Develop branch integration (#1091)

* [core] REDESIGNED: Implement global context

* [rlgl] REDESIGNED: Implement global context

* Reviewed globals for Android

* Review Android globals usage

* Update Android globals

* Bump raylib version to 3.0 !!!

* [raudio] REDESIGNED: Implement global context

* [raudio] Reorder functions

* [core] Tweaks on descriptions

* Issues with SUPPORT_MOUSE_GESTURES

* [camera] Use global context

* REDESIGN: Move shapes drawing texture/rec to RLGL context

* Review some issues on standalone mode

* Update to use global context

* [GAME] Upload RE-PAIR game from GGJ2020 -WIP-

* Update game: RE-PAIR

* [utils] TRACELOG macros proposal

* Update config.h
This commit is contained in:
Ray
2020-02-03 18:31:30 +01:00
committed by GitHub
parent 6f3c99a295
commit 40b73a8a91
34 changed files with 3778 additions and 1985 deletions

View File

@@ -197,19 +197,31 @@ typedef enum {
MOVE_DOWN
} CameraMove;
typedef struct {
int mode; // Current camera mode
float targetDistance; // Camera distance from position to target
float playerEyesPosition; // Default player eyes position from ground (in meters)
Vector2 angle; // Camera angle in plane XZ
int moveControl[6];
int smoothZoomControl; // raylib: KEY_LEFT_CONTROL
int altControl; // raylib: KEY_LEFT_ALT
int panControl; // raylib: MOUSE_MIDDLE_BUTTON
} CameraData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Vector2 cameraAngle = { 0.0f, 0.0f }; // Camera angle in plane XZ
static float cameraTargetDistance = 0.0f; // Camera distance from position to target
static float playerEyesPosition = 1.85f; // Default player eyes position from ground (in meters)
static int cameraMoveControl[6] = { 'W', 'S', 'D', 'A', 'E', 'Q' };
static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON
static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT
static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL
static int cameraMode = CAMERA_CUSTOM; // Current camera mode
static CameraData CAMERA = {
.mode = 0,
.targetDistance = 0,
.playerEyesPosition = 1.85f,
.angle = { 0 },
.moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
.smoothZoomControl = 341,
.altControl = 342,
.panControl = 2
};
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@@ -241,19 +253,19 @@ void SetCameraMode(Camera camera, int mode)
float dy = v2.y - v1.y;
float dz = v2.z - v1.z;
cameraTargetDistance = sqrtf(dx*dx + dy*dy + dz*dz);
CAMERA.targetDistance = sqrtf(dx*dx + dy*dy + dz*dz);
// Camera angle calculation
cameraAngle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
cameraAngle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
CAMERA.angle.x = atan2f(dx, dz); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
CAMERA.angle.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Camera angle in plane XY (0 aligned with X, move positive CW)
playerEyesPosition = camera.position.y;
CAMERA.playerEyesPosition = camera.position.y;
// Lock cursor for first person and third person cameras
if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
else EnableCursor();
cameraMode = mode;
CAMERA.mode = mode;
}
// Update camera depending on selected mode
@@ -267,7 +279,7 @@ void UpdateCamera(Camera *camera)
static int swingCounter = 0; // Used for 1st person swinging movement
static Vector2 previousMousePosition = { 0.0f, 0.0f };
// TODO: Compute cameraTargetDistance and cameraAngle here
// TODO: Compute CAMERA.targetDistance and CAMERA.angle here
// Mouse movement detection
Vector2 mousePositionDelta = { 0.0f, 0.0f };
@@ -275,20 +287,20 @@ void UpdateCamera(Camera *camera)
int mouseWheelMove = GetMouseWheelMove();
// Keys input detection
bool panKey = IsMouseButtonDown(cameraPanControlKey);
bool altKey = IsKeyDown(cameraAltControlKey);
bool szoomKey = IsKeyDown(cameraSmoothZoomControlKey);
bool panKey = IsMouseButtonDown(CAMERA.panControl);
bool altKey = IsKeyDown(CAMERA.altControl);
bool szoomKey = IsKeyDown(CAMERA.smoothZoomControl);
bool direction[6] = { IsKeyDown(cameraMoveControl[MOVE_FRONT]),
IsKeyDown(cameraMoveControl[MOVE_BACK]),
IsKeyDown(cameraMoveControl[MOVE_RIGHT]),
IsKeyDown(cameraMoveControl[MOVE_LEFT]),
IsKeyDown(cameraMoveControl[MOVE_UP]),
IsKeyDown(cameraMoveControl[MOVE_DOWN]) };
bool direction[6] = { IsKeyDown(CAMERA.moveControl[MOVE_FRONT]),
IsKeyDown(CAMERA.moveControl[MOVE_BACK]),
IsKeyDown(CAMERA.moveControl[MOVE_RIGHT]),
IsKeyDown(CAMERA.moveControl[MOVE_LEFT]),
IsKeyDown(CAMERA.moveControl[MOVE_UP]),
IsKeyDown(CAMERA.moveControl[MOVE_DOWN]) };
// TODO: Consider touch inputs for camera
if (cameraMode != CAMERA_CUSTOM)
if (CAMERA.mode != CAMERA_CUSTOM)
{
mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
@@ -297,58 +309,58 @@ void UpdateCamera(Camera *camera)
}
// Support for multiple automatic camera modes
switch (cameraMode)
switch (CAMERA.mode)
{
case CAMERA_FREE:
{
// Camera zoom
if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
if ((CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
if (CAMERA.targetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
}
// Camera looking down
// TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
// TODO: Review, weird comparisson of CAMERA.targetDistance == 120.0f?
else if ((camera->position.y > camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
}
else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
// if (camera->target.y < 0) camera->target.y = -0.001;
}
else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
{
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
// Camera looking up
// TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
// TODO: Review, weird comparisson of CAMERA.targetDistance == 120.0f?
else if ((camera->position.y < camera->target.y) && (CAMERA.targetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
}
else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/CAMERA.targetDistance;
// if (camera->target.y > 0) camera->target.y = 0.001;
}
else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
{
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
if (CAMERA.targetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) CAMERA.targetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
// Input keys checks
@@ -359,78 +371,78 @@ void UpdateCamera(Camera *camera)
if (szoomKey)
{
// Camera smooth zoom
cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
CAMERA.targetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY);
}
else
{
// Camera rotation
cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
CAMERA.angle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY;
CAMERA.angle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY;
// Angle clamp
if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
if (CAMERA.angle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD;
else if (CAMERA.angle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD;
}
}
else
{
// Camera panning
camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(cameraAngle.x)*sinf(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.x += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
camera->target.z += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*sinf(CAMERA.angle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cosf(CAMERA.angle.x)*sinf(CAMERA.angle.y))*(CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER);
}
}
// Update camera position with changes
camera->position.x = -sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance + camera->target.y;
camera->position.z = -cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
camera->position.x = -sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance + camera->target.y;
camera->position.z = -cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
} break;
case CAMERA_ORBITAL:
{
cameraAngle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
CAMERA.angle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom
// Camera distance clamp
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
// Update camera position with changes
camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
camera->position.y = ((cameraAngle.y <= 0.0f)? 1 : -1)*sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
camera->position.y = ((CAMERA.angle.y <= 0.0f)? 1 : -1)*sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
} break;
case CAMERA_FIRST_PERSON:
{
camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
sinf(cameraAngle.x)*direction[MOVE_FRONT] -
cosf(cameraAngle.x)*direction[MOVE_LEFT] +
cosf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.y += (sinf(cameraAngle.y)*direction[MOVE_FRONT] -
sinf(cameraAngle.y)*direction[MOVE_BACK] +
camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.z += (cosf(cameraAngle.x)*direction[MOVE_BACK] -
cosf(cameraAngle.x)*direction[MOVE_FRONT] +
sinf(cameraAngle.x)*direction[MOVE_LEFT] -
sinf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
bool isMoving = false; // Required for swinging
for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
// Camera orientation calculation
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
// Angle clamp
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
if (CAMERA.angle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
else if (CAMERA.angle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
// Recalculate camera target considering translation and rotation
Matrix translation = MatrixTranslate(0, 0, (cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER));
Matrix rotation = MatrixRotateXYZ((Vector3){ PI*2 - cameraAngle.y, PI*2 - cameraAngle.x, 0 });
Matrix translation = MatrixTranslate(0, 0, (CAMERA.targetDistance/CAMERA_FREE_PANNING_DIVIDER));
Matrix rotation = MatrixRotateXYZ((Vector3){ PI*2 - CAMERA.angle.y, PI*2 - CAMERA.angle.x, 0 });
Matrix transform = MatrixMultiply(translation, rotation);
camera->target.x = camera->position.x - transform.m12;
@@ -441,7 +453,7 @@ void UpdateCamera(Camera *camera)
// Camera position update
// NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position'
camera->position.y = playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
camera->position.y = CAMERA.playerEyesPosition - sinf(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER;
camera->up.x = sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
camera->up.z = -sinf(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER;
@@ -450,39 +462,39 @@ void UpdateCamera(Camera *camera)
} break;
case CAMERA_THIRD_PERSON:
{
camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
sinf(cameraAngle.x)*direction[MOVE_FRONT] -
cosf(cameraAngle.x)*direction[MOVE_LEFT] +
cosf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.x += (sinf(CAMERA.angle.x)*direction[MOVE_BACK] -
sinf(CAMERA.angle.x)*direction[MOVE_FRONT] -
cosf(CAMERA.angle.x)*direction[MOVE_LEFT] +
cosf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.y += (sinf(cameraAngle.y)*direction[MOVE_FRONT] -
sinf(cameraAngle.y)*direction[MOVE_BACK] +
camera->position.y += (sinf(CAMERA.angle.y)*direction[MOVE_FRONT] -
sinf(CAMERA.angle.y)*direction[MOVE_BACK] +
1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.z += (cosf(cameraAngle.x)*direction[MOVE_BACK] -
cosf(cameraAngle.x)*direction[MOVE_FRONT] +
sinf(cameraAngle.x)*direction[MOVE_LEFT] -
sinf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
camera->position.z += (cosf(CAMERA.angle.x)*direction[MOVE_BACK] -
cosf(CAMERA.angle.x)*direction[MOVE_FRONT] +
sinf(CAMERA.angle.x)*direction[MOVE_LEFT] -
sinf(CAMERA.angle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
// Camera orientation calculation
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
CAMERA.angle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
CAMERA.angle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
// Angle clamp
if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
if (CAMERA.angle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
else if (CAMERA.angle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) CAMERA.angle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
// Camera zoom
cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
CAMERA.targetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY);
// Camera distance clamp
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
// TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
else camera->position.y = -sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
camera->position.z = cosf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.z;
} break;
default: break;
@@ -490,23 +502,23 @@ void UpdateCamera(Camera *camera)
}
// Set camera pan key to combine with mouse movement (free camera)
void SetCameraPanControl(int panKey) { cameraPanControlKey = panKey; }
void SetCameraPanControl(int panKey) { CAMERA.panControl = panKey; }
// Set camera alt key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; }
void SetCameraAltControl(int altKey) { CAMERA.altControl = altKey; }
// Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraSmoothZoomControl(int szoomKey) { cameraSmoothZoomControlKey = szoomKey; }
void SetCameraSmoothZoomControl(int szoomKey) { CAMERA.smoothZoomControl = szoomKey; }
// Set camera move controls (1st person and 3rd person cameras)
void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey)
{
cameraMoveControl[MOVE_FRONT] = frontKey;
cameraMoveControl[MOVE_BACK] = backKey;
cameraMoveControl[MOVE_RIGHT] = rightKey;
cameraMoveControl[MOVE_LEFT] = leftKey;
cameraMoveControl[MOVE_UP] = upKey;
cameraMoveControl[MOVE_DOWN] = downKey;
CAMERA.moveControl[MOVE_FRONT] = frontKey;
CAMERA.moveControl[MOVE_BACK] = backKey;
CAMERA.moveControl[MOVE_RIGHT] = rightKey;
CAMERA.moveControl[MOVE_LEFT] = leftKey;
CAMERA.moveControl[MOVE_UP] = upKey;
CAMERA.moveControl[MOVE_DOWN] = downKey;
}
#endif // CAMERA_IMPLEMENTATION

View File

@@ -25,7 +25,7 @@
*
**********************************************************************************************/
#define RAYLIB_VERSION "2.6-dev"
#define RAYLIB_VERSION "3.0"
// Edit to control what features Makefile'd raylib is compiled with
#if defined(RAYLIB_CMAKE)

1573
src/core.c

File diff suppressed because it is too large Load Diff

View File

@@ -149,75 +149,76 @@ float GetGesturePinchAngle(void); // Get gesture pinch ang
#undef _POSIX_C_SOURCE
#define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext.
#endif
#include <sys/time.h> // Required for: timespec
#include <time.h> // Required for: clock_gettime()
#include <sys/time.h> // Required for: timespec
#include <time.h> // Required for: clock_gettime()
#include <math.h> // Required for: atan2(), sqrt()
#include <stdint.h> // Required for: uint64_t
#include <math.h> // Required for: atan2(), sqrt()
#include <stdint.h> // Required for: uint64_t
#endif
#if defined(__APPLE__) // macOS also defines __MACH__
#include <mach/clock.h> // Required for: clock_get_time()
#include <mach/mach.h> // Required for: mach_timespec_t
#if defined(__APPLE__) // macOS also defines __MACH__
#include <mach/clock.h> // Required for: clock_get_time()
#include <mach/mach.h> // Required for: mach_timespec_t
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define FORCE_TO_SWIPE 0.0005f // Measured in normalized screen units/time
#define MINIMUM_DRAG 0.015f // Measured in normalized screen units (0.0f to 1.0f)
#define MINIMUM_PINCH 0.005f // Measured in normalized screen units (0.0f to 1.0f)
#define TAP_TIMEOUT 300 // Time in milliseconds
#define PINCH_TIMEOUT 300 // Time in milliseconds
#define DOUBLETAP_RANGE 0.03f // Measured in normalized screen units (0.0f to 1.0f)
#define FORCE_TO_SWIPE 0.0005f // Measured in normalized screen units/time
#define MINIMUM_DRAG 0.015f // Measured in normalized screen units (0.0f to 1.0f)
#define MINIMUM_PINCH 0.005f // Measured in normalized screen units (0.0f to 1.0f)
#define TAP_TIMEOUT 300 // Time in milliseconds
#define PINCH_TIMEOUT 300 // Time in milliseconds
#define DOUBLETAP_RANGE 0.03f // Measured in normalized screen units (0.0f to 1.0f)
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
typedef struct {
int current; // Current detected gesture
unsigned int enabledFlags; // Enabled gestures flags
struct {
int firstId; // Touch id for first touch point
int pointCount; // Touch points counter
double eventTime; // Time stamp when an event happened
Vector2 upPosition; // Touch up position
Vector2 downPositionA; // First touch down position
Vector2 downPositionB; // Second touch down position
Vector2 downDragPosition; // Touch drag position
Vector2 moveDownPositionA; // First touch down position on move
Vector2 moveDownPositionB; // Second touch down position on move
int tapCounter; // TAP counter (one tap implies TOUCH_DOWN and TOUCH_UP actions)
} Touch;
struct {
bool resetRequired; // HOLD reset to get first touch point again
double timeDuration; // HOLD duration in milliseconds
} Hold;
struct {
Vector2 vector; // DRAG vector (between initial and current position)
float angle; // DRAG angle (relative to x-axis)
float distance; // DRAG distance (from initial touch point to final) (normalized [0..1])
float intensity; // DRAG intensity, how far why did the DRAG (pixels per frame)
} Drag;
struct {
bool start; // SWIPE used to define when start measuring GESTURES.Swipe.timeDuration
double timeDuration; // SWIPE time to calculate drag intensity
} Swipe;
struct {
Vector2 vector; // PINCH vector (between first and second touch points)
float angle; // PINCH angle (relative to x-axis)
float distance; // PINCH displacement distance (normalized [0..1])
} Pinch;
} GesturesData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// Touch gesture variables
static Vector2 touchDownPosition = { 0.0f, 0.0f }; // First touch down position
static Vector2 touchDownPosition2 = { 0.0f, 0.0f }; // Second touch down position
static Vector2 touchDownDragPosition = { 0.0f, 0.0f }; // Touch drag position
static Vector2 touchUpPosition = { 0.0f, 0.0f }; // Touch up position
static Vector2 moveDownPosition = { 0.0f, 0.0f }; // First touch down position on move
static Vector2 moveDownPosition2 = { 0.0f, 0.0f }; // Second touch down position on move
static int pointCount = 0; // Touch points counter
static int firstTouchId = -1; // Touch id for first touch point
static double eventTime = 0.0; // Time stamp when an event happened
// Tap gesture variables
static int tapCounter = 0; // TAP counter (one tap implies TOUCH_DOWN and TOUCH_UP actions)
// Hold gesture variables
static bool resetHold = false; // HOLD reset to get first touch point again
static double timeHold = 0.0f; // HOLD duration in milliseconds
// Drag gesture variables
static Vector2 dragVector = { 0.0f , 0.0f }; // DRAG vector (between initial and current position)
static float dragAngle = 0.0f; // DRAG angle (relative to x-axis)
static float dragDistance = 0.0f; // DRAG distance (from initial touch point to final) (normalized [0..1])
static float dragIntensity = 0.0f; // DRAG intensity, how far why did the DRAG (pixels per frame)
// Swipe gestures variables
static bool startMoving = false; // SWIPE used to define when start measuring swipeTime
static double swipeTime = 0.0; // SWIPE time to calculate drag intensity
// Pinch gesture variables
static Vector2 pinchVector = { 0.0f , 0.0f }; // PINCH vector (between first and second touch points)
static float pinchAngle = 0.0f; // PINCH angle (relative to x-axis)
static float pinchDistance = 0.0f; // PINCH displacement distance (normalized [0..1])
static int currentGesture = GESTURE_NONE; // Current detected gesture
// Enabled gestures flags, all gestures enabled by default
static unsigned int enabledGestures = 0b0000001111111111;
static GesturesData GESTURES = {
.Touch.firstId = -1,
.current = GESTURE_NONE,
.enabledFlags = 0b0000001111111111 // All gestures enabled by default
};
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@@ -236,13 +237,13 @@ static double GetCurrentTime(void);
// Enable only desired getures to be detected
void SetGesturesEnabled(unsigned int gestureFlags)
{
enabledGestures = gestureFlags;
GESTURES.enabledFlags = gestureFlags;
}
// Check if a gesture have been detected
bool IsGestureDetected(int gesture)
{
if ((enabledGestures & currentGesture) == gesture) return true;
if ((GESTURES.enabledFlags & GESTURES.current) == gesture) return true;
else return false;
}
@@ -250,150 +251,150 @@ bool IsGestureDetected(int gesture)
void ProcessGestureEvent(GestureEvent event)
{
// Reset required variables
pointCount = event.pointCount; // Required on UpdateGestures()
GESTURES.Touch.pointCount = event.pointCount; // Required on UpdateGestures()
if (pointCount < 2)
if (GESTURES.Touch.pointCount < 2)
{
if (event.touchAction == TOUCH_DOWN)
{
tapCounter++; // Tap counter
GESTURES.Touch.tapCounter++; // Tap counter
// Detect GESTURE_DOUBLE_TAP
if ((currentGesture == GESTURE_NONE) && (tapCounter >= 2) && ((GetCurrentTime() - eventTime) < TAP_TIMEOUT) && (Vector2Distance(touchDownPosition, event.position[0]) < DOUBLETAP_RANGE))
if ((GESTURES.current == GESTURE_NONE) && (GESTURES.Touch.tapCounter >= 2) && ((GetCurrentTime() - GESTURES.Touch.eventTime) < TAP_TIMEOUT) && (Vector2Distance(GESTURES.Touch.downPositionA, event.position[0]) < DOUBLETAP_RANGE))
{
currentGesture = GESTURE_DOUBLETAP;
tapCounter = 0;
GESTURES.current = GESTURE_DOUBLETAP;
GESTURES.Touch.tapCounter = 0;
}
else // Detect GESTURE_TAP
{
tapCounter = 1;
currentGesture = GESTURE_TAP;
GESTURES.Touch.tapCounter = 1;
GESTURES.current = GESTURE_TAP;
}
touchDownPosition = event.position[0];
touchDownDragPosition = event.position[0];
GESTURES.Touch.downPositionA = event.position[0];
GESTURES.Touch.downDragPosition = event.position[0];
touchUpPosition = touchDownPosition;
eventTime = GetCurrentTime();
GESTURES.Touch.upPosition = GESTURES.Touch.downPositionA;
GESTURES.Touch.eventTime = GetCurrentTime();
firstTouchId = event.pointerId[0];
GESTURES.Touch.firstId = event.pointerId[0];
dragVector = (Vector2){ 0.0f, 0.0f };
GESTURES.Drag.vector = (Vector2){ 0.0f, 0.0f };
}
else if (event.touchAction == TOUCH_UP)
{
if (currentGesture == GESTURE_DRAG) touchUpPosition = event.position[0];
if (GESTURES.current == GESTURE_DRAG) GESTURES.Touch.upPosition = event.position[0];
// NOTE: dragIntensity dependend on the resolution of the screen
dragDistance = Vector2Distance(touchDownPosition, touchUpPosition);
dragIntensity = dragDistance/(float)((GetCurrentTime() - swipeTime));
// NOTE: GESTURES.Drag.intensity dependend on the resolution of the screen
GESTURES.Drag.distance = Vector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
GESTURES.Drag.intensity = GESTURES.Drag.distance/(float)((GetCurrentTime() - GESTURES.Swipe.timeDuration));
startMoving = false;
GESTURES.Swipe.start = false;
// Detect GESTURE_SWIPE
if ((dragIntensity > FORCE_TO_SWIPE) && (firstTouchId == event.pointerId[0]))
if ((GESTURES.Drag.intensity > FORCE_TO_SWIPE) && (GESTURES.Touch.firstId == event.pointerId[0]))
{
// NOTE: Angle should be inverted in Y
dragAngle = 360.0f - Vector2Angle(touchDownPosition, touchUpPosition);
GESTURES.Drag.angle = 360.0f - Vector2Angle(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
if ((dragAngle < 30) || (dragAngle > 330)) currentGesture = GESTURE_SWIPE_RIGHT; // Right
else if ((dragAngle > 30) && (dragAngle < 120)) currentGesture = GESTURE_SWIPE_UP; // Up
else if ((dragAngle > 120) && (dragAngle < 210)) currentGesture = GESTURE_SWIPE_LEFT; // Left
else if ((dragAngle > 210) && (dragAngle < 300)) currentGesture = GESTURE_SWIPE_DOWN; // Down
else currentGesture = GESTURE_NONE;
if ((GESTURES.Drag.angle < 30) || (GESTURES.Drag.angle > 330)) GESTURES.current = GESTURE_SWIPE_RIGHT; // Right
else if ((GESTURES.Drag.angle > 30) && (GESTURES.Drag.angle < 120)) GESTURES.current = GESTURE_SWIPE_UP; // Up
else if ((GESTURES.Drag.angle > 120) && (GESTURES.Drag.angle < 210)) GESTURES.current = GESTURE_SWIPE_LEFT; // Left
else if ((GESTURES.Drag.angle > 210) && (GESTURES.Drag.angle < 300)) GESTURES.current = GESTURE_SWIPE_DOWN; // Down
else GESTURES.current = GESTURE_NONE;
}
else
{
dragDistance = 0.0f;
dragIntensity = 0.0f;
dragAngle = 0.0f;
GESTURES.Drag.distance = 0.0f;
GESTURES.Drag.intensity = 0.0f;
GESTURES.Drag.angle = 0.0f;
currentGesture = GESTURE_NONE;
GESTURES.current = GESTURE_NONE;
}
touchDownDragPosition = (Vector2){ 0.0f, 0.0f };
pointCount = 0;
GESTURES.Touch.downDragPosition = (Vector2){ 0.0f, 0.0f };
GESTURES.Touch.pointCount = 0;
}
else if (event.touchAction == TOUCH_MOVE)
{
if (currentGesture == GESTURE_DRAG) eventTime = GetCurrentTime();
if (GESTURES.current == GESTURE_DRAG) GESTURES.Touch.eventTime = GetCurrentTime();
if (!startMoving)
if (!GESTURES.Swipe.start)
{
swipeTime = GetCurrentTime();
startMoving = true;
GESTURES.Swipe.timeDuration = GetCurrentTime();
GESTURES.Swipe.start = true;
}
moveDownPosition = event.position[0];
GESTURES.Touch.moveDownPositionA = event.position[0];
if (currentGesture == GESTURE_HOLD)
if (GESTURES.current == GESTURE_HOLD)
{
if (resetHold) touchDownPosition = event.position[0];
if (GESTURES.Hold.resetRequired) GESTURES.Touch.downPositionA = event.position[0];
resetHold = false;
GESTURES.Hold.resetRequired = false;
// Detect GESTURE_DRAG
if (Vector2Distance(touchDownPosition, moveDownPosition) >= MINIMUM_DRAG)
if (Vector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.moveDownPositionA) >= MINIMUM_DRAG)
{
eventTime = GetCurrentTime();
currentGesture = GESTURE_DRAG;
GESTURES.Touch.eventTime = GetCurrentTime();
GESTURES.current = GESTURE_DRAG;
}
}
dragVector.x = moveDownPosition.x - touchDownDragPosition.x;
dragVector.y = moveDownPosition.y - touchDownDragPosition.y;
GESTURES.Drag.vector.x = GESTURES.Touch.moveDownPositionA.x - GESTURES.Touch.downDragPosition.x;
GESTURES.Drag.vector.y = GESTURES.Touch.moveDownPositionA.y - GESTURES.Touch.downDragPosition.y;
}
}
else // Two touch points
{
if (event.touchAction == TOUCH_DOWN)
{
touchDownPosition = event.position[0];
touchDownPosition2 = event.position[1];
GESTURES.Touch.downPositionA = event.position[0];
GESTURES.Touch.downPositionB = event.position[1];
//pinchDistance = Vector2Distance(touchDownPosition, touchDownPosition2);
//GESTURES.Pinch.distance = Vector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.downPositionB);
pinchVector.x = touchDownPosition2.x - touchDownPosition.x;
pinchVector.y = touchDownPosition2.y - touchDownPosition.y;
GESTURES.Pinch.vector.x = GESTURES.Touch.downPositionB.x - GESTURES.Touch.downPositionA.x;
GESTURES.Pinch.vector.y = GESTURES.Touch.downPositionB.y - GESTURES.Touch.downPositionA.y;
currentGesture = GESTURE_HOLD;
timeHold = GetCurrentTime();
GESTURES.current = GESTURE_HOLD;
GESTURES.Hold.timeDuration = GetCurrentTime();
}
else if (event.touchAction == TOUCH_MOVE)
{
pinchDistance = Vector2Distance(moveDownPosition, moveDownPosition2);
GESTURES.Pinch.distance = Vector2Distance(GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB);
touchDownPosition = moveDownPosition;
touchDownPosition2 = moveDownPosition2;
GESTURES.Touch.downPositionA = GESTURES.Touch.moveDownPositionA;
GESTURES.Touch.downPositionB = GESTURES.Touch.moveDownPositionB;
moveDownPosition = event.position[0];
moveDownPosition2 = event.position[1];
GESTURES.Touch.moveDownPositionA = event.position[0];
GESTURES.Touch.moveDownPositionB = event.position[1];
pinchVector.x = moveDownPosition2.x - moveDownPosition.x;
pinchVector.y = moveDownPosition2.y - moveDownPosition.y;
GESTURES.Pinch.vector.x = GESTURES.Touch.moveDownPositionB.x - GESTURES.Touch.moveDownPositionA.x;
GESTURES.Pinch.vector.y = GESTURES.Touch.moveDownPositionB.y - GESTURES.Touch.moveDownPositionA.y;
if ((Vector2Distance(touchDownPosition, moveDownPosition) >= MINIMUM_PINCH) || (Vector2Distance(touchDownPosition2, moveDownPosition2) >= MINIMUM_PINCH))
if ((Vector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.moveDownPositionA) >= MINIMUM_PINCH) || (Vector2Distance(GESTURES.Touch.downPositionB, GESTURES.Touch.moveDownPositionB) >= MINIMUM_PINCH))
{
if ((Vector2Distance(moveDownPosition, moveDownPosition2) - pinchDistance) < 0) currentGesture = GESTURE_PINCH_IN;
else currentGesture = GESTURE_PINCH_OUT;
if ((Vector2Distance(GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB) - GESTURES.Pinch.distance) < 0) GESTURES.current = GESTURE_PINCH_IN;
else GESTURES.current = GESTURE_PINCH_OUT;
}
else
{
currentGesture = GESTURE_HOLD;
timeHold = GetCurrentTime();
GESTURES.current = GESTURE_HOLD;
GESTURES.Hold.timeDuration = GetCurrentTime();
}
// NOTE: Angle should be inverted in Y
pinchAngle = 360.0f - Vector2Angle(moveDownPosition, moveDownPosition2);
GESTURES.Pinch.angle = 360.0f - Vector2Angle(GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB);
}
else if (event.touchAction == TOUCH_UP)
{
pinchDistance = 0.0f;
pinchAngle = 0.0f;
pinchVector = (Vector2){ 0.0f, 0.0f };
pointCount = 0;
GESTURES.Pinch.distance = 0.0f;
GESTURES.Pinch.angle = 0.0f;
GESTURES.Pinch.vector = (Vector2){ 0.0f, 0.0f };
GESTURES.Touch.pointCount = 0;
currentGesture = GESTURE_NONE;
GESTURES.current = GESTURE_NONE;
}
}
}
@@ -404,23 +405,23 @@ void UpdateGestures(void)
// NOTE: Gestures are processed through system callbacks on touch events
// Detect GESTURE_HOLD
if (((currentGesture == GESTURE_TAP) || (currentGesture == GESTURE_DOUBLETAP)) && (pointCount < 2))
if (((GESTURES.current == GESTURE_TAP) || (GESTURES.current == GESTURE_DOUBLETAP)) && (GESTURES.Touch.pointCount < 2))
{
currentGesture = GESTURE_HOLD;
timeHold = GetCurrentTime();
GESTURES.current = GESTURE_HOLD;
GESTURES.Hold.timeDuration = GetCurrentTime();
}
if (((GetCurrentTime() - eventTime) > TAP_TIMEOUT) && (currentGesture == GESTURE_DRAG) && (pointCount < 2))
if (((GetCurrentTime() - GESTURES.Touch.eventTime) > TAP_TIMEOUT) && (GESTURES.current == GESTURE_DRAG) && (GESTURES.Touch.pointCount < 2))
{
currentGesture = GESTURE_HOLD;
timeHold = GetCurrentTime();
resetHold = true;
GESTURES.current = GESTURE_HOLD;
GESTURES.Hold.timeDuration = GetCurrentTime();
GESTURES.Hold.resetRequired = true;
}
// Detect GESTURE_NONE
if ((currentGesture == GESTURE_SWIPE_RIGHT) || (currentGesture == GESTURE_SWIPE_UP) || (currentGesture == GESTURE_SWIPE_LEFT) || (currentGesture == GESTURE_SWIPE_DOWN))
if ((GESTURES.current == GESTURE_SWIPE_RIGHT) || (GESTURES.current == GESTURE_SWIPE_UP) || (GESTURES.current == GESTURE_SWIPE_LEFT) || (GESTURES.current == GESTURE_SWIPE_DOWN))
{
currentGesture = GESTURE_NONE;
GESTURES.current = GESTURE_NONE;
}
}
@@ -429,14 +430,14 @@ int GetTouchPointsCount(void)
{
// NOTE: point count is calculated when ProcessGestureEvent(GestureEvent event) is called
return pointCount;
return GESTURES.Touch.pointCount;
}
// Get latest detected gesture
int GetGestureDetected(void)
{
// Get current gesture only if enabled
return (enabledGestures & currentGesture);
return (GESTURES.enabledFlags & GESTURES.current);
}
// Hold time measured in ms
@@ -446,7 +447,7 @@ float GetGestureHoldDuration(void)
double time = 0.0;
if (currentGesture == GESTURE_HOLD) time = GetCurrentTime() - timeHold;
if (GESTURES.current == GESTURE_HOLD) time = GetCurrentTime() - GESTURES.Hold.timeDuration;
return (float)time;
}
@@ -456,7 +457,7 @@ Vector2 GetGestureDragVector(void)
{
// NOTE: drag vector is calculated on one touch points TOUCH_MOVE
return dragVector;
return GESTURES.Drag.vector;
}
// Get drag angle
@@ -465,16 +466,16 @@ float GetGestureDragAngle(void)
{
// NOTE: drag angle is calculated on one touch points TOUCH_UP
return dragAngle;
return GESTURES.Drag.angle;
}
// Get distance between two pinch points
Vector2 GetGesturePinchVector(void)
{
// NOTE: The position values used for pinchDistance are not modified like the position values of [core.c]-->GetTouchPosition(int index)
// NOTE: The position values used for GESTURES.Pinch.distance are not modified like the position values of [core.c]-->GetTouchPosition(int index)
// NOTE: pinch distance is calculated on two touch points TOUCH_MOVE
return pinchVector;
return GESTURES.Pinch.vector;
}
// Get angle beween two pinch points
@@ -483,7 +484,7 @@ float GetGesturePinchAngle(void)
{
// NOTE: pinch angle is calculated on two touch points TOUCH_MOVE
return pinchAngle;
return GESTURES.Pinch.angle;
}
//----------------------------------------------------------------------------------

View File

@@ -4,11 +4,11 @@
*
* FEATURES:
* - Manage audio device (init/close)
* - Manage raw audio context
* - Manage mixing channels
* - Load and unload audio files
* - Format wave data (sample rate, size, channels)
* - Play/Stop/Pause/Resume loaded audio
* - Manage mixing channels
* - Manage raw audio context
*
* CONFIGURATION:
*
@@ -124,7 +124,15 @@
// After some math, considering a sampleRate of 48000, a buffer refill rate of 1/60 seconds and a
// standard double-buffering system, a 4096 samples buffer has been chosen, it should be enough
// In case of music-stalls, just increase this number
#define AUDIO_BUFFER_SIZE 4096 // PCM data samples (i.e. 16bit, Mono: 8Kb)
#if !defined(AUDIO_BUFFER_SIZE)
#define AUDIO_BUFFER_SIZE 4096 // PCM data samples (i.e. 16bit, Mono: 8Kb)
#endif
#define DEVICE_FORMAT ma_format_f32
#define DEVICE_CHANNELS 2
#define DEVICE_SAMPLE_RATE 44100
#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -155,14 +163,74 @@ typedef enum {
} TraceLogType;
#endif
// NOTE: Different logic is used when feeding data to the playback device
// depending on whether or not data is streamed (Music vs Sound)
typedef enum {
AUDIO_BUFFER_USAGE_STATIC = 0,
AUDIO_BUFFER_USAGE_STREAM
} AudioBufferUsage;
// Audio buffer structure
struct rAudioBuffer {
ma_pcm_converter dsp; // PCM data converter
float volume; // Audio buffer volume
float pitch; // Audio buffer pitch
bool playing; // Audio buffer state: AUDIO_PLAYING
bool paused; // Audio buffer state: AUDIO_PAUSED
bool looping; // Audio buffer looping, always true for AudioStreams
int usage; // Audio buffer usage mode: STATIC or STREAM
bool isSubBufferProcessed[2]; // SubBuffer processed (virtual double buffer)
unsigned int sizeInFrames; // Total buffer size in frames
unsigned int frameCursorPos; // Frame cursor position
unsigned int totalFramesProcessed; // Total frames processed in this buffer (required for play timming)
unsigned char *data; // Data buffer, on music stream keeps filling
rAudioBuffer *next; // Next audio buffer on the list
rAudioBuffer *prev; // Previous audio buffer on the list
};
#define AudioBuffer rAudioBuffer // HACK: To avoid CoreAudio (macOS) symbol collision
// Audio data context
typedef struct AudioData {
struct {
ma_context context; // miniaudio context data
ma_device device; // miniaudio device
ma_mutex lock; // miniaudio mutex lock
bool isReady; // Check if audio device is ready
float masterVolume; // Master volume (multiplied on output mixing)
} System;
struct {
AudioBuffer *first; // Pointer to first AudioBuffer in the list
AudioBuffer *last; // Pointer to last AudioBuffer in the list
} Buffer;
struct {
AudioBuffer *pool[MAX_AUDIO_BUFFER_POOL_CHANNELS]; // Multichannel AudioBuffer pointers pool
unsigned int poolCounter; // AudioBuffer pointers pool counter
unsigned int channels[MAX_AUDIO_BUFFER_POOL_CHANNELS]; // AudioBuffer pool channels
} MultiChannel;
} AudioData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// ...
static AudioData AUDIO = { 0 }; // Global CORE context
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message);
static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount);
static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData);
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume);
static void InitAudioBufferPool(void); // Initialise the multichannel buffer pool
static void CloseAudioBufferPool(void); // Close the audio buffers pool
#if defined(SUPPORT_FILEFORMAT_WAV)
static Wave LoadWAV(const char *fileName); // Load WAV file
static int SaveWAV(Wave wave, const char *fileName); // Save wave data as WAV file
@@ -178,73 +246,15 @@ static Wave LoadMP3(const char *fileName); // Load MP3 file
#endif
#if defined(RAUDIO_STANDALONE)
bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
#endif
//----------------------------------------------------------------------------------
// AudioBuffer Functionality
//----------------------------------------------------------------------------------
#define DEVICE_FORMAT ma_format_f32
#define DEVICE_CHANNELS 2
#define DEVICE_SAMPLE_RATE 44100
#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16
typedef enum { AUDIO_BUFFER_USAGE_STATIC = 0, AUDIO_BUFFER_USAGE_STREAM } AudioBufferUsage;
// Audio buffer structure
// NOTE: Slightly different logic is used when feeding data to the
// playback device depending on whether or not data is streamed
struct rAudioBuffer {
ma_pcm_converter dsp; // PCM data converter
float volume; // Audio buffer volume
float pitch; // Audio buffer pitch
bool playing; // Audio buffer state: AUDIO_PLAYING
bool paused; // Audio buffer state: AUDIO_PAUSED
bool looping; // Audio buffer looping, always true for AudioStreams
int usage; // Audio buffer usage mode: STATIC or STREAM
bool isSubBufferProcessed[2]; // SubBuffer processed (virtual double buffer)
unsigned int frameCursorPos; // Frame cursor position
unsigned int bufferSizeInFrames; // Total buffer size in frames
unsigned int totalFramesProcessed; // Total frames processed in this buffer (required for play timming)
unsigned char *buffer; // Data buffer, on music stream keeps filling
rAudioBuffer *next; // Next audio buffer on the list
rAudioBuffer *prev; // Previous audio buffer on the list
};
#define AudioBuffer rAudioBuffer // HACK: To avoid CoreAudio (macOS) symbol collision
// Audio buffers are tracked in a linked list
static AudioBuffer *firstAudioBuffer = NULL; // Pointer to first AudioBuffer in the list
static AudioBuffer *lastAudioBuffer = NULL; // Pointer to last AudioBuffer in the list
// miniaudio global variables
static ma_context context; // miniaudio context data
static ma_device device; // miniaudio device
static ma_mutex audioLock; // miniaudio mutex lock
static bool isAudioInitialized = false; // Check if audio device is initialized
static float masterVolume = 1.0f; // Master volume (multiplied on output mixing)
// Multi channel playback global variables
static AudioBuffer *audioBufferPool[MAX_AUDIO_BUFFER_POOL_CHANNELS] = { 0 }; // Multichannel AudioBuffer pointers pool
static unsigned int audioBufferPoolCounter = 0; // AudioBuffer pointers pool counter
static unsigned int audioBufferPoolChannels[MAX_AUDIO_BUFFER_POOL_CHANNELS] = { 0 }; // AudioBuffer pool channels
// miniaudio functions declaration
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message);
static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount);
static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData);
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume);
// AudioBuffer management functions declaration
// NOTE: Those functions are not exposed by raylib... for the moment
AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 bufferSizeInFrames, int usage);
//----------------------------------------------------------------------------------
AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage);
void CloseAudioBuffer(AudioBuffer *buffer);
bool IsAudioBufferPlaying(AudioBuffer *buffer);
void PlayAudioBuffer(AudioBuffer *buffer);
@@ -256,248 +266,20 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch);
void TrackAudioBuffer(AudioBuffer *buffer);
void UntrackAudioBuffer(AudioBuffer *buffer);
//----------------------------------------------------------------------------------
// miniaudio functions definitions
//----------------------------------------------------------------------------------
// Log callback function
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message)
{
(void)pContext;
(void)pDevice;
TraceLog(LOG_ERROR, message); // All log messages from miniaudio are errors
}
// Sending audio data to device callback function
// NOTE: All the mixing takes place here
static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount)
{
(void)pDevice;
// Mixing is basically just an accumulation, we need to initialize the output buffer to 0
memset(pFramesOut, 0, frameCount*pDevice->playback.channels*ma_get_bytes_per_sample(pDevice->playback.format));
// Using a mutex here for thread-safety which makes things not real-time
// This is unlikely to be necessary for this project, but may want to consider how you might want to avoid this
ma_mutex_lock(&audioLock);
{
for (AudioBuffer *audioBuffer = firstAudioBuffer; audioBuffer != NULL; audioBuffer = audioBuffer->next)
{
// Ignore stopped or paused sounds
if (!audioBuffer->playing || audioBuffer->paused) continue;
ma_uint32 framesRead = 0;
while (1)
{
if (framesRead > frameCount)
{
TraceLog(LOG_DEBUG, "Mixed too many frames from audio buffer");
break;
}
if (framesRead == frameCount) break;
// Just read as much data as we can from the stream
ma_uint32 framesToRead = (frameCount - framesRead);
while (framesToRead > 0)
{
float tempBuffer[1024]; // 512 frames for stereo
ma_uint32 framesToReadRightNow = framesToRead;
if (framesToReadRightNow > sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS)
{
framesToReadRightNow = sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS;
}
ma_uint32 framesJustRead = (ma_uint32)ma_pcm_converter_read(&audioBuffer->dsp, tempBuffer, framesToReadRightNow);
if (framesJustRead > 0)
{
float *framesOut = (float *)pFramesOut + (framesRead*device.playback.channels);
float *framesIn = tempBuffer;
MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer->volume);
framesToRead -= framesJustRead;
framesRead += framesJustRead;
}
if (!audioBuffer->playing)
{
framesRead = frameCount;
break;
}
// If we weren't able to read all the frames we requested, break
if (framesJustRead < framesToReadRightNow)
{
if (!audioBuffer->looping)
{
StopAudioBuffer(audioBuffer);
break;
}
else
{
// Should never get here, but just for safety,
// move the cursor position back to the start and continue the loop
audioBuffer->frameCursorPos = 0;
continue;
}
}
}
// If for some reason we weren't able to read every frame we'll need to break from the loop
// Not doing this could theoretically put us into an infinite loop
if (framesToRead > 0) break;
}
}
}
ma_mutex_unlock(&audioLock);
}
// DSP read from audio buffer callback function
static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData)
{
AudioBuffer *audioBuffer = (AudioBuffer *)pUserData;
ma_uint32 subBufferSizeInFrames = (audioBuffer->bufferSizeInFrames > 1)? audioBuffer->bufferSizeInFrames/2 : audioBuffer->bufferSizeInFrames;
ma_uint32 currentSubBufferIndex = audioBuffer->frameCursorPos/subBufferSizeInFrames;
if (currentSubBufferIndex > 1)
{
TraceLog(LOG_DEBUG, "Frame cursor position moved too far forward in audio stream");
return 0;
}
// Another thread can update the processed state of buffers so
// we just take a copy here to try and avoid potential synchronization problems
bool isSubBufferProcessed[2];
isSubBufferProcessed[0] = audioBuffer->isSubBufferProcessed[0];
isSubBufferProcessed[1] = audioBuffer->isSubBufferProcessed[1];
ma_uint32 frameSizeInBytes = ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn)*audioBuffer->dsp.formatConverterIn.config.channels;
// Fill out every frame until we find a buffer that's marked as processed. Then fill the remainder with 0
ma_uint32 framesRead = 0;
while (1)
{
// We break from this loop differently depending on the buffer's usage
// - For static buffers, we simply fill as much data as we can
// - For streaming buffers we only fill the halves of the buffer that are processed
// Unprocessed halves must keep their audio data in-tact
if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
{
if (framesRead >= frameCount) break;
}
else
{
if (isSubBufferProcessed[currentSubBufferIndex]) break;
}
ma_uint32 totalFramesRemaining = (frameCount - framesRead);
if (totalFramesRemaining == 0) break;
ma_uint32 framesRemainingInOutputBuffer;
if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
{
framesRemainingInOutputBuffer = audioBuffer->bufferSizeInFrames - audioBuffer->frameCursorPos;
}
else
{
ma_uint32 firstFrameIndexOfThisSubBuffer = subBufferSizeInFrames*currentSubBufferIndex;
framesRemainingInOutputBuffer = subBufferSizeInFrames - (audioBuffer->frameCursorPos - firstFrameIndexOfThisSubBuffer);
}
ma_uint32 framesToRead = totalFramesRemaining;
if (framesToRead > framesRemainingInOutputBuffer) framesToRead = framesRemainingInOutputBuffer;
memcpy((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), audioBuffer->buffer + (audioBuffer->frameCursorPos*frameSizeInBytes), framesToRead*frameSizeInBytes);
audioBuffer->frameCursorPos = (audioBuffer->frameCursorPos + framesToRead)%audioBuffer->bufferSizeInFrames;
framesRead += framesToRead;
// If we've read to the end of the buffer, mark it as processed
if (framesToRead == framesRemainingInOutputBuffer)
{
audioBuffer->isSubBufferProcessed[currentSubBufferIndex] = true;
isSubBufferProcessed[currentSubBufferIndex] = true;
currentSubBufferIndex = (currentSubBufferIndex + 1)%2;
// We need to break from this loop if we're not looping
if (!audioBuffer->looping)
{
StopAudioBuffer(audioBuffer);
break;
}
}
}
// Zero-fill excess
ma_uint32 totalFramesRemaining = (frameCount - framesRead);
if (totalFramesRemaining > 0)
{
memset((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), 0, totalFramesRemaining*frameSizeInBytes);
// For static buffers we can fill the remaining frames with silence for safety, but we don't want
// to report those frames as "read". The reason for this is that the caller uses the return value
// to know whether or not a non-looping sound has finished playback.
if (audioBuffer->usage != AUDIO_BUFFER_USAGE_STATIC) framesRead += totalFramesRemaining;
}
return framesRead;
}
// This is the main mixing function. Mixing is pretty simple in this project - it's just an accumulation.
// NOTE: framesOut is both an input and an output. It will be initially filled with zeros outside of this function.
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume)
{
for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
{
for (ma_uint32 iChannel = 0; iChannel < device.playback.channels; ++iChannel)
{
float *frameOut = framesOut + (iFrame*device.playback.channels);
const float *frameIn = framesIn + (iFrame*device.playback.channels);
frameOut[iChannel] += (frameIn[iChannel]*masterVolume*localVolume);
}
}
}
// Initialise the multichannel buffer pool
static void InitAudioBufferPool()
{
// Dummy buffers
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
audioBufferPool[i] = InitAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
}
}
// Close the audio buffers pool
static void CloseAudioBufferPool()
{
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
RL_FREE(audioBufferPool[i]->buffer);
RL_FREE(audioBufferPool[i]);
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Audio Device initialization and Closing
//----------------------------------------------------------------------------------
// Initialize audio device
void InitAudioDevice(void)
{
// TODO: Load AUDIO context memory dynamically?
AUDIO.System.masterVolume = 1.0f;
// Init audio context
ma_context_config contextConfig = ma_context_config_init();
contextConfig.logCallback = OnLog;
ma_context_config ctxConfig = ma_context_config_init();
ctxConfig.logCallback = OnLog;
ma_result result = ma_context_init(NULL, 0, &contextConfig, &context);
ma_result result = ma_context_init(NULL, 0, &ctxConfig, &AUDIO.System.context);
if (result != MA_SUCCESS)
{
TraceLog(LOG_ERROR, "Failed to initialize audio context");
@@ -507,78 +289,78 @@ void InitAudioDevice(void)
// Init audio device
// NOTE: Using the default device. Format is floating point because it simplifies mixing.
ma_device_config config = ma_device_config_init(ma_device_type_playback);
config.playback.pDeviceID = NULL; // NULL for the default playback device.
config.playback.pDeviceID = NULL; // NULL for the default playback AUDIO.System.device.
config.playback.format = DEVICE_FORMAT;
config.playback.channels = DEVICE_CHANNELS;
config.capture.pDeviceID = NULL; // NULL for the default capture device.
config.capture.pDeviceID = NULL; // NULL for the default capture AUDIO.System.device.
config.capture.format = ma_format_s16;
config.capture.channels = 1;
config.sampleRate = DEVICE_SAMPLE_RATE;
config.dataCallback = OnSendAudioDataToDevice;
config.pUserData = NULL;
result = ma_device_init(&context, &config, &device);
result = ma_device_init(&AUDIO.System.context, &config, &AUDIO.System.device);
if (result != MA_SUCCESS)
{
TraceLog(LOG_ERROR, "Failed to initialize audio playback device");
ma_context_uninit(&context);
TraceLog(LOG_ERROR, "Failed to initialize audio playback AUDIO.System.device");
ma_context_uninit(&AUDIO.System.context);
return;
}
// Keep the device running the whole time. May want to consider doing something a bit smarter and only have the device running
// while there's at least one sound being played.
result = ma_device_start(&device);
result = ma_device_start(&AUDIO.System.device);
if (result != MA_SUCCESS)
{
TraceLog(LOG_ERROR, "Failed to start audio playback device");
ma_device_uninit(&device);
ma_context_uninit(&context);
TraceLog(LOG_ERROR, "Failed to start audio playback AUDIO.System.device");
ma_device_uninit(&AUDIO.System.device);
ma_context_uninit(&AUDIO.System.context);
return;
}
// Mixing happens on a seperate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may
// want to look at something a bit smarter later on to keep everything real-time, if that's necessary.
if (ma_mutex_init(&context, &audioLock) != MA_SUCCESS)
if (ma_mutex_init(&AUDIO.System.context, &AUDIO.System.lock) != MA_SUCCESS)
{
TraceLog(LOG_ERROR, "Failed to create mutex for audio mixing");
ma_device_uninit(&device);
ma_context_uninit(&context);
ma_device_uninit(&AUDIO.System.device);
ma_context_uninit(&AUDIO.System.context);
return;
}
TraceLog(LOG_INFO, "Audio device initialized successfully");
TraceLog(LOG_INFO, "Audio backend: miniaudio / %s", ma_get_backend_name(context.backend));
TraceLog(LOG_INFO, "Audio format: %s -> %s", ma_get_format_name(device.playback.format), ma_get_format_name(device.playback.internalFormat));
TraceLog(LOG_INFO, "Audio channels: %d -> %d", device.playback.channels, device.playback.internalChannels);
TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", device.sampleRate, device.playback.internalSampleRate);
TraceLog(LOG_INFO, "Audio buffer size: %d", device.playback.internalBufferSizeInFrames);
TraceLog(LOG_INFO, "Audio backend: miniaudio / %s", ma_get_backend_name(AUDIO.System.context.backend));
TraceLog(LOG_INFO, "Audio format: %s -> %s", ma_get_format_name(AUDIO.System.device.playback.format), ma_get_format_name(AUDIO.System.device.playback.internalFormat));
TraceLog(LOG_INFO, "Audio channels: %d -> %d", AUDIO.System.device.playback.channels, AUDIO.System.device.playback.internalChannels);
TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", AUDIO.System.device.sampleRate, AUDIO.System.device.playback.internalSampleRate);
TraceLog(LOG_INFO, "Audio buffer size: %d", AUDIO.System.device.playback.internalBufferSizeInFrames);
InitAudioBufferPool();
TraceLog(LOG_INFO, "Audio multichannel pool size: %i", MAX_AUDIO_BUFFER_POOL_CHANNELS);
isAudioInitialized = true;
AUDIO.System.isReady = true;
}
// Close the audio device for all contexts
void CloseAudioDevice(void)
{
if (isAudioInitialized)
if (AUDIO.System.isReady)
{
ma_mutex_uninit(&audioLock);
ma_device_uninit(&device);
ma_context_uninit(&context);
ma_mutex_uninit(&AUDIO.System.lock);
ma_device_uninit(&AUDIO.System.device);
ma_context_uninit(&AUDIO.System.context);
CloseAudioBufferPool();
TraceLog(LOG_INFO, "Audio device closed successfully");
TraceLog(LOG_INFO, "Audio AUDIO.System.device closed successfully");
}
else TraceLog(LOG_WARNING, "Could not close audio device because it is not currently initialized");
else TraceLog(LOG_WARNING, "Could not close audio AUDIO.System.device because it is not currently initialized");
}
// Check if device has been initialized successfully
bool IsAudioDeviceReady(void)
{
return isAudioInitialized;
return AUDIO.System.isReady;
}
// Set master volume (listener)
@@ -587,7 +369,7 @@ void SetMasterVolume(float volume)
if (volume < 0.0f) volume = 0.0f;
else if (volume > 1.0f) volume = 1.0f;
masterVolume = volume;
AUDIO.System.masterVolume = volume;
}
//----------------------------------------------------------------------------------
@@ -595,7 +377,7 @@ void SetMasterVolume(float volume)
//----------------------------------------------------------------------------------
// Initialize a new audio buffer (filled with silence)
AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 bufferSizeInFrames, int usage)
AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage)
{
AudioBuffer *audioBuffer = (AudioBuffer *)RL_CALLOC(1, sizeof(AudioBuffer));
@@ -605,7 +387,7 @@ AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
return NULL;
}
audioBuffer->buffer = RL_CALLOC(bufferSizeInFrames*channels*ma_get_bytes_per_sample(format), 1);
audioBuffer->data = RL_CALLOC(sizeInFrames*channels*ma_get_bytes_per_sample(format), 1);
// Audio data runs through a format converter
ma_pcm_converter_config dspConfig;
@@ -637,7 +419,7 @@ AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
audioBuffer->looping = false;
audioBuffer->usage = usage;
audioBuffer->frameCursorPos = 0;
audioBuffer->bufferSizeInFrames = bufferSizeInFrames;
audioBuffer->sizeInFrames = sizeInFrames;
// Buffers should be marked as processed by default so that a call to
// UpdateAudioStream() immediately after initialization works correctly
@@ -656,7 +438,7 @@ void CloseAudioBuffer(AudioBuffer *buffer)
if (buffer != NULL)
{
UntrackAudioBuffer(buffer);
RL_FREE(buffer->buffer);
RL_FREE(buffer->data);
RL_FREE(buffer);
}
else TraceLog(LOG_ERROR, "CloseAudioBuffer() : No audio buffer");
@@ -748,35 +530,35 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch)
// Track audio buffer to linked list next position
void TrackAudioBuffer(AudioBuffer *buffer)
{
ma_mutex_lock(&audioLock);
ma_mutex_lock(&AUDIO.System.lock);
{
if (firstAudioBuffer == NULL) firstAudioBuffer = buffer;
if (AUDIO.Buffer.first == NULL) AUDIO.Buffer.first = buffer;
else
{
lastAudioBuffer->next = buffer;
buffer->prev = lastAudioBuffer;
AUDIO.Buffer.last->next = buffer;
buffer->prev = AUDIO.Buffer.last;
}
lastAudioBuffer = buffer;
AUDIO.Buffer.last = buffer;
}
ma_mutex_unlock(&audioLock);
ma_mutex_unlock(&AUDIO.System.lock);
}
// Untrack audio buffer from linked list
void UntrackAudioBuffer(AudioBuffer *buffer)
{
ma_mutex_lock(&audioLock);
ma_mutex_lock(&AUDIO.System.lock);
{
if (buffer->prev == NULL) firstAudioBuffer = buffer->next;
if (buffer->prev == NULL) AUDIO.Buffer.first = buffer->next;
else buffer->prev->next = buffer->next;
if (buffer->next == NULL) lastAudioBuffer = buffer->prev;
if (buffer->next == NULL) AUDIO.Buffer.last = buffer->prev;
else buffer->next->prev = buffer->prev;
buffer->prev = NULL;
buffer->next = NULL;
}
ma_mutex_unlock(&audioLock);
ma_mutex_unlock(&AUDIO.System.lock);
}
//----------------------------------------------------------------------------------
@@ -829,7 +611,7 @@ Sound LoadSoundFromWave(Wave wave)
{
// When using miniaudio we need to do our own mixing.
// To simplify this we need convert the format of each sound to be consistent with
// the format used to open the playback device. We can do this two ways:
// the format used to open the playback AUDIO.System.device. We can do this two ways:
//
// 1) Convert the whole sound in one go at load time (here).
// 2) Convert the audio data in chunks at mixing time.
@@ -845,7 +627,7 @@ Sound LoadSoundFromWave(Wave wave)
AudioBuffer *audioBuffer = InitAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, frameCount, AUDIO_BUFFER_USAGE_STATIC);
if (audioBuffer == NULL) TraceLog(LOG_WARNING, "LoadSoundFromWave() : Failed to create audio buffer");
frameCount = (ma_uint32)ma_convert_frames(audioBuffer->buffer, audioBuffer->dsp.formatConverterIn.config.formatIn, audioBuffer->dsp.formatConverterIn.config.channels, audioBuffer->dsp.src.config.sampleRateIn, wave.data, formatIn, wave.channels, wave.sampleRate, frameCountIn);
frameCount = (ma_uint32)ma_convert_frames(audioBuffer->data, audioBuffer->dsp.formatConverterIn.config.formatIn, audioBuffer->dsp.formatConverterIn.config.channels, audioBuffer->dsp.src.config.sampleRateIn, wave.data, formatIn, wave.channels, wave.sampleRate, frameCountIn);
if (frameCount == 0) TraceLog(LOG_WARNING, "LoadSoundFromWave() : Format conversion failed");
sound.sampleCount = frameCount*DEVICE_CHANNELS;
@@ -884,7 +666,7 @@ void UpdateSound(Sound sound, const void *data, int samplesCount)
StopAudioBuffer(audioBuffer);
// TODO: May want to lock/unlock this since this data buffer is read at mixing time
memcpy(audioBuffer->buffer, data, samplesCount*audioBuffer->dsp.formatConverterIn.config.channels*ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn));
memcpy(audioBuffer->data, data, samplesCount*audioBuffer->dsp.formatConverterIn.config.channels*ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn));
}
else TraceLog(LOG_ERROR, "UpdateSound() : Invalid sound - no audio buffer");
}
@@ -973,13 +755,13 @@ void PlaySoundMulti(Sound sound)
// find the first non playing pool entry
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
if (audioBufferPoolChannels[i] > oldAge)
if (AUDIO.MultiChannel.channels[i] > oldAge)
{
oldAge = audioBufferPoolChannels[i];
oldAge = AUDIO.MultiChannel.channels[i];
oldIndex = i;
}
if (!IsAudioBufferPlaying(audioBufferPool[i]))
if (!IsAudioBufferPlaying(AUDIO.MultiChannel.pool[i]))
{
index = i;
break;
@@ -989,7 +771,7 @@ void PlaySoundMulti(Sound sound)
// If no none playing pool members can be index choose the oldest
if (index == -1)
{
TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool", audioBufferPoolCounter);
TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool", AUDIO.MultiChannel.poolCounter);
if (oldIndex == -1)
{
@@ -1002,32 +784,32 @@ void PlaySoundMulti(Sound sound)
index = oldIndex;
// Just in case...
StopAudioBuffer(audioBufferPool[index]);
StopAudioBuffer(AUDIO.MultiChannel.pool[index]);
}
// Experimentally mutex lock doesn't seem to be needed this makes sense
// as audioBufferPool[index] isn't playing and the only stuff we're copying
// as AUDIO.MultiChannel.pool[index] isn't playing and the only stuff we're copying
// shouldn't be changing...
audioBufferPoolChannels[index] = audioBufferPoolCounter;
audioBufferPoolCounter++;
AUDIO.MultiChannel.channels[index] = AUDIO.MultiChannel.poolCounter;
AUDIO.MultiChannel.poolCounter++;
audioBufferPool[index]->volume = sound.stream.buffer->volume;
audioBufferPool[index]->pitch = sound.stream.buffer->pitch;
audioBufferPool[index]->looping = sound.stream.buffer->looping;
audioBufferPool[index]->usage = sound.stream.buffer->usage;
audioBufferPool[index]->isSubBufferProcessed[0] = false;
audioBufferPool[index]->isSubBufferProcessed[1] = false;
audioBufferPool[index]->bufferSizeInFrames = sound.stream.buffer->bufferSizeInFrames;
audioBufferPool[index]->buffer = sound.stream.buffer->buffer;
AUDIO.MultiChannel.pool[index]->volume = sound.stream.buffer->volume;
AUDIO.MultiChannel.pool[index]->pitch = sound.stream.buffer->pitch;
AUDIO.MultiChannel.pool[index]->looping = sound.stream.buffer->looping;
AUDIO.MultiChannel.pool[index]->usage = sound.stream.buffer->usage;
AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[0] = false;
AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[1] = false;
AUDIO.MultiChannel.pool[index]->sizeInFrames = sound.stream.buffer->sizeInFrames;
AUDIO.MultiChannel.pool[index]->data = sound.stream.buffer->data;
PlayAudioBuffer(audioBufferPool[index]);
PlayAudioBuffer(AUDIO.MultiChannel.pool[index]);
}
// Stop any sound played with PlaySoundMulti()
void StopSoundMulti(void)
{
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) StopAudioBuffer(audioBufferPool[i]);
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) StopAudioBuffer(AUDIO.MultiChannel.pool[i]);
}
// Get number of sounds playing in the multichannel buffer pool
@@ -1037,7 +819,7 @@ int GetSoundsPlaying(void)
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
if (IsAudioBufferPlaying(audioBufferPool[i])) counter++;
if (IsAudioBufferPlaying(AUDIO.MultiChannel.pool[i])) counter++;
}
return counter;
@@ -1243,7 +1025,7 @@ Music LoadMusicStream(const char *fileName)
int result = jar_xm_create_context_from_file(&ctxXm, 48000, fileName);
if (result == 0) // XM context created successfully
if (result == 0) // XM AUDIO.System.context created successfully
{
music.ctxType = MUSIC_MODULE_XM;
jar_xm_set_max_loop_count(ctxXm, 0); // Set infinite number of loops
@@ -1374,7 +1156,6 @@ void StopMusicStream(Music music)
{
StopAudioStream(music.stream);
// Restart music context
switch (music.ctxType)
{
#if defined(SUPPORT_FILEFORMAT_OGG)
@@ -1401,7 +1182,7 @@ void UpdateMusicStream(Music music)
{
bool streamEnding = false;
unsigned int subBufferSizeInFrames = music.stream.buffer->bufferSizeInFrames/2;
unsigned int subBufferSizeInFrames = music.stream.buffer->sizeInFrames/2;
// NOTE: Using dynamic allocation because it could require more than 16KB
void *pcm = RL_CALLOC(subBufferSizeInFrames*music.stream.channels*music.stream.sampleSize/8, 1);
@@ -1559,7 +1340,7 @@ AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, un
ma_format formatIn = ((stream.sampleSize == 8)? ma_format_u8 : ((stream.sampleSize == 16)? ma_format_s16 : ma_format_f32));
// The size of a streaming buffer must be at least double the size of a period
unsigned int periodSize = device.playback.internalBufferSizeInFrames/device.playback.internalPeriods;
unsigned int periodSize = AUDIO.System.device.playback.internalBufferSizeInFrames/AUDIO.System.device.playback.internalPeriods;
unsigned int subBufferSize = AUDIO_BUFFER_SIZE;
if (subBufferSize < periodSize) subBufferSize = periodSize;
@@ -1610,8 +1391,8 @@ void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount)
subBufferToUpdate = (audioBuffer->isSubBufferProcessed[0])? 0 : 1;
}
ma_uint32 subBufferSizeInFrames = audioBuffer->bufferSizeInFrames/2;
unsigned char *subBuffer = audioBuffer->buffer + ((subBufferSizeInFrames*stream.channels*(stream.sampleSize/8))*subBufferToUpdate);
ma_uint32 subBufferSizeInFrames = audioBuffer->sizeInFrames/2;
unsigned char *subBuffer = audioBuffer->data + ((subBufferSizeInFrames*stream.channels*(stream.sampleSize/8))*subBufferToUpdate);
// TODO: Get total frames processed on this buffer... DOES NOT WORK.
audioBuffer->totalFramesProcessed += subBufferSizeInFrames;
@@ -1697,6 +1478,232 @@ void SetAudioStreamPitch(AudioStream stream, float pitch)
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Log callback function
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message)
{
(void)pContext;
(void)pDevice;
TraceLog(LOG_ERROR, message); // All log messages from miniaudio are errors
}
// Sending audio data to device callback function
// NOTE: All the mixing takes place here
static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount)
{
(void)pDevice;
// Mixing is basically just an accumulation, we need to initialize the output buffer to 0
memset(pFramesOut, 0, frameCount*pDevice->playback.channels*ma_get_bytes_per_sample(pDevice->playback.format));
// Using a mutex here for thread-safety which makes things not real-time
// This is unlikely to be necessary for this project, but may want to consider how you might want to avoid this
ma_mutex_lock(&AUDIO.System.lock);
{
for (AudioBuffer *audioBuffer = AUDIO.Buffer.first; audioBuffer != NULL; audioBuffer = audioBuffer->next)
{
// Ignore stopped or paused sounds
if (!audioBuffer->playing || audioBuffer->paused) continue;
ma_uint32 framesRead = 0;
while (1)
{
if (framesRead > frameCount)
{
TraceLog(LOG_DEBUG, "Mixed too many frames from audio buffer");
break;
}
if (framesRead == frameCount) break;
// Just read as much data as we can from the stream
ma_uint32 framesToRead = (frameCount - framesRead);
while (framesToRead > 0)
{
float tempBuffer[1024]; // 512 frames for stereo
ma_uint32 framesToReadRightNow = framesToRead;
if (framesToReadRightNow > sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS)
{
framesToReadRightNow = sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS;
}
ma_uint32 framesJustRead = (ma_uint32)ma_pcm_converter_read(&audioBuffer->dsp, tempBuffer, framesToReadRightNow);
if (framesJustRead > 0)
{
float *framesOut = (float *)pFramesOut + (framesRead*AUDIO.System.device.playback.channels);
float *framesIn = tempBuffer;
MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer->volume);
framesToRead -= framesJustRead;
framesRead += framesJustRead;
}
if (!audioBuffer->playing)
{
framesRead = frameCount;
break;
}
// If we weren't able to read all the frames we requested, break
if (framesJustRead < framesToReadRightNow)
{
if (!audioBuffer->looping)
{
StopAudioBuffer(audioBuffer);
break;
}
else
{
// Should never get here, but just for safety,
// move the cursor position back to the start and continue the loop
audioBuffer->frameCursorPos = 0;
continue;
}
}
}
// If for some reason we weren't able to read every frame we'll need to break from the loop
// Not doing this could theoretically put us into an infinite loop
if (framesToRead > 0) break;
}
}
}
ma_mutex_unlock(&AUDIO.System.lock);
}
// DSP read from audio buffer callback function
static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData)
{
AudioBuffer *audioBuffer = (AudioBuffer *)pUserData;
ma_uint32 subBufferSizeInFrames = (audioBuffer->sizeInFrames > 1)? audioBuffer->sizeInFrames/2 : audioBuffer->sizeInFrames;
ma_uint32 currentSubBufferIndex = audioBuffer->frameCursorPos/subBufferSizeInFrames;
if (currentSubBufferIndex > 1)
{
TraceLog(LOG_DEBUG, "Frame cursor position moved too far forward in audio stream");
return 0;
}
// Another thread can update the processed state of buffers so
// we just take a copy here to try and avoid potential synchronization problems
bool isSubBufferProcessed[2];
isSubBufferProcessed[0] = audioBuffer->isSubBufferProcessed[0];
isSubBufferProcessed[1] = audioBuffer->isSubBufferProcessed[1];
ma_uint32 frameSizeInBytes = ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn)*audioBuffer->dsp.formatConverterIn.config.channels;
// Fill out every frame until we find a buffer that's marked as processed. Then fill the remainder with 0
ma_uint32 framesRead = 0;
while (1)
{
// We break from this loop differently depending on the buffer's usage
// - For static buffers, we simply fill as much data as we can
// - For streaming buffers we only fill the halves of the buffer that are processed
// Unprocessed halves must keep their audio data in-tact
if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
{
if (framesRead >= frameCount) break;
}
else
{
if (isSubBufferProcessed[currentSubBufferIndex]) break;
}
ma_uint32 totalFramesRemaining = (frameCount - framesRead);
if (totalFramesRemaining == 0) break;
ma_uint32 framesRemainingInOutputBuffer;
if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
{
framesRemainingInOutputBuffer = audioBuffer->sizeInFrames - audioBuffer->frameCursorPos;
}
else
{
ma_uint32 firstFrameIndexOfThisSubBuffer = subBufferSizeInFrames*currentSubBufferIndex;
framesRemainingInOutputBuffer = subBufferSizeInFrames - (audioBuffer->frameCursorPos - firstFrameIndexOfThisSubBuffer);
}
ma_uint32 framesToRead = totalFramesRemaining;
if (framesToRead > framesRemainingInOutputBuffer) framesToRead = framesRemainingInOutputBuffer;
memcpy((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), audioBuffer->data + (audioBuffer->frameCursorPos*frameSizeInBytes), framesToRead*frameSizeInBytes);
audioBuffer->frameCursorPos = (audioBuffer->frameCursorPos + framesToRead)%audioBuffer->sizeInFrames;
framesRead += framesToRead;
// If we've read to the end of the buffer, mark it as processed
if (framesToRead == framesRemainingInOutputBuffer)
{
audioBuffer->isSubBufferProcessed[currentSubBufferIndex] = true;
isSubBufferProcessed[currentSubBufferIndex] = true;
currentSubBufferIndex = (currentSubBufferIndex + 1)%2;
// We need to break from this loop if we're not looping
if (!audioBuffer->looping)
{
StopAudioBuffer(audioBuffer);
break;
}
}
}
// Zero-fill excess
ma_uint32 totalFramesRemaining = (frameCount - framesRead);
if (totalFramesRemaining > 0)
{
memset((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), 0, totalFramesRemaining*frameSizeInBytes);
// For static buffers we can fill the remaining frames with silence for safety, but we don't want
// to report those frames as "read". The reason for this is that the caller uses the return value
// to know whether or not a non-looping sound has finished playback.
if (audioBuffer->usage != AUDIO_BUFFER_USAGE_STATIC) framesRead += totalFramesRemaining;
}
return framesRead;
}
// This is the main mixing function. Mixing is pretty simple in this project - it's just an accumulation.
// NOTE: framesOut is both an input and an output. It will be initially filled with zeros outside of this function.
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume)
{
for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
{
for (ma_uint32 iChannel = 0; iChannel < AUDIO.System.device.playback.channels; ++iChannel)
{
float *frameOut = framesOut + (iFrame*AUDIO.System.device.playback.channels);
const float *frameIn = framesIn + (iFrame*AUDIO.System.device.playback.channels);
frameOut[iChannel] += (frameIn[iChannel]*AUDIO.System.masterVolume*localVolume);
}
}
}
// Initialise the multichannel buffer pool
static void InitAudioBufferPool(void)
{
// Dummy buffers
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
AUDIO.MultiChannel.pool[i] = InitAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
}
}
// Close the audio buffers pool
static void CloseAudioBufferPool(void)
{
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
RL_FREE(AUDIO.MultiChannel.pool[i]->data);
RL_FREE(AUDIO.MultiChannel.pool[i]);
}
}
#if defined(SUPPORT_FILEFORMAT_WAV)
// Load WAV file into Wave structure
static Wave LoadWAV(const char *fileName)

View File

@@ -1,8 +1,8 @@
GLFW_ICON ICON "raylib.ico"
1 VERSIONINFO
FILEVERSION 2,6,0,0
PRODUCTVERSION 2,6,0,0
FILEVERSION 3,0,0,0
PRODUCTVERSION 3,0,0,0
BEGIN
BLOCK "StringFileInfo"
BEGIN
@@ -11,12 +11,12 @@ BEGIN
BEGIN
//VALUE "CompanyName", "raylib technologies"
VALUE "FileDescription", "raylib dynamic library (www.raylib.com)"
VALUE "FileVersion", "2.6.0"
VALUE "FileVersion", "3.0.0"
VALUE "InternalName", "raylib_dll"
VALUE "LegalCopyright", "(c) 2020 Ramon Santamaria (@raysan5)"
//VALUE "OriginalFilename", "raylib.dll"
VALUE "ProductName", "raylib"
VALUE "ProductVersion", "2.6.0"
VALUE "ProductVersion", "3.0.0"
END
END
BLOCK "VarFileInfo"

View File

@@ -1081,8 +1081,6 @@ RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color);
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// Basic shapes collision detection functions
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
@@ -1329,6 +1327,9 @@ RLAPI void UnloadShader(Shader shader); // Unl
RLAPI Shader GetShaderDefault(void); // Get default shader
RLAPI Texture2D GetTextureDefault(void); // Get default texture
RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes
RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location

View File

@@ -1,8 +1,8 @@
GLFW_ICON ICON "raylib.ico"
1 VERSIONINFO
FILEVERSION 2,6,0,0
PRODUCTVERSION 2,6,0,0
FILEVERSION 3,0,0,0
PRODUCTVERSION 3,0,0,0
BEGIN
BLOCK "StringFileInfo"
BEGIN
@@ -11,12 +11,12 @@ BEGIN
BEGIN
//VALUE "CompanyName", "raylib technologies"
VALUE "FileDescription", "raylib application (www.raylib.com)"
VALUE "FileVersion", "2.6.0"
VALUE "FileVersion", "3.0.0"
VALUE "InternalName", "raylib app"
VALUE "LegalCopyright", "(c) 2020 Ramon Santamaria (@raysan5)"
//VALUE "OriginalFilename", "raylib_app.exe"
VALUE "ProductName", "raylib game"
VALUE "ProductVersion", "2.6.0"
VALUE "ProductVersion", "3.0.0"
END
END
BLOCK "VarFileInfo"

File diff suppressed because it is too large Load Diff

View File

@@ -58,14 +58,12 @@
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Texture2D texShapes = { 0 }; // Texture used on shapes drawing (usually a white)
static Rectangle recTexShapes = { 0 }; // Texture source rectangle used on shapes drawing
// ...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing
static Texture2D GetShapesTexture(void); // Get texture to draw shapes
//----------------------------------------------------------------------------------
// Module Functions Definition
@@ -138,16 +136,16 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(0.0f, 0.0f);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(0.0f, thick);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(d, thick);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(d, 0.0f);
rlEnd();
rlPopMatrix();
@@ -241,16 +239,16 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
angle += (stepLength*2);
@@ -261,16 +259,16 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
}
rlEnd();
@@ -489,16 +487,16 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
angle += stepLength;
@@ -643,16 +641,16 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
rlNormal3f(0.0f, 0.0f, 1.0f);
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(0.0f, 0.0f);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(0.0f, rec.height);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(rec.width, rec.height);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(rec.width, 0.0f);
rlEnd();
rlPopMatrix();
@@ -686,19 +684,19 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3,
// NOTE: Default raylib font character 95 is a white square
rlColor4ub(col1.r, col1.g, col1.b, col1.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(rec.x, rec.y);
rlColor4ub(col2.r, col2.g, col2.b, col2.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(rec.x, rec.y + rec.height);
rlColor4ub(col3.r, col3.g, col3.b, col3.a);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(rec.x + rec.width, rec.y + rec.height);
rlColor4ub(col4.r, col4.g, col4.b, col4.a);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(rec.x + rec.width, rec.y);
rlEnd();
rlPopMatrix();
@@ -821,13 +819,13 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
for (int i = 0; i < segments/2; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
angle += (stepLength*2);
}
@@ -835,70 +833,70 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
if (segments%2)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
}
}
// [2] Upper Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[0].x, point[0].y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[1].x, point[1].y);
// [4] Right Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[2].x, point[2].y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[3].x, point[3].y);
// [6] Bottom Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[5].x, point[5].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[4].x, point[4].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
// [8] Left Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[7].x, point[7].y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[6].x, point[6].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
// [9] Middle Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlEnd();
@@ -1053,13 +1051,13 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
angle += stepLength;
@@ -1068,46 +1066,46 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
// Upper rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[0].x, point[0].y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[1].x, point[1].y);
// Right rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[2].x, point[2].y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[3].x, point[3].y);
// Lower rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[13].x, point[13].y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[5].x, point[5].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[4].x, point[4].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[12].x, point[12].y);
// Left rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[15].x, point[15].y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[7].x, point[7].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[6].x, point[6].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[14].x, point[14].y);
rlEnd();
@@ -1221,16 +1219,16 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(v1.x, v1.y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(v2.x, v2.y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(v2.x, v2.y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(v3.x, v3.y);
rlEnd();
@@ -1278,16 +1276,16 @@ void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
for (int i = 1; i < pointsCount - 1; i++)
{
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(points[0].x, points[0].y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(points[i].x, points[i].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(points[i + 1].x, points[i + 1].y);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
rlEnd();
@@ -1345,17 +1343,17 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(0, 0);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
centralAngle += 360.0f/(float)sides;
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
}
rlEnd();
@@ -1402,13 +1400,6 @@ void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Colo
rlPopMatrix();
}
// Define default texture used to draw shapes
void SetShapesTexture(Texture2D texture, Rectangle source)
{
texShapes = texture;
recTexShapes = source;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Collision Detection functions
//----------------------------------------------------------------------------------
@@ -1576,22 +1567,3 @@ static float EaseCubicInOut(float t, float b, float c, float d)
return 0.5f*c*(t*t*t + 2.0f) + b;
}
// Get texture to draw shapes (RAII)
static Texture2D GetShapesTexture(void)
{
if (texShapes.id == 0)
{
#if defined(SUPPORT_FONT_TEXTURE)
texShapes = GetFontDefault().texture; // Use font texture white character
Rectangle rec = GetFontDefault().recs[95];
// NOTE: We setup a 1px padding on char rectangle to avoid texture bleeding on MSAA filtering
recTexShapes = (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 };
#else
texShapes = GetTextureDefault(); // Use default white texture
recTexShapes = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
#endif
}
return texShapes;
}

View File

@@ -32,6 +32,18 @@
#include <android/asset_manager.h> // Required for: AAssetManager
#endif
#if defined(SUPPORT_TRACELOG)
#define TRACELOG(level, ...) TraceLog(level, __VA_ARGS__)
#if defined(SUPPORT_TRACELOG_DEBUG)
#define TRACELOGD(...) TraceLog(LOG_DEBUG, __VA_ARGS__)
#else
#define TRACELOGD(...) void(0)
#endif
#else
#define TRACELOG(level, ...) void(0)
#endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------