5
.gitignore
vendored
@@ -42,6 +42,7 @@ Thumbs.db
|
||||
*.sbr
|
||||
*.sdf
|
||||
obj/
|
||||
[Rr]elease/
|
||||
[Rr]elease.win32/
|
||||
_ReSharper*/
|
||||
[Tt]est[Rr]esult*
|
||||
@@ -109,3 +110,7 @@ project/vs2015/*.opendb
|
||||
!project/vs2015/external/openal_soft/lib/win64/OpenAL32.dll
|
||||
!project/vs2015/external/lua/lib/win32/lua53.dll
|
||||
|
||||
# Web examples
|
||||
docs/examples/web/*.html
|
||||
docs/examples/web/*/*.html
|
||||
!docs/examples/web/loader.html
|
||||
|
||||
@@ -20,109 +20,54 @@ $(document).ready(function() {
|
||||
'core_3d_camera_first_person',
|
||||
'core_2d_camera',
|
||||
'core_world_screen',
|
||||
'core_oculus_rift',
|
||||
'core_vr_simulator',
|
||||
'shapes_logo_raylib',
|
||||
'shapes_basic_shapes',
|
||||
'shapes_colors_palette',
|
||||
'shapes_logo_raylib_anim',
|
||||
'shapes_lines_bezier',
|
||||
'textures_logo_raylib',
|
||||
'textures_image_loading',
|
||||
'textures_rectangle',
|
||||
'textures_srcrec_dstrec',
|
||||
'textures_to_image',
|
||||
'textures_raw_data',
|
||||
'textures_formats_loading',
|
||||
'textures_particles_trail_blending',
|
||||
'textures_image_processing',
|
||||
'textures_image_drawing',
|
||||
'text_sprite_fonts',
|
||||
'text_bmfont_ttf',
|
||||
'text_rbmf_fonts',
|
||||
'text_raylib_fonts',
|
||||
'text_format_text',
|
||||
'text_font_select',
|
||||
'text_writing_anim',
|
||||
'text_ttf_loading',
|
||||
'text_bmfont_unordered',
|
||||
'text_input_box',
|
||||
'models_geometric_shapes',
|
||||
'models_box_collisions',
|
||||
'models_billboard',
|
||||
'models_obj_loading',
|
||||
'models_heightmap',
|
||||
'models_cubicmap',
|
||||
'models_mesh_picking',
|
||||
'shaders_model_shader',
|
||||
'shaders_shapes_textures',
|
||||
'shaders_custom_uniform',
|
||||
'shaders_postprocessing',
|
||||
'shaders_standard_lighting',
|
||||
'audio_sound_loading',
|
||||
'audio_music_stream',
|
||||
'audio_module_playing',
|
||||
'audio_raw_stream'];
|
||||
|
||||
var exampleDesc = [
|
||||
'basic window',
|
||||
'input keys',
|
||||
'input mouse',
|
||||
'mouse wheel',
|
||||
'input gamepad',
|
||||
'random values',
|
||||
'color select',
|
||||
'drop files',
|
||||
'storage values',
|
||||
'gestures detection',
|
||||
'3d mode',
|
||||
'3d picking',
|
||||
'3d camera free',
|
||||
'3d camera first person',
|
||||
'2d camera',
|
||||
'world screen',
|
||||
'oculus rift',
|
||||
'logo raylib shapes',
|
||||
'basic shapes',
|
||||
'colors palette',
|
||||
'logo raylib anim',
|
||||
'logo raylib texture',
|
||||
'image loading',
|
||||
'texture rectangle',
|
||||
'src-dest. rectangles',
|
||||
'texture to image',
|
||||
'raw data loading',
|
||||
'textures formats loading',
|
||||
'particles trail blending',
|
||||
'image processing',
|
||||
'image drawing',
|
||||
'sprite fonts',
|
||||
'bmfonts ttf',
|
||||
'rbmf fonts',
|
||||
'text formatting',
|
||||
'font selection',
|
||||
'writing animation',
|
||||
'ttf loading',
|
||||
'bmfont unordered',
|
||||
'geometric shapes',
|
||||
'box collisions',
|
||||
'billboard drawing',
|
||||
'obj loading',
|
||||
'heightmap loading',
|
||||
'cubesmap loading',
|
||||
'model shader',
|
||||
'shapes textures shader',
|
||||
'custom uniform in shaders',
|
||||
'postprocessing shaders',
|
||||
'standard lighting',
|
||||
'sound loading',
|
||||
'music streaming',
|
||||
'module playing',
|
||||
'raw stream'];
|
||||
|
||||
for (var i = 0; i < exampleName.length; i++)
|
||||
{
|
||||
var filterType = exampleName[i].substring(0, exampleName[i].indexOf("_"));
|
||||
var exampleBase = exampleName[i].slice(exampleName[i].indexOf('_') + 1);
|
||||
var exampleDesc = exampleBase.replace('_', ' ');
|
||||
|
||||
$('#container').append(
|
||||
'<div class="mix f' + filterType + '">' +
|
||||
'<a class="fancybox fancybox.iframe" href="examples/web/loader.html?name=' + exampleName[i] + '" title="' + exampleDesc[i] + '">' +
|
||||
'<img width="400" height="225" src="../examples/img/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc[i] + '</p></div></a>' +
|
||||
'<a class="fancybox fancybox.iframe" href="examples/web/' + filterType + '/' + 'loader.html?name=' + exampleName[i] + '" title="' + exampleDesc + '">' +
|
||||
'<img width="400" height="225" src="../examples/web/' + filterType + '/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc + '</p></div></a>' +
|
||||
'</div>');
|
||||
|
||||
$('#container a .extext').hide();
|
||||
|
||||
@@ -16,7 +16,6 @@ $(document).ready(function() {
|
||||
'sample_tetris',
|
||||
'sample_gold_fever',
|
||||
'sample_doom',
|
||||
'game_raylib_features',
|
||||
'game_drturtle',
|
||||
'game_just_do',
|
||||
'game_skully_escape',
|
||||
@@ -42,7 +41,6 @@ $(document).ready(function() {
|
||||
'tetris',
|
||||
'gold fever',
|
||||
'doom',
|
||||
'raylib Features DEMO',
|
||||
'Dr Turtle & Mr Gamera',
|
||||
'JUST DO',
|
||||
'Skully Escape',
|
||||
@@ -83,8 +81,6 @@ $(document).ready(function() {
|
||||
*/
|
||||
}
|
||||
|
||||
if (exampleName[i] == 'game_koala_seasons') linkTag = '<a target="_blank" href="http://www.koalaseasons.com" title="' + exampleDesc[i] + '">';
|
||||
|
||||
$('#container').append(
|
||||
'<div class="mix f' + filterType + '">' + linkTag +
|
||||
'<img width="400" height="225" src="../games/img/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc[i] + '</p></div></a>' +
|
||||
|
||||
|
Before Width: | Height: | Size: 50 KiB |
|
Before Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 21 KiB |
|
Before Width: | Height: | Size: 17 KiB |
|
Before Width: | Height: | Size: 25 KiB |
|
Before Width: | Height: | Size: 8.3 KiB |
|
Before Width: | Height: | Size: 24 KiB |
|
Before Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 4.6 KiB |
|
Before Width: | Height: | Size: 19 KiB |
|
Before Width: | Height: | Size: 37 KiB |
|
Before Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 173 KiB |
|
Before Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 23 KiB |
|
Before Width: | Height: | Size: 54 KiB |
|
Before Width: | Height: | Size: 22 KiB |
|
Before Width: | Height: | Size: 403 KiB |
|
Before Width: | Height: | Size: 33 KiB |
|
Before Width: | Height: | Size: 95 KiB |
|
Before Width: | Height: | Size: 125 KiB |
|
Before Width: | Height: | Size: 252 KiB |
|
Before Width: | Height: | Size: 139 KiB |
|
Before Width: | Height: | Size: 232 KiB |
|
Before Width: | Height: | Size: 108 KiB |
|
Before Width: | Height: | Size: 246 KiB |
|
Before Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 19 KiB |
|
Before Width: | Height: | Size: 123 KiB |
|
Before Width: | Height: | Size: 85 KiB |
|
Before Width: | Height: | Size: 107 KiB |
|
Before Width: | Height: | Size: 46 KiB |
@@ -52,7 +52,7 @@ int main()
|
||||
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||
}
|
||||
|
||||
Music xm = LoadMusicStream("resources/audio/mini1111.xm");
|
||||
Music xm = LoadMusicStream("resources/mini1111.xm");
|
||||
|
||||
PlayMusicStream(xm);
|
||||
|
||||
@@ -86,7 +86,7 @@ int main()
|
||||
}
|
||||
|
||||
// Get timePlayed scaled to bar dimensions
|
||||
timePlayed = (GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40))*2;
|
||||
timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
|
||||
|
||||
// Color circles animation
|
||||
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
|
||||
@@ -112,7 +112,7 @@ int main()
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(WHITE);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
||||
{
|
||||
@@ -24,7 +24,7 @@ int main()
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
|
||||
Music music = LoadMusicStream("resources/guitar_noodling.ogg");
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
@@ -58,7 +58,7 @@ int main()
|
||||
}
|
||||
|
||||
// Get timePlayed scaled to bar dimensions (400 pixels)
|
||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4;
|
||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@@ -24,8 +24,8 @@ int main()
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
|
||||
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -1,111 +0,0 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Raw audio streaming
|
||||
*
|
||||
* NOTE: This example requires OpenAL Soft library installed
|
||||
*
|
||||
* This example has been created using raylib 1.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h> // Required for: malloc(), free()
|
||||
#include <math.h> // Required for: sinf()
|
||||
|
||||
#define MAX_SAMPLES 20000
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
// Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono)
|
||||
AudioStream stream = InitAudioStream(22050, 32, 1);
|
||||
|
||||
// Fill audio stream with some samples (sine wave)
|
||||
float *data = (float *)malloc(sizeof(float)*MAX_SAMPLES);
|
||||
|
||||
for (int i = 0; i < MAX_SAMPLES; i++)
|
||||
{
|
||||
data[i] = sinf(((2*PI*(float)i)/2)*DEG2RAD);
|
||||
}
|
||||
|
||||
// NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop
|
||||
// for that reason, there is a clip everytime audio stream is looped
|
||||
|
||||
PlayAudioStream(stream);
|
||||
|
||||
int totalSamples = MAX_SAMPLES;
|
||||
int samplesLeft = totalSamples;
|
||||
|
||||
Vector2 position = { 0, 0 };
|
||||
|
||||
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Refill audio stream if required
|
||||
if (IsAudioBufferProcessed(stream))
|
||||
{
|
||||
int numSamples = 0;
|
||||
if (samplesLeft >= 4096) numSamples = 4096;
|
||||
else numSamples = samplesLeft;
|
||||
|
||||
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
|
||||
|
||||
samplesLeft -= numSamples;
|
||||
|
||||
// Reset samples feeding (loop audio)
|
||||
if (samplesLeft <= 0) samplesLeft = totalSamples;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
|
||||
|
||||
// NOTE: Draw a part of the sine wave (only screen width)
|
||||
for (int i = 0; i < GetScreenWidth(); i++)
|
||||
{
|
||||
position.x = i;
|
||||
position.y = 250 + 50*data[i];
|
||||
|
||||
DrawPixelV(position, RED);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
free(data); // Unload sine wave data
|
||||
|
||||
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
||||
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -4,8 +4,8 @@
|
||||
*
|
||||
* NOTE: This example requires a Gamepad connected to the system
|
||||
* raylib is configured to work with the following gamepads:
|
||||
* Xbox 360 Controller (Xbox 360, Xbox One)
|
||||
* PLAYSTATION(R)3 Controller
|
||||
* - Xbox 360 Controller (Xbox 360, Xbox One)
|
||||
* - PLAYSTATION(R)3 Controller
|
||||
* Check raylib.h for buttons configuration
|
||||
*
|
||||
* This example has been created using raylib 1.6 (www.raylib.com)
|
||||
@@ -1,14 +1,11 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Oculus Rift CV1
|
||||
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
|
||||
*
|
||||
* Compile example using:
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
@@ -23,10 +20,9 @@ int main()
|
||||
|
||||
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
|
||||
|
||||
// NOTE: If device is not available, it fallbacks to default device (simulator)
|
||||
InitVrDevice(HMD_OCULUS_RIFT_CV1); // Init VR device (Oculus Rift CV1)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
|
||||
|
||||
InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator (Oculus Rift CV1 parameters)
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera;
|
||||
@@ -47,10 +43,9 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsVrSimulator()) UpdateCamera(&camera); // Update camera (simulator mode)
|
||||
else if (IsVrDeviceReady()) UpdateVrTracking(&camera); // Update camera with device tracking data
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
|
||||
UpdateCamera(&camera); // Update camera (simulator mode)
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@@ -58,15 +53,19 @@ int main()
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginVrDrawing();
|
||||
|
||||
Begin3dMode(camera);
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
|
||||
DrawGrid(40, 1.0f);
|
||||
DrawGrid(40, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
End3dMode();
|
||||
|
||||
EndVrDrawing();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
@@ -76,10 +75,10 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseVrDevice(); // Close VR device
|
||||
CloseVrSimulator(); // Close VR simulator
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Ray picking in 3d mode, ground plane, triangle, mesh
|
||||
* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
@@ -11,11 +11,9 @@
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "../src/raymath.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <float.h>
|
||||
#include "raymath.h"
|
||||
|
||||
#define FLT_MAX 3.40282347E+38F // Maximum value of a float, defined in <float.h>
|
||||
|
||||
int main()
|
||||
{
|
||||
@@ -24,23 +22,23 @@ int main()
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d ray picking");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
|
||||
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
|
||||
Ray ray; // Picking line ray
|
||||
Ray ray; // Picking ray
|
||||
|
||||
Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture
|
||||
tower.material.texDiffuse = texture; // Set model diffuse texture
|
||||
Model tower = LoadModel("resources/tower.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture
|
||||
tower.material.texDiffuse = texture; // Set model diffuse texture
|
||||
|
||||
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
BoundingBox towerBBox = CalculateBoundingBox( tower.mesh );
|
||||
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);
|
||||
bool hitMeshBBox = false;
|
||||
bool hitTriangle = false;
|
||||
|
||||
@@ -91,7 +89,7 @@ int main()
|
||||
cursorColor = PURPLE;
|
||||
hitObjectName = "Triangle";
|
||||
|
||||
bary = Barycenter(nearestHit.hitPosition, ta, tb, tc);
|
||||
bary = VectorBarycenter(nearestHit.hitPosition, ta, tb, tc);
|
||||
hitTriangle = true;
|
||||
}
|
||||
else hitTriangle = false;
|
||||
@@ -138,15 +136,15 @@ int main()
|
||||
// If we hit something, draw the cursor at the hit point
|
||||
if (nearestHit.hit)
|
||||
{
|
||||
DrawCube(nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor);
|
||||
DrawCubeWires(nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW);
|
||||
DrawCube(nearestHit.hitPosition, 0.3, 0.3, 0.3, cursorColor);
|
||||
DrawCubeWires(nearestHit.hitPosition, 0.3, 0.3, 0.3, RED);
|
||||
|
||||
Vector3 normalEnd;
|
||||
normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
|
||||
normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
|
||||
normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
|
||||
|
||||
DrawLine3D(nearestHit.hitPosition, normalEnd, YELLOW);
|
||||
DrawLine3D(nearestHit.hitPosition, normalEnd, RED);
|
||||
}
|
||||
|
||||
DrawRay(ray, MAROON);
|
||||
@@ -187,7 +185,10 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
UnloadModel(tower); // Unload model
|
||||
UnloadTexture(texture); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
@@ -2,17 +2,22 @@
|
||||
*
|
||||
* Physac - Physics demo
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
* Use the following line to compile:
|
||||
*
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
|
||||
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
|
||||
*
|
||||
* Copyright (c) 2017 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\physac.h"
|
||||
#include "physac.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
@@ -114,9 +119,10 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
ClosePhysics(); // Uninitialize physics
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -2,17 +2,22 @@
|
||||
*
|
||||
* Physac - Physics friction
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
* Use the following line to compile:
|
||||
*
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
|
||||
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
|
||||
*
|
||||
* Copyright (c) 2017 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\physac.h"
|
||||
#include "physac.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
@@ -128,9 +133,11 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
ClosePhysics(); // Uninitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -2,19 +2,24 @@
|
||||
*
|
||||
* Physac - Physics movement
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
* Use the following line to compile:
|
||||
*
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
|
||||
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
|
||||
*
|
||||
* Copyright (c) 2017 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\physac.h"
|
||||
#include "physac.h"
|
||||
|
||||
#define VELOCITY 0.5f
|
||||
#define VELOCITY 0.5f
|
||||
|
||||
int main()
|
||||
{
|
||||
@@ -114,9 +119,11 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
ClosePhysics(); // Uninitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -2,17 +2,22 @@
|
||||
*
|
||||
* Physac - Physics restitution
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
* Use the following line to compile:
|
||||
*
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
|
||||
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
|
||||
*
|
||||
* Copyright (c) 2017 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\physac.h"
|
||||
#include "physac.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
@@ -107,9 +112,11 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
ClosePhysics(); // Uninitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -2,17 +2,22 @@
|
||||
*
|
||||
* Physac - Body shatter
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
* Use the following line to compile:
|
||||
*
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
|
||||
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
|
||||
*
|
||||
* Copyright (c) 2017 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\physac.h"
|
||||
#include "physac.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
@@ -99,9 +104,11 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
ClosePhysics(); // Uninitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
@@ -18,9 +18,6 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
@@ -30,14 +27,12 @@ int main()
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
|
||||
|
||||
Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png");
|
||||
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
|
||||
|
||||
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/grayscale.fs");
|
||||
|
||||
// Shader usage is also different than models/postprocessing, shader is just activated when required
|
||||
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@@ -91,21 +86,23 @@ int main()
|
||||
// Activate our custom shader to be applied on next shapes/textures drawings
|
||||
BeginShaderMode(shader);
|
||||
|
||||
DrawTexture(sonic, 380, -10, WHITE); // Using custom shader
|
||||
DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
|
||||
|
||||
// Activate our default shader for next drawings
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(sonic); // Unload texture
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(fudesumi); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
@@ -1,120 +0,0 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Standard lighting (materials and lights)
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
|
||||
Material material = LoadStandardMaterial();
|
||||
|
||||
material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
|
||||
material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
|
||||
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
|
||||
material.colDiffuse = WHITE;
|
||||
material.colAmbient = (Color){0, 0, 10, 255};
|
||||
material.colSpecular = WHITE;
|
||||
material.glossiness = 50.0f;
|
||||
|
||||
dwarf.material = material; // Apply material to model
|
||||
|
||||
Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
|
||||
spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
|
||||
spotLight->intensity = 2.0f;
|
||||
spotLight->diffuse = (Color){255, 100, 100, 255};
|
||||
spotLight->coneAngle = 60.0f;
|
||||
|
||||
Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
|
||||
dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
|
||||
dirLight->intensity = 2.0f;
|
||||
dirLight->diffuse = (Color){100, 255, 100, 255};
|
||||
|
||||
Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
|
||||
pointLight->intensity = 2.0f;
|
||||
pointLight->diffuse = (Color){100, 100, 255, 255};
|
||||
pointLight->radius = 3.0f;
|
||||
|
||||
// Setup orbital camera
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawLight(spotLight); // Draw spot light
|
||||
DrawLight(dirLight); // Draw directional light
|
||||
DrawLight(pointLight); // Draw point light
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadMaterial(material); // Unload material and assigned textures
|
||||
UnloadModel(dwarf); // Unload model
|
||||
|
||||
// Destroy all created lights
|
||||
DestroyLight(pointLight);
|
||||
DestroyLight(dirLight);
|
||||
DestroyLight(spotLight);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
59
docs/examples/src/shapes/shapes_lines_bezier.c
Normal file
@@ -0,0 +1,59 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - Cubic-bezier lines
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
|
||||
|
||||
Vector2 start = { 0, 0 };
|
||||
Vector2 end = { screenWidth, screenHeight };
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) start = GetMousePosition();
|
||||
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) end = GetMousePosition();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
|
||||
|
||||
DrawLineBezier(start, end, 2.0f, RED);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -24,13 +24,13 @@ int main()
|
||||
const char msgTtf[64] = "THIS SPRITE FONT has been GENERATED from a TTF";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
SpriteFont fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt"); // BMFont (AngelCode)
|
||||
SpriteFont fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf"); // TTF font
|
||||
SpriteFont fontBm = LoadSpriteFont("resources/bmfont.fnt"); // BMFont (AngelCode)
|
||||
SpriteFont fontTtf = LoadSpriteFont("resources/pixantiqua.ttf"); // TTF font
|
||||
|
||||
Vector2 fontPosition;
|
||||
|
||||
fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.size, 0).x/2;
|
||||
fontPosition.y = screenHeight/2 - fontBm.size/2 - 80;
|
||||
fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.baseSize, 0).x/2;
|
||||
fontPosition.y = screenHeight/2 - fontBm.baseSize/2 - 80;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -49,8 +49,8 @@ int main()
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTextEx(fontBm, msgBm, fontPosition, fontBm.size, 0, MAROON);
|
||||
DrawTextEx(fontTtf, msgTtf, (Vector2){ 75.0f, 240.0f }, fontTtf.size*0.8f, 2, LIME);
|
||||
DrawTextEx(fontBm, msgBm, fontPosition, fontBm.baseSize, 0, MAROON);
|
||||
DrawTextEx(fontTtf, msgTtf, (Vector2){ 75.0f, 240.0f }, fontTtf.baseSize*0.8f, 2, LIME);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
@@ -25,7 +25,7 @@ int main()
|
||||
const char msg[256] = "ASCII extended characters:\n¡¢£¤¥¦§¨©ª«¬®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆ\nÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞßàáâãäåæ\nçèéêëìíîïðñòóôõö÷øùúûüýþÿ";
|
||||
|
||||
// NOTE: Loaded font has an unordered list of characters (chars in the range 32..255)
|
||||
SpriteFont font = LoadSpriteFont("resources/fonts/pixantiqua.fnt"); // BMFont (AngelCode)
|
||||
SpriteFont font = LoadSpriteFont("resources/pixantiqua.fnt"); // BMFont (AngelCode)
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -45,10 +45,10 @@ int main()
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Font name: PixAntiqua", 40, 50, 20, GRAY);
|
||||
DrawText(FormatText("Font base size: %i", font.size), 40, 80, 20, GRAY);
|
||||
DrawText(FormatText("Font chars number: %i", font.numChars), 40, 110, 20, GRAY);
|
||||
DrawText(FormatText("Font base size: %i", font.baseSize), 40, 80, 20, GRAY);
|
||||
DrawText(FormatText("Font chars number: %i", font.charsCount), 40, 110, 20, GRAY);
|
||||
|
||||
DrawTextEx(font, msg, (Vector2){ 40, 180 }, font.size, 0, MAROON);
|
||||
DrawTextEx(font, msg, (Vector2){ 40, 180 }, font.baseSize, 0, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
116
docs/examples/src/text/text_input_box.c
Normal file
@@ -0,0 +1,116 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - Input Box
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_INPUT_CHARS 9
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - input box");
|
||||
|
||||
char name[MAX_INPUT_CHARS + 1] = "\0"; // NOTE: One extra space required for line ending char '\0'
|
||||
int letterCount = 0;
|
||||
|
||||
Rectangle textBox = { screenWidth/2 - 100, 180, 225, 50 };
|
||||
bool mouseOnText = false;
|
||||
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (CheckCollisionPointRec(GetMousePosition(), textBox)) mouseOnText = true;
|
||||
else mouseOnText = false;
|
||||
|
||||
if (mouseOnText)
|
||||
{
|
||||
int key = GetKeyPressed();
|
||||
|
||||
// NOTE: Only allow keys in range [32..125]
|
||||
if ((key >= 32) && (key <= 125) && (letterCount < MAX_INPUT_CHARS))
|
||||
{
|
||||
name[letterCount] = (char)key;
|
||||
letterCount++;
|
||||
}
|
||||
|
||||
if (key == KEY_BACKSPACE)
|
||||
{
|
||||
letterCount--;
|
||||
name[letterCount] = '\0';
|
||||
|
||||
if (letterCount < 0) letterCount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (mouseOnText) framesCounter++;
|
||||
else framesCounter = 0;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
|
||||
|
||||
DrawRectangleRec(textBox, LIGHTGRAY);
|
||||
if (mouseOnText) DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, RED);
|
||||
else DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, DARKGRAY);
|
||||
|
||||
DrawText(name, textBox.x + 5, textBox.y + 8, 40, MAROON);
|
||||
|
||||
DrawText(FormatText("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY);
|
||||
|
||||
if (mouseOnText)
|
||||
{
|
||||
if (letterCount < MAX_INPUT_CHARS)
|
||||
{
|
||||
// Draw blinking underscore char
|
||||
if (((framesCounter/20)%2) == 0) DrawText("_", textBox.x + 8 + MeasureText(name, 40), textBox.y + 12, 40, MAROON);
|
||||
}
|
||||
else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Check if any key is pressed
|
||||
// NOTE: We limit keys check to keys between 32 (KEY_SPACE) and 126
|
||||
bool IsAnyKeyPressed()
|
||||
{
|
||||
bool keyPressed = false;
|
||||
int key = GetKeyPressed();
|
||||
|
||||
if ((key >= 32) && (key <= 126)) keyPressed = true;
|
||||
|
||||
return keyPressed;
|
||||
}
|
||||
@@ -1,19 +1,21 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - raylib bitmap font (rbmf) loading and usage
|
||||
* raylib [text] example - raylib font loading and usage
|
||||
*
|
||||
* NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!)
|
||||
* To view details and credits for those fonts, check raylib license file
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_FONTS 8
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
@@ -21,21 +23,21 @@ int main()
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
|
||||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
SpriteFont fonts[8];
|
||||
SpriteFont fonts[MAX_FONTS];
|
||||
|
||||
fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // rBMF font loading
|
||||
fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // rBMF font loading
|
||||
fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // rBMF font loading
|
||||
fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf"); // rBMF font loading
|
||||
fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf"); // rBMF font loading
|
||||
fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // rBMF font loading
|
||||
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // rBMF font loading
|
||||
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // rBMF font loading
|
||||
fonts[0] = LoadSpriteFont("resources/fonts/alagard.png");
|
||||
fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.png");
|
||||
fonts[2] = LoadSpriteFont("resources/fonts/mecha.png");
|
||||
fonts[3] = LoadSpriteFont("resources/fonts/setback.png");
|
||||
fonts[4] = LoadSpriteFont("resources/fonts/romulus.png");
|
||||
fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.png");
|
||||
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.png");
|
||||
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.png");
|
||||
|
||||
const char *messages[8] = { "ALAGARD FONT designed by Hewett Tsoi",
|
||||
const char *messages[MAX_FONTS] = { "ALAGARD FONT designed by Hewett Tsoi",
|
||||
"PIXELPLAY FONT designed by Aleksander Shevchuk",
|
||||
"MECHA FONT designed by Captain Falcon",
|
||||
"SETBACK FONT designed by Brian Kent (AEnigma)",
|
||||
@@ -44,17 +46,22 @@ int main()
|
||||
"ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
|
||||
"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" };
|
||||
|
||||
const int spacings[8] = { 2, 4, 8, 4, 3, 4, 4, 1 };
|
||||
const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 };
|
||||
|
||||
Vector2 positions[8];
|
||||
Vector2 positions[MAX_FONTS];
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
for (int i = 0; i < MAX_FONTS; i++)
|
||||
{
|
||||
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2;
|
||||
positions[i].y = 60 + fonts[i].baseSize + 50*i;
|
||||
positions[i].y = 60 + fonts[i].baseSize + 45*i;
|
||||
}
|
||||
|
||||
Color colors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD };
|
||||
// Small Y position corrections
|
||||
positions[3].y += 8;
|
||||
positions[4].y += 2;
|
||||
positions[7].y -= 8;
|
||||
|
||||
Color colors[MAX_FONTS] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
@@ -74,7 +81,7 @@ int main()
|
||||
DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY);
|
||||
DrawLine(220, 50, 590, 50, DARKGRAY);
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
for (int i = 0; i < MAX_FONTS; i++)
|
||||
{
|
||||
DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]);
|
||||
}
|
||||
@@ -85,10 +92,9 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
UnloadSpriteFont(fonts[i]); // SpriteFont unloading
|
||||
}
|
||||
|
||||
// SpriteFonts unloading
|
||||
for (int i = 0; i < MAX_FONTS; i++) UnloadSpriteFont(fonts[i]);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -25,20 +25,20 @@ int main()
|
||||
const char msg3[50] = "...and a THIRD one! GREAT! :D";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
SpriteFont font1 = LoadSpriteFont("resources/fonts/custom_mecha.png"); // SpriteFont loading
|
||||
SpriteFont font2 = LoadSpriteFont("resources/fonts/custom_alagard.png"); // SpriteFont loading
|
||||
SpriteFont font3 = LoadSpriteFont("resources/fonts/custom_jupiter_crash.png"); // SpriteFont loading
|
||||
SpriteFont font1 = LoadSpriteFont("resources/custom_mecha.png"); // SpriteFont loading
|
||||
SpriteFont font2 = LoadSpriteFont("resources/custom_alagard.png"); // SpriteFont loading
|
||||
SpriteFont font3 = LoadSpriteFont("resources/custom_jupiter_crash.png"); // SpriteFont loading
|
||||
|
||||
Vector2 fontPosition1, fontPosition2, fontPosition3;
|
||||
|
||||
fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.size, -3).x/2;
|
||||
fontPosition1.y = screenHeight/2 - font1.size/2 - 80;
|
||||
fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2;
|
||||
fontPosition1.y = screenHeight/2 - font1.baseSize/2 - 80;
|
||||
|
||||
fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.size, -2).x/2;
|
||||
fontPosition2.y = screenHeight/2 - font2.size/2 - 10;
|
||||
fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2;
|
||||
fontPosition2.y = screenHeight/2 - font2.baseSize/2 - 10;
|
||||
|
||||
fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.size, 2).x/2;
|
||||
fontPosition3.y = screenHeight/2 - font3.size/2 + 50;
|
||||
fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2;
|
||||
fontPosition3.y = screenHeight/2 - font3.baseSize/2 + 50;
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@@ -56,9 +56,9 @@ int main()
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTextEx(font1, msg1, fontPosition1, font1.size, -3, WHITE);
|
||||
DrawTextEx(font2, msg2, fontPosition2, font2.size, -2, WHITE);
|
||||
DrawTextEx(font3, msg3, fontPosition3, font3.size, 2, WHITE);
|
||||
DrawTextEx(font1, msg1, fontPosition1, font1.baseSize, -3, WHITE);
|
||||
DrawTextEx(font2, msg2, fontPosition2, font2.baseSize, -2, WHITE);
|
||||
DrawTextEx(font3, msg3, fontPosition3, font3.baseSize, 2, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
@@ -25,13 +25,13 @@ int main()
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
// TTF SpriteFont loading with custom generation parameters
|
||||
SpriteFont font = LoadSpriteFontTTF("resources/fonts/KAISG.ttf", 96, 0, 0);
|
||||
SpriteFont font = LoadSpriteFontTTF("resources/KAISG.ttf", 96, 0, 0);
|
||||
|
||||
// Generate mipmap levels to use trilinear filtering
|
||||
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
|
||||
GenTextureMipmaps(&font.texture);
|
||||
|
||||
float fontSize = font.size;
|
||||
float fontSize = font.baseSize;
|
||||
Vector2 fontPosition = { 40, screenHeight/2 + 50 };
|
||||
Vector2 textSize;
|
||||
|
||||
@@ -1,158 +0,0 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - Font selector
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector");
|
||||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
SpriteFont fonts[8]; // SpriteFont array
|
||||
|
||||
fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // SpriteFont loading
|
||||
fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // SpriteFont loading
|
||||
fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // SpriteFont loading
|
||||
fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf"); // SpriteFont loading
|
||||
fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf"); // SpriteFont loading
|
||||
fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // SpriteFont loading
|
||||
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // SpriteFont loading
|
||||
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // SpriteFont loading
|
||||
|
||||
int currentFont = 0; // Selected font
|
||||
|
||||
Color colors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
|
||||
|
||||
const char fontNames[8][20] = { "[0] Alagard", "[1] PixelPlay", "[2] MECHA", "[3] Setback",
|
||||
"[4] Romulus", "[5] PixAntiqua", "[6] Alpha Beta", "[7] Jupiter Crash" };
|
||||
|
||||
const char text[50] = "THIS is THE FONT you SELECTED!"; // Main text
|
||||
|
||||
Vector2 textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1);
|
||||
|
||||
Vector2 mousePoint;
|
||||
|
||||
Color btnNextOutColor = DARKBLUE; // Button color (outside line)
|
||||
Color btnNextInColor = SKYBLUE; // Button color (inside)
|
||||
|
||||
int framesCounter = 0; // Useful to count frames button is 'active' = clicked
|
||||
|
||||
int positionY = 180; // Text selector and button Y position
|
||||
|
||||
Rectangle btnNextRec = { 673, positionY, 109, 44 }; // Button rectangle (useful for collision)
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Keyboard-based font selection (easy)
|
||||
if (IsKeyPressed(KEY_RIGHT))
|
||||
{
|
||||
if (currentFont < 7) currentFont++;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_LEFT))
|
||||
{
|
||||
if (currentFont > 0) currentFont--;
|
||||
}
|
||||
|
||||
if (IsKeyPressed('0')) currentFont = 0;
|
||||
else if (IsKeyPressed('1')) currentFont = 1;
|
||||
else if (IsKeyPressed('2')) currentFont = 2;
|
||||
else if (IsKeyPressed('3')) currentFont = 3;
|
||||
else if (IsKeyPressed('4')) currentFont = 4;
|
||||
else if (IsKeyPressed('5')) currentFont = 5;
|
||||
else if (IsKeyPressed('6')) currentFont = 6;
|
||||
else if (IsKeyPressed('7')) currentFont = 7;
|
||||
|
||||
// Mouse-based font selection (NEXT button logic)
|
||||
mousePoint = GetMousePosition();
|
||||
|
||||
if (CheckCollisionPointRec(mousePoint, btnNextRec))
|
||||
{
|
||||
// Mouse hover button logic
|
||||
if (framesCounter == 0)
|
||||
{
|
||||
btnNextOutColor = DARKPURPLE;
|
||||
btnNextInColor = PURPLE;
|
||||
}
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
framesCounter = 20; // Frames button is 'active'
|
||||
btnNextOutColor = MAROON;
|
||||
btnNextInColor = RED;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Mouse not hover button
|
||||
btnNextOutColor = DARKBLUE;
|
||||
btnNextInColor = SKYBLUE;
|
||||
}
|
||||
|
||||
if (framesCounter > 0) framesCounter--;
|
||||
|
||||
if (framesCounter == 1) // We change font on frame 1
|
||||
{
|
||||
currentFont++;
|
||||
if (currentFont > 7) currentFont = 0;
|
||||
}
|
||||
|
||||
// Text measurement for better positioning on screen
|
||||
textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY);
|
||||
DrawLine(120, 120, 680, 120, DARKGRAY);
|
||||
|
||||
DrawRectangle(18, positionY, 644, 44, DARKGRAY);
|
||||
DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY);
|
||||
DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK);
|
||||
DrawText("< >", 610, positionY + 8, 30, BLACK);
|
||||
|
||||
DrawRectangleRec(btnNextRec, btnNextOutColor);
|
||||
DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor);
|
||||
DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor);
|
||||
|
||||
DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2,
|
||||
260 + (70 - textSize.y)/2 }, fonts[currentFont].size*3,
|
||||
1, colors[currentFont]);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < 8; i++) UnloadSpriteFont(fonts[i]); // SpriteFont(s) unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -1,11 +1,11 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib example - particles trail blending
|
||||
* raylib example - particles blending
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
@@ -30,7 +30,7 @@ int main()
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles trail blending");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
|
||||
|
||||
// Particles pool, reuse them!
|
||||
Particle mouseTail[MAX_PARTICLES];
|
||||
@@ -27,9 +27,9 @@ int main()
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
// Load RAW image data (512x512, 32bit RGBA, no file header)
|
||||
Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0);
|
||||
Texture2D sonic = LoadTextureFromImage(sonicRaw); // Upload CPU (RAM) image to GPU (VRAM)
|
||||
UnloadImage(sonicRaw); // Unload CPU (RAM) image data
|
||||
Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
|
||||
Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
|
||||
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
|
||||
|
||||
// Generate a checked texture by code (1024x1024 pixels)
|
||||
int width = 1024;
|
||||
@@ -42,8 +42,8 @@ int main()
|
||||
{
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = DARKBLUE;
|
||||
else pixels[y*height + x] = SKYBLUE;
|
||||
if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = ORANGE;
|
||||
else pixels[y*height + x] = GOLD;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -70,12 +70,14 @@ int main()
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3f));
|
||||
DrawTexture(sonic, 330, -20, WHITE);
|
||||
DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.5f));
|
||||
DrawTexture(fudesumi, 430, -30, WHITE);
|
||||
|
||||
DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE);
|
||||
DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE);
|
||||
DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE);
|
||||
DrawText("CHECKED TEXTURE ", 84, 100, 30, BROWN);
|
||||
DrawText("GENERATED by CODE", 72, 164, 30, BROWN);
|
||||
DrawText("and RAW IMAGE LOADING", 46, 226, 30, BROWN);
|
||||
|
||||
DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
@@ -83,7 +85,7 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(sonic); // Texture unloading
|
||||
UnloadTexture(fudesumi); // Texture unloading
|
||||
UnloadTexture(checked); // Texture unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||