvas id provided by the module configuration
|
||||
EM_JS(void, SetCanvasIdJs, (char *out, int outSize), {
|
||||
var canvasId = "#" + Module.canvas.id;
|
||||
@ -962,7 +1080,7 @@ void SwapScreenBuffer(void)
|
||||
// Get elapsed time measure in seconds since InitTimer()
|
||||
double GetTime(void)
|
||||
{
|
||||
double time = emscripten_get_now()*1000.0;
|
||||
double time = emscripten_get_now()/1000.0;
|
||||
|
||||
return time;
|
||||
}
|
||||
@ -1391,7 +1509,11 @@ static EM_BOOL EmscriptenFocusCallback(int eventType, const EmscriptenFocusEvent
|
||||
|
||||
switch (eventType)
|
||||
{
|
||||
case EMSCRIPTEN_EVENT_BLUR: FLAG_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED); break;
|
||||
case EMSCRIPTEN_EVENT_BLUR:
|
||||
{
|
||||
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED);
|
||||
memset(CORE.Input.Keyboard.currentKeyState, 0, sizeof(CORE.Input.Keyboard.currentKeyState));
|
||||
} break;
|
||||
case EMSCRIPTEN_EVENT_FOCUS: FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED); break;
|
||||
default: consumed = 0; break;
|
||||
}
|
||||
@ -1454,52 +1576,75 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
|
||||
}
|
||||
*/
|
||||
|
||||
// Emscripten keyboard event to raylib key mapping
|
||||
static KeyboardKey ConvertKeyboardEventToKey(const EmscriptenKeyboardEvent *keyboardEvent)
|
||||
{
|
||||
DOM_PK_CODE_TYPE code = emscripten_compute_dom_pk_code(keyboardEvent->code);
|
||||
KeyboardKey key = KEY_NULL;
|
||||
|
||||
if ((code > DOM_PK_UNKNOWN) && (code < DOM_PK_CODE_MAPPED_NUM)) key = mapDomCodeToKey[code];
|
||||
else if ((code >= DOM_PK_CODE_EXTENDED_OFFSET) && (code < (DOM_PK_CODE_EXTENDED_OFFSET + DOM_PK_CODE_MAPPED_NUM)))
|
||||
{
|
||||
key = mapDomCodeToKeyExtended[code - DOM_PK_CODE_EXTENDED_OFFSET];
|
||||
}
|
||||
|
||||
return key;
|
||||
}
|
||||
|
||||
// Emscripten: Called on key events
|
||||
// TODO: keyCodes should be mapped to raylib/GLFW3 Key values
|
||||
static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyboardEvent, void *userData)
|
||||
{
|
||||
KeyboardKey key = ConvertKeyboardEventToKey(keyboardEvent);
|
||||
EM_BOOL preventDefault = 1;
|
||||
|
||||
switch (eventType)
|
||||
{
|
||||
case EMSCRIPTEN_EVENT_KEYPRESS:
|
||||
{
|
||||
if (keyboardEvent->repeat) CORE.Input.Keyboard.keyRepeatInFrame[keyboardEvent->keyCode] = 1;
|
||||
} break;
|
||||
case EMSCRIPTEN_EVENT_KEYDOWN:
|
||||
{
|
||||
CORE.Input.Keyboard.currentKeyState[keyboardEvent->keyCode] = 1;
|
||||
if (key != KEY_NULL)
|
||||
{
|
||||
// Check if there is space available in the key queue
|
||||
if ((!keyboardEvent->repeat) && (CORE.Input.Keyboard.currentKeyState[key] == 0) &&
|
||||
(CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE))
|
||||
{
|
||||
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
|
||||
CORE.Input.Keyboard.keyPressedQueueCount++;
|
||||
}
|
||||
|
||||
CORE.Input.Keyboard.currentKeyState[key] = 1;
|
||||
|
||||
if (keyboardEvent->repeat) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
|
||||
|
||||
// Check the exit key to set close window
|
||||
if ((key == CORE.Input.Keyboard.exitKey) && !keyboardEvent->repeat) CORE.Window.shouldClose = true;
|
||||
}
|
||||
|
||||
// Allow printable keydown events so the browser can emit the keypress event used to collect characters
|
||||
preventDefault = ((key == KEY_BACKSPACE) || (key == KEY_TAB) ||
|
||||
(key == KEY_INSERT) || (key == KEY_DELETE) ||
|
||||
(key == KEY_HOME) || (key == KEY_END) ||
|
||||
(key == KEY_PAGE_UP) || (key == KEY_PAGE_DOWN) ||
|
||||
(key == KEY_LEFT) || (key == KEY_RIGHT) ||
|
||||
(key == KEY_UP) || (key == KEY_DOWN) ||
|
||||
((key >= KEY_F1) && (key <= KEY_F12)) || keyboardEvent->ctrlKey);
|
||||
} break;
|
||||
case EMSCRIPTEN_EVENT_KEYUP:
|
||||
{
|
||||
CORE.Input.Keyboard.currentKeyState[keyboardEvent->keyCode] = 0;
|
||||
if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0;
|
||||
} break;
|
||||
case EMSCRIPTEN_EVENT_KEYPRESS:
|
||||
{
|
||||
// Check if there is space available in the queue for characters to be added
|
||||
if ((keyboardEvent->charCode > 0) && (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE))
|
||||
{
|
||||
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = keyboardEvent->charCode;
|
||||
CORE.Input.Keyboard.charPressedQueueCount++;
|
||||
}
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// TODO: Add char codes
|
||||
//unsigned int charCode
|
||||
// Check if there is space available in the queue for characters to be added
|
||||
/*
|
||||
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
|
||||
{
|
||||
// Add character to the queue
|
||||
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = keyboardEvent->charCode;
|
||||
CORE.Input.Keyboard.charPressedQueueCount++;
|
||||
}
|
||||
*/
|
||||
/*
|
||||
// Check if there is space available in the key queue
|
||||
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (eventType == EMSCRIPTEN_EVENT_KEYPRESS))
|
||||
{
|
||||
// Add character to the queue
|
||||
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keyboardEvent->keyCode;
|
||||
CORE.Input.Keyboard.keyPressedQueueCount++;
|
||||
}
|
||||
|
||||
// Check the exit key to set close window
|
||||
//if ((keyboardEvent->keyCode == CORE.Input.Keyboard.exitKey) && (eventType == EMSCRIPTEN_EVENT_KEYPRESS)) CORE.Window.shouldClose = true;
|
||||
*/
|
||||
|
||||
return 1; // The event was consumed by the callback handler
|
||||
return preventDefault;
|
||||
}
|
||||
|
||||
// Emscripten: Called on mouse input events
|
||||
@ -1563,7 +1708,8 @@ static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent
|
||||
if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
|
||||
#endif
|
||||
|
||||
return 1; // The event was consumed by the callback handler
|
||||
// Don't prevent default to allow focusing on canvas
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Emscripten: Called on mouse move events
|
||||
@ -1577,32 +1723,18 @@ static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseE
|
||||
else
|
||||
{
|
||||
// Get mouse position in canvas CSS pixels
|
||||
float mouseCssX = (float)mouseEvent->canvasX;
|
||||
float mouseCssY = (float)mouseEvent->canvasY;
|
||||
float mouseCssX = (float)mouseEvent->targetX;
|
||||
float mouseCssY = (float)mouseEvent->targetY;
|
||||
|
||||
// Get canvas sizes
|
||||
double cssWidth = 0.0;
|
||||
double cssHeight = 0.0;
|
||||
emscripten_get_element_css_size(platform.canvasId, &cssWidth, &cssHeight);
|
||||
|
||||
int fbWidth = 0;
|
||||
int fbHeight = 0;
|
||||
emscripten_get_canvas_element_size(platform.canvasId, &fbWidth, &fbHeight);
|
||||
|
||||
// Convert CSS to framebuffer coordinates
|
||||
float scaleX = (float)fbWidth/(float)cssWidth;
|
||||
float scaleY = (float)fbHeight/(float)cssHeight;
|
||||
|
||||
int mouseX = (int)(mouseCssX*scaleX);
|
||||
int mouseY = (int)(mouseCssY*scaleY);
|
||||
|
||||
CORE.Input.Mouse.currentPosition.x = mouseX;//(float)mouseEvent->canvasX;
|
||||
CORE.Input.Mouse.currentPosition.y = mouseY;//(float)mouseEvent->canvasY;
|
||||
|
||||
// Shorter alternative:
|
||||
//double dpr = emscripten_get_device_pixel_ratio();
|
||||
//int mouseX = (int)(e->canvasX*dpr);
|
||||
//int mouseY = (int)(e->canvasY*dpr);
|
||||
float normalizedX = mouseCssX/(float)cssWidth;
|
||||
float normalizedY = mouseCssY/(float)cssHeight;
|
||||
CORE.Input.Mouse.currentPosition.x = normalizedX*(float)CORE.Window.screen.width;
|
||||
CORE.Input.Mouse.currentPosition.y = normalizedY*(float)CORE.Window.screen.height;
|
||||
|
||||
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
||||
}
|
||||
|
||||
24
src/rcore.c
24
src/rcore.c
@ -2583,19 +2583,27 @@ const char *GetPrevDirectoryPath(const char *dirPath)
|
||||
{
|
||||
static char prevDirPath[MAX_FILEPATH_LENGTH] = { 0 };
|
||||
memset(prevDirPath, 0, MAX_FILEPATH_LENGTH);
|
||||
int dirPathLength = (int)strlen(dirPath);
|
||||
|
||||
if (dirPathLength <= 3) snprintf(prevDirPath, MAX_FILEPATH_LENGTH, "%s", dirPath);
|
||||
|
||||
for (int i = (dirPathLength - 1); (i >= 0) && (dirPathLength > 3); i--)
|
||||
const int lastIndex = (int)strlen(dirPath) - 1;
|
||||
bool isFile = IsPathFile(dirPath);
|
||||
for (int i = lastIndex; i >= 0; i--)
|
||||
{
|
||||
// If the character is a path separator.
|
||||
if ((dirPath[i] == '\\') || (dirPath[i] == '/'))
|
||||
{
|
||||
// Check for root: "C:\" or "/"
|
||||
if (((i == 2) && (dirPath[1] ==':')) || (i == 0)) i++;
|
||||
// If this character is a leading '/' (e.g. the '/' in "/usr") or
|
||||
// part of a drive root (e.g. "C:\"), include it with the result.
|
||||
if ((i == 0) || ((i == 2) && (dirPath[1] == ':'))) i += 1;
|
||||
// If this character is a trailing path separator (e.g. the last
|
||||
// '/' in "/usr/bin/" or the last '\' in "C:\raylib\"), continue.
|
||||
else if (i == lastIndex) continue;
|
||||
|
||||
memcpy(prevDirPath, dirPath, i);
|
||||
break;
|
||||
if (!isFile)
|
||||
{
|
||||
memcpy(prevDirPath, dirPath, i);
|
||||
break;
|
||||
}
|
||||
else isFile = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
47
src/rglfw.c
47
src/rglfw.c
@ -77,6 +77,15 @@
|
||||
#include "external/glfw/src/window.c"
|
||||
#include "external/glfw/src/input.c"
|
||||
#include "external/glfw/src/vulkan.c"
|
||||
#include "external/glfw/src/egl_context.c"
|
||||
#include "external/glfw/src/osmesa_context.c"
|
||||
|
||||
//We need to define this function because GLFW calls it even though raylib does
|
||||
//not use GLFW's Null platform
|
||||
GLFWbool _glfwConnectNull(int platformID, _GLFWplatform* platform)
|
||||
{
|
||||
return GLFW_FALSE;
|
||||
}
|
||||
|
||||
#if defined(_WIN32) || defined(__CYGWIN__)
|
||||
#include "external/glfw/src/win32_init.c"
|
||||
@ -87,9 +96,6 @@
|
||||
#include "external/glfw/src/win32_time.c"
|
||||
#include "external/glfw/src/win32_thread.c"
|
||||
#include "external/glfw/src/wgl_context.c"
|
||||
|
||||
#include "external/glfw/src/egl_context.c"
|
||||
#include "external/glfw/src/osmesa_context.c"
|
||||
#endif
|
||||
|
||||
#if defined(__linux__)
|
||||
@ -100,19 +106,42 @@
|
||||
#include "external/glfw/src/linux_joystick.c"
|
||||
#include "external/glfw/src/xkb_unicode.c"
|
||||
|
||||
#include "external/glfw/src/egl_context.c"
|
||||
#include "external/glfw/src/osmesa_context.c"
|
||||
|
||||
#if defined(_GLFW_WAYLAND)
|
||||
//These functions need to be temporarily renamed because including
|
||||
//source files for both Wayland and X11 results in pairs of functions
|
||||
//with the same name and thus a build error
|
||||
#define createKeyTables createKeyTablesWayland
|
||||
#define translateKey translateKeyWayland
|
||||
#define acquireMonitor acquireMonitorWayland
|
||||
#define releaseMonitor releaseMonitorWayland
|
||||
|
||||
#include "external/glfw/src/wl_init.c"
|
||||
#include "external/glfw/src/wl_monitor.c"
|
||||
#include "external/glfw/src/wl_window.c"
|
||||
|
||||
#undef createKeyTables
|
||||
#undef translateKey
|
||||
#undef acquireMonitor
|
||||
#undef releaseMonitor
|
||||
#endif
|
||||
#if defined(_GLFW_X11)
|
||||
//These functions need to be temporarily renamed because including
|
||||
//source files for both Wayland and X11 results in pairs of functions
|
||||
//with the same name and thus a build error
|
||||
#define createKeyTables createKeyTablesX11
|
||||
#define translateKey translateKeyX11
|
||||
#define acquireMonitor acquireMonitorX11
|
||||
#define releaseMonitor releaseMonitorX11
|
||||
|
||||
#include "external/glfw/src/x11_init.c"
|
||||
#include "external/glfw/src/x11_monitor.c"
|
||||
#include "external/glfw/src/x11_window.c"
|
||||
#include "external/glfw/src/glx_context.c"
|
||||
|
||||
#undef createKeyTables
|
||||
#undef translateKey
|
||||
#undef acquireMonitor
|
||||
#undef releaseMonitor
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -128,9 +157,6 @@
|
||||
#include "external/glfw/src/x11_monitor.c"
|
||||
#include "external/glfw/src/x11_window.c"
|
||||
#include "external/glfw/src/glx_context.c"
|
||||
|
||||
#include "external/glfw/src/egl_context.c"
|
||||
#include "external/glfw/src/osmesa_context.c"
|
||||
#endif
|
||||
|
||||
#if defined(__APPLE__)
|
||||
@ -142,7 +168,4 @@
|
||||
#include "external/glfw/src/cocoa_window.m"
|
||||
#include "external/glfw/src/macos_time.c"
|
||||
#include "external/glfw/src/nsgl_context.m"
|
||||
|
||||
#include "external/glfw/src/egl_context.c"
|
||||
#include "external/glfw/src/osmesa_context.c"
|
||||
#endif
|
||||
|
||||
@ -588,7 +588,7 @@ int main(int argc, char *argv[])
|
||||
else if (TextIsEqual(exCategory, "text")) nextCategoryIndex = 4;
|
||||
else if (TextIsEqual(exCategory, "models")) nextCategoryIndex = 5;
|
||||
else if (TextIsEqual(exCategory, "shaders")) nextCategoryIndex = 6;
|
||||
else if (TextIsEqual(exCategory, "audio")) nextCategoryIndex = 7;
|
||||
else if (TextIsEqual(exCategory, "audio")) nextCategoryIndex = -1; // EOF, "audio" is the last category, avoid out-of-bounds exCategories[7] access
|
||||
|
||||
// Get required example info from example file header (if provided)
|
||||
|
||||
@ -621,7 +621,13 @@ int main(int argc, char *argv[])
|
||||
else
|
||||
{
|
||||
// Add example to collection, at the end of the category list
|
||||
int categoryIndex = TextFindIndex(exCollectionList, exCategories[nextCategoryIndex]);
|
||||
// NOTE: Search is anchored to "\n<category>;" (not just "<category>") to avoid
|
||||
// false-positive matches when one category name is a text-prefix of another
|
||||
// (e.g. "text" is a prefix of "textures", so a bare search for "text" matches
|
||||
// inside "core_render_texture" or at the start of the "textures" block instead
|
||||
// of the actual "text" category boundary, corrupting the collection list)
|
||||
int categoryIndex = TextFindIndex(exCollectionList, TextFormat("\n%s;", exCategories[nextCategoryIndex])) + 1;
|
||||
if (categoryIndex == 0) categoryIndex = (int)strlen(exCollectionList); // Category not found, fallback to EOF
|
||||
memcpy(exCollectionListUpdated, exCollectionList, categoryIndex);
|
||||
int textWritenSize = sprintf(exCollectionListUpdated + categoryIndex, TextFormat("%s;%s;%s;%s;%s;%i;%i;\"%s\";@%s\n",
|
||||
exInfo->category, exInfo->name, starsText, exInfo->verCreated, exInfo->verUpdated, exInfo->yearCreated, exInfo->yearReviewed, exInfo->author, exInfo->authorGitHub));
|
||||
@ -1030,8 +1036,16 @@ int main(int argc, char *argv[])
|
||||
|
||||
// Find position to add new example on list, just before the following category
|
||||
// Category order: core, shapes, textures, text, models, shaders, audio
|
||||
// NOTE: Search is anchored to "\n<category>;" (not just "\n<category>") to avoid
|
||||
// false-positive matches when one category name is a text-prefix of another
|
||||
// (e.g. "text" is a prefix of "textures", so a bare "\ntext" search matches the
|
||||
// START of the "textures" block instead of the actual "text" category boundary).
|
||||
int exListNextCatIndex = -1;
|
||||
if (nextCatIndex != -1) exListNextCatIndex = TextFindIndex(exList, TextFormat("\n%s", exCategories[nextCatIndex])) + 1;
|
||||
if (nextCatIndex != -1)
|
||||
{
|
||||
exListNextCatIndex = TextFindIndex(exList, TextFormat("\n%s;", exCategories[nextCatIndex])) + 1;
|
||||
if (exListNextCatIndex == 0) exListNextCatIndex = exListLen; // Category not found, fallback to EOF
|
||||
}
|
||||
else exListNextCatIndex = exListLen; // EOF
|
||||
|
||||
strncpy(exListUpdated, exList, exListNextCatIndex);
|
||||
|
||||
Reference in New Issue
Block a user