mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-05 19:08:13 +00:00
Updated some examples with inconsistencies
This commit is contained in:
@@ -58,7 +58,7 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
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| [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | <img src="core/core_smooth_pixelperfect.png" alt="core_smooth_pixelperfect" width="80"> | ⭐⭐⭐☆ | 3.7 | 4.0 | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) |
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| [core_random_sequence](core/core_random_sequence.c) | <img src="core/core_random_sequence.png" alt="core_random_sequence" width="80"> | ⭐☆☆☆ | 5.0 | 5.0 | [Dalton Overmyer](https://github.com/REDl3east) |
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| [core_automation_events](core/core_automation_events.c) | <img src="core/core_automation_events.png" alt="core_automation_events" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
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| [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐☆☆☆ | 5.0 | 5.0 | [Jonathan Marler](https://github.com/marler8997) |
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| [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.0 | [Jonathan Marler](https://github.com/marler8997) |
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### category: shapes [20]
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@@ -84,7 +84,7 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
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| [shapes_top_down_lights](shapes/shapes_top_down_lights.c) | <img src="shapes/shapes_top_down_lights.png" alt="shapes_top_down_lights" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
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| [shapes_rectangle_advanced](shapes/shapes_rectangle_advanced.c) | <img src="shapes/shapes_rectangle_advanced.png" alt="shapes_rectangle_advanced" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.5 | [Everton Jr.](https://github.com/evertonse) |
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| [shapes_splines_drawing](shapes/shapes_splines_drawing.c) | <img src="shapes/shapes_splines_drawing.png" alt="shapes_splines_drawing" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
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| [shapes_digital_clock](shapes/shapes_digital_clock.c) | <img src="shapes/shapes_digital_clock.png" alt="shapes_digital_clock" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Hamza RAHAL](https://github.com/rhmz-rhl) |
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| [shapes_digital_clock](shapes/shapes_digital_clock.c) | <img src="shapes/shapes_digital_clock.png" alt="shapes_digital_clock" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Hamza RAHAL](https://github.com/rhmz-rhl) |
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| [shapes_double_pendulum](shapes/shapes_double_pendulum.c) | <img src="shapes/shapes_double_pendulum.png" alt="shapes_double_pendulum" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [JoeCheong](https://github.com/Joecheong2006) |
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### category: textures [26]
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@@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [audio] example - music playing (streaming)
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* raylib [audio] example - music streaming
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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@@ -25,7 +25,7 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - music streaming");
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InitAudioDevice(); // Initialize audio device
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@@ -2,12 +2,16 @@
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*
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* raylib [core] example - high dpi
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*
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* Example complexity rating: [★☆☆☆] e/4
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.5-dev, last time updated with raylib 5.6-dev
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*
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* Example contributed by Jonathan Marler (@marler8997) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
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* Copyright (c) 2025 Jonathan Marler (@marler8997)
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*
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********************************************************************************************/
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@@ -6,10 +6,8 @@
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.0
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*
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* Example create by GreenSnakeLinux (@GreenSnakeLinux),
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* lighter by oblerion (@oblerion) and
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* reviewed by Ramon Santamaria (@raysan5) and
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* improved by danilwhale (@danilwhale)
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* Example contributed by GreenSnakeLinux (@GreenSnakeLinux),
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* reviewed by Ramon Santamaria (@raysan5), oblerion (@oblerion) and danilwhale (@danilwhale)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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@@ -19,6 +17,7 @@
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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typedef enum {
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@@ -45,24 +44,21 @@ int main(void)
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Vector2 padPosition = { 100, 350 };
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float buttonRadius = 30;
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Vector2 buttonPositions[BUTTON_MAX] =
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{
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Vector2 buttonPositions[BUTTON_MAX] = {
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{ padPosition.x,padPosition.y - buttonRadius*1.5f }, // Up
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{ padPosition.x - buttonRadius*1.5f, padPosition.y }, // Left
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{ padPosition.x + buttonRadius*1.5f, padPosition.y }, // Right
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{ padPosition.x, padPosition.y + buttonRadius*1.5f } // Down
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};
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const char *buttonLabels[BUTTON_MAX] =
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{
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const char *buttonLabels[BUTTON_MAX] = {
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"Y", // Up
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"X", // Left
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"B", // Right
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"A" // Down
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};
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Color buttonLabelColors[BUTTON_MAX] =
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{
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Color buttonLabelColors[BUTTON_MAX] = {
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YELLOW, // Up
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BLUE, // Left
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RED, // Right
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@@ -83,22 +79,15 @@ int main(void)
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{
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// Update
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//--------------------------------------------------------------------------
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if ((GetTouchPointCount() > 0))
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{
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// Use touch position
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inputPosition = GetTouchPosition(0);
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}
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else
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{
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// Use mouse position
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inputPosition = GetMousePosition();
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}
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if ((GetTouchPointCount() > 0)) inputPosition = GetTouchPosition(0); // Use touch position
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else inputPosition = GetMousePosition(); // Use mouse position
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// Reset pressed button to none
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pressedButton = BUTTON_NONE;
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// Make sure user is pressing left mouse button if they're from desktop
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if ((GetTouchPointCount() > 0) || ((GetTouchPointCount() == 0) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)))
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if ((GetTouchPointCount() > 0) ||
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((GetTouchPointCount() == 0) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)))
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{
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// Find nearest D-Pad button to the input position
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for (int i = 0; i < BUTTON_MAX; i++)
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@@ -123,8 +112,8 @@ int main(void)
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case BUTTON_DOWN: playerPosition.y += playerSpeed*GetFrameTime(); break;
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default: break;
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};
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//--------------------------------------------------------------------------
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// Draw
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//--------------------------------------------------------------------------
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BeginDrawing();
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@@ -157,4 +146,3 @@ int main(void)
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return 0;
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}
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@@ -41,7 +41,7 @@ core;core_custom_frame_control;⭐️⭐️⭐️⭐️;4.0;4.0;"Ramon Santamari
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core;core_smooth_pixelperfect;⭐️⭐️⭐️☆;3.7;4.0;"Giancamillo Alessandroni";@NotManyIdeasDev
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core;core_random_sequence;⭐️☆☆☆;5.0;5.0;"Dalton Overmyer";@REDl3east
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core;core_automation_events;⭐️⭐️⭐️☆;5.0;5.0;"Ramon Santamaria";@raysan5
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core;core_high_dpi;⭐️☆☆☆;5.0;5.0;"Jonathan Marler";@marler8997
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core;core_high_dpi;⭐️⭐️☆☆;5.0;5.0;"Jonathan Marler";@marler8997
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shapes;shapes_basic_shapes;⭐️☆☆☆;1.0;4.2;"Ramon Santamaria";@raysan5
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shapes;shapes_bouncing_ball;⭐️☆☆☆;2.5;2.5;"Ramon Santamaria";@raysan5
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shapes;shapes_colors_palette;⭐️⭐️☆☆;1.0;2.5;"Ramon Santamaria";@raysan5
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@@ -60,7 +60,7 @@ shapes;shapes_draw_rectangle_rounded;⭐️⭐️⭐️☆;2.5;2.5;"Vlad Adrian"
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shapes;shapes_top_down_lights;⭐️⭐️⭐️⭐️;4.2;4.2;"Jeffery Myers";@JeffM2501
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shapes;shapes_rectangle_advanced;⭐️⭐️⭐️⭐️;5.5;5.5;"Everton Jr.";@evertonse
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shapes;shapes_splines_drawing;⭐️⭐️⭐️☆;5.0;5.0;"Ramon Santamaria";@raysan5
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shapes;shapes_digital_clock;⭐️⭐️☆☆;5.5;5.5;"Hamza RAHAL";@rhmz-rhl
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shapes;shapes_digital_clock;⭐️⭐️☆☆;5.5;5.6;"Hamza RAHAL";@rhmz-rhl
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shapes;shapes_double_pendulum;⭐️⭐️☆☆;5.5;5.5;"JoeCheong";@Joecheong2006
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textures;textures_logo_raylib;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5
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textures;textures_srcrec_dstrec;⭐️⭐️⭐️☆;1.3;1.3;"Ramon Santamaria";@raysan5
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@@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [models] example - model loading m3d
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* raylib [models] example - models loading m3d
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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@@ -31,7 +31,7 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - model loading m3d");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading m3d");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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@@ -4,7 +4,7 @@
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
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*
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* Example contributed by Hamza RAHAL (@hmz-rhl) and reviewed by Ramon Santamaria (@raysan5)
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*
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18
examples/text/resources/shaders/glsl120/alpha_discard.fs
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18
examples/text/resources/shaders/glsl120/alpha_discard.fs
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@@ -0,0 +1,18 @@
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#version 120
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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if (texelColor.a == 0.0) discard;
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gl_FragColor = texelColor*fragColor*colDiffuse;
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}
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23
examples/text/resources/shaders/glsl120/sdf.fs
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23
examples/text/resources/shaders/glsl120/sdf.fs
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@@ -0,0 +1,23 @@
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#version 120
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add your custom variables here
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const float smoothing = 1.0/16.0;
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void main()
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{
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// Texel color fetching from texture sampler
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// NOTE: Calculate alpha using signed distance field (SDF)
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float distance = texture2D(texture0, fragTexCoord).a;
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float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
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// Calculate final fragment color
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gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
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}
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@@ -17,7 +17,7 @@
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#include "raylib.h"
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#include <stdlib.h>
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#include <stdlib.h> // Required for: calloc(), free()
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//--------------------------------------------------------------------------------------
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// Module Functions Declaration
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@@ -199,5 +199,6 @@ static void AddCodepointRange(Font *font, const char *fontPath, int start, int s
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UnloadFont(*font);
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*font = LoadFontEx(fontPath, 32, updatedCodepoints, updatedCodepointCount);
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RL_FREE(updatedCodepoints);
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}
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@@ -105,14 +105,14 @@ Example elements validated:
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| text_font_spritefont | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_font_filters | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_font_loading | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_font_sdf | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_font_sdf | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_format_text | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_input_box | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_writing_anim | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_rectangle_bounds | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_unicode_emojis | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_unicode_ranges | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_3d_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_3d_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_codepoints_loading | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| models_animation | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| models_billboard_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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@@ -23,9 +23,7 @@ Example elements validated:
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| core_input_virtual_controls | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| core_high_dpi | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| shapes_digital_clock | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_font_sdf | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_unicode_ranges | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_3d_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| text_codepoints_loading | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| models_loading_m3d | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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| shaders_texture_outline | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
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