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6
.github/workflows/build_android.yml
vendored
@ -84,8 +84,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_linux.yml
vendored
@ -114,8 +114,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_macos.yml
vendored
@ -101,8 +101,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_webassembly.yml
vendored
@ -71,8 +71,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_windows.yml
vendored
@ -142,8 +142,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
@ -63,7 +63,7 @@ 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) | **5.0** | [OCaml](https://ocaml.org) | MIT |
|
||||
| [TurboRaylib](https://github.com/turborium/TurboRaylib) | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT |
|
||||
| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **5.5** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
|
||||
| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **5.5** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)/[Delphi](https://en.wikipedia.org/wiki/Delphi_(software)) | 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 |
|
||||
@ -78,7 +78,6 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [raylib-rs](https://github.com/raylib-rs/raylib-rs) | **5.5** | [Rust](https://www.rust-lang.org) | Zlib |
|
||||
| [raylib-ruby](https://github.com/wilsonsilva/raylib-ruby) | 4.5 | [Ruby](https://www.ruby-lang.org) | Zlib |
|
||||
| [Relib](https://github.com/RedCubeDev-ByteSpace/Relib) | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | **???** |
|
||||
| [ringraylib5](https://github.com/ring-lang/ring/tree/master/extensions/ringraylib5) | **5.0** | [Ring](https://ring-lang.github.io/) | **???** |
|
||||
| [racket-raylib](https://github.com/eutro/racket-raylib) | **5.5** | [Racket](https://racket-lang.org) | MIT/Apache-2.0 |
|
||||
| [raylib-swift](https://github.com/STREGAsGate/Raylib) | 4.0 | [Swift](https://swift.org) | MIT |
|
||||
| [raylib-scopes](https://github.com/salotz/raylib-scopes) | auto | [Scopes](http://scopes.rocks) | MIT |
|
||||
@ -87,6 +86,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [raylib-v](https://github.com/vlang/raylib) | 5.5 | [V](https://vlang.io) | MIT/Unlicense |
|
||||
| [raylib.v](https://github.com/irishgreencitrus/raylib.v) | 4.2 | [V](https://vlang.io) | Zlib |
|
||||
| [raylib-vapi](https://github.com/lxmcf/raylib-vapi) | **5.0** | [Vala](https://vala.dev) | Zlib |
|
||||
| [raylib-wave](https://github.com/wavefnd/raylib-wave) | **auto** |[Wave](http://wave-lang.dev) | Zlib |
|
||||
| [raylib-wren](https://github.com/TSnake41/raylib-wren) | 4.5 | [Wren](http://wren.io) | ISC |
|
||||
| [raylib-zig](https://github.com/raylib-zig/raylib-zig) | **5.6-dev** | [Zig](https://ziglang.org) | MIT |
|
||||
| [raylib.zig](https://github.com/ryupold/raylib.zig) | **5.1-dev** | [Zig](https://ziglang.org) | MIT |
|
||||
@ -95,6 +95,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [raylib-sunder](https://github.com/ashn-dot-dev/raylib-sunder) | **auto** | [Sunder](https://github.com/ashn-dot-dev/sunder) | 0BSD |
|
||||
| [raylib-bqn](https://github.com/Brian-ED/raylib-bqn) | **5.0** | [BQN](https://mlochbaum.github.io/BQN) | MIT |
|
||||
| [rayjs](https://github.com/mode777/rayjs) | 4.6-dev | [QuickJS](https://bellard.org/quickjs) | MIT |
|
||||
| [rayjule](https://github.com/SabeDoesThings/rayjule) | **5.5** | [Jule](https://jule.dev/) | MIT |
|
||||
| [raylib-raku](https://github.com/vushu/raylib-raku) | **auto** | [Raku](https://www.raku.org) | Artistic License 2.0 |
|
||||
| [Raylib.lean](https://github.com/KislyjKisel/Raylib.lean) | **5.5-dev** | [Lean4](https://lean-lang.org) | BSD-3-Clause |
|
||||
| [raylib-cobol](https://codeberg.org/glowiak/raylib-cobol) | **auto** | [COBOL](https://gnucobol.sourceforge.io) | Public domain |
|
||||
@ -103,6 +104,7 @@ 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/) | **???** |
|
||||
|
||||
|
||||
### Utility Wrapers
|
||||
|
||||
These are utility wrappers for specific languages, they are not required to use raylib in the language but may adapt the raylib API to be more inline with the language's paradigm.
|
||||
|
||||
24
build.zig
@ -2,7 +2,7 @@ const std = @import("std");
|
||||
const builtin = @import("builtin");
|
||||
|
||||
/// Minimum supported version of Zig
|
||||
const min_ver = "0.15.1";
|
||||
const min_ver = "0.16.0-dev.2349+204fa8959";
|
||||
|
||||
const emccOutputDir = "zig-out" ++ std.fs.path.sep_str ++ "htmlout" ++ std.fs.path.sep_str;
|
||||
const emccOutputFile = "index.html";
|
||||
@ -197,7 +197,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||
}
|
||||
|
||||
var c_source_files: std.ArrayList([]const u8) = try .initCapacity(b.allocator, 2);
|
||||
c_source_files.appendSliceAssumeCapacity(&.{ "src/rcore.c" });
|
||||
c_source_files.appendSliceAssumeCapacity(&.{"src/rcore.c"});
|
||||
|
||||
if (options.rshapes) {
|
||||
try c_source_files.append(b.allocator, "src/rshapes.c");
|
||||
@ -448,7 +448,7 @@ pub const Options = struct {
|
||||
.linux_display_backend = b.option(LinuxDisplayBackend, "linux_display_backend", "Linux display backend to use") orelse defaults.linux_display_backend,
|
||||
.opengl_version = b.option(OpenglVersion, "opengl_version", "OpenGL version to use") orelse defaults.opengl_version,
|
||||
.config = b.option([]const u8, "config", "Compile with custom define macros overriding config.h") orelse &.{},
|
||||
.android_ndk = b.option([]const u8, "android_ndk", "specify path to android ndk") orelse std.process.getEnvVarOwned(b.allocator, "ANDROID_NDK_HOME") catch "",
|
||||
.android_ndk = b.option([]const u8, "android_ndk", "specify path to android ndk") orelse b.graph.environ_map.get("ANDROID_NDK_HOME") orelse "",
|
||||
.android_api_version = b.option([]const u8, "android_api_version", "specify target android API level") orelse defaults.android_api_version,
|
||||
};
|
||||
}
|
||||
@ -523,15 +523,17 @@ fn addExamples(
|
||||
) !*std.Build.Step {
|
||||
const all = b.step(module, "All " ++ module ++ " examples");
|
||||
const module_subpath = b.pathJoin(&.{ "examples", module });
|
||||
var dir = try std.fs.cwd().openDir(b.pathFromRoot(module_subpath), .{ .iterate = true });
|
||||
defer dir.close();
|
||||
|
||||
var dir = try std.Io.Dir.cwd().openDir(b.graph.io, b.pathFromRoot(module_subpath), .{ .iterate = true });
|
||||
defer dir.close(b.graph.io);
|
||||
|
||||
var iter = dir.iterate();
|
||||
while (try iter.next()) |entry| {
|
||||
while (try iter.next(b.graph.io)) |entry| {
|
||||
if (entry.kind != .file) continue;
|
||||
const extension_idx = std.mem.lastIndexOf(u8, entry.name, ".c") orelse continue;
|
||||
const name = entry.name[0..extension_idx];
|
||||
const path = b.pathJoin(&.{ module_subpath, entry.name });
|
||||
const filename = try std.fmt.allocPrint(b.allocator, "{s}.c", .{name});
|
||||
const path = b.pathJoin(&.{ module_subpath, filename });
|
||||
|
||||
// zig's mingw headers do not include pthread.h
|
||||
if (std.mem.eql(u8, "core_loading_thread", name) and target.result.os.tag == .windows) continue;
|
||||
@ -553,12 +555,11 @@ fn addExamples(
|
||||
});
|
||||
|
||||
if (std.mem.eql(u8, name, "rlgl_standalone")) {
|
||||
//TODO: Make rlgl_standalone example work
|
||||
continue;
|
||||
exe_mod.addIncludePath(b.path("src"));
|
||||
exe_mod.addIncludePath(b.path("src/external/glfw/include"));
|
||||
}
|
||||
if (std.mem.eql(u8, name, "raylib_opengl_interop")) {
|
||||
//TODO: Make raylib_opengl_interop example work
|
||||
continue;
|
||||
exe_mod.addIncludePath(b.path("src/external"));
|
||||
}
|
||||
|
||||
const emcc_flags = emsdk.emccDefaultFlags(b.allocator, .{ .optimize = optimize });
|
||||
@ -650,6 +651,7 @@ fn addExamples(
|
||||
all.dependOn(&install_cmd.step);
|
||||
}
|
||||
}
|
||||
|
||||
return all;
|
||||
}
|
||||
|
||||
|
||||
@ -149,6 +149,24 @@ elseif ("${PLATFORM}" MATCHES "SDL")
|
||||
endif()
|
||||
elseif ("${PLATFORM}" MATCHES "RGFW")
|
||||
set(PLATFORM_CPP "PLATFORM_DESKTOP_RGFW")
|
||||
|
||||
if (APPLE)
|
||||
find_library(COCOA Cocoa)
|
||||
find_library(OPENGL OpenGL)
|
||||
|
||||
set(LIBS_PRIVATE ${COCOA} ${OPENGL})
|
||||
elseif (WIN32)
|
||||
find_package(OpenGL REQUIRED)
|
||||
|
||||
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} gdi32)
|
||||
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "QNX")
|
||||
message(FATAL_ERROR "RGFW platform does not support QNX. Use PLATFORM=Desktop or PLATFORM=SDL instead.")
|
||||
elseif (UNIX)
|
||||
find_package(X11 REQUIRED)
|
||||
find_package(OpenGL REQUIRED)
|
||||
|
||||
set(LIBS_PRIVATE ${X11_LIBRARIES} ${OPENGL_LIBRARIES})
|
||||
endif ()
|
||||
endif ()
|
||||
|
||||
if (NOT ${OPENGL_VERSION} MATCHES "OFF")
|
||||
|
||||
@ -393,14 +393,14 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||
# NOTE: Required packages: libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
|
||||
|
||||
# On X11 requires also below libraries
|
||||
# On Wayland, additional libraries requires
|
||||
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
||||
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||
else
|
||||
# On X11, additional libraries required
|
||||
LDLIBS += -lX11
|
||||
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
||||
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
|
||||
# On Wayland windowing system, additional libraries requires
|
||||
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
||||
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||
endif
|
||||
# Explicit link to libc
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
@ -439,15 +439,16 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
|
||||
# NOTE: Required packages: libegl1-mesa-dev
|
||||
LDLIBS = -lraylib $(SDL_LIBRARIES) -lGL -lm -lpthread -ldl -lrt
|
||||
|
||||
# On X11 requires also below libraries
|
||||
# On X11, addition libraries required
|
||||
LDLIBS += -lX11
|
||||
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
||||
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
|
||||
# On Wayland windowing system, additional libraries requires
|
||||
# On Wayland, additional libraries requires
|
||||
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
||||
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||
endif
|
||||
|
||||
# Explicit link to libc
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
LDLIBS += -lc
|
||||
@ -560,6 +561,7 @@ CORE = \
|
||||
core/core_window_flags \
|
||||
core/core_window_letterbox \
|
||||
core/core_window_should_close \
|
||||
core/core_window_web \
|
||||
core/core_world_screen
|
||||
|
||||
SHAPES = \
|
||||
@ -577,6 +579,7 @@ SHAPES = \
|
||||
shapes/shapes_easings_ball \
|
||||
shapes/shapes_easings_box \
|
||||
shapes/shapes_easings_rectangles \
|
||||
shapes/shapes_easings_testbed \
|
||||
shapes/shapes_following_eyes \
|
||||
shapes/shapes_hilbert_curve \
|
||||
shapes/shapes_kaleidoscope \
|
||||
@ -654,6 +657,8 @@ TEXT = \
|
||||
text/text_writing_anim
|
||||
|
||||
MODELS = \
|
||||
models/models_animation_blending \
|
||||
models/models_animation_bone_blending \
|
||||
models/models_animation_gpu_skinning \
|
||||
models/models_animation_playing \
|
||||
models/models_basic_voxel \
|
||||
@ -706,6 +711,7 @@ SHADERS = \
|
||||
shaders/shaders_palette_switch \
|
||||
shaders/shaders_postprocessing \
|
||||
shaders/shaders_raymarching_rendering \
|
||||
shaders/shaders_rlgl_compute \
|
||||
shaders/shaders_rounded_rectangle \
|
||||
shaders/shaders_shadowmap_rendering \
|
||||
shaders/shaders_shapes_textures \
|
||||
@ -727,14 +733,6 @@ AUDIO = \
|
||||
audio/audio_sound_positioning \
|
||||
audio/audio_spectrum_visualizer \
|
||||
audio/audio_stream_effects
|
||||
|
||||
OTHERS = \
|
||||
others/easings_testbed \
|
||||
others/embedded_files_loading \
|
||||
others/raylib_opengl_interop \
|
||||
others/rlgl_compute_shader \
|
||||
others/rlgl_standalone \
|
||||
others/web_basic_window
|
||||
#EXAMPLES_LIST_END
|
||||
|
||||
# Define processes to execute
|
||||
|
||||
@ -546,6 +546,7 @@ CORE = \
|
||||
core/core_window_flags \
|
||||
core/core_window_letterbox \
|
||||
core/core_window_should_close \
|
||||
core/core_window_web \
|
||||
core/core_world_screen
|
||||
|
||||
SHAPES = \
|
||||
@ -563,6 +564,7 @@ SHAPES = \
|
||||
shapes/shapes_easings_ball \
|
||||
shapes/shapes_easings_box \
|
||||
shapes/shapes_easings_rectangles \
|
||||
shapes/shapes_easings_testbed \
|
||||
shapes/shapes_following_eyes \
|
||||
shapes/shapes_hilbert_curve \
|
||||
shapes/shapes_kaleidoscope \
|
||||
@ -640,6 +642,8 @@ TEXT = \
|
||||
text/text_writing_anim
|
||||
|
||||
MODELS = \
|
||||
models/models_animation_blending \
|
||||
models/models_animation_bone_blending \
|
||||
models/models_animation_gpu_skinning \
|
||||
models/models_animation_playing \
|
||||
models/models_basic_voxel \
|
||||
@ -692,6 +696,7 @@ SHADERS = \
|
||||
shaders/shaders_palette_switch \
|
||||
shaders/shaders_postprocessing \
|
||||
shaders/shaders_raymarching_rendering \
|
||||
shaders/shaders_rlgl_compute \
|
||||
shaders/shaders_rounded_rectangle \
|
||||
shaders/shaders_shadowmap_rendering \
|
||||
shaders/shaders_shapes_textures \
|
||||
@ -871,6 +876,9 @@ core/core_window_letterbox: core/core_window_letterbox.c
|
||||
core/core_window_should_close: core/core_window_should_close.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
core/core_window_web: core/core_window_web.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
core/core_world_screen: core/core_world_screen.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
@ -917,6 +925,9 @@ shapes/shapes_easings_box: shapes/shapes_easings_box.c
|
||||
shapes/shapes_easings_rectangles: shapes/shapes_easings_rectangles.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_easings_testbed: shapes/shapes_easings_testbed.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_following_eyes: shapes/shapes_following_eyes.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
@ -1188,6 +1199,18 @@ text/text_writing_anim: text/text_writing_anim.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
# Compile MODELS examples
|
||||
models/models_animation_blending: models/models_animation_blending.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb \
|
||||
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
|
||||
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
|
||||
|
||||
models/models_animation_bone_blending: models/models_animation_bone_blending.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
|
||||
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
|
||||
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
|
||||
|
||||
models/models_animation_gpu_skinning: models/models_animation_gpu_skinning.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
|
||||
@ -1461,6 +1484,9 @@ shaders/shaders_raymarching_rendering: shaders/shaders_raymarching_rendering.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs
|
||||
|
||||
shaders/shaders_rlgl_compute: shaders/shaders_rlgl_compute.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shaders/shaders_rounded_rectangle: shaders/shaders_rounded_rectangle.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \
|
||||
|
||||
@ -17,9 +17,9 @@ You may find it easier to use than other toolchains, especially when it comes to
|
||||
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||
|
||||
## EXAMPLES COLLECTION [TOTAL: 208]
|
||||
## EXAMPLES COLLECTION [TOTAL: 207]
|
||||
|
||||
### category: core [48]
|
||||
### category: core [49]
|
||||
|
||||
Examples using raylib [core](../src/rcore.c) module platform functionality: window creation, inputs, drawing modes and system functionality.
|
||||
|
||||
@ -73,8 +73,9 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
|
||||
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
|
||||
| [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_keyboard_testbed](core/core_keyboard_testbed.c) | <img src="core/core_keyboard_testbed.png" alt="core_keyboard_testbed" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_window_web](core/core_window_web.c) | <img src="core/core_window_web.png" alt="core_window_web" width="80"> | ⭐☆☆☆ | 1.3 | 5.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
|
||||
### category: shapes [39]
|
||||
### category: shapes [40]
|
||||
|
||||
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
|
||||
|
||||
@ -119,6 +120,7 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
||||
| [shapes_ball_physics](shapes/shapes_ball_physics.c) | <img src="shapes/shapes_ball_physics.png" alt="shapes_ball_physics" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
|
||||
| [shapes_penrose_tile](shapes/shapes_penrose_tile.c) | <img src="shapes/shapes_penrose_tile.png" alt="shapes_penrose_tile" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
|
||||
| [shapes_hilbert_curve](shapes/shapes_hilbert_curve.c) | <img src="shapes/shapes_hilbert_curve.png" alt="shapes_hilbert_curve" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
|
||||
| [shapes_easings_testbed](shapes/shapes_easings_testbed.c) | <img src="shapes/shapes_easings_testbed.png" alt="shapes_easings_testbed" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Juan Miguel López](https://github.com/flashback-fx) |
|
||||
|
||||
### category: textures [30]
|
||||
|
||||
@ -180,7 +182,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
||||
| [text_words_alignment](text/text_words_alignment.c) | <img src="text/text_words_alignment.png" alt="text_words_alignment" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
| [text_strings_management](text/text_strings_management.c) | <img src="text/text_strings_management.png" alt="text_strings_management" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
|
||||
|
||||
### category: models [27]
|
||||
### category: models [29]
|
||||
|
||||
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
|
||||
|
||||
@ -213,8 +215,10 @@ Examples using raylib models functionality, including models loading/generation
|
||||
| [models_rotating_cube](models/models_rotating_cube.c) | <img src="models/models_rotating_cube.png" alt="models_rotating_cube" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
|
||||
| [models_decals](models/models_decals.c) | <img src="models/models_decals.png" alt="models_decals" width="80"> | ⭐⭐⭐⭐️ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
| [models_directional_billboard](models/models_directional_billboard.c) | <img src="models/models_directional_billboard.png" alt="models_directional_billboard" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6 | [Robin](https://github.com/RobinsAviary) |
|
||||
| [models_animation_bone_blending](models/models_animation_bone_blending.c) | <img src="models/models_animation_bone_blending.png" alt="models_animation_bone_blending" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.5 | [dmitrii-brand](https://github.com/dmitrii-brand) |
|
||||
| [models_animation_blending](models/models_animation_blending.c) | <img src="models/models_animation_blending.png" alt="models_animation_blending" width="80"> | ☆☆☆☆ | 5.5 | 5.6-dev | [Kirandeep](https://github.com/Kirandeep-Singh-Khehra) |
|
||||
|
||||
### category: shaders [33]
|
||||
### category: shaders [34]
|
||||
|
||||
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
|
||||
|
||||
@ -253,6 +257,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
||||
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
|
||||
| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
|
||||
| [shaders_game_of_life](shaders/shaders_game_of_life.c) | <img src="shaders/shaders_game_of_life.png" alt="shaders_game_of_life" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
||||
| [shaders_rlgl_compute](shaders/shaders_rlgl_compute.c) | <img src="shaders/shaders_rlgl_compute.png" alt="shaders_rlgl_compute" width="80"> | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
|
||||
|
||||
### category: audio [9]
|
||||
|
||||
@ -270,18 +275,5 @@ Examples using raylib audio functionality, including sound/music loading and pla
|
||||
| [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
|
||||
| [audio_spectrum_visualizer](audio/audio_spectrum_visualizer.c) | <img src="audio/audio_spectrum_visualizer.png" alt="audio_spectrum_visualizer" width="80"> | ⭐⭐⭐☆ | 6.0 | 5.6-dev | [IANN](https://github.com/meisei4) |
|
||||
|
||||
### category: others [6]
|
||||
|
||||
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
|
||||
|
||||
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||
| [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐⭐⭐⭐️ | 1.6 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
|
||||
| [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
|
||||
| [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐⭐⭐⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
|
||||
| [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐⭐☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
|
||||
| [web_basic_window](others/web_basic_window.c) | <img src="others/web_basic_window.png" alt="web_basic_window" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
|
||||
Some example missing? As always, contributions are welcome, feel free to send new examples!
|
||||
Here is an [examples template](examples_template.c) with instructions to start with!
|
||||
|
||||
@ -68,7 +68,7 @@ int main(void)
|
||||
.z = 5.0f*sinf(th)
|
||||
};
|
||||
|
||||
SetSoundPosition(camera, sound, spherePos, 20.0f);
|
||||
SetSoundPosition(camera, sound, spherePos, 1.0f);
|
||||
|
||||
if (!IsSoundPlaying(sound)) PlaySound(sound);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -148,10 +148,11 @@ int main(void)
|
||||
DrawText("Controls:", 20, 20, 10, BLACK);
|
||||
DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
|
||||
DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
|
||||
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
|
||||
DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
|
||||
DrawText("Current camera mode:", 20, 120, 10, BLACK);
|
||||
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 80, 10, DARKGRAY);
|
||||
DrawText("- R to reset position + zoom", 40, 100, 10, DARKGRAY);
|
||||
DrawText("- C to change camera mode", 40, 120, 10, DARKGRAY);
|
||||
DrawText("Current camera mode:", 20, 140, 10, BLACK);
|
||||
DrawText(cameraDescriptions[cameraOption], 40, 160, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -226,10 +227,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
|
||||
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
|
||||
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
|
||||
|
||||
if (max.x < width) camera->offset.x = width - (max.x - width/2);
|
||||
if (max.y < height) camera->offset.y = height - (max.y - height/2);
|
||||
if (min.x > 0) camera->offset.x = width/2 - min.x;
|
||||
if (min.y > 0) camera->offset.y = height/2 - min.y;
|
||||
if (max.x < width) camera->offset.x = width - (max.x - (float)width/2);
|
||||
if (max.y < height) camera->offset.y = height - (max.y - (float)height/2);
|
||||
if (min.x > 0) camera->offset.x = (float)width/2 - min.x;
|
||||
if (min.y > 0) camera->offset.y = (float)height/2 - min.y;
|
||||
}
|
||||
|
||||
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
|
||||
@ -225,10 +225,10 @@ int main(void)
|
||||
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
|
||||
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
|
||||
|
||||
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2);
|
||||
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2);
|
||||
if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
|
||||
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
|
||||
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - (float)screenWidth/2);
|
||||
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - (float)screenHeight/2);
|
||||
if (min.x > 0) camera.offset.x = (float)screenWidth/2 - min.x;
|
||||
if (min.y > 0) camera.offset.y = (float)screenHeight/2 - min.y;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Events management
|
||||
|
||||
@ -37,10 +37,18 @@ int main(void)
|
||||
char directory[MAX_FILEPATH_SIZE] = { 0 };
|
||||
strcpy(directory, GetWorkingDirectory());
|
||||
|
||||
FilePathList files = LoadDirectoryFiles(directory);
|
||||
// Load file-paths on current working directory
|
||||
// NOTE: LoadDirectoryFiles() loads files and directories by default,
|
||||
// use LoadDirectoryFilesEx() for custom filters and recursive directories loading
|
||||
//FilePathList files = LoadDirectoryFiles(directory);
|
||||
FilePathList files = LoadDirectoryFilesEx(directory, ".png;.c", false);
|
||||
|
||||
int btnBackPressed = false;
|
||||
|
||||
int listScrollIndex = 0;
|
||||
int listItemActive = -1;
|
||||
int listItemFocused = -1;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -62,28 +70,16 @@ int main(void)
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(directory, 100, 40, 20, DARKGRAY);
|
||||
btnBackPressed = GuiButton((Rectangle){ 40.0f, 10.0f, 48, 28 }, "<");
|
||||
|
||||
btnBackPressed = GuiButton((Rectangle){ 40.0f, 38.0f, 48, 24 }, "<");
|
||||
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize*2);
|
||||
GuiLabel((Rectangle){ 40 + 48 + 10, 10, 700, 28 }, directory);
|
||||
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize);
|
||||
|
||||
for (int i = 0; i < (int)files.count; i++)
|
||||
{
|
||||
Color color = Fade(LIGHTGRAY, 0.3f);
|
||||
|
||||
if (!IsPathFile(files.paths[i]) && DirectoryExists(files.paths[i]))
|
||||
{
|
||||
if (GuiButton((Rectangle){0.0f, 85.0f + 40.0f*(float)i, screenWidth, 40}, ""))
|
||||
{
|
||||
TextCopy(directory, files.paths[i]);
|
||||
UnloadDirectoryFiles(files);
|
||||
files = LoadDirectoryFiles(directory);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangle(0, 85 + 40*i, screenWidth, 40, color);
|
||||
DrawText(GetFileName(files.paths[i]), 120, 100 + 40*i, 10, GRAY);
|
||||
}
|
||||
GuiSetStyle(LISTVIEW, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
|
||||
GuiSetStyle(LISTVIEW, TEXT_PADDING, 40);
|
||||
GuiListViewEx((Rectangle){ 0, 50, GetScreenWidth(), GetScreenHeight() - 50 },
|
||||
files.paths, files.count, &listScrollIndex, &listItemActive, &listItemFocused);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -78,7 +78,7 @@ int main(void)
|
||||
DrawText(TextFormat("WINDOW POSITION: %ix%i", (int)windowPos.x, (int)windowPos.y), 50, 90, 20, DARKGRAY);
|
||||
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 130, 20, DARKGRAY);
|
||||
DrawText(TextFormat("RENDER SIZE: %ix%i", GetRenderWidth(), GetRenderHeight()), 50, 170, 20, DARKGRAY);
|
||||
DrawText(TextFormat("SCALE FACTOR: %.1fx%.1f", scaleDpi.x, scaleDpi.y), 50, 210, 20, GRAY);
|
||||
DrawText(TextFormat("SCALE FACTOR: %.2fx%.2f", scaleDpi.x, scaleDpi.y), 50, 210, 20, GRAY);
|
||||
|
||||
// Draw reference rectangles, top-left and bottom-right corners
|
||||
DrawRectangle(0, 0, 30, 60, RED);
|
||||
|
||||
@ -117,7 +117,7 @@ int main(void)
|
||||
|
||||
DrawRectangleV(position, size, releaseAction? BLUE : RED);
|
||||
|
||||
DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Cursor", 10, 10, 20, WHITE);
|
||||
DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Arrow keys", 10, 10, 20, WHITE);
|
||||
DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, GREEN);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
@ -24,7 +24,8 @@
|
||||
// NOTE: Gamepad name ID depends on drivers and OS
|
||||
#define XBOX_ALIAS_1 "xbox"
|
||||
#define XBOX_ALIAS_2 "x-box"
|
||||
#define PS_ALIAS "playstation"
|
||||
#define PS_ALIAS_1 "playstation"
|
||||
#define PS_ALIAS_2 "sony"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
@ -148,7 +149,8 @@ int main(void)
|
||||
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
|
||||
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
||||
}
|
||||
else if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS) > -1)
|
||||
else if ((TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS_1) > -1) ||
|
||||
(TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS_2) > -1))
|
||||
{
|
||||
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
|
||||
|
||||
|
||||
@ -51,11 +51,31 @@ int main(void)
|
||||
{ padPosition.x, padPosition.y + buttonRadius*1.5f } // Down
|
||||
};
|
||||
|
||||
const char *buttonLabels[BUTTON_MAX] = {
|
||||
"Y", // Up
|
||||
"X", // Left
|
||||
"B", // Right
|
||||
"A" // Down
|
||||
Vector2 arrowTris[4][3] = {
|
||||
// Up
|
||||
{
|
||||
{ buttonPositions[0].x, buttonPositions[0].y - 12 },
|
||||
{ buttonPositions[0].x - 9, buttonPositions[0].y + 9 },
|
||||
{ buttonPositions[0].x + 9, buttonPositions[0].y + 9 }
|
||||
},
|
||||
// Left
|
||||
{
|
||||
{ buttonPositions[1].x + 9, buttonPositions[1].y - 9 },
|
||||
{ buttonPositions[1].x - 12, buttonPositions[1].y },
|
||||
{ buttonPositions[1].x + 9, buttonPositions[1].y + 9 }
|
||||
},
|
||||
// Right
|
||||
{
|
||||
{ buttonPositions[2].x + 12, buttonPositions[2].y },
|
||||
{ buttonPositions[2].x - 9, buttonPositions[2].y - 9 },
|
||||
{ buttonPositions[2].x - 9, buttonPositions[2].y + 9 }
|
||||
},
|
||||
// Down
|
||||
{
|
||||
{ buttonPositions[3].x - 9, buttonPositions[3].y - 9 },
|
||||
{ buttonPositions[3].x, buttonPositions[3].y + 12 },
|
||||
{ buttonPositions[3].x + 9, buttonPositions[3].y - 9 }
|
||||
}
|
||||
};
|
||||
|
||||
Color buttonLabelColors[BUTTON_MAX] = {
|
||||
@ -128,9 +148,12 @@ int main(void)
|
||||
{
|
||||
DrawCircleV(buttonPositions[i], buttonRadius, (i == pressedButton)? DARKGRAY : BLACK);
|
||||
|
||||
DrawText(buttonLabels[i],
|
||||
(int)buttonPositions[i].x - 7, (int)buttonPositions[i].y - 8,
|
||||
20, buttonLabelColors[i]);
|
||||
DrawTriangle(
|
||||
arrowTris[i][0],
|
||||
arrowTris[i][1],
|
||||
arrowTris[i][2],
|
||||
buttonLabelColors[i]
|
||||
);
|
||||
}
|
||||
|
||||
DrawText("move the player with D-Pad buttons", 10, 10, 20, DARKGRAY);
|
||||
|
||||
@ -96,8 +96,6 @@ int main(void)
|
||||
{
|
||||
DrawRectangleRec(rectangles[i].rect, rectangles[i].color);
|
||||
|
||||
DrawText("Press SPACE to shuffle the sequence", 10, screenHeight - 96, 20, BLACK);
|
||||
|
||||
DrawText("Press SPACE to shuffle the current sequence", 10, screenHeight - 96, 20, BLACK);
|
||||
DrawText("Press UP to add a rectangle and generate a new sequence", 10, screenHeight - 64, 20, BLACK);
|
||||
DrawText("Press DOWN to remove a rectangle and generate a new sequence", 10, screenHeight - 32, 20, BLACK);
|
||||
|
||||
@ -216,7 +216,7 @@ static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gam
|
||||
|
||||
static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
const float resizeRatio = (float)(screenHeight/gameHeight);
|
||||
const float resizeRatio = (float)screenHeight/gameHeight;
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = 0.0f;
|
||||
sourceRect->width = (float)(int)(screenWidth/resizeRatio);
|
||||
@ -230,7 +230,7 @@ static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gam
|
||||
|
||||
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
const float resizeRatio = (float)(screenWidth/gameWidth);
|
||||
const float resizeRatio = (float)screenWidth/gameWidth;
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = 0.0f;
|
||||
sourceRect->width = (float)gameWidth;
|
||||
|
||||
@ -1,14 +1,14 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [others] example - basic window
|
||||
*
|
||||
* This example has been adapted to compile for PLATFORM_WEB and PLATFORM_DESKTOP
|
||||
* As you will notice, code structure is slightly different to the other examples
|
||||
* raylib [core] example - window web
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 5.5
|
||||
*
|
||||
* This example has been adapted to compile for PLATFORM_WEB and PLATFORM_DESKTOP
|
||||
* As you will notice, code structure is slightly different to the other examples
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
@ -40,7 +40,7 @@ int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [others] example - web basic window");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - window web");
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||
@ -79,7 +79,7 @@ void UpdateDrawFrame(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
DrawText("Welcome to raylib web structure!", 220, 200, 20, SKYBLUE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
BIN
examples/core/core_window_web.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
@ -413,7 +413,7 @@ static MsfGifBuffer * msf_compress_frame(void * allocContext, int width, int hei
|
||||
|
||||
//generate palette
|
||||
typedef struct { uint8_t r, g, b; } Color3;
|
||||
Color3 table[256] = { {0} };
|
||||
Color3 table[256] = { { 0 } };
|
||||
int tableIdx = 1; //we start counting at 1 because 0 is the transparent color
|
||||
//transparent is always last in the table
|
||||
tlb[tlbSize-1] = 0;
|
||||
@ -550,7 +550,7 @@ static void msf_free_gif_state(MsfGifState * handle) {
|
||||
|
||||
int msf_gif_begin(MsfGifState * handle, int width, int height) { MsfTimeFunc
|
||||
//NOTE: we cannot stomp the entire struct to zero because we must preserve `customAllocatorContext`.
|
||||
MsfCookedFrame empty = {0}; //god I hate MSVC...
|
||||
MsfCookedFrame empty = { 0 }; //god I hate MSVC...
|
||||
handle->previousFrame = empty;
|
||||
handle->currentFrame = empty;
|
||||
handle->width = width;
|
||||
@ -614,7 +614,7 @@ int msf_gif_frame(MsfGifState * handle, uint8_t * pixelData, int centiSecondsPer
|
||||
}
|
||||
|
||||
MsfGifResult msf_gif_end(MsfGifState * handle) { MsfTimeFunc
|
||||
if (!handle->listHead) { MsfGifResult empty = {0}; return empty; }
|
||||
if (!handle->listHead) { MsfGifResult empty = { 0 }; return empty; }
|
||||
|
||||
//first pass: determine total size
|
||||
size_t total = 1; //1 byte for trailing marker
|
||||
|
||||
@ -57,6 +57,7 @@ core;core_clipboard_text;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ananth S";@Anan
|
||||
core;core_text_file_loading;★☆☆☆;5.5;5.6;0;0;"Aanjishnu Bhattacharyya";@NimComPoo-04
|
||||
core;core_compute_hash;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_keyboard_testbed;★★☆☆;5.6;5.6;2026;2026;"Ramon Santamaria";@raysan5
|
||||
core;core_window_web;★☆☆☆;1.3;5.5;2015;2025;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
|
||||
@ -96,6 +97,7 @@ shapes;shapes_rlgl_triangle;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@Robi
|
||||
shapes;shapes_ball_physics;★★☆☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
|
||||
shapes;shapes_penrose_tile;★★★★;5.5;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
|
||||
shapes;shapes_hilbert_curve;★★★☆;5.6;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl
|
||||
shapes;shapes_easings_testbed;★★★☆;2.5;2.5;2019;2025;"Juan Miguel López";@flashback-fx
|
||||
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||
textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
|
||||
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
|
||||
@ -169,6 +171,8 @@ models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
|
||||
models;models_rotating_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
|
||||
models;models_decals;★★★★;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
||||
models;models_directional_billboard;★★☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary
|
||||
models;models_animation_bone_blending;★★★★;5.5;5.5;2026;2026;"dmitrii-brand";@dmitrii-brand
|
||||
models;models_animation_blending;☆☆☆☆;5.5;5.6-dev;2024;2024;"Kirandeep";@Kirandeep-Singh-Khehra
|
||||
shaders;shaders_ascii_rendering;★★☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu
|
||||
shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
|
||||
shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
|
||||
@ -202,6 +206,7 @@ shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala
|
||||
shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton
|
||||
shaders;shaders_depth_rendering;★★★☆;5.6-dev;5.6-dev;2025;2025;"Luís Almeida";@luis605
|
||||
shaders;shaders_game_of_life;★★★☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||
shaders;shaders_rlgl_compute;★★★★;4.0;4.0;2021;2025;"Teddy Astie";@tsnake41
|
||||
audio;audio_module_playing;★☆☆☆;1.5;3.5;2016;2025;"Ramon Santamaria";@raysan5
|
||||
audio;audio_music_stream;★☆☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
|
||||
audio;audio_raw_stream;★★★☆;1.6;4.2;2015;2025;"Ramon Santamaria";@raysan5
|
||||
@ -211,9 +216,3 @@ audio;audio_stream_effects;★★★★;4.2;5.0;2022;2025;"Ramon Santamaria";@ra
|
||||
audio;audio_sound_multi;★★☆☆;5.0;5.0;2023;2025;"Jeffery Myers";@JeffM2501
|
||||
audio;audio_sound_positioning;★★☆☆;5.5;5.5;2025;2025;"Le Juez Victor";@Bigfoot71
|
||||
audio;audio_spectrum_visualizer;★★★☆;6.0;5.6-dev;2025;2025;"IANN";@meisei4
|
||||
others;rlgl_standalone;★★★★;1.6;4.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||
others;rlgl_compute_shader;★★★★;4.0;4.0;2021;2025;"Teddy Astie";@tsnake41
|
||||
others;easings_testbed;★★★☆;2.5;3.0;2019;2025;"Juan Miguel López";@flashback-fx
|
||||
others;raylib_opengl_interop;★★★★;3.8;4.0;2021;2025;"Stephan Soller";@arkanis
|
||||
others;embedded_files_loading;★★☆☆;3.0;3.5;2020;2025;"Kristian Holmgren";@defutura
|
||||
others;web_basic_window;★☆☆☆;5.6-dev;5.6-dev;2014;2025;"Ramon Santamaria";@raysan5
|
||||
|
||||
152
examples/models/models_animation_blending.c
Normal file
@ -0,0 +1,152 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - animation blending
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Example contributed by Kirandeep (@Kirandeep-Singh-Khehra)
|
||||
*
|
||||
* 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) 2024 Kirandeep (@Kirandeep-Singh-Khehra)
|
||||
*
|
||||
* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
|
||||
* Note: This example uses CPU for updating meshes.
|
||||
* For GPU skinning see comments with 'INFO:'.
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define clamp(x,a,b) ((x < a)? a : (x > b)? b : x)
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blending");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load gltf model
|
||||
Model characterModel = LoadModel("resources/models/gltf/robot.glb"); // Load character model
|
||||
|
||||
/* INFO: Uncomment this to use GPU skinning
|
||||
// Load skinning shader
|
||||
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
|
||||
|
||||
for (int i = 0; i < characterModel.materialCount; i++)
|
||||
{
|
||||
characterModel.materials[i].shader = skinningShader;
|
||||
}
|
||||
*/
|
||||
|
||||
// Load gltf model animations
|
||||
int animsCount = 0;
|
||||
unsigned int animIndex0 = 0;
|
||||
unsigned int animIndex1 = 0;
|
||||
unsigned int animCurrentFrame = 0;
|
||||
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
|
||||
|
||||
float blendFactor = 0.5f;
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||
|
||||
// Select current animation
|
||||
if (IsKeyPressed(KEY_T)) animIndex0 = (animIndex0 + 1)%animsCount;
|
||||
else if (IsKeyPressed(KEY_G)) animIndex0 = (animIndex0 + animsCount - 1)%animsCount;
|
||||
if (IsKeyPressed(KEY_Y)) animIndex1 = (animIndex1 + 1)%animsCount;
|
||||
else if (IsKeyPressed(KEY_H)) animIndex1 = (animIndex1 + animsCount - 1)%animsCount;
|
||||
|
||||
// Select blend factor
|
||||
if (IsKeyPressed(KEY_U)) blendFactor = clamp(blendFactor - 0.1, 0.0f, 1.0f);
|
||||
else if (IsKeyPressed(KEY_J)) blendFactor = clamp(blendFactor + 0.1, 0.0f, 1.0f);
|
||||
|
||||
// Update animation
|
||||
animCurrentFrame++;
|
||||
|
||||
// Update bones
|
||||
// Note: Same animation frame index is used below. By default it loops both animations
|
||||
UpdateModelAnimationBonesLerp(characterModel, modelAnimations[animIndex0], animCurrentFrame, modelAnimations[animIndex1], animCurrentFrame, blendFactor);
|
||||
|
||||
// INFO: Comment the following line to use GPU skinning
|
||||
UpdateModelVertsToCurrentBones(characterModel);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
/* INFO: Uncomment this to use GPU skinning
|
||||
// Draw character mesh, pose calculation is done in shader (GPU skinning)
|
||||
for (int i = 0; i < characterModel.meshCount; i++)
|
||||
{
|
||||
DrawMesh(characterModel.meshes[i], characterModel.materials[characterModel.meshMaterial[i]], characterModel.transform);
|
||||
}
|
||||
*/
|
||||
|
||||
// INFO: Comment the following line to use GPU skinning
|
||||
DrawModel(characterModel, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
|
||||
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Use the U/J to adjust blend factor", 10, 10, 20, GRAY);
|
||||
DrawText("Use the T/G to switch first animation", 10, 30, 20, GRAY);
|
||||
DrawText("Use the Y/H to switch second animation", 10, 50, 20, GRAY);
|
||||
DrawText(TextFormat("Animations: %s, %s", modelAnimations[animIndex0].name, modelAnimations[animIndex1].name), 10, 70, 20, BLACK);
|
||||
DrawText(TextFormat("Blend Factor: %f", blendFactor), 10, 86, 20, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
|
||||
UnloadModel(characterModel); // Unload model and meshes/material
|
||||
|
||||
// INFO: Uncomment the following line to use GPU skinning
|
||||
// UnloadShader(skinningShader); // Unload GPU skinning shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/models/models_animation_blending.png
Normal file
|
After Width: | Height: | Size: 26 KiB |
296
examples/models/models_animation_bone_blending.c
Normal file
@ -0,0 +1,296 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - animation bone blending
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* This example demonstrates per-bone animation blending, allowing smooth transitions
|
||||
* between two animations by interpolating bone transforms. This is useful for:
|
||||
* - Blending movement animations (walk/run) with action animations (jump/attack)
|
||||
* - Creating smooth animation transitions
|
||||
* - Layering animations (e.g., upper body attack while lower body walks)
|
||||
*
|
||||
* Example contributed by dmitrii-brand (@dmitrii-brand) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* NOTE: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2026 dmitrii-brand (@dmitrii-brand)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
#include <string.h> // Required for: memcpy()
|
||||
#include <stdlib.h> // Required for: NULL
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static bool IsUpperBodyBone(const char *boneName);
|
||||
static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1,
|
||||
ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation bone blending");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load gltf model
|
||||
Model characterModel = LoadModel("resources/models/gltf/greenman.glb");
|
||||
|
||||
// Load skinning shader
|
||||
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
|
||||
|
||||
characterModel.materials[1].shader = skinningShader;
|
||||
|
||||
// Load gltf model animations
|
||||
int animsCount = 0;
|
||||
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
|
||||
|
||||
// Log all available animations for debugging
|
||||
TraceLog(LOG_INFO, "Found %d animations:", animsCount);
|
||||
for (int i = 0; i < animsCount; i++)
|
||||
{
|
||||
TraceLog(LOG_INFO, " Animation %d: %s (%d frames)", i, modelAnimations[i].name, modelAnimations[i].frameCount);
|
||||
}
|
||||
|
||||
// Use specific indices: walk/move = 2, attack = 3
|
||||
unsigned int animIndex1 = 2; // Walk/Move animation (index 2)
|
||||
unsigned int animIndex2 = 3; // Attack animation (index 3)
|
||||
unsigned int animCurrentFrame1 = 0;
|
||||
unsigned int animCurrentFrame2 = 0;
|
||||
|
||||
// Validate indices
|
||||
if (animIndex1 >= animsCount) animIndex1 = 0;
|
||||
if (animIndex2 >= animsCount) animIndex2 = (animsCount > 1) ? 1 : 0;
|
||||
|
||||
TraceLog(LOG_INFO, "Using Walk (index %d): %s", animIndex1, modelAnimations[animIndex1].name);
|
||||
TraceLog(LOG_INFO, "Using Attack (index %d): %s", animIndex2, modelAnimations[animIndex2].name);
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
bool upperBodyBlend = true; // Toggle: true = upper/lower body blending, false = uniform blending (50/50)
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||
|
||||
// Toggle upper/lower body blending mode (SPACE key)
|
||||
if (IsKeyPressed(KEY_SPACE)) upperBodyBlend = !upperBodyBlend;
|
||||
|
||||
// Update animation frames
|
||||
ModelAnimation anim1 = modelAnimations[animIndex1];
|
||||
ModelAnimation anim2 = modelAnimations[animIndex2];
|
||||
|
||||
animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.frameCount;
|
||||
animCurrentFrame2 = (animCurrentFrame2 + 1)%anim2.frameCount;
|
||||
|
||||
// Blend the two animations
|
||||
characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
|
||||
// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
|
||||
// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
|
||||
float blendFactor = upperBodyBlend ? 1.0f : 0.5f;
|
||||
BlendModelAnimationsBones(&characterModel, &anim1, animCurrentFrame1, &anim2, animCurrentFrame2, blendFactor, upperBodyBlend);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw character mesh, pose calculation is done in shader (GPU skinning)
|
||||
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// Draw UI
|
||||
DrawText("BONE BLENDING EXAMPLE", 10, 10, 20, DARKGRAY);
|
||||
DrawText(TextFormat("Walk (Animation 2): %s", anim1.name), 10, 35, 10, GRAY);
|
||||
DrawText(TextFormat("Attack (Animation 3): %s", anim2.name), 10, 50, 10, GRAY);
|
||||
DrawText(TextFormat("Mode: %s", upperBodyBlend ? "Upper/Lower Body Blending" : "Uniform Blending"), 10, 65, 10, GRAY);
|
||||
DrawText("SPACE - Toggle blending mode", 10, GetScreenHeight() - 20, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
|
||||
UnloadModel(characterModel); // Unload model and meshes/material
|
||||
UnloadShader(skinningShader); // Unload GPU skinning shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Check if a bone is part of upper body (for selective blending)
|
||||
static bool IsUpperBodyBone(const char *boneName)
|
||||
{
|
||||
// Common upper body bone names (adjust based on your model)
|
||||
if (TextIsEqual(boneName, "spine") || TextIsEqual(boneName, "spine1") || TextIsEqual(boneName, "spine2") ||
|
||||
TextIsEqual(boneName, "chest") || TextIsEqual(boneName, "upperChest") ||
|
||||
TextIsEqual(boneName, "neck") || TextIsEqual(boneName, "head") ||
|
||||
TextIsEqual(boneName, "shoulder") || TextIsEqual(boneName, "shoulder_L") || TextIsEqual(boneName, "shoulder_R") ||
|
||||
TextIsEqual(boneName, "upperArm") || TextIsEqual(boneName, "upperArm_L") || TextIsEqual(boneName, "upperArm_R") ||
|
||||
TextIsEqual(boneName, "lowerArm") || TextIsEqual(boneName, "lowerArm_L") || TextIsEqual(boneName, "lowerArm_R") ||
|
||||
TextIsEqual(boneName, "hand") || TextIsEqual(boneName, "hand_L") || TextIsEqual(boneName, "hand_R") ||
|
||||
TextIsEqual(boneName, "clavicle") || TextIsEqual(boneName, "clavicle_L") || TextIsEqual(boneName, "clavicle_R"))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check if bone name contains upper body keywords
|
||||
if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL ||
|
||||
strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL ||
|
||||
strstr(boneName, "shoulder") != NULL || strstr(boneName, "arm") != NULL ||
|
||||
strstr(boneName, "hand") != NULL || strstr(boneName, "clavicle") != NULL)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Blend two animations per-bone with selective upper/lower body blending
|
||||
static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1,
|
||||
ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend)
|
||||
{
|
||||
// Validate inputs
|
||||
if (anim1->boneCount == 0 || anim1->framePoses == NULL ||
|
||||
anim2->boneCount == 0 || anim2->framePoses == NULL ||
|
||||
model->boneCount == 0 || model->bindPose == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Clamp blend factor to [0, 1]
|
||||
blendFactor = fminf(1.0f, fmaxf(0.0f, blendFactor));
|
||||
|
||||
// Ensure frame indices are valid
|
||||
if (frame1 >= anim1->frameCount) frame1 = anim1->frameCount - 1;
|
||||
if (frame2 >= anim2->frameCount) frame2 = anim2->frameCount - 1;
|
||||
if (frame1 < 0) frame1 = 0;
|
||||
if (frame2 < 0) frame2 = 0;
|
||||
|
||||
// Find first mesh with bones
|
||||
int firstMeshWithBones = -1;
|
||||
for (int i = 0; i < model->meshCount; i++)
|
||||
{
|
||||
if (model->meshes[i].boneMatrices)
|
||||
{
|
||||
firstMeshWithBones = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (firstMeshWithBones == -1) return;
|
||||
|
||||
// Get bone count (use minimum of all to be safe)
|
||||
int boneCount = model->boneCount;
|
||||
if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
|
||||
if (anim2->boneCount < boneCount) boneCount = anim2->boneCount;
|
||||
|
||||
// Blend each bone
|
||||
for (int boneId = 0; boneId < boneCount; boneId++)
|
||||
{
|
||||
// Determine blend factor for this bone
|
||||
float boneBlendFactor = blendFactor;
|
||||
|
||||
// If upper body blending is enabled, use different blend factors for upper vs lower body
|
||||
if (upperBodyBlend)
|
||||
{
|
||||
const char *boneName = model->bones[boneId].name;
|
||||
bool isUpperBody = IsUpperBodyBone(boneName);
|
||||
|
||||
// Upper body: use anim2 (attack), Lower body: use anim1 (walk)
|
||||
// blendFactor = 0.0 means full anim1 (walk), 1.0 means full anim2 (attack)
|
||||
if (isUpperBody) boneBlendFactor = blendFactor; // Upper body: blend towards anim2 (attack)
|
||||
else boneBlendFactor = 1.0f - blendFactor; // Lower body: blend towards anim1 (walk) - invert the blend
|
||||
}
|
||||
|
||||
// Get transforms from both animations
|
||||
Transform *bindTransform = &model->bindPose[boneId];
|
||||
Transform *anim1Transform = &anim1->framePoses[frame1][boneId];
|
||||
Transform *anim2Transform = &anim2->framePoses[frame2][boneId];
|
||||
|
||||
// Blend the transforms
|
||||
Transform blended;
|
||||
blended.translation = Vector3Lerp(anim1Transform->translation, anim2Transform->translation, boneBlendFactor);
|
||||
blended.rotation = QuaternionSlerp(anim1Transform->rotation, anim2Transform->rotation, boneBlendFactor);
|
||||
blended.scale = Vector3Lerp(anim1Transform->scale, anim2Transform->scale, boneBlendFactor);
|
||||
|
||||
// Convert bind pose to matrix
|
||||
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
|
||||
QuaternionToMatrix(bindTransform->rotation)),
|
||||
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
|
||||
|
||||
// Convert blended transform to matrix
|
||||
Matrix blendedMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z),
|
||||
QuaternionToMatrix(blended.rotation)),
|
||||
MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
|
||||
|
||||
// Calculate final bone matrix (similar to UpdateModelAnimationBones)
|
||||
model->meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
|
||||
}
|
||||
|
||||
// Copy bone matrices to remaining meshes
|
||||
for (int i = firstMeshWithBones + 1; i < model->meshCount; i++)
|
||||
{
|
||||
if (model->meshes[i].boneMatrices)
|
||||
{
|
||||
memcpy(model->meshes[i].boneMatrices,
|
||||
model->meshes[firstMeshWithBones].boneMatrices,
|
||||
model->meshes[i].boneCount*sizeof(model->meshes[i].boneMatrices[0]));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -16,6 +16,7 @@
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
#define WORLD_SIZE 8 // Size of our voxel world (8x8x8 cubes)
|
||||
@ -74,7 +75,7 @@ int main(void)
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
// Cast a ray from the screen center (where crosshair would be)
|
||||
Vector2 screenCenter = { screenWidth/2.0f, screenHeight/2.0f };
|
||||
Vector2 screenCenter = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||
Ray ray = GetMouseRay(screenCenter, camera);
|
||||
|
||||
// Check ray collision with all voxels
|
||||
@ -135,6 +136,9 @@ int main(void)
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// Draw reference point for raycasting to delete blocks
|
||||
DrawCircle(GetRenderWidth()/2, GetScreenHeight()/2, 4, RED);
|
||||
|
||||
DrawText("Left-click a voxel to remove it!", 10, 10, 20, DARKGRAY);
|
||||
DrawText("WASD to move, mouse to look around", 10, 35, 10, GRAY);
|
||||
|
||||
@ -145,6 +149,7 @@ int main(void)
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(cubeModel);
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 341 KiB After Width: | Height: | Size: 28 KiB |
@ -183,7 +183,7 @@ int main(void)
|
||||
if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
|
||||
|
||||
// Draw the decal models
|
||||
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
|
||||
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){ 0 }, 1.0f, WHITE);
|
||||
|
||||
// If we hit the mesh, draw the box for the decal
|
||||
if (collision.hit)
|
||||
@ -191,7 +191,7 @@ int main(void)
|
||||
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
|
||||
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0});
|
||||
placementCube.transform = MatrixInvert(splat);
|
||||
DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f));
|
||||
DrawModel(placementCube, (Vector3){ 0 }, 1.0f, Fade(WHITE, 0.5f));
|
||||
}
|
||||
|
||||
DrawGrid(10, 10.0f);
|
||||
|
||||
@ -17,7 +17,9 @@
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
@ -148,25 +148,25 @@ void DrawSphereBasic(Color color)
|
||||
{
|
||||
for (int j = 0; j < slices; j++)
|
||||
{
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||
}
|
||||
}
|
||||
rlEnd();
|
||||
|
||||
@ -85,9 +85,9 @@ int main(void)
|
||||
|
||||
// Calculate the cube position
|
||||
Vector3 cubePos = {
|
||||
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
|
||||
(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
|
||||
(float)(z - numBlocks/2)*(scale*3.0f) + scatter
|
||||
(float)(x - (float)numBlocks/2)*(scale*3.0f) + scatter,
|
||||
(float)(y - (float)numBlocks/2)*(scale*2.0f) + scatter,
|
||||
(float)(z - (float)numBlocks/2)*(scale*3.0f) + scatter
|
||||
};
|
||||
|
||||
// Pick a color with a hue depending on cube position for the rainbow color effect
|
||||
|
||||
6042
examples/models/raygui.h
Normal file
@ -1,263 +0,0 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* reasings - raylib easings library, based on Robert Penner library
|
||||
*
|
||||
* Useful easing functions for values animation
|
||||
*
|
||||
* This header uses:
|
||||
* #define REASINGS_STATIC_INLINE // Inlines all functions code, so it runs faster.
|
||||
* // This requires lots of memory on system.
|
||||
* How to use:
|
||||
* The four inputs t,b,c,d are defined as follows:
|
||||
* t = current time (in any unit measure, but same unit as duration)
|
||||
* b = starting value to interpolate
|
||||
* c = the total change in value of b that needs to occur
|
||||
* d = total time it should take to complete (duration)
|
||||
*
|
||||
* Example:
|
||||
*
|
||||
* int currentTime = 0;
|
||||
* int duration = 100;
|
||||
* float startPositionX = 0.0f;
|
||||
* float finalPositionX = 30.0f;
|
||||
* float currentPositionX = startPositionX;
|
||||
*
|
||||
* while (currentPositionX < finalPositionX)
|
||||
* {
|
||||
* currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration);
|
||||
* currentTime++;
|
||||
* }
|
||||
*
|
||||
* A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
|
||||
*
|
||||
* Robert Penner License
|
||||
* ---------------------------------------------------------------------------------
|
||||
* Open source under the BSD License.
|
||||
*
|
||||
* Copyright (c) 2001 Robert Penner. All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* - Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* - Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* - Neither the name of the author nor the names of contributors may be used
|
||||
* to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||||
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
|
||||
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
|
||||
* OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* ---------------------------------------------------------------------------------
|
||||
*
|
||||
* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef REASINGS_H
|
||||
#define REASINGS_H
|
||||
|
||||
#define REASINGS_STATIC_INLINE // NOTE: By default, compile functions as static inline
|
||||
|
||||
#if defined(REASINGS_STATIC_INLINE)
|
||||
#define EASEDEF static inline
|
||||
#else
|
||||
#define EASEDEF extern
|
||||
#endif
|
||||
|
||||
#include <math.h> // Required for: sinf(), cosf(), sqrtf(), powf()
|
||||
|
||||
#ifndef PI
|
||||
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
|
||||
#endif
|
||||
|
||||
#if defined(__cplusplus)
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
// Linear Easing functions
|
||||
EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear
|
||||
EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear In
|
||||
EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear Out
|
||||
EASEDEF float EaseLinearInOut(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear In Out
|
||||
|
||||
// Sine Easing functions
|
||||
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); } // Ease: Sine In
|
||||
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); } // Ease: Sine Out
|
||||
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); } // Ease: Sine In Out
|
||||
|
||||
// Circular Easing functions
|
||||
EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrtf(1.0f - t*t) - 1.0f) + b); } // Ease: Circular In
|
||||
EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*sqrtf(1.0f - t*t) + b); } // Ease: Circular Out
|
||||
EASEDEF float EaseCircInOut(float t, float b, float c, float d) // Ease: Circular In Out
|
||||
{
|
||||
if ((t/=d/2.0f) < 1.0f) return (-c/2.0f*(sqrtf(1.0f - t*t) - 1.0f) + b);
|
||||
t -= 2.0f; return (c/2.0f*(sqrtf(1.0f - t*t) + 1.0f) + b);
|
||||
}
|
||||
|
||||
// Cubic Easing functions
|
||||
EASEDEF float EaseCubicIn(float t, float b, float c, float d) { t /= d; return (c*t*t*t + b); } // Ease: Cubic In
|
||||
EASEDEF float EaseCubicOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*(t*t*t + 1.0f) + b); } // Ease: Cubic Out
|
||||
EASEDEF float EaseCubicInOut(float t, float b, float c, float d) // Ease: Cubic In Out
|
||||
{
|
||||
if ((t/=d/2.0f) < 1.0f) return (c/2.0f*t*t*t + b);
|
||||
t -= 2.0f; return (c/2.0f*(t*t*t + 2.0f) + b);
|
||||
}
|
||||
|
||||
// Quadratic Easing functions
|
||||
EASEDEF float EaseQuadIn(float t, float b, float c, float d) { t /= d; return (c*t*t + b); } // Ease: Quadratic In
|
||||
EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (-c*t*(t - 2.0f) + b); } // Ease: Quadratic Out
|
||||
EASEDEF float EaseQuadInOut(float t, float b, float c, float d) // Ease: Quadratic In Out
|
||||
{
|
||||
if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
|
||||
return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
|
||||
}
|
||||
|
||||
// Exponential Easing functions
|
||||
EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0.0f) ? b : (c*powf(2.0f, 10.0f*(t/d - 1.0f)) + b); } // Ease: Exponential In
|
||||
EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-powf(2.0f, -10.0f*t/d) + 1.0f) + b); } // Ease: Exponential Out
|
||||
EASEDEF float EaseExpoInOut(float t, float b, float c, float d) // Ease: Exponential In Out
|
||||
{
|
||||
if (t == 0.0f) return b;
|
||||
if (t == d) return (b + c);
|
||||
if ((t/=d/2.0f) < 1.0f) return (c/2.0f*powf(2.0f, 10.0f*(t - 1.0f)) + b);
|
||||
|
||||
return (c/2.0f*(-powf(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
|
||||
}
|
||||
|
||||
// Back Easing functions
|
||||
EASEDEF float EaseBackIn(float t, float b, float c, float d) // Ease: Back In
|
||||
{
|
||||
float s = 1.70158f;
|
||||
float postFix = t/=d;
|
||||
return (c*(postFix)*t*((s + 1.0f)*t - s) + b);
|
||||
}
|
||||
|
||||
EASEDEF float EaseBackOut(float t, float b, float c, float d) // Ease: Back Out
|
||||
{
|
||||
float s = 1.70158f;
|
||||
t = t/d - 1.0f;
|
||||
return (c*(t*t*((s + 1.0f)*t + s) + 1.0f) + b);
|
||||
}
|
||||
|
||||
EASEDEF float EaseBackInOut(float t, float b, float c, float d) // Ease: Back In Out
|
||||
{
|
||||
float s = 1.70158f;
|
||||
if ((t/=d/2.0f) < 1.0f)
|
||||
{
|
||||
s *= 1.525f;
|
||||
return (c/2.0f*(t*t*((s + 1.0f)*t - s)) + b);
|
||||
}
|
||||
|
||||
float postFix = t-=2.0f;
|
||||
s *= 1.525f;
|
||||
return (c/2.0f*((postFix)*t*((s + 1.0f)*t + s) + 2.0f) + b);
|
||||
}
|
||||
|
||||
// Bounce Easing functions
|
||||
EASEDEF float EaseBounceOut(float t, float b, float c, float d) // Ease: Bounce Out
|
||||
{
|
||||
if ((t/=d) < (1.0f/2.75f))
|
||||
{
|
||||
return (c*(7.5625f*t*t) + b);
|
||||
}
|
||||
else if (t < (2.0f/2.75f))
|
||||
{
|
||||
float postFix = t-=(1.5f/2.75f);
|
||||
return (c*(7.5625f*(postFix)*t + 0.75f) + b);
|
||||
}
|
||||
else if (t < (2.5/2.75))
|
||||
{
|
||||
float postFix = t-=(2.25f/2.75f);
|
||||
return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
|
||||
}
|
||||
else
|
||||
{
|
||||
float postFix = t-=(2.625f/2.75f);
|
||||
return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
|
||||
}
|
||||
}
|
||||
|
||||
EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d - t, 0.0f, c, d) + b); } // Ease: Bounce In
|
||||
EASEDEF float EaseBounceInOut(float t, float b, float c, float d) // Ease: Bounce In Out
|
||||
{
|
||||
if (t < d/2.0f) return (EaseBounceIn(t*2.0f, 0.0f, c, d)*0.5f + b);
|
||||
else return (EaseBounceOut(t*2.0f - d, 0.0f, c, d)*0.5f + c*0.5f + b);
|
||||
}
|
||||
|
||||
// Elastic Easing functions
|
||||
EASEDEF float EaseElasticIn(float t, float b, float c, float d) // Ease: Elastic In
|
||||
{
|
||||
if (t == 0.0f) return b;
|
||||
if ((t/=d) == 1.0f) return (b + c);
|
||||
|
||||
float p = d*0.3f;
|
||||
float a = c;
|
||||
float s = p/4.0f;
|
||||
float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
|
||||
|
||||
return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
|
||||
}
|
||||
|
||||
EASEDEF float EaseElasticOut(float t, float b, float c, float d) // Ease: Elastic Out
|
||||
{
|
||||
if (t == 0.0f) return b;
|
||||
if ((t/=d) == 1.0f) return (b + c);
|
||||
|
||||
float p = d*0.3f;
|
||||
float a = c;
|
||||
float s = p/4.0f;
|
||||
|
||||
return (a*powf(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
|
||||
}
|
||||
|
||||
EASEDEF float EaseElasticInOut(float t, float b, float c, float d) // Ease: Elastic In Out
|
||||
{
|
||||
if (t == 0.0f) return b;
|
||||
if ((t/=d/2.0f) == 2.0f) return (b + c);
|
||||
|
||||
float p = d*(0.3f*1.5f);
|
||||
float a = c;
|
||||
float s = p/4.0f;
|
||||
|
||||
if (t < 1.0f)
|
||||
{
|
||||
float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
|
||||
return -0.5f*(postFix*sinf((t*d-s)*(2.0f*PI)/p)) + b;
|
||||
}
|
||||
|
||||
float postFix = a*powf(2.0f, -10.0f*(t-=1.0f));
|
||||
|
||||
return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
|
||||
}
|
||||
|
||||
#if defined(__cplusplus)
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // REASINGS_H
|
||||
|
Before Width: | Height: | Size: 10 KiB |
@ -36,7 +36,7 @@ void main()
|
||||
vec3 ambient = albedo*vec3(0.1);
|
||||
vec3 viewDirection = normalize(viewPosition - fragPosition);
|
||||
|
||||
for (int i = 0; i < NR_LIGHTS; ++i)
|
||||
for (int i = 0; i < NR_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 0) continue;
|
||||
vec3 lightDirection = lights[i].position - fragPosition;
|
||||
|
||||
@ -34,7 +34,7 @@ void main()
|
||||
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
|
||||
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
|
||||
|
||||
for (int iter = 0; iter < maxIterationsLimit; ++iter)
|
||||
for (int iter = 0; iter < maxIterationsLimit; iter++)
|
||||
{
|
||||
float aa = a*a;
|
||||
float bb = b*b;
|
||||
|
||||
@ -19,7 +19,8 @@ uniform float ampY;
|
||||
uniform float speedX;
|
||||
uniform float speedY;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
float pixelWidth = 1.0/size.x;
|
||||
float pixelHeight = 1.0/size.y;
|
||||
float aspect = pixelHeight/pixelWidth;
|
||||
|
||||
@ -34,7 +34,7 @@ void main()
|
||||
vec3 ambient = albedo*vec3(0.1);
|
||||
vec3 viewDirection = normalize(viewPosition - fragPosition);
|
||||
|
||||
for (int i = 0; i < NR_LIGHTS; ++i)
|
||||
for (int i = 0; i < NR_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 0) continue;
|
||||
vec3 lightDirection = lights[i].position - fragPosition;
|
||||
|
||||
@ -41,7 +41,7 @@ void main()
|
||||
a = aa - bb + c.x;
|
||||
b = twoab + c.y;
|
||||
|
||||
++iter;
|
||||
iter++;
|
||||
}
|
||||
|
||||
if (iter >= maxIterations)
|
||||
|
||||
@ -17,7 +17,8 @@ uniform float ampY;
|
||||
uniform float speedX;
|
||||
uniform float speedY;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
float pixelWidth = 1.0/size.x;
|
||||
float pixelHeight = 1.0/size.y;
|
||||
float aspect = pixelHeight/pixelWidth;
|
||||
|
||||
@ -23,7 +23,8 @@ uniform vec3 viewPosition;
|
||||
const float QUADRATIC = 0.032;
|
||||
const float LINEAR = 0.09;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
vec3 fragPosition = texture(gPosition, texCoord).rgb;
|
||||
vec3 normal = texture(gNormal, texCoord).rgb;
|
||||
vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
|
||||
@ -32,7 +33,7 @@ void main() {
|
||||
vec3 ambient = albedo*vec3(0.1f);
|
||||
vec3 viewDirection = normalize(viewPosition - fragPosition);
|
||||
|
||||
for (int i = 0; i < NR_LIGHTS; ++i)
|
||||
for (int i = 0; i < NR_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 0) continue;
|
||||
vec3 lightDirection = lights[i].position - fragPosition;
|
||||
|
||||
@ -5,7 +5,8 @@ layout (location = 1) in vec2 vertexTexCoord;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(vertexPosition, 1.0);
|
||||
texCoord = vertexTexCoord;
|
||||
}
|
||||
|
||||
@ -10,7 +10,8 @@ in vec3 fragNormal;
|
||||
uniform sampler2D diffuseTexture;
|
||||
uniform sampler2D specularTexture;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
// store the fragment position vector in the first gbuffer texture
|
||||
gPosition = fragPosition;
|
||||
// also store the per-fragment normals into the gbuffer
|
||||
|
||||
@ -31,7 +31,7 @@ void main()
|
||||
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
|
||||
|
||||
int iter = 0;
|
||||
for (iter = 0; iter < maxIterations; ++iter)
|
||||
for (iter = 0; iter < maxIterations; iter++)
|
||||
{
|
||||
float aa = a*a;
|
||||
float bb = b*b;
|
||||
|
||||
@ -22,7 +22,8 @@ uniform float ampY;
|
||||
uniform float speedX;
|
||||
uniform float speedY;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
float pixelWidth = 1.0/size.x;
|
||||
float pixelHeight = 1.0/size.y;
|
||||
float aspect = pixelHeight/pixelWidth;
|
||||
|
||||
@ -258,8 +258,8 @@ int main(void)
|
||||
UnloadImage(pattern);
|
||||
|
||||
mode = MODE_PAUSE;
|
||||
offsetX = worldWidth*presetPatterns[preset].position.x - windowWidth/zoom/2.0f;
|
||||
offsetY = worldHeight*presetPatterns[preset].position.y - windowHeight/zoom/2.0f;
|
||||
offsetX = worldWidth*presetPatterns[preset].position.x - (float)windowWidth/zoom/2.0f;
|
||||
offsetY = worldHeight*presetPatterns[preset].position.y - (float)windowHeight/zoom/2.0f;
|
||||
}
|
||||
|
||||
// Check window draw inside world limits
|
||||
|
||||
@ -65,7 +65,7 @@ int main(void)
|
||||
Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
|
||||
|
||||
// Declare Struct used to store camera locs
|
||||
RayLocs marchLocs = {0};
|
||||
RayLocs marchLocs = { 0 };
|
||||
|
||||
// Fill the struct with shader locs
|
||||
marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
|
||||
|
||||
@ -1,9 +1,9 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [others] example - compute shader
|
||||
* raylib [shaders] example - rlgl compute
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support,
|
||||
* shaders used in this example are #version 430 (OpenGL 4.3)
|
||||
* WARNING: This example requires raylib compiled with OpenGL 4.3 version for
|
||||
* compute shaders support, shaders used in this example are #version 430
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
@ -19,9 +19,10 @@
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "rlgl.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdlib.h> // Required for: NULL
|
||||
|
||||
// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant
|
||||
// This must be a multiple of 16 (check golLogic compute dispatch)
|
||||
@ -57,7 +58,7 @@ int main(void)
|
||||
const int screenWidth = GOL_WIDTH;
|
||||
const int screenHeight = GOL_WIDTH;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [others] example - compute shader");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl compute");
|
||||
|
||||
const Vector2 resolution = { (float)screenWidth, (float)screenHeight };
|
||||
unsigned int brushSize = 8;
|
||||
|
Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 43 KiB |
@ -41,7 +41,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
|
||||
|
||||
// set up camera
|
||||
Camera camera = {0};
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
|
||||
camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
|
||||
camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
|
||||
|
||||
@ -58,7 +58,7 @@ int main(void)
|
||||
|
||||
int ballCount = 1;
|
||||
Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
|
||||
Vector2 pressOffset = {0}; // Mouse press offset relative to the ball that grabbedd
|
||||
Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd
|
||||
|
||||
float gravity = 100; // World gravity
|
||||
|
||||
|
||||
@ -45,7 +45,7 @@ int main(void)
|
||||
for (int i = 0; i < MAX_COLORS_COUNT; i++)
|
||||
{
|
||||
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
|
||||
colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
|
||||
colorsRecs[i].y = 80.0f + 100.0f *((int)i/7) + 10.0f *((float)i/7);
|
||||
colorsRecs[i].width = 100.0f;
|
||||
colorsRecs[i].height = 100.0f;
|
||||
}
|
||||
|
||||
@ -311,7 +311,7 @@ static void DrawDisplaySegment(Vector2 center, int length, int thick, bool verti
|
||||
(Vector2){ center.x + thick/2.0f, center.y - length/2.0f }, // Point 3
|
||||
(Vector2){ center.x - thick/2.0f, center.y + length/2.0f }, // Point 4
|
||||
(Vector2){ center.x + thick/2.0f, center.y + length/2.0f }, // Point 5
|
||||
(Vector2){ center.x, center.y + length/2 + thick/2.0f }, // Point 6
|
||||
(Vector2){ center.x, center.y + (float)length/2 + thick/2.0f }, // Point 6
|
||||
};
|
||||
|
||||
DrawTriangleStrip(segmentPointsV, 6, color);
|
||||
|
||||
@ -49,8 +49,8 @@ int main(void)
|
||||
float totalM = m1 + m2;
|
||||
|
||||
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||
previousPosition.x += (screenWidth/2);
|
||||
previousPosition.y += (screenHeight/2 - 100);
|
||||
previousPosition.x += ((float)screenWidth/2);
|
||||
previousPosition.y += ((float)screenHeight/2 - 100);
|
||||
|
||||
// Scale length
|
||||
float L1 = l1*lengthScaler;
|
||||
@ -105,8 +105,8 @@ int main(void)
|
||||
|
||||
// Calculate position
|
||||
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||
currentPosition.x += screenWidth/2;
|
||||
currentPosition.y += screenHeight/2 - 100;
|
||||
currentPosition.x += (float)screenWidth/2;
|
||||
currentPosition.y += (float)screenHeight/2 - 100;
|
||||
|
||||
// Draw to render texture
|
||||
BeginTextureMode(target);
|
||||
|
||||
@ -1,11 +1,11 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [others] example - easings testbed
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
* raylib [shapes] example - easings testbed
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
@ -17,7 +17,7 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "reasings.h" // Required for easing functions
|
||||
#include "reasings.h" // Required for: easing functions
|
||||
|
||||
#define FONT_SIZE 20
|
||||
|
||||
@ -26,6 +26,9 @@
|
||||
#define D_MIN 1.0f
|
||||
#define D_MAX 10000.0f
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Easing types
|
||||
enum EasingTypes {
|
||||
EASE_LINEAR_NONE = 0,
|
||||
@ -60,13 +63,22 @@ enum EasingTypes {
|
||||
EASING_NONE = NUM_EASING_TYPES
|
||||
};
|
||||
|
||||
static float NoEase(float t, float b, float c, float d); // NoEase function declaration, function used when "no easing" is selected for any axis
|
||||
|
||||
// Easing functions reference data
|
||||
static const struct {
|
||||
typedef struct EasingFuncs {
|
||||
const char *name;
|
||||
float (*func)(float, float, float, float);
|
||||
} Easings[] = {
|
||||
} EasingFuncs;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
// Function used when "no easing" is selected for any axis
|
||||
static float NoEase(float t, float b, float c, float d);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// Easing functions reference data
|
||||
static const EasingFuncs easings[] = {
|
||||
[EASE_LINEAR_NONE] = { .name = "EaseLinearNone", .func = EaseLinearNone },
|
||||
[EASE_LINEAR_IN] = { .name = "EaseLinearIn", .func = EaseLinearIn },
|
||||
[EASE_LINEAR_OUT] = { .name = "EaseLinearOut", .func = EaseLinearOut },
|
||||
@ -108,7 +120,7 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [others] example - easings testbed");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings testbed");
|
||||
|
||||
Vector2 ballPosition = { 100.0f, 100.0f };
|
||||
|
||||
@ -157,11 +169,11 @@ int main(void)
|
||||
}
|
||||
|
||||
// Change d (duration) value
|
||||
if (IsKeyPressed(KEY_W) && d < D_MAX - D_STEP) d += D_STEP;
|
||||
else if (IsKeyPressed(KEY_Q) && d > D_MIN + D_STEP) d -= D_STEP;
|
||||
if (IsKeyPressed(KEY_W) && (d < D_MAX - D_STEP)) d += D_STEP;
|
||||
else if (IsKeyPressed(KEY_Q) && (d > D_MIN + D_STEP)) d -= D_STEP;
|
||||
|
||||
if (IsKeyDown(KEY_S) && d < D_MAX - D_STEP_FINE) d += D_STEP_FINE;
|
||||
else if (IsKeyDown(KEY_A) && d > D_MIN + D_STEP_FINE) d -= D_STEP_FINE;
|
||||
if (IsKeyDown(KEY_S) && (d < D_MAX - D_STEP_FINE)) d += D_STEP_FINE;
|
||||
else if (IsKeyDown(KEY_A) && (d > D_MIN + D_STEP_FINE)) d -= D_STEP_FINE;
|
||||
|
||||
// Play, pause and restart controls
|
||||
if (IsKeyPressed(KEY_SPACE) || IsKeyPressed(KEY_T) ||
|
||||
@ -182,8 +194,8 @@ int main(void)
|
||||
// Movement computation
|
||||
if (!paused && ((boundedT && t < d) || !boundedT))
|
||||
{
|
||||
ballPosition.x = Easings[easingX].func(t, 100.0f, 700.0f - 170.0f, d);
|
||||
ballPosition.y = Easings[easingY].func(t, 100.0f, 400.0f - 170.0f, d);
|
||||
ballPosition.x = easings[easingX].func(t, 100.0f, 700.0f - 170.0f, d);
|
||||
ballPosition.y = easings[easingY].func(t, 100.0f, 400.0f - 170.0f, d);
|
||||
t += 1.0f;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -195,8 +207,8 @@ int main(void)
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw information text
|
||||
DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 20, FONT_SIZE, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 20, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText(TextFormat("Easing x: %s", easings[easingX].name), 20, FONT_SIZE, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText(TextFormat("Easing y: %s", easings[easingY].name), 20, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 20, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
|
||||
|
||||
// Draw instructions text
|
||||
@ -220,7 +232,9 @@ int main(void)
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
// NoEase function, used when "no easing" is selected for any axis
|
||||
// It just ignores all parameters besides b
|
||||
static float NoEase(float t, float b, float c, float d)
|
||||
|
Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 17 KiB |
@ -49,8 +49,8 @@ int main(void)
|
||||
bool showPercentages = false;
|
||||
bool showDonut = false;
|
||||
int hoveredSlice = -1;
|
||||
Rectangle scrollPanelBounds = {0};
|
||||
Vector2 scrollContentOffset = {0};
|
||||
Rectangle scrollPanelBounds = { 0 };
|
||||
Vector2 scrollContentOffset = { 0 };
|
||||
Rectangle view = { 0 };
|
||||
|
||||
// UI layout parameters
|
||||
|
||||
@ -113,7 +113,7 @@ int main(void)
|
||||
|
||||
// Set the text (using markdown!)
|
||||
char text[64] = "Hello ~~World~~ in 3D!";
|
||||
Vector3 tbox = {0};
|
||||
Vector3 tbox = { 0 };
|
||||
int layers = 1;
|
||||
int quads = 0;
|
||||
float layerDistance = 0.01f;
|
||||
@ -133,7 +133,7 @@ int main(void)
|
||||
Shader alphaDiscard = LoadShader(NULL, TextFormat("resources/shaders/glsl%i/alpha_discard.fs", GLSL_VERSION));
|
||||
|
||||
// Array filled with multiple random colors (when multicolor mode is set)
|
||||
Color multi[TEXT_MAX_LAYERS] = {0};
|
||||
Color multi[TEXT_MAX_LAYERS] = { 0 };
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
|
||||
@ -97,8 +97,8 @@ int main(void)
|
||||
if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
|
||||
else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
|
||||
|
||||
fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
|
||||
fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
|
||||
fontPosition.x = (float)GetScreenWidth()/2 - textSize.x/2;
|
||||
fontPosition.y = (float)GetScreenHeight()/2 - textSize.y/2 + 80;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
||||
@ -226,7 +226,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap)
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
}
|
||||
@ -234,7 +234,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
|
||||
@ -258,7 +258,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
|
||||
if (wordWrap && (i == endLine))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
startLine = endLine;
|
||||
endLine = -1;
|
||||
|
||||
@ -65,7 +65,7 @@ int main(void)
|
||||
TextParticle textParticles[MAX_TEXT_PARTICLES] = { 0 };
|
||||
int particleCount = 0;
|
||||
TextParticle *grabbedTextParticle = NULL;
|
||||
Vector2 pressOffset = {0};
|
||||
Vector2 pressOffset = { 0 };
|
||||
|
||||
PrepareFirstTextParticle("raylib => fun videogames programming!", textParticles, &particleCount);
|
||||
|
||||
|
||||
@ -277,7 +277,7 @@ int main(void)
|
||||
DrawTriangle(a, b, c, emoji[selected].color);
|
||||
|
||||
// Draw the main text message
|
||||
Rectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
|
||||
Rectangle textRect = { msgRect.x + (float)horizontalPadding/2, msgRect.y + (float)verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
|
||||
DrawTextBoxed(*font, messages[message].text, textRect, (float)font->baseSize, 1.0f, true, WHITE);
|
||||
|
||||
// Draw the info text below the main message
|
||||
@ -421,7 +421,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap)
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
}
|
||||
@ -429,7 +429,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
|
||||
@ -453,7 +453,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
|
||||
if (wordWrap && (i == endLine))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
startLine = endLine;
|
||||
endLine = -1;
|
||||
|
||||
@ -41,7 +41,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - words alignment");
|
||||
|
||||
// Define the rectangle we will draw the text in
|
||||
Rectangle textContainerRect = (Rectangle){ screenWidth/2-screenWidth/4, screenHeight/2-screenHeight/3, screenWidth/2, screenHeight*2/3 };
|
||||
Rectangle textContainerRect = (Rectangle){ (float)screenWidth/2-(float)screenWidth/4, (float)screenHeight/2-(float)screenHeight/3, (float)screenWidth/2, (float)screenHeight*2/3 };
|
||||
|
||||
// Some text to display the current alignment
|
||||
const char *textAlignNameH[] = { "Left", "Centre", "Right" };
|
||||
|
||||
@ -83,10 +83,10 @@ int main(void)
|
||||
bunnies[i].position.x += bunnies[i].speed.x;
|
||||
bunnies[i].position.y += bunnies[i].speed.y;
|
||||
|
||||
if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) ||
|
||||
((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
|
||||
if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) ||
|
||||
((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
|
||||
if (((bunnies[i].position.x + (float)texBunny.width/2) > GetScreenWidth()) ||
|
||||
((bunnies[i].position.x + (float)texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
|
||||
if (((bunnies[i].position.y + (float)texBunny.height/2) > GetScreenHeight()) ||
|
||||
((bunnies[i].position.y + (float)texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -165,7 +165,7 @@ int main(void)
|
||||
|
||||
// If the mouse is on this preset, highlight it
|
||||
if (mouseInCell == i + 8)
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*((float)i/2),
|
||||
(presetsSizeY + 2.0f)*(i%2),
|
||||
presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
|
||||
}
|
||||
|
||||
@ -68,6 +68,7 @@ int main(void)
|
||||
// at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering
|
||||
RenderTexture2D fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY);
|
||||
SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR);
|
||||
SetTextureWrap(fogOfWar.texture, TEXTURE_WRAP_CLAMP);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -93,8 +94,8 @@ int main(void)
|
||||
for (unsigned int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
|
||||
|
||||
// Get current tile position from player pixel position
|
||||
playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileX = (int)((playerPosition.x + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileY = (int)((playerPosition.y + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
|
||||
// Check visibility and update fog
|
||||
// NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)
|
||||
|
||||
@ -148,6 +148,7 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(observerTarget);
|
||||
UnloadRenderTexture(subjectTarget);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -156,7 +156,7 @@ int main(void)
|
||||
{
|
||||
DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
|
||||
DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
|
||||
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
|
||||
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - (float)MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
|
||||
}
|
||||
|
||||
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
|
||||
|
||||
@ -38,7 +38,7 @@ int main(void)
|
||||
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
|
||||
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
|
||||
|
||||
Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
|
||||
Vector2 position = { (float)screenWidth/2 - (float)texture.width/2, (float)screenHeight/2 - (float)texture.height/2 - 20 };
|
||||
|
||||
bool showFont = false;
|
||||
|
||||
|
||||
@ -52,6 +52,7 @@ int main(void)
|
||||
float hue = t*t;
|
||||
float saturation = t;
|
||||
float value = t;
|
||||
|
||||
palette[i] = ColorFromHSV(250.0f + 150.0f*hue, saturation, value);
|
||||
}
|
||||
|
||||
@ -66,11 +67,9 @@ int main(void)
|
||||
// Grow flameRoot
|
||||
for (int x = 2; x < flameWidth; x++)
|
||||
{
|
||||
unsigned char flame = flameRootBuffer[x];
|
||||
if (flame == 255) continue;
|
||||
int flame = (int)flameRootBuffer[x];
|
||||
flame += GetRandomValue(0, 2);
|
||||
if (flame > 255) flame = 255;
|
||||
flameRootBuffer[x] = flame;
|
||||
flameRootBuffer[x] = (flame > 255)? 255: (unsigned char)flame;
|
||||
}
|
||||
|
||||
// Transfer flameRoot to indexBuffer
|
||||
@ -83,8 +82,7 @@ int main(void)
|
||||
// Clear top row, because it can't move any higher
|
||||
for (int x = 0; x < imageWidth; x++)
|
||||
{
|
||||
if (indexBuffer[x] == 0) continue;
|
||||
indexBuffer[x] = 0;
|
||||
if (indexBuffer[x] != 0) indexBuffer[x] = 0;
|
||||
}
|
||||
|
||||
// Skip top row, it is already cleared
|
||||
@ -94,20 +92,24 @@ int main(void)
|
||||
{
|
||||
unsigned int i = x + y*imageWidth;
|
||||
unsigned char colorIndex = indexBuffer[i];
|
||||
if (colorIndex == 0) continue;
|
||||
|
||||
if (colorIndex != 0)
|
||||
{
|
||||
// Move pixel a row above
|
||||
indexBuffer[i] = 0;
|
||||
int moveX = GetRandomValue(0, 2) - 1;
|
||||
int newX = x + moveX;
|
||||
if (newX < 0 || newX >= imageWidth) continue;
|
||||
|
||||
if ((newX > 0) && (newX < imageWidth))
|
||||
{
|
||||
unsigned int iabove = i - imageWidth + moveX;
|
||||
int decay = GetRandomValue(0, 3);
|
||||
colorIndex -= (decay < colorIndex)? decay : colorIndex;
|
||||
indexBuffer[iabove] = colorIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update screenImage with palette colors
|
||||
for (int y = 1; y < imageHeight; y++)
|
||||
@ -117,6 +119,7 @@ int main(void)
|
||||
unsigned int i = x + y*imageWidth;
|
||||
unsigned char colorIndex = indexBuffer[i];
|
||||
Color col = palette[colorIndex];
|
||||
|
||||
ImageDrawPixel(&screenImage, x, y, col);
|
||||
}
|
||||
}
|
||||
|
||||
@ -39,7 +39,7 @@ int main(void)
|
||||
Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
|
||||
|
||||
// Define button bounds on screen
|
||||
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
|
||||
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - (float)button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
|
||||
|
||||
int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
|
||||
bool btnAction = false; // Button action should be activated
|
||||
|
||||
@ -39,8 +39,8 @@ int main(void)
|
||||
Texture2D explosion = LoadTexture("resources/explosion.png");
|
||||
|
||||
// Init variables for animation
|
||||
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
|
||||
float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
|
||||
float frameWidth = (float)explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
|
||||
float frameHeight = (float)explosion.height/NUM_LINES; // Sprite one frame rectangle height
|
||||
int currentFrame = 0;
|
||||
int currentLine = 0;
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 4.5 KiB |
|
Before Width: | Height: | Size: 475 B After Width: | Height: | Size: 490 B |
@ -1,7 +1,8 @@
|
||||
#include <math.h>
|
||||
#include "raylib.h"
|
||||
|
||||
int main() {
|
||||
int main()
|
||||
{
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
@ -17,7 +18,8 @@ int main() {
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
while (!WindowShouldClose()) {
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
cam.position.x = sin(GetTime())*10.0f;
|
||||
cam.position.z = cos(GetTime())*10.0f;
|
||||
|
||||
|
||||
569
projects/VS2022/examples/core_window_web.vcxproj
Normal file
@ -0,0 +1,569 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug.DLL|ARM64">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug.DLL|Win32">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug.DLL|x64">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|ARM64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|ARM64">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|Win32">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|x64">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>core_window_web</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>core_window_web</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
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|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Debug|x64.Build.0 = Debug|x64
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Debug|x86.Build.0 = Debug|Win32
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release|x64.ActiveCfg = Release|x64
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release|x64.Build.0 = Release|x64
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release|x86.ActiveCfg = Release|Win32
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671}.Release|x86.Build.0 = Release|Win32
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug.DLL|ARM64.Build.0 = Debug.DLL|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug|ARM64.ActiveCfg = Debug|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug|ARM64.Build.0 = Debug|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug|x64.Build.0 = Debug|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Debug|x86.Build.0 = Debug|Win32
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release.DLL|ARM64.ActiveCfg = Release.DLL|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release.DLL|ARM64.Build.0 = Release.DLL|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release|ARM64.ActiveCfg = Release|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release|ARM64.Build.0 = Release|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release|x64.ActiveCfg = Release|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release|x64.Build.0 = Release|x64
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release|x86.ActiveCfg = Release|Win32
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D}.Release|x86.Build.0 = Release|Win32
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug|ARM64.ActiveCfg = Debug|ARM64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug|x64.Build.0 = Debug|x64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Debug|x86.Build.0 = Debug|Win32
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|x64.ActiveCfg = Release|x64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|x64.Build.0 = Release|x64
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|x86.ActiveCfg = Release|Win32
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
@ -5455,7 +5455,6 @@ Global
|
||||
{AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
|
||||
{5317807F-61D4-4E0F-B6DC-2D9F12621ED9} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
|
||||
{CC132A4D-D081-4C26-BFB9-AB11984054F8} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
|
||||
{E9D708A5-9C1F-4B84-A795-C5F191801762} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
|
||||
{0981CA98-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{C25D2CC6-80CA-4C8A-BE3B-2E0F4EA5D0CC} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{103B292B-049B-4B15-85A1-9F902840DB2C} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
@ -5560,9 +5559,6 @@ Global
|
||||
{11F33A39-74B7-4018-B5F9-CC285A673A8F} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{A6F5E35E-B4A7-41B3-853A-75558E6E0715} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{291B4975-8EFF-4C7C-8AF3-44A77B8491B8} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{FDE6080B-E203-4066-910D-AD0302566008} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
|
||||
{E1B6D565-9D7C-46B7-9202-ECF54974DE50} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
|
||||
{2F1B955B-275E-4D8E-8864-06FEC44D7912} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{F2DB2E59-76BF-4D81-859A-AFC289C046C0} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
@ -5572,7 +5568,6 @@ Global
|
||||
{3CFF7AB8-32CB-4D6D-9FED-53DBEF277359} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{8B1AF423-00F1-4924-AC54-F77D402D2AC9} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{658A1B85-554E-4A5D-973A-FFE592CDD5F2} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{07CA51AD-72AE-46A2-AAED-DC3E3F807976} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
|
||||
{27B110CC-43C0-400A-89D9-245E681647D7} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{1DE84812-E143-4C4B-A61D-9267AAD55401} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{4A87569C-4BD3-4113-B4B9-573D65B3D3F8} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
|
||||
@ -5619,14 +5614,13 @@ Global
|
||||
{3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{19CA0070-B4B2-4394-90B7-D0C259AA35BA} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{9DB1F875-6E65-4195-B23F-ED8095C0B99C} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{9DB1F875-6E65-4195-B23F-ED8095C0B99C} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{52BA9067-A5FC-4CE8-82AD-7204ECFDEF9F} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{8E132D5A-2C00-48D0-8747-97E41356F26F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{A4662163-83E7-4309-8CAA-B0BF13655FE6} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{5F4B766F-DD52-4B53-B6C3-BC7611E17F20} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{FF5F9EE9-29C5-40EE-BBCF-AE51B001FEC3} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{A9C422E7-0F03-4DBC-AC93-5C3EF4942DEC} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
|
||||
{0C442799-B09C-4CD1-9538-711B6E85E9BF} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{DFB40A10-F8B7-412A-BCC3-5EE49294D816} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{BB58A5FB-1A35-4471-86D0-A5189EC541B3} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
@ -5663,6 +5657,11 @@ Global
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{4250CE87-9AA0-43BB-AB47-0636548922B5} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{AEA9D0D4-B810-4624-BC75-10A291584ED6} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{AC751FE1-C986-4B6A-92A8-28ED89DEE671} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{BB9C957D-34F1-46AE-B64A-9E0499C1746D} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||
|
||||
@ -841,6 +841,7 @@ ifeq ($(ROOT),root)
|
||||
# Copying raylib development files to $(RAYLIB_H_INSTALL_PATH).
|
||||
cp --update raylib.h $(RAYLIB_H_INSTALL_PATH)/raylib.h
|
||||
cp --update raymath.h $(RAYLIB_H_INSTALL_PATH)/raymath.h
|
||||
cp --update rcamera.h $(RAYLIB_H_INSTALL_PATH)/rcamera.h
|
||||
cp --update rlgl.h $(RAYLIB_H_INSTALL_PATH)/rlgl.h
|
||||
@echo "raylib development files installed/updated!"
|
||||
else
|
||||
|
||||
@ -303,6 +303,7 @@
|
||||
#define AUDIO_DEVICE_FORMAT ma_format_f32 // Device output format (miniaudio: float-32bit)
|
||||
#define AUDIO_DEVICE_CHANNELS 2 // Device output channels: stereo
|
||||
#define AUDIO_DEVICE_SAMPLE_RATE 0 // Device sample rate (device default)
|
||||
#define AUDIO_DEVICE_PERIOD_SIZE_IN_FRAMES 0 // Device period size (controls latency, 0 defaults to 10ms)
|
||||
|
||||
#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16 // Maximum number of audio pool channels
|
||||
|
||||
|
||||
775
src/external/miniaudio.h
vendored
250
src/external/win32_clipboard.h
vendored
@ -4,7 +4,7 @@
|
||||
|
||||
#ifndef WIN32_CLIPBOARD_
|
||||
#define WIN32_CLIPBOARD_
|
||||
unsigned char* Win32GetClipboardImageData(int* width, int* height, unsigned long long int *dataSize);
|
||||
unsigned char *Win32GetClipboardImageData(int *width, int *height, unsigned long long int *dataSize);
|
||||
#endif // WIN32_CLIPBOARD_
|
||||
|
||||
#ifdef WIN32_CLIPBOARD_IMPLEMENTATION
|
||||
@ -13,41 +13,41 @@ unsigned char* Win32GetClipboardImageData(int* width, int* height, unsigned long
|
||||
#include <stdlib.h>
|
||||
#include <assert.h>
|
||||
|
||||
// NOTE: These search for architecture is taken from "Windows.h", and it's necessary if we really don't wanna import windows.h
|
||||
// NOTE: These search for architecture is taken from "windows.h", and it's necessary to avoid including windows.h
|
||||
// and still make it compile on msvc, because import indirectly importing "winnt.h" (e.g. <minwindef.h>) can cause problems is these are not defined.
|
||||
#if !defined(_X86_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_IX86)
|
||||
#define _X86_
|
||||
#if !defined(_CHPE_X86_ARM64_) && defined(_M_HYBRID)
|
||||
#define _CHPE_X86_ARM64_
|
||||
#endif
|
||||
#define _X86_
|
||||
#if !defined(_CHPE_X86_ARM64_) && defined(_M_HYBRID)
|
||||
#define _CHPE_X86_ARM64_
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if !defined(_AMD64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && (defined(_M_AMD64) || defined(_M_ARM64EC))
|
||||
#define _AMD64_
|
||||
#define _AMD64_
|
||||
#endif
|
||||
|
||||
#if !defined(_ARM_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_ARM)
|
||||
#define _ARM_
|
||||
#define _ARM_
|
||||
#endif
|
||||
|
||||
#if !defined(_ARM64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64EC_) && defined(_M_ARM64)
|
||||
#define _ARM64_
|
||||
#define _ARM64_
|
||||
#endif
|
||||
|
||||
#if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_ARM64EC)
|
||||
#define _ARM64EC_
|
||||
#define _ARM64EC_
|
||||
#endif
|
||||
|
||||
#if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_M68K)
|
||||
#define _68K_
|
||||
#define _68K_
|
||||
#endif
|
||||
|
||||
#if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_MPPC)
|
||||
#define _MPPC_
|
||||
#define _MPPC_
|
||||
#endif
|
||||
|
||||
#if !defined(_IA64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_M_IX86) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_IA64)
|
||||
#define _IA64_
|
||||
#define _IA64_
|
||||
#endif
|
||||
|
||||
|
||||
@ -59,40 +59,39 @@ unsigned char* Win32GetClipboardImageData(int* width, int* height, unsigned long
|
||||
// #include <minwinbase.h>
|
||||
|
||||
#ifndef WINAPI
|
||||
#if defined(_ARM_)
|
||||
#define WINAPI
|
||||
#else
|
||||
#define WINAPI __stdcall
|
||||
#endif
|
||||
#if defined(_ARM_)
|
||||
#define WINAPI
|
||||
#else
|
||||
#define WINAPI __stdcall
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef WINAPI
|
||||
#if defined(_ARM_)
|
||||
#define WINAPI
|
||||
#else
|
||||
#define WINAPI __stdcall
|
||||
#endif
|
||||
#if defined(_ARM_)
|
||||
#define WINAPI
|
||||
#else
|
||||
#define WINAPI __stdcall
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef WINBASEAPI
|
||||
#ifndef _KERNEL32_
|
||||
#define WINBASEAPI DECLSPEC_IMPORT
|
||||
#else
|
||||
#define WINBASEAPI
|
||||
#endif
|
||||
#ifndef _KERNEL32_
|
||||
#define WINBASEAPI DECLSPEC_IMPORT
|
||||
#else
|
||||
#define WINBASEAPI
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef WINUSERAPI
|
||||
#ifndef _USER32_
|
||||
#define WINUSERAPI __declspec (dllimport)
|
||||
#else
|
||||
#define WINUSERAPI
|
||||
#endif
|
||||
#ifndef _USER32_
|
||||
#define WINUSERAPI __declspec (dllimport)
|
||||
#else
|
||||
#define WINUSERAPI
|
||||
#endif
|
||||
#endif
|
||||
|
||||
typedef int WINBOOL;
|
||||
|
||||
|
||||
#if !defined(_WINUSER_) || !defined(WINUSER_ALREADY_INCLUDED)
|
||||
WINUSERAPI WINBOOL WINAPI OpenClipboard(HWND hWndNewOwner);
|
||||
WINUSERAPI WINBOOL WINAPI CloseClipboard(VOID);
|
||||
@ -116,7 +115,7 @@ WINUSERAPI HWND WINAPI GetOpenClipboardWindow(VOID);
|
||||
#endif
|
||||
|
||||
#ifndef HGLOBAL
|
||||
#define HGLOBAL void*
|
||||
#define HGLOBAL void*
|
||||
#endif
|
||||
|
||||
#if !defined(_WINBASE_) || !defined(WINBASE_ALREADY_INCLUDED)
|
||||
@ -125,7 +124,6 @@ WINBASEAPI LPVOID WINAPI GlobalLock (HGLOBAL hMem);
|
||||
WINBASEAPI WINBOOL WINAPI GlobalUnlock (HGLOBAL hMem);
|
||||
#endif
|
||||
|
||||
|
||||
#if !defined(_WINGDI_) || !defined(WINGDI_ALREADY_INCLUDED)
|
||||
#ifndef BITMAPINFOHEADER_ALREADY_DEFINED
|
||||
#define BITMAPINFOHEADER_ALREADY_DEFINED
|
||||
@ -170,8 +168,7 @@ typedef struct tagRGBQUAD {
|
||||
} RGBQUAD, *LPRGBQUAD;
|
||||
#endif
|
||||
|
||||
|
||||
// https://learn.microsoft.com/en-us/openspecs/windows_protocols/ms-wmf/4e588f70-bd92-4a6f-b77f-35d0feaf7a57
|
||||
// REF: https://learn.microsoft.com/en-us/openspecs/windows_protocols/ms-wmf/4e588f70-bd92-4a6f-b77f-35d0feaf7a57
|
||||
#define BI_RGB 0x0000
|
||||
#define BI_RLE8 0x0001
|
||||
#define BI_RLE4 0x0002
|
||||
@ -182,12 +179,15 @@ typedef struct tagRGBQUAD {
|
||||
#define BI_CMYKRLE8 0x000C
|
||||
#define BI_CMYKRLE4 0x000D
|
||||
|
||||
// Bitmap not compressed and that the color table consists of four DWORD color masks,
|
||||
// that specify the red, green, blue, and alpha components of each pixel
|
||||
#define BI_ALPHABITFIELDS 0x0006
|
||||
#endif
|
||||
|
||||
// https://learn.microsoft.com/en-us/windows/win32/dataxchg/standard-clipboard-formats
|
||||
// REF: https://learn.microsoft.com/en-us/windows/win32/dataxchg/standard-clipboard-formats
|
||||
#define CF_DIB 8
|
||||
|
||||
// https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setsystemcursor
|
||||
// REF: https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setsystemcursor
|
||||
// #define OCR_NORMAL 32512 // Normal select
|
||||
// #define OCR_IBEAM 32513 // Text select
|
||||
// #define OCR_WAIT 32514 // Busy
|
||||
@ -202,164 +202,136 @@ typedef struct tagRGBQUAD {
|
||||
// #define OCR_HAND 32649 // Link select
|
||||
// #define OCR_APPSTARTING 32650 //
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Internal Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
static BOOL OpenClipboardRetrying(HWND handle); // Open clipboard with a number of retries
|
||||
static int GetPixelDataOffset(BITMAPINFOHEADER bih);
|
||||
static int GetPixelDataOffset(BITMAPINFOHEADER bih); // Get pixel data offset from DIB image
|
||||
|
||||
unsigned char* Win32GetClipboardImageData(int* width, int* height, unsigned long long int *dataSize)
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
unsigned char *Win32GetClipboardImageData(int *width, int *height, unsigned long long int *dataSize)
|
||||
{
|
||||
HWND win = NULL; // Get from somewhere but is doesnt seem to matter
|
||||
const char* msgString = "";
|
||||
int severity = LOG_INFO;
|
||||
BYTE* bmpData = NULL;
|
||||
if (!OpenClipboardRetrying(win)) {
|
||||
severity = LOG_ERROR;
|
||||
msgString = "Couldn't open clipboard";
|
||||
goto end;
|
||||
}
|
||||
unsigned char *bmpData = NULL;
|
||||
|
||||
if (OpenClipboardRetrying(NULL))
|
||||
{
|
||||
HGLOBAL clipHandle = (HGLOBAL)GetClipboardData(CF_DIB);
|
||||
if (!clipHandle) {
|
||||
severity = LOG_ERROR;
|
||||
msgString = "Clipboard data is not an Image";
|
||||
goto close;
|
||||
}
|
||||
|
||||
if (clipHandle != NULL)
|
||||
{
|
||||
BITMAPINFOHEADER *bmpInfoHeader = (BITMAPINFOHEADER *)GlobalLock(clipHandle);
|
||||
if (!bmpInfoHeader) {
|
||||
// Mapping from HGLOBAL to our local *address space* failed
|
||||
severity = LOG_ERROR;
|
||||
msgString = "Clipboard data failed to be locked";
|
||||
goto unlock;
|
||||
}
|
||||
|
||||
if (bmpInfoHeader)
|
||||
{
|
||||
*width = bmpInfoHeader->biWidth;
|
||||
*height = bmpInfoHeader->biHeight;
|
||||
|
||||
SIZE_T clipDataSize = GlobalSize(clipHandle);
|
||||
if (clipDataSize < sizeof(BITMAPINFOHEADER)) {
|
||||
// Format CF_DIB needs space for BITMAPINFOHEADER struct.
|
||||
msgString = "Clipboard has Malformed data";
|
||||
severity = LOG_ERROR;
|
||||
goto unlock;
|
||||
}
|
||||
|
||||
// Denotes where the pixel data starts from the bmpInfoHeader pointer
|
||||
if (clipDataSize >= sizeof(BITMAPINFOHEADER))
|
||||
{
|
||||
int pixelOffset = GetPixelDataOffset(*bmpInfoHeader);
|
||||
|
||||
//--------------------------------------------------------------------------------//
|
||||
//
|
||||
// The rest of the section is about create the bytes for a correct BMP file
|
||||
// Then we copy the data and to a pointer
|
||||
//
|
||||
//--------------------------------------------------------------------------------//
|
||||
|
||||
BITMAPFILEHEADER bmpFileHeader = {0};
|
||||
// Create the bytes for a correct BMP file and copy the data to a pointer
|
||||
//------------------------------------------------------------------------
|
||||
BITMAPFILEHEADER bmpFileHeader = { 0 };
|
||||
SIZE_T bmpFileSize = sizeof(bmpFileHeader) + clipDataSize;
|
||||
*dataSize = bmpFileSize;
|
||||
|
||||
bmpFileHeader.bfType = 0x4D42; //https://stackoverflow.com/questions/601430/multibyte-character-constants-and-bitmap-file-header-type-constants#601536
|
||||
|
||||
bmpFileHeader.bfType = 0x4D42; // BMP fil type constant
|
||||
bmpFileHeader.bfSize = (DWORD)bmpFileSize; // Up to 4GB works fine
|
||||
bmpFileHeader.bfOffBits = sizeof(bmpFileHeader) + pixelOffset;
|
||||
|
||||
//
|
||||
// Each process has a default heap provided by the system
|
||||
// Memory objects allocated by GlobalAlloc and LocalAlloc are in private,
|
||||
// committed pages with read/write access that cannot be accessed by other processes.
|
||||
//
|
||||
// This may be wrong since we might be allocating in a DLL and freeing from another module, the main application
|
||||
// that may cause heap corruption. We could create a FreeImage function
|
||||
//
|
||||
bmpData = (BYTE *)malloc(sizeof(bmpFileHeader) + clipDataSize);
|
||||
// First we add the header for a bmp file
|
||||
memcpy(bmpData, &bmpFileHeader, sizeof(bmpFileHeader));
|
||||
// Then we add the header for the bmp itself + the pixel data
|
||||
memcpy(bmpData + sizeof(bmpFileHeader), bmpInfoHeader, clipDataSize);
|
||||
msgString = "Clipboad image acquired successfully";
|
||||
bmpData = (unsigned char *)RL_MALLOC(sizeof(bmpFileHeader) + clipDataSize);
|
||||
memcpy(bmpData, &bmpFileHeader, sizeof(bmpFileHeader)); // Add BMP file header data
|
||||
memcpy(bmpData + sizeof(bmpFileHeader), bmpInfoHeader, clipDataSize); // Add BMP info header data
|
||||
|
||||
|
||||
unlock:
|
||||
GlobalUnlock(clipHandle);
|
||||
close:
|
||||
CloseClipboard();
|
||||
end:
|
||||
|
||||
TRACELOG(severity, msgString);
|
||||
TRACELOG(LOG_INFO, "Clipboad image acquired successfully");
|
||||
//------------------------------------------------------------------------
|
||||
}
|
||||
else
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "Clipboard data is malformed");
|
||||
GlobalUnlock(clipHandle);
|
||||
CloseClipboard();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "Clipboard data failed to be locked");
|
||||
GlobalUnlock(clipHandle);
|
||||
CloseClipboard();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "Clipboard data is not an image");
|
||||
CloseClipboard();
|
||||
}
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "Clipboard can not be opened");
|
||||
|
||||
return bmpData;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Internal Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Open clipboard with several tries
|
||||
// NOTE: If parameter is NULL, the open clipboard is associated with the current task
|
||||
static BOOL OpenClipboardRetrying(HWND hWnd)
|
||||
{
|
||||
static const int maxTries = 20;
|
||||
static const int sleepTimeMS = 60;
|
||||
for (int _ = 0; _ < maxTries; ++_)
|
||||
|
||||
for (int i = 0; i < maxTries; i++)
|
||||
{
|
||||
// Might be being hold by another process
|
||||
// Or yourself forgot to CloseClipboard
|
||||
if (OpenClipboard(hWnd)) {
|
||||
return true;
|
||||
}
|
||||
if (OpenClipboard(hWnd)) return true;
|
||||
|
||||
Sleep(sleepTimeMS);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Based off of researching microsoft docs and reponses from this question https://stackoverflow.com/questions/30552255/how-to-read-a-bitmap-from-the-windows-clipboard#30552856
|
||||
// https://learn.microsoft.com/en-us/windows/win32/api/wingdi/ns-wingdi-bitmapinfoheader
|
||||
// Get the byte offset where does the pixels data start (from a packed DIB)
|
||||
// REF: https://stackoverflow.com/questions/30552255/how-to-read-a-bitmap-from-the-windows-clipboard#30552856
|
||||
// REF: https://learn.microsoft.com/en-us/windows/win32/api/wingdi/ns-wingdi-bitmapinfoheader
|
||||
static int GetPixelDataOffset(BITMAPINFOHEADER bih)
|
||||
{
|
||||
int offset = 0;
|
||||
const unsigned int rgbaSize = sizeof(RGBQUAD);
|
||||
|
||||
// biSize Specifies the number of bytes required by the structure
|
||||
// We expect to always be 40 because it should be packed
|
||||
if (40 == bih.biSize && 40 == sizeof(BITMAPINFOHEADER))
|
||||
// NOTE: biSize specifies the number of bytes required by the structure
|
||||
// It's expected to be always 40 because it should be packed
|
||||
if ((bih.biSize == 40) && (sizeof(BITMAPINFOHEADER) == 40))
|
||||
{
|
||||
//
|
||||
// biBitCount Specifies the number of bits per pixel.
|
||||
// NOTE: biBitCount specifies the number of bits per pixel
|
||||
// Might exist some bit masks *after* the header and *before* the pixel offset
|
||||
// we're looking, but only if we have more than
|
||||
// 8 bits per pixel, so we need to ajust for that
|
||||
//
|
||||
// we're looking, but only if more than 8 bits per pixel, so it needs to be ajusted for that
|
||||
if (bih.biBitCount > 8)
|
||||
{
|
||||
// if bih.biCompression is RBG we should NOT offset more
|
||||
// If (bih.biCompression == BI_RGB) no need to be offset more
|
||||
|
||||
if (bih.biCompression == BI_BITFIELDS)
|
||||
{
|
||||
offset += 3 * rgbaSize;
|
||||
} else if (bih.biCompression == 6 /* BI_ALPHABITFIELDS */)
|
||||
{
|
||||
// Not widely supported, but valid.
|
||||
offset += 4 * rgbaSize;
|
||||
}
|
||||
if (bih.biCompression == BI_BITFIELDS) offset += 3*rgbaSize;
|
||||
else if (bih.biCompression == BI_ALPHABITFIELDS) offset += 4*rgbaSize; // Not widely supported, but valid
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// biClrUsed Specifies the number of color indices in the color table that are actually used by the bitmap.
|
||||
// NOTE: biClrUsed specifies the number of color indices in the color table that are actually used by the bitmap
|
||||
// If this value is zero, the bitmap uses the maximum number of colors
|
||||
// corresponding to the value of the biBitCount member for the compression mode specified by biCompression.
|
||||
// corresponding to the value of the biBitCount member for the compression mode specified by biCompression
|
||||
// If biClrUsed is nonzero and the biBitCount member is less than 16
|
||||
// the biClrUsed member specifies the actual number of colors
|
||||
//
|
||||
if (bih.biClrUsed > 0) {
|
||||
offset += bih.biClrUsed * rgbaSize;
|
||||
} else {
|
||||
if (bih.biBitCount < 16)
|
||||
if (bih.biClrUsed > 0) offset += bih.biClrUsed*rgbaSize;
|
||||
else
|
||||
{
|
||||
offset = offset + (rgbaSize << bih.biBitCount);
|
||||
}
|
||||
if (bih.biBitCount < 16) offset = offset + (rgbaSize << bih.biBitCount);
|
||||
}
|
||||
|
||||
return bih.biSize + offset;
|
||||
}
|
||||
#endif // WIN32_CLIPBOARD_IMPLEMENTATION
|
||||
// EOF
|
||||
|
||||
@ -290,8 +290,8 @@ FILE *funopen(const void *cookie, int (*readfn)(void *, char *, int), int (*writ
|
||||
// Module Functions Definition: Application
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// To allow easier porting to android, we allow the user to define a
|
||||
// main function which we call from android_main, defined by ourselves
|
||||
// To allow easier porting to android, allow the user to define a
|
||||
// custom main function which is called from android_main
|
||||
extern int main(int argc, char *argv[]);
|
||||
|
||||
// Android main function
|
||||
@ -313,7 +313,7 @@ void android_main(struct android_app *app)
|
||||
// Waiting for application events before complete finishing
|
||||
while (!app->destroyRequested)
|
||||
{
|
||||
// Poll all events until we reach return value TIMEOUT, meaning no events left to process
|
||||
// Poll all events until return value TIMEOUT is reached, meaning no events left to process
|
||||
while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, (void **)&platform.source)) > ALOOPER_POLL_TIMEOUT)
|
||||
{
|
||||
if (platform.source != NULL) platform.source->process(app, platform.source);
|
||||
@ -640,9 +640,9 @@ double GetTime(void)
|
||||
}
|
||||
|
||||
// Open URL with default system browser (if available)
|
||||
// NOTE: This function is only safe to use if you control the URL given
|
||||
// NOTE: This function is only safe to use if the provided URL is safe
|
||||
// A user could craft a malicious string performing another action
|
||||
// Only call this function yourself not with user input or make sure to check the string yourself
|
||||
// Avoid calling this function with user input non-validated strings
|
||||
void OpenURL(const char *url)
|
||||
{
|
||||
// Security check to (partially) avoid malicious code
|
||||
@ -757,7 +757,7 @@ void PollInputEvents(void)
|
||||
int pollResult = 0;
|
||||
int pollEvents = 0;
|
||||
|
||||
// Poll Events (registered events) until we reach TIMEOUT which indicates there are no events left to poll
|
||||
// Poll Events (registered events) until TIMEOUT is reached which indicates there are no events left to poll
|
||||
// NOTE: Activity is paused if not enabled (platform.appEnabled) and always run flag is not set (FLAG_WINDOW_ALWAYS_RUN)
|
||||
while ((pollResult = ALooper_pollOnce((platform.appEnabled || FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN))? 0 : -1, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT))
|
||||
{
|
||||
@ -843,7 +843,7 @@ int InitPlatform(void)
|
||||
// Wait for window to be initialized (display and context)
|
||||
while (!CORE.Window.ready)
|
||||
{
|
||||
// Process events until we reach TIMEOUT, which indicates no more events queued
|
||||
// Process events until TIMEOUT is reached, which indicates no more events queued
|
||||
while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT))
|
||||
{
|
||||
// Process this event
|
||||
@ -886,8 +886,8 @@ void ClosePlatform(void)
|
||||
// NOTE: Reset global state in case the activity is being relaunched
|
||||
if (platform.app->destroyRequested != 0)
|
||||
{
|
||||
CORE = (CoreData){0};
|
||||
platform = (PlatformData){0};
|
||||
CORE = (CoreData){ 0 };
|
||||
platform = (PlatformData){ 0 };
|
||||
}
|
||||
}
|
||||
|
||||
@ -964,10 +964,10 @@ static int InitGraphicsDevice(void)
|
||||
EGLint displayFormat = 0;
|
||||
|
||||
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
|
||||
// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
|
||||
// As soon as an EGLConfig is picked, it's safe to reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
|
||||
eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
||||
|
||||
// At this point we need to manage render size vs screen size
|
||||
// At this point render size vs screen size needs to be managed
|
||||
// NOTE: This function use and modify global module variables:
|
||||
// -> CORE.Window.screen.width/CORE.Window.screen.height
|
||||
// -> CORE.Window.render.width/CORE.Window.render.height
|
||||
@ -1075,12 +1075,12 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
|
||||
Rectangle rec = GetFontDefault().recs[95];
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT))
|
||||
{
|
||||
// NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
|
||||
// NOTE: Trying to maxime rec padding to avoid pixel bleeding on MSAA filtering
|
||||
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
|
||||
}
|
||||
else
|
||||
{
|
||||
// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
|
||||
// NOTE: Setting up a 1px padding on char rectangle to avoid pixel bleeding
|
||||
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
|
||||
}
|
||||
#endif
|
||||
@ -1450,7 +1450,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
||||
// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
|
||||
static void SetupFramebuffer(int width, int height)
|
||||
{
|
||||
// Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
|
||||
// Calculate CORE.Window.render.width and CORE.Window.render.height, having the display size (input params) and the desired screen size (global var)
|
||||
if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
|
||||
@ -1478,8 +1478,8 @@ static void SetupFramebuffer(int width, int height)
|
||||
float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
|
||||
CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
|
||||
|
||||
// NOTE: We render to full display resolution!
|
||||
// We just need to calculate above parameters for downscale matrix and offsets
|
||||
// NOTE: Rendering to full display resolution
|
||||
// Above parameters need to be calculate for downscale matrix and offsets
|
||||
CORE.Window.render.width = CORE.Window.display.width;
|
||||
CORE.Window.render.height = CORE.Window.display.height;
|
||||
|
||||
@ -1533,8 +1533,8 @@ FILE *android_fopen(const char *fileName, const char *mode)
|
||||
if (mode[0] == 'w')
|
||||
{
|
||||
// NOTE: fopen() is mapped to android_fopen() that only grants read access to
|
||||
// assets directory through AAssetManager but we want to also be able to
|
||||
// write data when required using the standard stdio FILE access functions
|
||||
// assets directory through AAssetManager but it could be required to write data
|
||||
// using the standard stdio FILE access functions
|
||||
// REF: https://stackoverflow.com/questions/11294487/android-writing-saving-files-from-native-code-only
|
||||
#undef fopen
|
||||
file = fopen(TextFormat("%s/%s", platform.app->activity->internalDataPath, fileName), mode);
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
#include <unistd.h> // Required for: usleep()
|
||||
|
||||
//#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
|
||||
void *glfwGetCocoaWindow(GLFWwindow* handle);
|
||||
void *glfwGetCocoaWindow(GLFWwindow *handle);
|
||||
#include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
|
||||
#endif
|
||||
|
||||
@ -219,13 +219,14 @@ void ToggleFullscreen(void)
|
||||
// and considered by GetWindowScaleDPI()
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
|
||||
#if !defined(__APPLE__)
|
||||
#if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
|
||||
// Make sure to restore render size considering HighDPI scaling
|
||||
// NOTE: On Wayland, GLFW_SCALE_FRAMEBUFFER handles scaling, skip manual resize
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width * scaleDpi.x);
|
||||
CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height * scaleDpi.y);
|
||||
CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width*scaleDpi.x);
|
||||
CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height*scaleDpi.y);
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -298,13 +299,14 @@ void ToggleBorderlessWindowed(void)
|
||||
glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
|
||||
|
||||
#if !defined(__APPLE__)
|
||||
#if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
|
||||
// Make sure to restore size considering HighDPI scaling
|
||||
// NOTE: On Wayland, GLFW_SCALE_FRAMEBUFFER handles scaling, skip manual resize
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width * scaleDpi.x);
|
||||
CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height * scaleDpi.y);
|
||||
CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width*scaleDpi.x);
|
||||
CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height*scaleDpi.y);
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -1049,14 +1051,14 @@ Image GetClipboardImage(void)
|
||||
#if defined(SUPPORT_CLIPBOARD_IMAGE)
|
||||
#if defined(_WIN32)
|
||||
unsigned long long int dataSize = 0;
|
||||
void *fileData = NULL;
|
||||
void *bmpData = NULL;
|
||||
int width = 0;
|
||||
int height = 0;
|
||||
|
||||
fileData = (void *)Win32GetClipboardImageData(&width, &height, &dataSize);
|
||||
bmpData = (void *)Win32GetClipboardImageData(&width, &height, &dataSize);
|
||||
|
||||
if (fileData == NULL) TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data.");
|
||||
else image = LoadImageFromMemory(".bmp", (const unsigned char *)fileData, (int)dataSize);
|
||||
if (bmpData == NULL) TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data.");
|
||||
else image = LoadImageFromMemory(".bmp", (const unsigned char *)bmpData, (int)dataSize);
|
||||
#else
|
||||
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
|
||||
#endif
|
||||
@ -1211,7 +1213,7 @@ void PollInputEvents(void)
|
||||
CORE.Input.Keyboard.charPressedQueueCount = 0;
|
||||
|
||||
// Reset last gamepad button/axis registered state
|
||||
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
|
||||
CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
|
||||
//CORE.Input.Gamepad.axisCount = 0;
|
||||
|
||||
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
|
||||
@ -1464,6 +1466,11 @@ int InitPlatform(void)
|
||||
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
|
||||
#if defined(__APPLE__)
|
||||
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
|
||||
#endif
|
||||
#if defined(_GLFW_WAYLAND) && !defined(_GLFW_X11)
|
||||
// GLFW 3.4+ defaults GLFW_SCALE_FRAMEBUFFER to TRUE,
|
||||
// causing framebuffer/window size mismatch on Wayland with display scaling
|
||||
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -1649,35 +1656,54 @@ int InitPlatform(void)
|
||||
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
|
||||
}
|
||||
|
||||
int fbWidth = CORE.Window.screen.width;
|
||||
int fbHeight = CORE.Window.screen.height;
|
||||
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
|
||||
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
|
||||
|
||||
// Get current framebuffer size, on high-dpi it could be bigger than screen size
|
||||
glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
|
||||
// Set screen size to logical pixel size, considering content scaling
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
CORE.Window.render.width = (int)(CORE.Window.screen.width*scaleDpi.x);
|
||||
CORE.Window.render.height = (int)(CORE.Window.screen.height*scaleDpi.y);
|
||||
//TRACELOG(LOG_INFO, "DPI SCALING: %.2f, %.2f", scaleDpi.x, scaleDpi.y);
|
||||
|
||||
// Screen scaling matrix is required in case desired screen area is different from display area
|
||||
CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
|
||||
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
|
||||
|
||||
// NOTE: On APPLE platforms system manage window and input scaling
|
||||
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
|
||||
|
||||
#if !defined(__APPLE__)
|
||||
// Mouse input scaling for the new screen size
|
||||
SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
|
||||
#endif
|
||||
}
|
||||
if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
|
||||
{
|
||||
// On Wayland, GLFW_SCALE_FRAMEBUFFER handles scaling; read actual framebuffer size
|
||||
// instead of resizing the window (which would double-scale)
|
||||
int fbWidth = 0;
|
||||
int fbHeight = 0;
|
||||
glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
|
||||
|
||||
CORE.Window.render.width = fbWidth;
|
||||
CORE.Window.render.height = fbHeight;
|
||||
CORE.Window.currentFbo.width = fbWidth;
|
||||
CORE.Window.currentFbo.height = fbHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Mouse input scaling for the new screen size
|
||||
SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
|
||||
|
||||
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
|
||||
// Force window size (and framebuffer) refresh
|
||||
glfwSetWindowSize(platform.handle, CORE.Window.render.width, CORE.Window.render.height);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else CORE.Window.render = CORE.Window.screen;
|
||||
|
||||
// Current active framebuffer size is main framebuffer size
|
||||
CORE.Window.currentFbo = CORE.Window.render;
|
||||
|
||||
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully %s",
|
||||
FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)? "(HighDPI)" : "");
|
||||
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
||||
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
|
||||
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
|
||||
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
|
||||
//TRACELOG(LOG_INFO, " > Content Scaling: %.2f, %.2f", scaleDpi.x, scaleDpi.y);
|
||||
|
||||
// Try to center window on screen but avoiding window-bar outside of screen
|
||||
int monitorCount = 0;
|
||||
@ -1691,13 +1717,17 @@ int InitPlatform(void)
|
||||
int monitorHeight = 0;
|
||||
glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
|
||||
|
||||
// TODO: Here CORE.Window.render.width/height should be used instead of
|
||||
// CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled
|
||||
CORE.Window.position.x = monitorX + (monitorWidth - (int)CORE.Window.screen.width)/2;
|
||||
CORE.Window.position.y = monitorY + (monitorHeight - (int)CORE.Window.screen.height)/2;
|
||||
//if (CORE.Window.position.x < monitorX) CORE.Window.position.x = monitorX;
|
||||
//if (CORE.Window.position.y < monitorY) CORE.Window.position.y = monitorY;
|
||||
// NOTE: It seems on macOS monitor size is not correct
|
||||
//TRACELOG(LOG_WARNING, "Monitor info: [%i, %i, %i, %i]", monitorX, monitorY, monitorWidth, monitorHeight);
|
||||
|
||||
// Center window into current monitor
|
||||
#if defined(__APPLE__)
|
||||
CORE.Window.position.x = monitorX + (monitorWidth - CORE.Window.screen.width)/2;
|
||||
CORE.Window.position.y = monitorY + (monitorHeight - CORE.Window.screen.height)/2;
|
||||
#else
|
||||
CORE.Window.position.x = monitorX + (monitorWidth - CORE.Window.render.width)/2;
|
||||
CORE.Window.position.y = monitorY + (monitorHeight - CORE.Window.render.height)/2;
|
||||
#endif
|
||||
SetWindowPosition(CORE.Window.position.x, CORE.Window.position.y);
|
||||
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
|
||||
@ -1828,8 +1858,9 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
|
||||
SetupViewport(width, height);
|
||||
|
||||
// Set render size
|
||||
CORE.Window.currentFbo.width = width;
|
||||
CORE.Window.currentFbo.height = height;
|
||||
CORE.Window.render.width = width;
|
||||
CORE.Window.render.height = height;
|
||||
CORE.Window.currentFbo = CORE.Window.render;
|
||||
CORE.Window.resizedLastFrame = true;
|
||||
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
|
||||
@ -1842,6 +1873,26 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
|
||||
CORE.Window.screen.height = height;
|
||||
CORE.Window.screenScale = MatrixScale(1.0f, 1.0f, 1.0f);
|
||||
SetMouseScale(1.0f, 1.0f);
|
||||
|
||||
// On Wayland with GLFW_SCALE_FRAMEBUFFER, the framebuffer is still scaled in fullscreen, use logical window size as screen and apply screenScale
|
||||
#if defined(_GLFW_WAYLAND) && !defined(_GLFW_X11)
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
int winWidth = 0;
|
||||
int winHeight = 0;
|
||||
glfwGetWindowSize(platform.handle, &winWidth, &winHeight);
|
||||
|
||||
if ((winWidth != width) || (winHeight != height))
|
||||
{
|
||||
CORE.Window.screen.width = winWidth;
|
||||
CORE.Window.screen.height = winHeight;
|
||||
float scaleX = (float)width/winWidth;
|
||||
float scaleY = (float)height/winHeight;
|
||||
|
||||
CORE.Window.screenScale = MatrixScale(scaleX, scaleY, 1.0f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else // Window mode (including borderless window)
|
||||
{
|
||||
@ -1853,8 +1904,8 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
|
||||
CORE.Window.screen.width = (int)((float)width/scaleDpi.x);
|
||||
CORE.Window.screen.height = (int)((float)height/scaleDpi.y);
|
||||
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
|
||||
#if !defined(__APPLE__)
|
||||
// Mouse input scaling for the new screen size
|
||||
#if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
|
||||
// On macOS and Linux-Wayland, mouse coords are already in logical space
|
||||
SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
|
||||
#endif
|
||||
}
|
||||
@ -1875,21 +1926,18 @@ static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float s
|
||||
{
|
||||
//TRACELOG(LOG_INFO, "GLFW3: Window content scale changed, scale: [%.2f,%.2f]", scalex, scaley);
|
||||
|
||||
float fbWidth = (float)CORE.Window.screen.width*scalex;
|
||||
float fbHeight = (float)CORE.Window.screen.height*scaley;
|
||||
CORE.Window.render.width = (int)((float)CORE.Window.screen.width*scalex);
|
||||
CORE.Window.render.height = (int)((float)CORE.Window.screen.height*scaley);
|
||||
CORE.Window.currentFbo = CORE.Window.render;
|
||||
|
||||
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
|
||||
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
|
||||
CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f);
|
||||
|
||||
#if !defined(__APPLE__)
|
||||
// Mouse input scaling for the new screen size
|
||||
#if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
|
||||
// On macOS and Linux-Wayland, mouse coords are already in logical space
|
||||
SetMouseScale(1.0f/scalex, 1.0f/scaley);
|
||||
#endif
|
||||
|
||||
CORE.Window.render.width = (int)fbWidth;
|
||||
CORE.Window.render.height = (int)fbHeight;
|
||||
CORE.Window.currentFbo = CORE.Window.render;
|
||||
}
|
||||
|
||||
// GLFW3: Window position callback, runs when window position changes
|
||||
|
||||
@ -1290,7 +1290,7 @@ int InitPlatform(void)
|
||||
|
||||
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED)) FLAG_SET(flags, RGFW_windowFocusOnShow | RGFW_windowFocus);
|
||||
|
||||
platform.window = RGFW_createWindow(CORE.Window.title, RGFW_RECT(0, 0, CORE.Window.screen.width, CORE.Window.screen.height), flags);
|
||||
platform.window = RGFW_createWindow((CORE.Window.title != 0)? CORE.Window.title : " ", RGFW_RECT(0, 0, CORE.Window.screen.width, CORE.Window.screen.height), flags);
|
||||
platform.mon.mode.area.w = 0;
|
||||
|
||||
if (platform.window != NULL)
|
||||
|
||||
@ -255,9 +255,9 @@ static const int CursorsLUT[] = {
|
||||
|
||||
// SDL3 Migration:
|
||||
// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed,
|
||||
// and you can call SDL_GetWindowFullscreenMode()
|
||||
// SDL_GetWindowFullscreenMode() can be called
|
||||
// to see whether an exclusive fullscreen mode will be used
|
||||
// or the borderless fullscreen desktop mode will be used
|
||||
// or the borderless fullscreen desktop mode
|
||||
#define SDL_WINDOW_FULLSCREEN_DESKTOP SDL_WINDOW_FULLSCREEN
|
||||
|
||||
#define SDL_IGNORE false
|
||||
@ -323,7 +323,7 @@ Uint8 SDL_EventState(Uint32 type, int state)
|
||||
return stateBefore;
|
||||
}
|
||||
|
||||
void SDL_GetCurrentDisplayMode_Adapter(SDL_DisplayID displayID, SDL_DisplayMode* mode)
|
||||
void SDL_GetCurrentDisplayMode_Adapter(SDL_DisplayID displayID, SDL_DisplayMode *mode)
|
||||
{
|
||||
const SDL_DisplayMode *currentMode = SDL_GetCurrentDisplayMode(displayID);
|
||||
|
||||
@ -1269,9 +1269,9 @@ double GetTime(void)
|
||||
}
|
||||
|
||||
// Open URL with default system browser (if available)
|
||||
// NOTE: This function is only safe to use if you control the URL given
|
||||
// NOTE: This function is only safe to use if the provided URL is safe
|
||||
// A user could craft a malicious string performing another action
|
||||
// Only call this function yourself not with user input or make sure to check the string yourself
|
||||
// Avoid calling this function with user input non-validated strings
|
||||
// REF: https://github.com/raysan5/raylib/issues/686
|
||||
void OpenURL(const char *url)
|
||||
{
|
||||
@ -1287,7 +1287,25 @@ void OpenURL(const char *url)
|
||||
// Set internal gamepad mappings
|
||||
int SetGamepadMappings(const char *mappings)
|
||||
{
|
||||
return SDL_GameControllerAddMapping(mappings);
|
||||
const int mappingsLength = strlen(mappings);
|
||||
char *buffer = (char *)RL_CALLOC(mappingsLength + 1, sizeof(char));
|
||||
memcpy(buffer, mappings, mappingsLength);
|
||||
char *p = strtok(buffer, "\n");
|
||||
bool succeed = true;
|
||||
|
||||
while (p != NULL)
|
||||
{
|
||||
if (SDL_GameControllerAddMapping(p) == -1)
|
||||
{
|
||||
succeed = false;
|
||||
}
|
||||
p = strtok(NULL, "\n");
|
||||
}
|
||||
|
||||
RL_FREE(buffer);
|
||||
|
||||
// To make return value is consistent with the GLFW version.
|
||||
return (succeed)? 1 : 0;
|
||||
}
|
||||
|
||||
// Set gamepad vibration
|
||||
@ -1419,9 +1437,9 @@ void PollInputEvents(void)
|
||||
|
||||
#if defined(USING_VERSION_SDL3)
|
||||
// const char *data; // The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events
|
||||
// Event memory is now managed by SDL, so you should not free the data in SDL_EVENT_DROP_FILE,
|
||||
// and if you want to hold onto the text in SDL_EVENT_TEXT_EDITING and SDL_EVENT_TEXT_INPUT events,
|
||||
// you should make a copy of it. SDL_TEXTINPUTEVENT_TEXT_SIZE is no longer necessary and has been removed
|
||||
// Event memory is now managed by SDL, so it should not be freed in SDL_EVENT_DROP_FILE,
|
||||
// in case data needs to be hold onto the text in SDL_EVENT_TEXT_EDITING and SDL_EVENT_TEXT_INPUT events,
|
||||
// a copy is required, SDL_TEXTINPUTEVENT_TEXT_SIZE is no longer necessary and has been removed
|
||||
strncpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data, MAX_FILEPATH_LENGTH - 1);
|
||||
#else
|
||||
strncpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file, MAX_FILEPATH_LENGTH - 1);
|
||||
@ -1450,10 +1468,10 @@ void PollInputEvents(void)
|
||||
// Window events are also polled (minimized, maximized, close...)
|
||||
|
||||
#ifndef USING_VERSION_SDL3
|
||||
// SDL3 states:
|
||||
// The SDL_WINDOWEVENT_* events have been moved to top level events, and SDL_WINDOWEVENT has been removed
|
||||
// In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT
|
||||
// and then checking for window events. You can compare the event >= SDL_EVENT_WINDOW_FIRST and <= SDL_EVENT_WINDOW_LAST if you need to see whether it's a window event
|
||||
// and then checking for window events; Events >= SDL_EVENT_WINDOW_FIRST and <= SDL_EVENT_WINDOW_LAST can be compared
|
||||
// to see whether it's a window event
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
switch (event.window.event)
|
||||
@ -1998,6 +2016,15 @@ int InitPlatform(void)
|
||||
// Init window
|
||||
#if defined(USING_VERSION_SDL3)
|
||||
platform.window = SDL_CreateWindow(CORE.Window.title, CORE.Window.screen.width, CORE.Window.screen.height, flags);
|
||||
|
||||
|
||||
// NOTE: SDL3 no longer enables text input by default,
|
||||
// it is needed to be enabled manually to keep GetCharPressed() working
|
||||
// REF: https://github.com/libsdl-org/SDL/commit/72fc6f86e5d605a3787222bc7dc18c5379047f4a
|
||||
const char *enableOSK = SDL_GetHint(SDL_HINT_ENABLE_SCREEN_KEYBOARD);
|
||||
if (enableOSK == NULL) SDL_SetHint(SDL_HINT_ENABLE_SCREEN_KEYBOARD, "0");
|
||||
if (!SDL_StartTextInput(platform.window)) TRACELOG(LOG_WARNING, "SDL: Failed to start text input: %s", SDL_GetError());
|
||||
if (enableOSK == NULL) SDL_SetHint(SDL_HINT_ENABLE_SCREEN_KEYBOARD, NULL);
|
||||
#else
|
||||
platform.window = SDL_CreateWindow(CORE.Window.title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, CORE.Window.screen.width, CORE.Window.screen.height, flags);
|
||||
#endif
|
||||
|
||||
@ -141,7 +141,7 @@ static PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = NULL;
|
||||
#define STYLE_MASK_READONLY (WS_MINIMIZE | WS_MAXIMIZE)
|
||||
#define STYLE_MASK_WRITABLE (~STYLE_MASK_READONLY)
|
||||
|
||||
#define STYLE_FLAGS_RESIZABLE WS_THICKFRAME
|
||||
#define STYLE_FLAGS_RESIZABLE (WS_THICKFRAME | WS_MAXIMIZEBOX)
|
||||
|
||||
#define STYLE_FLAGS_UNDECORATED_OFF (WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX)
|
||||
#define STYLE_FLAGS_UNDECORATED_ON WS_POPUP
|
||||
@ -156,8 +156,6 @@ static PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = NULL;
|
||||
// Flags that have no operations to perform during an update
|
||||
#define FLAG_MASK_NO_UPDATE (FLAG_WINDOW_HIGHDPI | FLAG_MSAA_4X_HINT)
|
||||
|
||||
#define WM_APP_UPDATE_WINDOW_SIZE (WM_APP + 1)
|
||||
|
||||
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
|
||||
#define WGL_ACCELERATION_ARB 0x2003
|
||||
#define WGL_SUPPORT_OPENGL_ARB 0x2010
|
||||
@ -270,8 +268,8 @@ static DWORD MakeWindowStyle(unsigned flags)
|
||||
|
||||
// Minimized takes precedence over maximized
|
||||
int mized = MIZED_NONE;
|
||||
if (FLAG_IS_SET(flags, FLAG_WINDOW_MINIMIZED)) mized = MIZED_MIN;
|
||||
if (flags & FLAG_WINDOW_MAXIMIZED) mized = MIZED_MAX;
|
||||
if (flags & FLAG_WINDOW_MINIMIZED) mized = MIZED_MIN;
|
||||
else if (flags & FLAG_WINDOW_MAXIMIZED) mized = MIZED_MAX;
|
||||
|
||||
switch (mized)
|
||||
{
|
||||
@ -426,9 +424,7 @@ static bool UpdateWindowSize(int mode, HWND hwnd, int width, int height, unsigne
|
||||
else swpFlags |= SWP_NOMOVE;
|
||||
|
||||
// WARNING: This code must be called after swInit() has been called, after InitPlatform() in [rcore]
|
||||
//RECT rc = {0, 0, desired.cx, desired.cy};
|
||||
//AdjustWindowRectEx(&rc, WS_OVERLAPPEDWINDOW, FALSE, 0);
|
||||
//SetWindowPos(hwnd, NULL, windowPos.x, windowPos.y, rc.right - rc.left, rc.bottom - rc.top, SWP_NOMOVE | SWP_NOZORDER);
|
||||
SetWindowPos(hwnd, NULL, windowPos.x, windowPos.y, windowSize.cx, windowSize.cy, SWP_NOMOVE | SWP_NOZORDER);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -976,25 +972,40 @@ void SetWindowMonitor(int monitor)
|
||||
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
|
||||
void SetWindowMinSize(int width, int height)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "SetWindowMinSize not implemented");
|
||||
if ((width > CORE.Window.screenMax.width) || (height > CORE.Window.screenMax.height))
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "WIN32: WINDOW: Cannot set minimum screen size higher than the maximum");
|
||||
return;
|
||||
}
|
||||
|
||||
CORE.Window.screenMin.width = width;
|
||||
CORE.Window.screenMin.height = height;
|
||||
|
||||
SetWindowSize(platform.appScreenWidth, platform.appScreenHeight);
|
||||
}
|
||||
|
||||
// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
|
||||
void SetWindowMaxSize(int width, int height)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "SetWindowMaxSize not implemented");
|
||||
if ((width < CORE.Window.screenMin.width) || (height < CORE.Window.screenMin.height))
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "WIN32: WINDOW: Cannot set maximum screen size lower than the minimum");
|
||||
return;
|
||||
}
|
||||
|
||||
CORE.Window.screenMax.width = width;
|
||||
CORE.Window.screenMax.height = height;
|
||||
|
||||
SetWindowSize(platform.appScreenWidth, platform.appScreenHeight);
|
||||
}
|
||||
|
||||
// Set window dimensions
|
||||
void SetWindowSize(int width, int height)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "SetWindowSize not implemented");
|
||||
int screenWidth = fmaxf(CORE.Window.screenMin.width, fminf(CORE.Window.screenMax.width, width));
|
||||
int screenHeight = fmaxf(CORE.Window.screenMin.height, fminf(CORE.Window.screenMax.height, height));
|
||||
|
||||
UpdateWindowSize(1, platform.hwnd, screenWidth, screenHeight, platform.desiredFlags);
|
||||
}
|
||||
|
||||
// Set window opacity, value opacity is between 0.0 and 1.0
|
||||
@ -1227,15 +1238,15 @@ void SwapScreenBuffer(void)
|
||||
// Get elapsed time measure in seconds
|
||||
double GetTime(void)
|
||||
{
|
||||
LARGE_INTEGER now = 0;
|
||||
LARGE_INTEGER now = { 0 };
|
||||
QueryPerformanceCounter(&now);
|
||||
return (double)(now.QuadPart - CORE.Time.base)/(double)platform.timerFrequency.QuadPart;
|
||||
}
|
||||
|
||||
// Open URL with default system browser (if available)
|
||||
// NOTE: This function is only safe to use if you control the URL given
|
||||
// NOTE: This function is only safe to use if the provided URL is safe
|
||||
// A user could craft a malicious string performing another action
|
||||
// Only call this function yourself not with user input or make sure to check the string yourself
|
||||
// Avoid calling this function with user input non-validated strings
|
||||
// REF: https://github.com/raysan5/raylib/issues/686
|
||||
void OpenURL(const char *url)
|
||||
{
|
||||
@ -1494,7 +1505,8 @@ int InitPlatform(void)
|
||||
|
||||
// NOTE: From this point CORE.Window.flags should always reflect the actual state of the window
|
||||
CORE.Window.flags = FLAG_WINDOW_HIDDEN | (platform.desiredFlags & FLAG_MASK_NO_UPDATE);
|
||||
|
||||
CORE.Window.screenMax.width = 9999;
|
||||
CORE.Window.screenMax.height = 9999;
|
||||
/*
|
||||
// TODO: Review SetProcessDpiAwarenessContext()
|
||||
// NOTE: SetProcessDpiAwarenessContext() requires Windows 10, version 1703 and shcore.lib linkage
|
||||
@ -1590,8 +1602,6 @@ int InitPlatform(void)
|
||||
|
||||
if (rlGetVersion() == RL_OPENGL_11_SOFTWARE) // Using software renderer
|
||||
{
|
||||
//ShowWindow(platform.hwnd, SW_SHOWDEFAULT); //SW_SHOWNORMAL
|
||||
|
||||
// Initialize software framebuffer
|
||||
BITMAPINFO bmi = { 0 };
|
||||
ZeroMemory(&bmi, sizeof(bmi));
|
||||
@ -1620,6 +1630,9 @@ int InitPlatform(void)
|
||||
|
||||
CORE.Window.ready = true;
|
||||
|
||||
// Activate window to set focus and show taskbar icon
|
||||
ShowWindow(platform.hwnd, SW_SHOWDEFAULT);
|
||||
|
||||
// Update flags (in case of deferred state change required)
|
||||
UpdateFlags(platform.hwnd, platform.desiredFlags, platform.appScreenWidth, platform.appScreenHeight);
|
||||
|
||||
@ -1746,14 +1759,27 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
||||
} break;
|
||||
case WM_SIZING:
|
||||
{
|
||||
if (CORE.Window.flags & FLAG_WINDOW_RESIZABLE)
|
||||
{
|
||||
// TODO: Enforce min/max size
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "WIN32: WINDOW: Trying to resize a non-resizable window");
|
||||
if (!(CORE.Window.flags & FLAG_WINDOW_RESIZABLE))
|
||||
TRACELOG(LOG_WARNING, "WIN32: WINDOW: Trying to resize a non-resizable window");
|
||||
|
||||
result = TRUE;
|
||||
} break;
|
||||
case WM_GETMINMAXINFO:
|
||||
{
|
||||
DWORD style = MakeWindowStyle(platform.desiredFlags);
|
||||
SIZE maxClientSize = { CORE.Window.screenMax.width, CORE.Window.screenMax.height };
|
||||
SIZE maxWindowSize = CalcWindowSize(96, maxClientSize, style);
|
||||
SIZE minClientSize = { CORE.Window.screenMin.width, CORE.Window.screenMin.height };
|
||||
SIZE minWindowSize = CalcWindowSize(96, minClientSize, style);
|
||||
|
||||
LPMINMAXINFO lpmmi = (LPMINMAXINFO) lparam;
|
||||
lpmmi->ptMaxSize.x = maxWindowSize.cx;
|
||||
lpmmi->ptMaxSize.y = maxWindowSize.cy;
|
||||
lpmmi->ptMaxTrackSize.x = maxWindowSize.cx;
|
||||
lpmmi->ptMaxTrackSize.y = maxWindowSize.cy;
|
||||
lpmmi->ptMinTrackSize.x = minWindowSize.cx;
|
||||
lpmmi->ptMinTrackSize.y = minWindowSize.cy;
|
||||
} break;
|
||||
case WM_STYLECHANGING:
|
||||
{
|
||||
if (wparam == GWL_STYLE)
|
||||
@ -1777,7 +1803,7 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
||||
{
|
||||
// looks like windows will automatically "unminimize" a window
|
||||
// if a style changes modifies it's size
|
||||
TRACELOG(LOG_INFO, "WIN32: WINDOW: Style change modifed window size, removing maximized flag");
|
||||
TRACELOG(LOG_INFO, "WIN32: WINDOW: Style change modified window size, removing maximized flag");
|
||||
deferredFlags->clear |= FLAG_WINDOW_MAXIMIZED;
|
||||
}
|
||||
}
|
||||
@ -1838,9 +1864,9 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
||||
} break;
|
||||
case WM_SIZE:
|
||||
{
|
||||
// WARNING: Don't trust the docs, they say you won't get this message if you don't call DefWindowProc
|
||||
// in response to WM_WINDOWPOSCHANGED but looks like when a window is created you'll get this
|
||||
// message without getting WM_WINDOWPOSCHANGED
|
||||
// WARNING: Don't trust the docs, they say this message can not be obtained if not calling DefWindowProc()
|
||||
// in response to WM_WINDOWPOSCHANGED but looks like when a window is created,
|
||||
// this message can be obtained without getting WM_WINDOWPOSCHANGED
|
||||
HandleWindowResize(hwnd, &platform.appScreenWidth, &platform.appScreenHeight);
|
||||
} break;
|
||||
//case WM_MOVE
|
||||
@ -1875,8 +1901,8 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
||||
case WM_DPICHANGED:
|
||||
{
|
||||
// Get current dpi scale factor
|
||||
float scalex = HIWORD(wParam)/96.0f;
|
||||
float scaley = LOWORD(wParam)/96.0f;
|
||||
float scalex = HIWORD(wparam)/96.0f;
|
||||
float scaley = LOWORD(wparam)/96.0f;
|
||||
|
||||
RECT *suggestedRect = (RECT *)lparam;
|
||||
|
||||
@ -1916,6 +1942,7 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
||||
|
||||
EndPaint(hwnd, &ps);
|
||||
}
|
||||
else DefWindowProc(hwnd, msg, wparam, lparam);
|
||||
}
|
||||
case WM_INPUT:
|
||||
{
|
||||
@ -1958,10 +1985,6 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
||||
} break;
|
||||
case WM_MOUSEWHEEL: CORE.Input.Mouse.currentWheelMove.y = ((float)GET_WHEEL_DELTA_WPARAM(wparam))/WHEEL_DELTA; break;
|
||||
case WM_MOUSEHWHEEL: CORE.Input.Mouse.currentWheelMove.x = ((float)GET_WHEEL_DELTA_WPARAM(wparam))/WHEEL_DELTA; break;
|
||||
case WM_APP_UPDATE_WINDOW_SIZE:
|
||||
{
|
||||
//UpdateWindowSize(UPDATE_WINDOW_NORMAL, hwnd, platform.appScreenWidth, platform.appScreenHeight, CORE.Window.flags);
|
||||
} break;
|
||||
|
||||
default: result = DefWindowProcW(hwnd, msg, wparam, lparam); // Message passed directly for execution (default behaviour)
|
||||
}
|
||||
@ -2043,12 +2066,10 @@ static void HandleWindowResize(HWND hwnd, int *width, int *height)
|
||||
GetClientRect(hwnd, &rect);
|
||||
SIZE clientSize = { rect.right, rect.bottom };
|
||||
|
||||
// TODO: Update framebuffer on resize
|
||||
CORE.Window.currentFbo.width = (int)clientSize.cx;
|
||||
CORE.Window.currentFbo.height = (int)clientSize.cy;
|
||||
//SetupViewport(0, 0, clientSize.cx, clientSize.cy);
|
||||
|
||||
SetupViewport(clientSize.cx, clientSize.cy);
|
||||
|
||||
CORE.Window.resizedLastFrame = true;
|
||||
float dpiScale = ((float)GetDpiForWindow(hwnd))/96.0f;
|
||||
bool highdpi = !!(CORE.Window.flags & FLAG_WINDOW_HIGHDPI);
|
||||
@ -2090,10 +2111,10 @@ static void UpdateWindowStyle(HWND hwnd, unsigned desiredFlags)
|
||||
// Minimized takes precedence over maximized
|
||||
Mized currentMized = MIZED_NONE;
|
||||
Mized desiredMized = MIZED_NONE;
|
||||
if (CORE.Window.flags & WS_MINIMIZE) currentMized = MIZED_MIN;
|
||||
else if (CORE.Window.flags & WS_MAXIMIZE) currentMized = MIZED_MAX;
|
||||
if (desiredFlags & WS_MINIMIZE) currentMized = MIZED_MIN;
|
||||
else if (desiredFlags & WS_MAXIMIZE) currentMized = MIZED_MAX;
|
||||
if (CORE.Window.flags & FLAG_WINDOW_MINIMIZED) currentMized = MIZED_MIN;
|
||||
else if (CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) currentMized = MIZED_MAX;
|
||||
if (desiredFlags & FLAG_WINDOW_MINIMIZED) desiredMized = MIZED_MIN;
|
||||
else if (desiredFlags & FLAG_WINDOW_MAXIMIZED) desiredMized = MIZED_MAX;
|
||||
|
||||
if (currentMized != desiredMized)
|
||||
{
|
||||
@ -2109,12 +2130,43 @@ static void UpdateWindowStyle(HWND hwnd, unsigned desiredFlags)
|
||||
// Sanitize flags
|
||||
static unsigned SanitizeFlags(int mode, unsigned flags)
|
||||
{
|
||||
if ((flags & FLAG_WINDOW_MAXIMIZED) && (flags & FLAG_BORDERLESS_WINDOWED_MODE))
|
||||
if (flags & FLAG_WINDOW_MAXIMIZED)
|
||||
{
|
||||
if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "WIN32: WINDOW: Borderless windows mode overriding maximized window flag");
|
||||
flags &= ~FLAG_WINDOW_MAXIMIZED;
|
||||
}
|
||||
|
||||
if (~flags & FLAG_WINDOW_RESIZABLE)
|
||||
{
|
||||
if (!(CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "WIN32: WINDOW: Cannot maximize a non-resizable window");
|
||||
flags &= ~FLAG_WINDOW_MAXIMIZED;
|
||||
}
|
||||
else if (CORE.Window.flags & FLAG_WINDOW_RESIZABLE)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "WIN32: WINDOW: Cannot set window as non-resizable when maximized");
|
||||
flags |= FLAG_WINDOW_RESIZABLE;
|
||||
}
|
||||
}
|
||||
else if (!(CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
|
||||
{
|
||||
if (CORE.Window.flags & FLAG_WINDOW_MINIMIZED)
|
||||
{
|
||||
// Window needs to be unminimized before it can be maximized since minimizing takes precedence
|
||||
flags &= ~FLAG_WINDOW_MINIMIZED;
|
||||
}
|
||||
else if ((flags & FLAG_WINDOW_MINIMIZED) && !(CORE.Window.flags & FLAG_WINDOW_MINIMIZED))
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "WIN32: WINDOW: Cannot minimize and maximize a window in the same frame");
|
||||
flags &= ~FLAG_WINDOW_MINIMIZED;
|
||||
flags &= ~FLAG_WINDOW_MAXIMIZED;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (mode == 1)
|
||||
{
|
||||
if ((flags & FLAG_MSAA_4X_HINT) && (!(CORE.Window.flags & FLAG_MSAA_4X_HINT)))
|
||||
@ -2135,10 +2187,10 @@ static unsigned SanitizeFlags(int mode, unsigned flags)
|
||||
// window. This function will continue to perform these update operations so long as
|
||||
// the state continues to change
|
||||
//
|
||||
// This design takes care of many odd corner cases. For example, if you want to restore
|
||||
// a window that was previously maximized AND minimized and you want to remove both these
|
||||
// flags, you actually need to call ShowWindow with SW_RESTORE twice. Another example is
|
||||
// if you have a maximized window, if the undecorated flag is modified then the window style
|
||||
// This design takes care of many odd corner cases. For example, in case of restoring
|
||||
// a window that was previously maximized AND minimized and those two flags need to be removed,
|
||||
// ShowWindow with SW_RESTORE twice need to bee actually calleed. Another example is
|
||||
// wheen having a maximized window, if the undecorated flag is modified then the window style
|
||||
// needs to be updated, but updating the style would mean the window size would change
|
||||
// causing the window to lose its Maximized state which would mean the window size
|
||||
// needs to be updated, followed by the update of window style, a second time, to restore that maximized
|
||||
@ -2149,10 +2201,10 @@ static void UpdateFlags(HWND hwnd, unsigned desiredFlags, int width, int height)
|
||||
// Flags that just apply immediately without needing any operations
|
||||
CORE.Window.flags |= (desiredFlags & FLAG_MASK_NO_UPDATE);
|
||||
|
||||
int vsync = (CORE.Window.flags & FLAG_VSYNC_HINT)? 1 : 0;
|
||||
int vsync = (desiredFlags & FLAG_VSYNC_HINT)? 1 : 0;
|
||||
if (wglSwapIntervalEXT)
|
||||
{
|
||||
(*wglSwapIntervalEXT)(vsync);
|
||||
wglSwapIntervalEXT(vsync);
|
||||
if (vsync) CORE.Window.flags |= FLAG_VSYNC_HINT;
|
||||
else CORE.Window.flags &= ~FLAG_VSYNC_HINT;
|
||||
}
|
||||
|
||||
@ -915,7 +915,7 @@ void SwapScreenBuffer(void)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: Failed to get DRM resources");
|
||||
drmModeRmFB(platform.fd, fb);
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
dreq.handle = creq.handle;
|
||||
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
|
||||
return;
|
||||
@ -955,7 +955,7 @@ void SwapScreenBuffer(void)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: No compatible CRTC found");
|
||||
drmModeRmFB(platform.fd, fb);
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
dreq.handle = creq.handle;
|
||||
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
|
||||
return;
|
||||
@ -971,7 +971,7 @@ void SwapScreenBuffer(void)
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: Mode: %dx%d@%d", mode->hdisplay, mode->vdisplay, mode->vrefresh);
|
||||
|
||||
drmModeRmFB(platform.fd, fb);
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
dreq.handle = creq.handle;
|
||||
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
|
||||
return;
|
||||
@ -989,7 +989,7 @@ void SwapScreenBuffer(void)
|
||||
// Clean up previous dumb buffer
|
||||
if (platform.prevDumbHandle)
|
||||
{
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
dreq.handle = platform.prevDumbHandle;
|
||||
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
|
||||
}
|
||||
@ -1017,10 +1017,9 @@ double GetTime(void)
|
||||
}
|
||||
|
||||
// Open URL with default system browser (if available)
|
||||
// NOTE: This function is only safe to use if you control the URL given
|
||||
// NOTE: This function is only safe to use if the provided URL is safe
|
||||
// A user could craft a malicious string performing another action
|
||||
// Only call this function yourself not with user input or make sure to check the string yourself
|
||||
// REF: https://github.com/raysan5/raylib/issues/686
|
||||
// Avoid calling this function with user input non-validated strings
|
||||
void OpenURL(const char *url)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "OpenURL() not implemented on target platform");
|
||||
@ -1469,7 +1468,7 @@ int InitPlatform(void)
|
||||
if (!eglChooseConfig(platform.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs))
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError());
|
||||
free(configs);
|
||||
RL_FREE(configs);
|
||||
return -1;
|
||||
}
|
||||
|
||||
@ -2149,14 +2148,11 @@ static void ConfigureEvdevDevice(char *device)
|
||||
|
||||
if (absAxisCount > 0)
|
||||
{
|
||||
// TODO / NOTE
|
||||
// TODO: Review GamepadAxis enum matching
|
||||
// So gamepad axes (as in the actual linux joydev.c) are just simply enumerated
|
||||
// and (at least for some input drivers like xpat) it's convention to use
|
||||
// ABS_X, ABX_Y for one joystick ABS_RX, ABS_RY for the other and the Z axes for the
|
||||
// shoulder buttons
|
||||
// If these are now enumerated you get LJOY_X, LJOY_Y, LEFT_SHOULDERB, RJOY_X, ...
|
||||
// That means they don't match the GamepadAxis enum
|
||||
// This could be fixed
|
||||
// ABS_X, ABX_Y for one joystick ABS_RX, ABS_RY for the other and the Z axes for the shoulder buttons
|
||||
// If these are now enumerated, it results to LJOY_X, LJOY_Y, LEFT_SHOULDERB, RJOY_X, ...
|
||||
int axisIndex = 0;
|
||||
for (int axis = ABS_X; axis < ABS_PRESSURE; axis++)
|
||||
{
|
||||
|
||||