Commit Graph
1851 Commits
Author SHA1 Message Date
Ray 0eece03205 Corrected issue with texture flip X 2019-05-15 12:22:29 +02:00
Ahmad Fatoum 4d8b9e595a external: glfw: Revert "Added WinMM library"
This reverts commit 4773de26a5.

which adds -lwinmm at the wrong place. It should be in the raylib
linker flags, not GLFW's.
2019-05-15 08:14:24 +02:00
Ahmad Fatoum e8a376c80c CMake: add winmm.dll as Windows dependency
Fixes: e0e2346c22 ("NO SUPPORT_BUSY_WAIT_LOOP by default")
2019-05-15 08:11:41 +02:00
Ray 3f7b14aeed Corrected web issue 2019-05-14 18:02:11 +02:00
raysan5 d50aa32ec8 Update CMakeLists.txt 2019-05-12 21:51:19 +02:00
raysan5 561c486ceb Add WinMM library for linkage
Now it's required on Windows if not using a busy wait loop
2019-05-10 20:51:48 +02:00
Demizdor 509d9411a1 Fixed DrawTextRecEx() selection when wordwrap is ON 2019-05-10 13:57:24 +03:00
Ray a2ed65aa14 Make code a bit clearer for beginners 2019-05-09 16:10:55 +02:00
Ray 46bac0ba2c Add comment in CheckCollisionSpheres() 2019-05-09 16:09:49 +02:00
ProfJski 1655463ba5 Update models.c 2019-05-08 14:14:57 -04:00
ProfJski d3dae38449 Update CheckCollisionSpheres() to avoid sqrt
Square root calls are computationally expensive.  In this case, they can be avoided.  Instead of checking distance<RadA+RadB, check distance squared against (RadA+RadB) squared.  The dot product of Vector3Subtract(B,A) with itself gives distance squared, so I used this code instead of an element-by-element computation of distance squared.  The only downside is that your geometric code is very readable, whereas this is less so.
2019-05-08 13:54:12 -04:00
Ray 97c8a28aaa Remove trail spaces 2019-05-08 18:33:09 +02:00
Ray 4773de26a5 Added WinMM library
Required for high resolution timer
2019-05-07 22:56:38 +02:00
Ray f6d1ffd4cd Tweak ON flag 2019-05-07 15:23:56 +02:00
Ray 9824387773 Added resource file for raylib.dll
Some minor tweaks
2019-05-07 15:16:14 +02:00
Ray f6d1448da9 Review CMake option flags 2019-05-07 15:15:23 +02:00
Ray e0e2346c22 NO SUPPORT_BUSY_WAIT_LOOP by default 2019-05-07 10:05:21 +02:00
Ray afd90a5a56 Add comment tweak 2019-05-07 09:50:40 +02:00
Ray 528e164ac5 Corrected issue with wrong text measuring 2019-05-06 10:17:34 +02:00
Ray 80c8599e81 Avoid warnings pre-evaluating values
Variable operations inside the functions should be evaluated before the function operations.
2019-05-06 10:07:06 +02:00
Ahmad Fatoum ae2e48c77f CMake: don't use system GLFW headers if using built-in GLFW
This fixes the current CI failure.
2019-05-04 23:04:52 +02:00
Ahmad Fatoum 36d8a648f0 external: glfw: reinstate export of GLFW_PKG_{DEPS,LIBS}
We were doing this before, but it was deleted during the
last GLFW update. Readd it to fix the associated macOS CI failure.

Fixes: cd934c9f6 ("Update GLFW to 3.3.1")
2019-05-04 22:28:21 +02:00
Ray c6b7f9c5b0 Some minor comments 2019-05-03 15:55:24 +02:00
Ray f44888e466 Force HighDPI on macOS 2019-05-03 09:45:16 +02:00
Shiqing 780cefc3b0 Add SUPPORT_HIGH_DPI to CMakeOptions.txt 2019-05-03 12:24:20 +08:00
Ray fc56f8d9ef Work on touch_as_mouse input -WIP- 2019-05-02 09:46:01 +02:00
Narice a54af067c2 Added guards to PI define
Added guards to not redefine it if the user is using it with raylib.h
also added an 'f' at the end of the define to keep compliant with raylib's PI define
2019-05-01 22:03:32 +02:00
Narice 59c436c922 Defined PI (#822)
PI is not always defined in math.h, thus it must be defined in this header
2019-05-01 21:41:51 +02:00
Ray c9025ed205 Corrected issue with texture rendering
Not sure if already corrected...
2019-05-01 16:15:33 +02:00
Ray bb2841a26d WARNING: Support high DPI displays
This change could break things. So, I created SUPPORT_HIGH_DPI flag to enable it (disabled by default).

Basically, it detects HighDPI display and scales all drawing (and mouse input) appropiately to match the equivalent "standardDPI" screen size on highDPI. It uses screenScaling matrix to do that.

This scaling comes with some undesired effects, like aliasing on default font text (keep in mind that font is pixel-perfect, not intended for any non-rounded scale factor).

The only solution for this aliasing would be some AA postpro filter or implementing the highDPI scaling in a different way: rendering to a texture and scaling it with FILTER_BILINEAR, check `core_window_scale_letterbox.c` example for reference.

Use at your own risk.
2019-05-01 14:30:36 +02:00
raysan5 100c82e369 Review formatting to follow raylib style 2019-04-28 18:23:21 +02:00
Reece Mackie a51f3be38f Fix web 2019-04-28 16:53:20 +01:00
Reece Mackie 86eba24970 This is dumb... 2019-04-28 16:08:07 +01:00
Reece Mackie e69688437a Why does visual studio keep using tabs!!! 2019-04-28 16:06:56 +01:00
Reece Mackie d42965b0b0 Fix tabs 2019-04-28 16:05:45 +01:00
Reece Mackie 3244ec2a1d Add another UWP comment for clarity 2019-04-28 16:03:23 +01:00
Reece Mackie 7ca856f9b7 Formatting changes 2019-04-28 15:59:39 +01:00
Reece Mackie f8c6226826 Merge branch 'master' into gamepad-rework 2019-04-28 15:54:50 +01:00
raysan5 40940f4398 Some formatting review 2019-04-28 16:45:23 +02:00
raysan5 7c10f971c1 Expose enable/disable backface culling
Some tweaks on BeginVrDrawing()
2019-04-28 16:03:59 +02:00
raysan5 604a8c0b78 WARNING: Functions renamed
Two functions have been renamed for coherence; previous naming was confusing for several users:

 - DrawPolyEx()         ---> DrawTriangleFan()
 - DrawPolyExLines() ---> DrawLineStrip()
2019-04-28 14:45:46 +02:00
Reece Mackie e0580e6322 Fix merge 2019-04-27 21:59:01 +01:00
raysan5 e8c413b7cd Review UWP implementation
Basically, formating review and some variables naming to follow raylib conventions.
2019-04-27 22:47:03 +02:00
Reece Mackie c1f33eb817 Line cleaning 2019-04-27 21:43:32 +01:00
Reece Mackie 56ded3259d More work, UWP now supports it and deleted old gamepads 2019-04-27 21:36:57 +01:00
Reece Mackie 9434dc588a Merge branch 'master' into gamepad-rework 2019-04-27 20:51:04 +01:00
Reece Mackie b911cefab3 First gamepad stuff 2019-04-27 20:49:33 +01:00
Reece Mackie 2de1f31821 UWP Support Overhaul (#819)
* Working build

* Fix build again, stop deleting files

* Hotfix crash, needs investigating

* Remove VS2015.UWP, I cannot update the project

* Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet.

* Implemented a ton more things, added BaseApp.h to provide common code to UWP apps.

* Remove constant window dimensions

* Enable and Disable cursor support.

* Actually use mouse delta

* Gamepad Support

* Cleaning and small tweaks

* Restore original example.

* Update comment

* Use 'Messages' to handle the cursor functions so code is more portable.

* Comment

* Comment unused message fields and use vector for mouse pos instead.

* Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h

* Working build

* Fix build again, stop deleting files

* Hotfix crash, needs investigating

* Remove VS2015.UWP, I cannot update the project

* Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet.

* Implemented a ton more things, added BaseApp.h to provide common code to UWP apps.

* Remove constant window dimensions

* Enable and Disable cursor support.

* Actually use mouse delta

* Gamepad Support

* Cleaning and small tweaks

* Restore original example.

* Update comment

* Use 'Messages' to handle the cursor functions so code is more portable.

* Comment

* Comment unused message fields and use vector for mouse pos instead.

* Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h

* Tested some desktop stuff and added projection matrix updates for window resizing.

* Fixed big bad mouse bug

* Fix alt buttons and add hack to combat flickery key presses (far from perfect)

* Remove debug code

* Final commit

* Well, so I thought

* Wow, i am bad

* Remove packages folder

* Remove useless include

* Apply requested changes and fix linux build

* Try to stop packages folder

* Have we fixed the formatting properly?

* Third time's the charm?

* Where did this come from?

* Re-fix

* Autoformat is gonna kill

* Fixed XBOX ONE Support

* Fix tabs
2019-04-27 20:33:51 +02:00
Ray f37e55a77b Reverted HiDPI changes, they break 2D mode on HiDPI :( 2019-04-25 13:45:37 +02:00
Ray c76863b289 Working on HiDPI support -WIP-
Trying to define a global transformation matrix to scale all content for HiDPI.
2019-04-25 11:39:45 +02:00