mirror of
https://github.com/raysan5/raylib.git
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REXM: REMOVE: example: core_loading_thread
This example was POSIX only and had some special requirements for web, it made it more difficult to be managed from collection standard examples format. It will be re-added in the `others` category, that is not processed for web.
This commit is contained in:
@@ -525,7 +525,6 @@ CORE = \
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core/core_input_mouse_wheel \
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core/core_input_multitouch \
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core/core_input_virtual_controls \
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core/core_loading_thread \
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core/core_random_sequence \
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core/core_random_values \
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core/core_scissor_test \
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@@ -563,7 +562,6 @@ TEXTURES = \
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textures/textures_background_scrolling \
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textures/textures_blend_modes \
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textures/textures_bunnymark \
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textures/textures_tiled_drawing \
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textures/textures_fog_of_war \
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textures/textures_gif_player \
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textures/textures_image_channel \
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@@ -585,19 +583,20 @@ TEXTURES = \
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textures/textures_sprite_explosion \
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textures/textures_srcrec_dstrec \
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textures/textures_textured_curve \
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textures/textures_tiled_drawing \
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textures/textures_to_image
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TEXT = \
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text/text_codepoints_loading \
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text/text_3d_drawing \
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text/text_codepoints_loading \
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text/text_font_filters \
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text/text_font_loading \
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text/text_font_sdf \
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text/text_font_spritefont \
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text/text_format_text \
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text/text_input_box \
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text/text_sprite_fonts \
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text/text_rectangle_bounds \
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text/text_sprite_fonts \
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text/text_unicode_emojis \
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text/text_unicode_ranges \
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text/text_writing_anim
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@@ -525,7 +525,6 @@ CORE = \
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core/core_input_mouse_wheel \
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core/core_input_multitouch \
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core/core_input_virtual_controls \
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core/core_loading_thread \
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core/core_random_sequence \
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core/core_random_values \
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core/core_scissor_test \
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@@ -563,7 +562,6 @@ TEXTURES = \
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textures/textures_background_scrolling \
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textures/textures_blend_modes \
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textures/textures_bunnymark \
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textures/textures_tiled_drawing \
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textures/textures_fog_of_war \
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textures/textures_gif_player \
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textures/textures_image_channel \
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@@ -585,19 +583,20 @@ TEXTURES = \
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textures/textures_sprite_explosion \
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textures/textures_srcrec_dstrec \
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textures/textures_textured_curve \
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textures/textures_tiled_drawing \
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textures/textures_to_image
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TEXT = \
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text/text_codepoints_loading \
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text/text_3d_drawing \
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text/text_codepoints_loading \
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text/text_font_filters \
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text/text_font_loading \
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text/text_font_sdf \
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text/text_font_spritefont \
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text/text_format_text \
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text/text_input_box \
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text/text_sprite_fonts \
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text/text_rectangle_bounds \
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text/text_sprite_fonts \
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text/text_unicode_emojis \
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text/text_unicode_ranges \
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text/text_writing_anim
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@@ -760,9 +759,6 @@ core/core_input_multitouch: core/core_input_multitouch.c
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core/core_input_virtual_controls: core/core_input_virtual_controls.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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core/core_loading_thread: core/core_loading_thread.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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core/core_random_sequence: core/core_random_sequence.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@@ -871,10 +867,6 @@ textures/textures_bunnymark: textures/textures_bunnymark.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/wabbit_alpha.png@resources/wabbit_alpha.png
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textures/textures_tiled_drawing: textures/textures_tiled_drawing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/patterns.png@resources/patterns.png
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textures/textures_fog_of_war: textures/textures_fog_of_war.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@@ -961,19 +953,23 @@ textures/textures_textured_curve: textures/textures_textured_curve.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/road.png@resources/road.png
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textures/textures_tiled_drawing: textures/textures_tiled_drawing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/patterns.png@resources/patterns.png
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textures/textures_to_image: textures/textures_to_image.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
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# Compile TEXT examples
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text/text_codepoints_loading: text/text_codepoints_loading.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file text/resources/DotGothic16-Regular.ttf@resources/DotGothic16-Regular.ttf
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text/text_3d_drawing: text/text_3d_drawing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file text/resources/shaders/glsl100/alpha_discard.fs@resources/shaders/glsl100/alpha_discard.fs
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text/text_codepoints_loading: text/text_codepoints_loading.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file text/resources/DotGothic16-Regular.ttf@resources/DotGothic16-Regular.ttf
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text/text_font_filters: text/text_font_filters.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file text/resources/KAISG.ttf@resources/KAISG.ttf
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@@ -998,6 +994,9 @@ text/text_format_text: text/text_format_text.c
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text/text_input_box: text/text_input_box.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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text/text_rectangle_bounds: text/text_rectangle_bounds.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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text/text_sprite_fonts: text/text_sprite_fonts.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file text/resources/sprite_fonts/alagard.png@resources/sprite_fonts/alagard.png \
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@@ -1009,9 +1008,6 @@ text/text_sprite_fonts: text/text_sprite_fonts.c
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--preload-file text/resources/sprite_fonts/alpha_beta.png@resources/sprite_fonts/alpha_beta.png \
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--preload-file text/resources/sprite_fonts/jupiter_crash.png@resources/sprite_fonts/jupiter_crash.png
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text/text_rectangle_bounds: text/text_rectangle_bounds.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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text/text_unicode_emojis: text/text_unicode_emojis.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file text/resources/dejavu.fnt@resources/dejavu.fnt \
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@@ -16,9 +16,9 @@ You may find it easier to use than other toolchains, especially when it comes to
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- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
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- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
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## EXAMPLES COLLECTION [TOTAL: 162]
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## EXAMPLES COLLECTION [TOTAL: 161]
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### category: core [37]
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### category: core [36]
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Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
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@@ -51,7 +51,6 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
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| [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="80"> | ⭐☆☆☆ | 1.1 | 1.1 | [Ramon Santamaria](https://github.com/raysan5) |
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| [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="80"> | ⭐⭐☆☆ | 1.4 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
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| [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
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| [core_loading_thread](core/core_loading_thread.c) | <img src="core/core_loading_thread.png" alt="core_loading_thread" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) |
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| [core_scissor_test](core/core_scissor_test.c) | <img src="core/core_scissor_test.png" alt="core_scissor_test" width="80"> | ⭐☆☆☆ | 2.5 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) |
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| [core_basic_screen_manager](core/core_basic_screen_manager.c) | <img src="core/core_basic_screen_manager.png" alt="core_basic_screen_manager" width="80"> | ⭐☆☆☆ | 4.0 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
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| [core_custom_frame_control](core/core_custom_frame_control.c) | <img src="core/core_custom_frame_control.png" alt="core_custom_frame_control" width="80"> | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
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@@ -138,9 +137,9 @@ Examples using raylib text functionality, including sprite fonts loading/generat
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| [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="80"> | ⭐⭐☆☆ | 1.4 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
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| [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
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| [text_unicode_emojis](text/text_unicode_emojis.c) | <img src="text/text_unicode_emojis.png" alt="text_unicode_emojis" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
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| [text_unicode_ranges](text/text_unicode_ranges.c) | <img src="text/text_unicode_ranges.png" alt="text_unicode_ranges" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Vlad Adrian](https://github.com/demizdor) |
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| [text_3d_drawing](text/text_3d_drawing.c) | <img src="text/text_3d_drawing.png" alt="text_3d_drawing" width="80"> | ⭐⭐⭐⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
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| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
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| [text_unicode_ranges](text/text_unicode_ranges.c) | <img src="text/text_unicode_ranges.png" alt="text_unicode_ranges" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
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### category: models [23]
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@@ -1,163 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [core] example - loading thread
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* NOTE: This example requires linking with pthreads library on MinGW,
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* it can be accomplished passing -static parameter to compiler
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*
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* Example originally created with raylib 2.5, last time updated with raylib 3.0
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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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*
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* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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// WARNING: This example does not build on Windows with MSVC compiler
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#include "pthread.h" // POSIX style threads management
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#include <stdatomic.h> // Required for: C11 atomic data types
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#include <time.h> // Required for: clock()
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// Using C11 atomics for synchronization
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// NOTE: A plain bool (or any plain data type for that matter) can't be used for inter-thread synchronization
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static atomic_bool dataLoaded = false; // Data Loaded completion indicator
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static atomic_int dataProgress = 0; // Data progress accumulator
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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static void *LoadDataThread(void *arg); // Loading data thread function declaration
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
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pthread_t threadId = { 0 }; // Loading data thread id
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enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING;
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int framesCounter = 0;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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switch (state)
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{
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case STATE_WAITING:
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{
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if (IsKeyPressed(KEY_ENTER))
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{
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int error = pthread_create(&threadId, NULL, &LoadDataThread, NULL);
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if (error != 0) TraceLog(LOG_ERROR, "Error creating loading thread");
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else TraceLog(LOG_INFO, "Loading thread initialized successfully");
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state = STATE_LOADING;
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}
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} break;
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case STATE_LOADING:
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{
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framesCounter++;
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if (atomic_load_explicit(&dataLoaded, memory_order_relaxed))
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{
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framesCounter = 0;
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int error = pthread_join(threadId, NULL);
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if (error != 0) TraceLog(LOG_ERROR, "Error joining loading thread");
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else TraceLog(LOG_INFO, "Loading thread terminated successfully");
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state = STATE_FINISHED;
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}
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} break;
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case STATE_FINISHED:
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{
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if (IsKeyPressed(KEY_ENTER))
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{
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// Reset everything to launch again
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atomic_store_explicit(&dataLoaded, false, memory_order_relaxed);
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atomic_store_explicit(&dataProgress, 0, memory_order_relaxed);
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state = STATE_WAITING;
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}
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} 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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ClearBackground(RAYWHITE);
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switch (state)
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{
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case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
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case STATE_LOADING:
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{
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DrawRectangle(150, 200, atomic_load_explicit(&dataProgress, memory_order_relaxed), 60, SKYBLUE);
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if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
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} break;
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case STATE_FINISHED:
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{
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DrawRectangle(150, 200, 500, 60, LIME);
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DrawText("DATA LOADED!", 250, 210, 40, GREEN);
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} break;
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default: break;
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}
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DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definition
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//------------------------------------------------------------------------------------
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// Loading data thread function definition
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static void *LoadDataThread(void *arg)
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{
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int timeCounter = 0; // Time counted in ms
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clock_t prevTime = clock(); // Previous time
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// We simulate data loading with a time counter for 5 seconds
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while (timeCounter < 5000)
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{
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clock_t currentTime = clock() - prevTime;
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timeCounter = currentTime*1000/CLOCKS_PER_SEC;
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// We accumulate time over a global variable to be used in
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// main thread as a progress bar
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atomic_store_explicit(&dataProgress, timeCounter/10, memory_order_relaxed);
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}
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// When data has finished loading, we set global variable
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atomic_store_explicit(&dataLoaded, true, memory_order_relaxed);
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return NULL;
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}
|
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@@ -34,7 +34,6 @@ core;core_drop_files;⭐️⭐️☆☆;1.3;4.2;"Ramon Santamaria";@raysan5
|
||||
core;core_random_values;⭐️☆☆☆;1.1;1.1;"Ramon Santamaria";@raysan5
|
||||
core;core_storage_values;⭐️⭐️☆☆;1.4;4.2;"Ramon Santamaria";@raysan5
|
||||
core;core_vr_simulator;⭐️⭐️⭐️☆;2.5;4.0;"Ramon Santamaria";@raysan5
|
||||
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Reference in New Issue
Block a user