2609 Commits
1.4.0 ... 2.5.0

Author SHA1 Message Date
Ray
a9f33c9a89 Reduce textures size 2019-05-31 10:03:44 +02:00
Ray
22a363d1ec Update npes_saved_tcc.txt 2019-05-31 10:03:17 +02:00
Ray
1ccb7f287e Update LICENSE.md 2019-05-31 10:02:15 +02:00
Ray
a352e4ddac Update LICENSE.md 2019-05-31 10:01:50 +02:00
Ray
56cb60b323 Update to raylib 2.5 2019-05-31 09:57:22 +02:00
Ray
1a32e76fbd Review compilation resources 2019-05-30 18:09:33 +02:00
Ray
e5a73b7398 Review compiler scripts 2019-05-30 17:44:06 +02:00
Ray
22cd55d585 Updated Notepad++ intellisense to raylib 2.5 2019-05-30 17:25:01 +02:00
Ray
f9888d15ac Merge pull request #855 from neonmoe/patch-buildscripts
Fix and update projects/scripts
2019-05-29 17:41:25 +02:00
Ray
bb34398796 Merge pull request #856 from wbrbr/master
Fix jar_xm_reset
2019-05-29 17:39:20 +02:00
Wilhem Barbier
e660621389 Fix jar_xm_reset 2019-05-29 17:15:11 +02:00
Ray
20bdc3bc2a Merge pull request #854 from ChrisDill/master
Added array bounds check to textures_bunnymark
2019-05-29 16:40:02 +02:00
Jens Pitkanen
228f86d3ca Fix and update projects/scripts 2019-05-29 17:36:44 +03:00
Chris Dill
42d57bbe00 Added array bounds check to textures_bunnymark 2019-05-29 13:58:31 +01:00
Ray
5d3905d4d4 Update HISTORY.md 2019-05-29 13:55:50 +02:00
Ray
efdc6f87d5 Define standard examples size 2019-05-29 13:47:57 +02:00
Ray
51a28739dd Update HISTORY.md 2019-05-29 13:36:09 +02:00
Ray
9fa0d10779 Update CONTRIBUTING.md 2019-05-29 12:18:04 +02:00
Ray
c211568abc Create FUNDING.yml 2019-05-29 09:32:39 +02:00
Ray
e5e330bf17 Merge pull request #853 from Narice/master
Added Narice to the CONTRIBUTING.md
2019-05-28 12:24:01 +02:00
Ray
4e0a5909e7 Hide progress bar 2019-05-28 12:08:04 +02:00
Narice
b34bc421ff Added Narice to the CONTRIBUTING.md 2019-05-28 11:25:06 +02:00
Ray
63b89f53f9 Update ROADMAP.md 2019-05-28 00:33:52 +02:00
Ray
b57563a41b Update ROADMAP.md 2019-05-28 00:32:59 +02:00
Ray
aa0afb55a5 Update ROADMAP.md 2019-05-28 00:30:42 +02:00
Ray
18b8461502 Update CHANGELOG 2019-05-28 00:30:33 +02:00
Ray
bf0aed2655 Update HISTORY.md 2019-05-27 23:41:15 +02:00
Ray
405e40ea03 Update CONTRIBUTING.md 2019-05-27 20:50:27 +02:00
Ray
e37d5cec6d Update CHANGELOG 2019-05-27 20:21:24 +02:00
Ray
a488701d1d Update README.md 2019-05-27 15:31:57 +02:00
Ray
95d25b0192 Update README.md 2019-05-27 15:25:41 +02:00
Ray
bef809d841 Setup version for release 2019-05-27 13:03:14 +02:00
Ray
87774a0a21 Review variables initialization 2019-05-27 00:18:15 +02:00
Ray
241c4c8d14 Review easings PR 2019-05-25 01:33:03 +02:00
Ray
163a6581aa Merge pull request #852 from flashback-fx/master
easings.h refinement and example
2019-05-25 00:32:49 +02:00
flashback-fx
bc285f71ed rename easings_example.c to easings_testbed.c 2019-05-24 22:24:01 +00:00
flashback-fx
d5f664373d Move easings_example to its proper place 2019-05-24 22:18:44 +00:00
flashback-fx
b7d4856745 Add easings example 2019-05-24 19:10:14 +00:00
flashback-fx
d4487bcfa7 Use tgmath.h and float constants in easings.h 2019-05-24 19:07:59 +00:00
Ray
2eb280e836 Delete HELPME.md 2019-05-24 12:22:40 +02:00
Ray
675330af39 Update CONTRIBUTING.md 2019-05-24 12:22:20 +02:00
Ray
bcb83a3127 Merge pull request #850 from wbrbr/xm_fix
Add rewind for the XM music format
2019-05-23 17:17:17 +02:00
Wilhem Barbier
dec604bd71 Move jar_xm_reset to jar_xm.h 2019-05-23 16:40:15 +02:00
Ray
5e8ffec0f6 Merge pull request #849 from wbrbr/master
Fix unitialized struct member bug (#848)
2019-05-22 23:40:37 +02:00
Wilhem Barbier
78817305c5 Add rewind for the XM music format 2019-05-22 22:16:18 +02:00
Wilhem Barbier
13a1744ca9 Fix #848 2019-05-22 20:29:34 +02:00
Ray
978f3a9570 Update Makefile 2019-05-22 18:31:50 +02:00
Ray
31bcaffd7d Added AudioContext Resume/Suspend button 2019-05-22 16:13:59 +02:00
Ray
f45691ca8d Rename function to follow javascript notation 2019-05-22 16:12:47 +02:00
Ray
7421ac9e24 Add code to resume blocked AudioContexts 2019-05-22 12:33:28 +02:00
Ray
a33b0002ee Review js formatting for better readability 2019-05-22 10:55:03 +02:00
Ray
5f0866463c Update Makefile 2019-05-22 10:41:24 +02:00
Ray
be7e56f51e Move emscripten web shell to src 2019-05-22 10:40:51 +02:00
Ray
e6ca2c4ba3 Comment tweaks 2019-05-22 09:57:17 +02:00
Ray
3bfcecb3af Review metat tags and embed logo 2019-05-21 23:30:34 +02:00
Ray
477f05db13 Review games 2019-05-21 22:36:52 +02:00
Ray
b1806f6600 Add config SUPPORT_SSH_KEYBOARD_RPI
Allow to reconfigure stdin to read input keys, this process could lead to undesired effects. Use with care.

Disabled by default.
2019-05-21 20:59:13 +02:00
Ray
322cf34fe0 Update Makefile 2019-05-21 18:02:29 +02:00
Ray
cea0150c6e Ignore web bitcode lib 2019-05-21 18:02:20 +02:00
Ray
8b4f58b9e9 Review sample games 2019-05-21 17:47:06 +02:00
Ray
0027868d1f Review Makefiles 2019-05-21 17:46:52 +02:00
Ray
f325978b26 Update issue templates 2019-05-21 10:31:06 +02:00
Ray
8db2203bcc Review paths 2019-05-21 10:16:52 +02:00
Ray
3dfbeb5488 Update core_3d_picking.c 2019-05-21 10:16:39 +02:00
Ray
316b6aa181 Reverted change that breaks mouse on web 2019-05-20 17:21:46 +02:00
Ray
72ab65277b Avoid some warnings 2019-05-20 16:37:44 +02:00
Ray
b525039e0a Review ALL examples 2019-05-20 16:36:42 +02:00
Ray
a43a7980a3 Update raylib version to 2.5 2019-05-20 11:21:55 +02:00
Ray
371abb0a26 Review glTF implementation formatting
Added comments for the future
2019-05-20 11:13:38 +02:00
Ray
9a52c716cc Merge pull request #842 from wbrbr/gltf2
Load glTF
2019-05-20 10:49:02 +02:00
Wilhem Barbier
e01a381aec Load glTF 2019-05-18 11:36:47 +02:00
Ray
c1594fa445 Tweaks 2019-05-18 01:31:48 +02:00
Ray
6332bc0398 Corrected issue with shader loading
When using FormatText() several times in same function, returned string is static and so, the same is returned, resulting in failures on shader loading.
2019-05-18 01:24:00 +02:00
Ahmad Fatoum
5ef7beb0c5 Makefile: move -x objective-c option before filename
From the Clang documentation[1]:
> -x<language>, --language <arg>, --language=<arg>
> Treat subsequent input files as having type <language>

Follow the advice. Fixes #840.
[1]: https://clang.llvm.org/docs/ClangCommandLineReference.html
2019-05-17 20:27:43 +02:00
Ahmad Fatoum
e1ecebfff9 Revert "fixed GLFW compiler flag for OSX"
This reverts #841 commit 97160fd970.
2019-05-17 20:27:42 +02:00
Ray
245cf2400e Review shader examples 2019-05-17 20:03:04 +02:00
Ray
0ec46e8976 Merge pull request #841 from iskolbin/master
[build] fixed GLFW compiler flag for OSX
2019-05-17 17:38:46 +02:00
Ilya Kolbin
97160fd970 fixed GLFW compiler flag for OSX 2019-05-17 17:56:05 +03:00
Ray
970f1e8ff1 examples review 2019-05-17 01:17:40 +02:00
Ray
ce87d2ced4 new example: shaders_eratosthenes
Contributed by ProfJski
2019-05-16 17:23:31 +02:00
Ray
9fd410b8a8 Review shader to use provided texture coordinates
Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
2019-05-16 17:07:59 +02:00
Ray
cf4fde9456 Corrected bug on NEON 2019-05-16 16:10:52 +02:00
Ray
9994f16479 Review build config on web 2019-05-16 15:40:28 +02:00
Ray
25ac9bfb28 Update dr_flac, dr_mp3, dr_wav to latest version 2019-05-16 15:31:33 +02:00
Ray
579d932551 Update miniaudio to v0.9.4 2019-05-16 15:30:41 +02:00
Ray
f44dfa1ef2 Implement VR distortion shader for GLSL 100 2019-05-16 15:30:03 +02:00
Ray
f1ffb3f573 Review shaders for GLSL 100 2019-05-16 10:05:14 +02:00
Ray
84fb2e00df Merge pull request #838 from eggmund/master
Update julia set example.
2019-05-15 19:03:39 +02:00
eggmund
eb7beb59b6 Ammended comment.
Also changed path to shader back to what it was originally.
2019-05-15 17:59:03 +01:00
eggmund
a7c5e3cab7 Updating julia set example.
Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
2019-05-15 17:55:19 +01:00
Ray
998b4180e1 Update example! 2019-05-15 17:00:50 +02:00
Ray
5a1a0a3492 Corrected issue with multi-mesh obj models
Note that all meshes are loaded as a single one at this moment, loading should be improved!
2019-05-15 15:12:56 +02:00
Ray
0b18133e46 Update shaders_julia_set.c 2019-05-15 13:10:00 +02:00
Ray
d878a0aecb Update shaders_julia_set.c 2019-05-15 12:53:13 +02:00
Ray
ab44033ed6 Added new examples to Makefile 2019-05-15 12:24:09 +02:00
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
e7995c483d .travis.yml: update wayland dependency ECM version
extra-cmake-modules 5.38.0a is no longer hosted at the specified
kernel.org link. Use the occasion to move on to 5.58.

Because newer ECM debian packages have the control.tar file
xz-compressed, we need to update dpkg as well on trusty.
For more information, see
https://bugs.launchpad.net/ubuntu/+source/dpkg/+bug/1730627
2019-05-15 08:13:25 +02:00
Ahmad Fatoum
0467f32cc1 examples: CMake: restrict OpenGL deprecation warnings to macOS 2019-05-15 08:13:20 +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
Ray
7eb488a350 Improve support for web building
Note that building examples for web as they are (no code adaptation for web avoiding while loop) implies using the emterpreter... and that's very slow!
2019-05-14 18:01:20 +02:00
Ray
424d3ca8d9 examples review
Redesigns, deletes and renames

Also noted authors propertly on contributed examples
2019-05-14 15:34:23 +02:00
Ray
2edec8ae28 Some example tweaks 2019-05-14 00:08:21 +02:00
Ray
6f7b721d81 Merge branch 'master' of https://github.com/raysan5/raylib 2019-05-14 00:07:44 +02:00
Ray
6804c2189e new examples: shaders_texture_waves 2019-05-14 00:07:34 +02:00
raysan5
00431396b0 Merge branch 'master' of https://github.com/raysan5/raylib 2019-05-12 21:53:21 +02:00
raysan5
d50aa32ec8 Update CMakeLists.txt 2019-05-12 21:51:19 +02:00
Ray
4b8c56ebd3 Merge pull request #835 from eggmund/master
Added julia set shader example.
2019-05-12 21:50:48 +02:00
hmmmmmmmm
aea3b2df65 Fixed another small comment error 2019-05-12 17:31:04 +01:00
eggmund
c25154064d Fixed small error in comments 2019-05-12 17:14:52 +01:00
eggmund
49a49e492a Added julia set shader example. 2019-05-12 16:50:56 +01:00
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
Ray
2ee3b2576c Merge pull request #833 from Demizdor/fix_selection
Fixed DrawTextRecEx() selection when wordwrap is ON
2019-05-10 15:19:41 +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
Ray
5fd3f13cb6 Merge pull request #832 from ProfJski/master
Remove sqrt() from CheckCollisionSpheres()
2019-05-09 16:04:52 +02:00
ProfJski
1655463ba5 Update models.c 2019-05-08 14:14:57 -04:00
ProfJski
4330b098f3 Merge pull request #1 from ProfJski/ProfJski-patch-1
Update CheckCollisionSpheres() to avoid sqrt
2019-05-08 14:04:46 -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
ecea95f50f Update raylib.rc.data 2019-05-08 17:14:46 +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
5d09ca550f Update issue templates 2019-05-06 22:27:16 +02:00
Ray
7be6e3e288 Update issue templates 2019-05-06 17:31:49 +02:00
Ray
7a23a35eed Remove broken example: standard_lighting 2019-05-06 16:39:25 +02:00
Ray
621965cb8c Move bunnymark example to another module 2019-05-06 16:38:58 +02:00
Ray
8bafe03ee0 Update text_unicode.c 2019-05-06 10:54:45 +02:00
Ray
eeef7fdb51 Review example formatting 2019-05-06 10:46:56 +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
Ray
4c33d38812 Avoid warnings pre-evaluating values
Variable operations inside the functions should be evaluated before the function operations.
2019-05-06 10:05:43 +02:00
Ray
2ddc4bacba Example review 2019-05-06 09:41:54 +02:00
Ahmad Fatoum
3e0e91013f Revert "CMake: make unsequenced modifications an error"
This reverts commit 23c1c0bdb2.

Because add_if_flag_compiles apparently allows unsequenced
even if the compiler doesn't support it..
2019-05-04 23:56:38 +02:00
Ahmad Fatoum
23c1c0bdb2 CMake: make unsequenced modifications an error
They not only result in discrepancies between different compiler,
but trigger undefined behavior. Avoid them by having them break
the CMake build and CI.
2019-05-04 23:20:29 +02:00
Ahmad Fatoum
43bfb979e5 examples: CMake: warn once only about macOS OpenGL deprecation
Otherwise compiling rlgl is too spammy. While at it remove
the now unneeded CheckIncludeFiles.
2019-05-04 23:05:30 +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
7d57a64337 Travis CI: build, don't download, external GLFW
CI is failing because we still test with GLFW 3.2, while
the internal GLFW is 3.3. To avoid such breakages in future,
build and install our own GLFW instead of relying on an external
Debian package.
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
Ahmad Fatoum
2cda760312 examples: CMake: don't build core_loading_thread if no pthreads
The example requires pthreads and now C11 <stdatomic.h>, thus skip it
if either isn't available.

This also fixes the current Travis CI build failure for the
Windows configuration.
2019-05-04 21:23:41 +02:00
Ahmad Fatoum
6681fd7df2 examples: core_loading_thread: fix race condition
A plain variable is insuffecient for inter-thread communication. Both the
compiler and the processor may reorder accesses. The compiler could even
cache dataLoaded with the result that STATE_FINISHED becomes unreachable.

Fix this by using C11 atomic_bool, which guarantees sequential consistency.

This fixes #827.
2019-05-04 21:23:19 +02:00
Ahmad Fatoum
53d9beb534 examples: core_loading_thread: use symbolic names for state machine states
And while at it, use a switch clause to make the state machine
structure clearer.
2019-05-04 17:15:48 +02:00
Ray
0fe409bfa9 Renamed example 2019-05-03 17:57:36 +02:00
Ray
f53395694d Create examples_template.c 2019-05-03 17:56:58 +02:00
Ray
62f1511e5f Batch of 9 new shapes examples!
Some examples included in this batch require the included libraries: `easings.h` and `raygui.h`. Examples included:

 - shapes_bouncing_ball
 - shapes_collision_area
 - shapes_following_eyes
 - shapes_draw_circle_sector (requires raygui.h)
 - shapes_draw_rectangle_rounded (requires raygui.h)
 - shapes_draw_ring (requires raygui.h)
 - shapes_easings_ball_anim (requires easings.h)
 - shapes_easings_box_anim (requires easings.h)
 - shapes_easings_rectangle_array (requires easings.h)
2019-05-03 16:00:16 +02:00
Ray
0c53360a3a new example: textures_sprite_explosion 2019-05-03 15:56:07 +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
Ray
4d00b5a8bb Merge pull request #824 from kawa-yoiko/highdpi-cmakeopt
Add SUPPORT_HIGH_DPI to CMakeOptions.txt
2019-05-03 09:42:48 +02:00
Shiqing
780cefc3b0 Add SUPPORT_HIGH_DPI to CMakeOptions.txt 2019-05-03 12:24:20 +08:00
Ray
0b2bad4205 Update models_first_person_maze.c 2019-05-02 13:24:02 +02:00
Ray
beda4180cd Added missing include 2019-05-02 13:15:05 +02:00
Ray
a9ebf8e10d new example: textures_sprite_button 2019-05-02 13:01:36 +02:00
Ray
34feacc148 new example: core_loading_thread
Data loading in a second thread with progress bar in main thread
2019-05-02 12:22:54 +02:00
Ray
d46160fb6e example review: models_first_person_maze
Added walls collision check
2019-05-02 12:22:15 +02:00
Ray
fc56f8d9ef Work on touch_as_mouse input -WIP- 2019-05-02 09:46:01 +02:00
Ray
73a54fcc3d Update Makefile 2019-05-02 00:15:46 +02:00
Ray
0f84f9f51f Merge pull request #823 from Narice/master
Defined PI (#822)
2019-05-02 00:07:31 +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
270f563964 Minor tweaks 2019-04-28 18:30:27 +02:00
raysan5
100c82e369 Review formatting to follow raylib style 2019-04-28 18:23:21 +02:00
Ray
fc6186a632 Merge pull request #821 from NerdThings/gamepad-rework
Gamepad Rework
2019-04-28 18:12:36 +02:00
Reece Mackie
a51f3be38f Fix web 2019-04-28 16:53:20 +01:00
Reece Mackie
f36ba6a2f4 Damn, made a mistake 2019-04-28 16:32:05 +01:00
Reece Mackie
948a442704 Update gamepad example to use new enums 2019-04-28 16:20:14 +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
55cb13f1b8 Remove example on Android 2019-04-28 15:46:08 +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
Ray
f70a640b2d Merge pull request #820 from NerdThings/readme-fix
Fix Readme
2019-04-27 22:48:32 +02:00
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
3506e3bf21 Update README.md 2019-04-27 21:42:22 +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
Ray
04ed4dd40c Renamed internal variable
Probably required for HiDPI support
2019-04-25 11:02:13 +02:00
Ray
e1cd4674e7 Merge pull request #817 from Demizdor/fix_draw_text_rec_ex
Fixed text selection in DrawTextRecEx()
2019-04-24 22:39:40 +02:00
Demizdor
86f9ea6e7a Fixed selection in DrawTextRecEx() 2019-04-24 22:08:57 +03:00
Ray
96cd3b5abc Merge pull request #815 from ChrisDill/testing
Added project for 4coder
2019-04-24 11:42:39 +02:00
Chris Dill
6d65aa1acb Removed game binary 2019-04-24 10:13:13 +01:00
Chris Dill
303c886852 Added project for 4coder
Using example from the VSCode project
2019-04-24 09:44:08 +01:00
Ray
600cdb61a3 new example: models_first_person_maze -WIP- 2019-04-23 23:28:11 +02:00
Ray
cc1dd6b410 Review camera module
This module still requires further work but 3rd person camera is less broken now...
2019-04-23 23:27:08 +02:00
Ray
f4ad144537 Merge pull request #812 from Demizdor/fix_draw_rectangle_rounded
Fix for DrawRectangleRounded
2019-04-23 21:39:38 +02:00
Demizdor
0e683005b4 Fix for DrawRectangleRounded 2019-04-23 20:48:00 +03:00
Ray
0c567cd259 WARNING: Issues on web building
Found some issues when building for web using latest emscripten 1.38.30, traced the error and found that eglGetProcAdress does not return function pointers for VAO functionality, supported by extension.

It requires more investigation but now it works (avoiding VAO usage)
2019-04-23 18:10:38 +02:00
Ray
3aafa9d5ba Set a version for rGIF library 2019-04-23 16:01:38 +02:00
Ray
372d77957f Update STB libraries to latest version 2019-04-23 16:01:18 +02:00
Ray
958bf43eac Update README.md 2019-04-23 15:22:20 +02:00
Ray
4ad81ba2d4 Alloc custom allocators on standalone mode 2019-04-23 15:14:15 +02:00
Ray
87b75a6c95 Review issues on OpenGL 1.1 2019-04-23 15:12:08 +02:00
Ray
10c2eea14b Correct RL_FREE bug 2019-04-23 15:07:28 +02:00
Ray
e67ebabb02 Support custom memory management macros
Users can define their custom memory management macros.

NOTE: Most external libraries support custom macros in the same way, raylib should redefine those macros to raylib ones, to unify custom memory loading. That redefinition is only implemented as example for stb_image.h in [textures] module.
2019-04-23 14:55:35 +02:00
Ray
8ed71b9d5a Some tweaks to custom memory management system 2019-04-23 14:51:32 +02:00
Ray
9835be7b7a Remove unnecesary GLFW deps (used by examples) 2019-04-23 14:50:58 +02:00
Ray
7e444d5a45 Renamed file to avoid breaking build 2019-04-22 22:47:50 +02:00
Ray
e26cc01ba8 More rnet review to avoid warnings/errors 2019-04-22 21:50:45 +02:00
Ray
2d4c2ff351 Review rnet errors 2019-04-22 20:54:50 +02:00
Ray
c7907a203b Update miniaudio to v0.9.3 2019-04-22 20:32:11 +02:00
Ray
f7d978e726 Reviewed rnet inclusion
Move to own header for a more deep review of the module
2019-04-22 20:27:54 +02:00
Jak
4b8d06f501 [rnet] module WIP (#809)
Added experimental network module
2019-04-22 20:03:00 +02:00
Ray
e41cb774c2 Merge pull request #789 from myd7349/fix-cmake-for-win32
Fix CMake support on Win32
2019-04-22 19:32:15 +02:00
Ray
cd934c9f66 Update GLFW to 3.3.1 2019-04-22 19:00:43 +02:00
Ray
a0449594e4 Merge branch 'master' of https://github.com/raysan5/raylib 2019-04-22 18:58:38 +02:00
Ray
152b7471e9 Comment HiDPI window request
At least until a proper solution is found!
2019-04-22 18:46:05 +02:00
Ray
9ace10ff73 Merge pull request #810 from Demizdor/unicode_implementation
Unicode implementation
2019-04-22 18:34:17 +02:00
Ray
2249f12304 Expose rlgl functions on shared libraries 2019-04-22 18:25:30 +02:00
Vlad Adrian
98070982bf Fix formatting ...not very good at this 2019-04-21 22:05:25 +03:00
Vlad Adrian
3dda1c41ec Fixed formatting! Grumble, grumble... 2019-04-21 21:51:03 +03:00
Demizdor
86c887f0cf Added unicode example 2019-04-21 13:44:17 +03:00
Demizdor
f3a5a6871d Initial unicode implementation for UTF8 encoded text 2019-04-21 12:27:46 +03:00
Ray
8c22f685d1 Check buffer overflow 2019-04-14 22:29:14 +02:00
Ray
d690e734f9 Merge pull request #799 from flashjaysan/master
Update raymath.h
2019-04-13 15:08:28 +02:00
flashjaysan
310d1d1589 Update raymath.h
Removed a useless semicolon.
2019-04-13 14:35:07 +02:00
Ray
0ef146438a Merge pull request #798 from bjornwah/master
Use typedef rather than #define in order to avoid issues in applicati…
2019-04-13 13:17:20 +02:00
Björn Wahlstrand
7cc8faf7da Use typedef rather than #define in order to avoid issues in application code 2019-04-12 21:41:30 +02:00
Ray
c1d3ba67f8 Update CHANGELOG 2019-04-12 13:46:44 +02:00
Ray
fc5dd5d99f FLAG not supported on web GLFW implementation 2019-04-12 13:44:16 +02:00
Ray
df90ba6e46 WARNING: Added GLFW hint to support hi-DPI
This needs to be tested on a hi-DPI monitor, probably requiring a FLAG to enable it would be a good idea...
2019-04-12 13:31:05 +02:00
Ray
99537efccf Review some examples 2019-04-12 13:29:53 +02:00
Ray
4e58d4102c Corrected typo 2019-04-12 13:29:37 +02:00
Ray
70fc549818 Working on raylib 2.5 changelog... 2019-04-12 13:03:49 +02:00
Ray
30d51ec26c Reorganize struct 2019-04-12 11:29:01 +02:00
Ray
75384add98 Added Crystal binding 2019-04-12 00:01:32 +02:00
Ray
8774cb3c24 Removed iqm example
Already integrated into raylib
2019-04-11 23:38:13 +02:00
Ray
e54a74f4e7 new example: shapes_rectangle_scaling_mouse 2019-04-11 18:07:20 +02:00
Ray
24f07aaf5a new example: core_window_scale_letterbox 2019-04-11 17:40:13 +02:00
Ray
129703fad1 new example: shaders_texture_drawing 2019-04-11 16:53:20 +02:00
Ray
6fc97643bf new example: textures_background_scrolling 2019-04-11 16:53:02 +02:00
Ray
01367fcb1e Review cubemap generation 2019-04-11 16:11:54 +02:00
Ray
a28dfd4a7b Corrected standalone usage 2019-04-11 15:54:10 +02:00
Ray
5bfa675350 Review VR simulator mechanism
- No default VR device parameteres inside raylib
- VR device parameter should be provided by user
- VR distortion shader should be provided by user
2019-04-11 13:53:01 +02:00
Ray
aa8d10c48a Update BINDINGS.md 2019-04-11 11:57:50 +02:00
Ray
c7e5585ab9 Added binding to Factor 2019-04-11 11:29:35 +02:00
Ray
1934f2a2f4 Some tweaks 2019-04-11 00:11:11 +02:00
Ray
6168a4ca37 Comments review 2019-04-10 23:50:48 +02:00
Ray
45c820eeb4 Set default white texture for diffuse mat 2019-04-10 22:39:42 +02:00
Ray
21092266b5 Check textures available before loading 2019-04-10 00:44:24 +02:00
Ray
802afe8fe5 Replaced size_t by unsigned int 2019-04-10 00:34:46 +02:00
myd7349
148eefb9bb Resolve CI failure with MinGW 2019-04-09 20:41:40 +08:00
Ray
f939f6abc2 Update Makefile 2019-04-09 13:23:56 +02:00
Ray
32ccecb8ca Start working on glTF loading... 2019-04-09 13:23:51 +02:00
myd7349
5134a3b61d Take care of raylib_USE_STATIC_LIBS when calling find_library 2019-04-09 18:03:26 +08:00
myd7349
61181f2c49 Fix CMake support on Win32 2019-04-09 18:03:25 +08:00
Ray
94335e30df Avoid example on Android 2019-04-08 12:50:09 +02:00
Ray
b8ada4b877 Review creation years 2019-04-08 12:25:13 +02:00
Ray
81b63890dd Merge pull request #793 from ChillerDragon/pr_copyright_2k19
Happy new year 2019
2019-04-07 17:53:48 +02:00
ChillerDragon
f21761fbbb Happy new year 2019 2019-04-07 17:49:12 +02:00
Ray
c23ceec338 Added missing include -_- 2019-04-05 17:29:30 +02:00
Ray
9282b8ba83 ADDED: SetShaderValueTexture()
Some tweaks
2019-04-05 17:08:46 +02:00
Ray
c600dd0766 Review PBR shaders
Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
2019-04-05 16:43:09 +02:00
Ray
0f9fe34c3a Start setting things up for raylib 2.5 2019-04-05 13:44:04 +02:00
Ray
92733d6695 BIG UPDATE: New models functions for animations!
Multiple functions added and some reviewed to adapt to the new multi-mesh, multi-material and animated models.
2019-04-05 13:15:56 +02:00
Ray
38a13b76d1 Corrected issue with LoadMesh() 2019-04-05 13:13:42 +02:00
Ray
a728376cdf Rename enum type 2019-04-05 13:13:10 +02:00
Ray
28b9de661d Minor tweaks 2019-04-05 13:12:54 +02:00
Ray
a103086443 Removed trail spaces 2019-04-04 13:50:52 +02:00
Ray
3e1e7d740f Review merged PR formatting
Removed trail spaces
2019-04-04 13:50:28 +02:00
Ray
6ecd8249bc Merge pull request #787 from Demizdor/master
Added `DrawRoundedRect()` and `DrawRoundedRectLines()`
2019-04-04 13:42:20 +02:00
Ray
d89d24c5e8 BIG UPDATE: Support model animations! 2019-04-04 13:33:54 +02:00
Ray
22dece2935 Animated vertex renaming 2019-04-04 13:32:17 +02:00
Ray
f1cbdd6b3a Corrected some issues
- Support compiling for OpenGL 1.1
- Free meshes/materials memory after usage...
2019-04-01 18:22:56 +02:00
Ray
86212e8462 Support material loading from OBJ/MTL 2019-04-01 12:41:32 +02:00
Ray
e5edbb7104 Reviewed OBJ loading implementation -WIP-
One mesh files can be loaded correctly

MISSING:
 - Multimesh OBJ loading
 - Materials loading
2019-04-01 12:17:29 +02:00
Ray
0a492b5dea Retarget VS2017 solution 2019-04-01 12:09:00 +02:00
Ray
fe702cd6a2 Implementing LoadOBJ() -WIP-
It seems obj loading is working ok but there is some problem with drawing...
2019-04-01 00:16:56 +02:00
Ray
3e806ad9d4 Reviewed data assignation 2019-04-01 00:15:45 +02:00
Ray
26fb2e0f3a Update cube.obj 2019-04-01 00:15:14 +02:00
Demizdor
eda982e261 Reimplemented DrawRoundedRectLines() 2019-03-31 16:15:40 +03:00
Vlad Adrian
ecbd17910d Added DrawRoundedRectLines() 2019-03-31 13:22:50 +03:00
Vlad Adrian
1415d514ba Update raylib.h 2019-03-31 13:20:45 +03:00
Demizdor
a28023b58f Added DrawRoundedRect() 2019-03-30 22:18:29 +02:00
Ray
2217c04ecf Update standard_lighting.c 2019-03-29 20:54:45 +01:00
Ray
be6d237b9e Review models examples 2019-03-29 20:22:50 +01:00
Ray
a197f40bb4 Default to white cube mesh if not loaded 2019-03-29 20:22:30 +01:00
Ray
6f371dab08 Some formatting review 2019-03-29 19:43:27 +01:00
Ray
afab8b36ab Merge pull request #786 from Demizdor/draw_ring
Added DrawRing(), DrawRingLines() and DrawCircleSectorLines()
2019-03-29 17:28:37 +01:00
Ray
19debd2b4e Review some warnings 2019-03-29 17:28:10 +01:00
Ray
8a73c5d0b4 Replace custom OBJ/MTL implementations by tinyobj_loader -WIP- 2019-03-29 17:15:22 +01:00
Ray
a643dc4ca0 WARNING: Redesigned model struct for multi-meshes
This is quite a big change, Model struct has been redesigned to support multiple meshes and multiple materials, most 3d fileformats contain multiple meshes and reference multiple materials.

Consequently, multiple functions have been reviewed.

LoadOBJ(), LoadIQM(), LoadGLFT() now return a Model.

Current LoadOBJ() is not valid anymore, actually, tinyobj_loader_c library is considered for replacement.
2019-03-29 16:48:23 +01:00
Demizdor
ab9c6da26f Added DrawRing(), DrawRingLines() and DrawCircleSectorLines() 2019-03-29 16:22:09 +02:00
Ray
876c64b1e5 WARNING: This could break something
If we have no data to update/draw, we avoid update/draw. On `DrawBuffersDefault()` if no vertes data is available nothing is drawn but some globals: vertexData, projection, modelview, draws... are reseted.

There shouldn't be any problem if we don't touch those globals in case no vertex have been processed but, just in case, I warn about it.
2019-03-29 12:27:50 +01:00
Ray
69656cb090 Added comment 2019-03-29 12:23:02 +01:00
Ray
8e98fa8754 Merge pull request #785 from Berni8k/master
RaspberryPi Keyboard input with evdev
2019-03-28 22:26:48 +01:00
Berni8k
ea96d0afea Fixes compile error when SUPPORT_GESTURES_SYSTEM is undefined on RPi 2019-03-28 20:38:13 +01:00
Berni8k
b1e914bbf3 RaspberryPi Keyboard input with evdev
Based on pull request from user "DarkElvenAngel", better integrated with the current event system and enhanced with buffer to help with fast typing at low framerates.
2019-03-28 19:46:39 +01:00
Ray
88dfd2ab23 REDESIGNED: DrawCircleSector() 2019-03-28 18:53:41 +01:00
Ray
186d34827a Align LINES and TRIANGLES drawing
When drawing LINES or TRIANGLES, vertex are accumulated in same buffer as QUADS and new draw calls are registered but QUADS drawing uses an index buffer for optimization, so, when adding LINES/TRIANGLES vertices we need to make sure next draw calls for QUADS keep aligned with indices buffer.

To get that we just add some alignment vertex at the end of the LINES/TRIANGLES draw calls, to make them multiple of 4 vertex.
2019-03-28 18:05:32 +01:00
Ray
165ced9428 Small tweak 2019-03-28 13:03:25 +01:00
Ray
3a1e884d03 Update BINDINGS.md 2019-03-27 20:19:33 +01:00
Ray
7524fdc3e1 Review gestures disable flag 2019-03-25 12:30:20 +01:00
Ray
a7b06e7f01 Update BINDINGS.md 2019-03-25 10:13:42 +01:00
Ray
86ef08c408 Update README.md 2019-03-25 10:12:38 +01:00
Ray
b0bfe5812f Update BINDINGS.md 2019-03-24 21:51:23 +01:00
Ray
6bd62d2448 Move bindings to BINDINGS.md 2019-03-20 16:44:51 +01:00
Ray
7725a74303 Create BINDINGS.md 2019-03-20 16:44:32 +01:00
Ray
1203b7ad8f Add Geany autocomplete tags 2019-03-20 10:58:06 +01:00
Ray
c001bdb2de Checking issue with sound volume
It seems individual sound volume level is not set...
2019-03-20 10:57:41 +01:00
Ray
aa00d77110 Support additional modules building -WIP-
The idea is supporting additional raygui and physac modules building with raylib but those modules are distributed as header-only libraries and it makes a bit dificult to build them inside raylib...
2019-03-18 18:46:39 +01:00
raysan5
0bbf857b00 Review build release path, default to src directory 2019-03-17 12:21:51 +01:00
raysan5
f02a0334d8 ADDED: GetScreenData() 2019-03-17 11:58:02 +01:00
raysan5
2a92d6af3e Support no-audio no-models modules compilation
Renamed flags for convenience.
2019-03-16 13:02:16 +01:00
raysan5
a61d3ad512 SetWindowIcon() redesigned
Now core does not depend on textures module directly, only through text module.
2019-03-16 13:00:46 +01:00
Ray
29d1323bd1 Work on ImageResizeCanvas() 2019-03-15 13:34:09 +01:00
Ray
cbfa35a39e REVIEW: ImageResizeCanvas() -WIP- 2019-03-15 00:56:02 +01:00
Ray
ff1bcfb2fa Remove comment 2019-03-13 10:26:33 +01:00
Ray
5e8427a8b5 REDESIGNED: GetFileNameWithoutExt()
Removed possible memory leak when using this function
2019-03-13 10:07:01 +01:00
Ray
b6dd31c653 Merge pull request #775 from rsachetto/master
Adding DrawCubeWiresV for convenience
2019-03-13 09:42:56 +01:00
Ray
32e6a419c1 Reorder one flag 2019-03-12 16:29:41 +01:00
Ray
477ea4d660 Support external config flags 2019-03-12 16:00:26 +01:00
Ray
76e968f6b7 Updated audio library: mini_al -> miniaudio 2019-03-12 11:54:45 +01:00
Rafael Sachetto
9f54a69cec Adding DrawCubeWiresV for convenience 2019-03-08 15:06:17 -03:00
Ray
2f97a3f835 Proposed Model struct review 2019-03-05 16:46:48 +01:00
Ray
2e99c6cefb ADDED: IsWindowResized() 2019-03-04 22:58:20 +01:00
raysan5
d7fd6e0f1a Corrected issue with possible 0 division
Reported on rfxgen tool, it crashes on some parameters
2019-03-02 14:29:04 +01:00
Ray
36fa0207f2 Some spacing review 2019-02-28 23:06:37 +01:00
Ray
50da9f623e Return value in GetClipboardText() 2019-02-28 22:25:27 +01:00
Ray
d679a97e92 Removed some NULL pointer checks 2019-02-28 18:39:58 +01:00
Ray
5735f13fe5 Merge pull request #773 from Skabunkel/master
Removed unnecessary if
2019-02-28 18:36:13 +01:00
Skabunkel
a90c9c5ade Removed unnecessary 2019-02-28 17:50:47 +01:00
Ray
b570b32337 Added some comments on #594 2019-02-28 16:28:49 +01:00
Ray
32c61b1fa0 Merge pull request #767 from Skabunkel/master
Fixed segmentation fult created by quick fix
2019-02-24 12:41:11 +01:00
Skabunkel
fc11b360af ... tabs again... _facepalm_ 2019-02-24 01:57:31 +01:00
Skabunkel
03f7483537 Missed one 2019-02-24 01:56:17 +01:00
Skabunkel
f2d5cddfc8 Fixed segmentation fult created by quick fix 2019-02-24 01:48:29 +01:00
Ray
56c79a10de Merge pull request #766 from Skabunkel/master
#764 - Quick fix that clears alot of memory.
2019-02-24 01:15:32 +01:00
Skabunkel
374b4d3faf Tabs to spaces 2019-02-24 00:17:54 +01:00
Skabunkel
795c5e949d #764 - Quick fix that clears alot of memory, there seems to be more hiding somewhere else. 2019-02-24 00:13:50 +01:00
Ray
854e5d2f7e Merge pull request #762 from ftk/pitchfix
Fix audio pitch
2019-02-23 17:58:21 +01:00
ftk
8ad608888e fix audio pitch 2019-02-23 10:36:25 +00:00
Ray
374811c440 Change ternary operator formatting 2019-02-22 13:13:11 +01:00
Ray
8382ab9ada Merge pull request #761 from Demizdor/master
Fixed height bug in DrawTextRecEx()
2019-02-22 12:15:19 +01:00
Ray
a886f5e743 Remove TABS 2019-02-22 12:12:21 +01:00
Demizdor
40a76cf021 Fixed height bug in DrawTextRecEx() 2019-02-22 12:27:20 +02:00
Ray
641895b5ba Remove end-line spaces 2019-02-21 18:45:19 +01:00
Ray
75298b50fb Corrected issue with OpenURL()
It was not working on Windows 10
2019-02-21 11:28:10 +01:00
Ray
b3568e6d15 Merge pull request #760 from RobLoach/libraylib-a
Remove compiled libraylib.a
2019-02-19 12:06:46 +01:00
Rob Loach
497fb4e49f Remove compiled libraylib.a 2019-02-18 23:36:29 -05:00
Ray
d62652c5b2 Update cgltf library
Added some comments to loader function...
2019-02-18 18:46:17 +01:00
Ray
5d0ea7f110 Corrected issue #758 2019-02-18 16:43:01 +01:00
Ray
8a21830b77 Merge pull request #755 from neonmoe/fix-config-flags
Fix config.h flags
2019-02-15 17:58:00 +01:00
Jens Pitkanen
eed69d4127 Fix the image manipulation config flag 2019-02-15 17:56:36 +02:00
Jens Pitkanen
f9963d4ed4 Fix config.h flags 2019-02-14 13:52:18 +02:00
Ray
bc86b0f78b Corrected path issue 2019-02-14 00:06:05 +01:00
Ray
981be58d03 Corrected issue #750 2019-02-13 17:49:02 +01:00
Ray
297dd641e8 ADDED: DrawCircleSector() 2019-02-13 00:06:06 +01:00
Ray
e46c23128e Avoid AudioBuffer symbol collision on macOS
raudio AudioBuffer internal struct collides on macOS with CoreAudio same name struct. In this case struct has been renamed because is internal to raudio... but probably all system should be redesigned.
2019-02-12 15:53:34 +01:00
Ray
c379e04628 Update mini_al.h 2019-02-12 13:01:43 +01:00
Ray
43b199d534 Corrected issue 2019-02-12 12:31:26 +01:00
Ray
2e3310c9de Review scripts name and mini_al inclusion 2019-02-12 12:18:26 +01:00
Ray
944a388b1b Include mini_al directly, no separate module 2019-02-12 12:18:01 +01:00
Ray
e7466eb0c4 Corrected function usage 2019-02-12 00:40:10 +01:00
Ray
d00b8f9ffc Updated external libraries 2019-02-12 00:25:21 +01:00
Ray
e996fe2ff5 ADDED: GetClipboardText(), SetClipboardText() 2019-02-11 18:03:06 +01:00
Ray
6dbec47488 Redesigned TextSplit() function 2019-02-11 18:02:32 +01:00
Ray
dde99f45d9 Merge pull request #749 from Syphonx/master
LoadBMFont filepath fix
2019-02-10 23:52:52 +01:00
Jak Barnes
1e15616b69 Fixed as issue where strrchr in LoadBMFont would only look for forward slashes, instead of backslashes causing strlen to fail on a null string 2019-02-10 16:01:44 +00:00
Ray
366313bfd0 Update rlgl.h 2019-02-06 18:07:34 +01:00
Ray
68a2bf0e6b Update rlgl.h 2019-02-06 17:35:26 +01:00
Ray
7370ae7b82 Update rlgl.h 2019-02-06 16:51:36 +01:00
Ray
d356b1d1cc Reviewed fbo creation and VR system 2019-02-06 14:21:44 +01:00
Ray
7615512af1 ADDED: TextToInteger()
Custom implementation that returns -1 if it fails (no negative values supported)
2019-02-06 14:20:14 +01:00
Ray
d0d81ea545 Review ExportMesh() header 2019-02-06 10:51:06 +01:00
Ray
c200642887 Review issue with aspect ratio...
...while using a RenderTexture combined with 3d mode
2019-02-04 17:10:12 +01:00
Ray
fef7bbb495 Delete libraylib.a 2019-02-04 16:29:01 +01:00
Ray
db56d432e4 ADDED: rlLoadTextureDepth()
REDESIGNED: rlLoadRenderTexture()
ADDED: rlRenderTextureAttach()
ADDED: rlRenderTextureComplete()
2019-02-04 16:28:17 +01:00
Ray
fce48e85f4 ADDED: LoadTextureCubemap()
Probably uncomplete, not tested yet...
2019-02-04 13:27:36 +01:00
Ray
5755c5e310 Review DrawTextRecEx() formatting 2019-02-04 09:57:02 +01:00
Ray
01ace743d0 Merge pull request #734 from Demizdor/master
Added DrawTextRecEx()
2019-02-03 20:47:13 +01:00
Ray
9740e5d3ed Update utils.c 2019-01-29 12:45:10 +01:00
Ray
3363cfa61a Corrected log naming 2019-01-29 12:33:08 +01:00
Ray
7699787473 Added new game: Cat vs Roomba
GGJ2019 game
2019-01-27 15:16:10 +01:00
Ray
30c025f913 Merge pull request #735 from RobLoach/patch-1
Fix clang++ compilation errors
2019-01-24 15:17:51 +01:00
Ray
f80f216297 Merge pull request #736 from RobLoach/patch-2
Fix font cannot be narrowed to type 'int'
2019-01-24 15:16:33 +01:00
Rob Loach
90d5bb79e5 Fix font cannot be narrowed to type 'int'
Getting the following strict error....

```
src/text.c:117:105: error: constant expression evaluates to 2398692640 which
      cannot be narrowed to type 'int' [-Wc++11-narrowing]
...0x00000000, 0x00000000, 0x00200020, 0x0001b000, 0x00000000, 0x00000000, 0x8ef92520, 0x00020a00...
                                                                             ^~~~~~~~~~
```

Switching it to an unsigned int fixes it.
2019-01-23 22:28:10 -05:00
Rob Loach
d897e14161 Revert the screenWidth change 2019-01-23 20:08:51 -05:00
Rob Loach
feb6afcd61 Fix clang++ compilation errors
clang was complaining about the type conversions. For example...
```
node_modules/raylib-src/src/core.c:1888:15: error: cannot initialize a variable of type 'char *' with an
      rvalue of type 'void *'
        char *cmd = calloc(strlen(url) + 10, sizeof(char));
              ^     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```
2019-01-23 20:07:47 -05:00
Demizdor
6f66425946 Added DrawTextRecEx() 2019-01-23 21:36:54 +02:00
Ray
68db3a894a Merge pull request #733 from RobLoach/delete-lib-file
Remove libraylib.a
2019-01-23 11:43:58 +01:00
Rob Loach
30ea4bdcce Remove libraylib.a 2019-01-23 00:46:29 -05:00
Ray
df40735067 Added CMD compilation scripts for examples
They could be useful for some people...
2019-01-21 23:59:35 +01:00
Ray
4467292a2d Review last PR formatting 2019-01-21 10:32:14 +01:00
Ray
e91c84e33a Remove comment 2019-01-21 10:25:59 +01:00
Ray
9b97cf6972 Merge pull request #731 from MarcoLizza/reorganizing-logging
Reorganizing logging
2019-01-21 10:09:51 +01:00
Marco Lizza
343fef4aa4 Changing enums, now referenced as int. 2019-01-21 10:05:40 +01:00
Marco Lizza
aaced97b12 Fixing badly (redefined) enums. 2019-01-21 10:02:53 +01:00
Ray
7349993015 Merge pull request #730 from pbalcer/examples-web-fix-preload
cmake: fix resource preloading for web examples
2019-01-21 09:52:08 +01:00
Marco Lizza
f1d13aa469 Adding function to control the "exit-on-error" behaviour. 2019-01-20 22:24:41 +01:00
Marco Lizza
932e9dbd09 Fixing logging level configuration API. 2019-01-20 22:24:09 +01:00
Marco Lizza
78904d2bcc Fixing TraceLog function to work on levels. 2019-01-20 22:23:07 +01:00
Marco Lizza
c1c801e5c3 Reworking log level as incremental. 2019-01-20 22:22:21 +01:00
Piotr Balcer
3065cbbce9 cmake: preload resources into web examples
No examples built for the Web platform functioned properly due to lack
of resources in the virtual file system provided by emscripten.

This patch addresses this problem by adding
'--preload-file local_path/resources@resources' emcc option to link
flags whenever necessary.
2019-01-20 15:24:30 +01:00
Piotr Balcer
1bfa1b8696 cmake: use ALLOW_MEMORY_GROWTH=1 for web examples
The default memory limit for emscripten applications is 16 mergabytes,
which might be to little for some examples, especially given that the
resources are also included in that limit.

Normally, using this option disables some asm.js optimizations, but
there's no such cost for WebAssembly.
2019-01-20 14:49:22 +01:00
raysan5
0d2cfce18e Review raudio comments 2019-01-19 16:51:41 +01:00
raysan5
557456cace Review window title 2019-01-19 14:15:55 +01:00
Ahmad Fatoum
6c812b56d9 CMake: pkg-config: fix usage for RedHat-like systems (#728)
$prefix/lib isn't in pc_path on Fedora 28:

    [root@fedora-28 ~]# pkg-config --variable=pc_path pkg-config
    /usr/lib64/pkgconfig:/usr/share/pkgconfig

This has the effect that the pkg-config file is written to the
correct location but pkg-config --libs raylib doesn't output
the correct library path. This fixes this problem by substituting
the directory names into the .pc, same as we do with the CMakeLists.txt
since #518.

This issue popped up during the automated test of the Perl bindings:
    https://github.com/athreef/Alien-raylib/issues/3
2019-01-19 13:52:55 +01:00
raysan5
d41e50f866 Allow ShowWindow usage ;) 2019-01-19 12:34:04 +01:00
Ray
762b85e6c9 Merge pull request #725 from dtcristo/patch-1
Remove `raylib-rust`
2019-01-19 00:22:11 +01:00
Ray
3703430f57 Renamed ShowWindow() to UnhideWindow() -WIP-
Function provisional renaming... that's not the end of this issue...
2019-01-17 16:29:36 +01:00
Ray
a43f87e391 Crazy test 2019-01-16 17:25:48 +01:00
David Cristofaro
5d34c6ccaa Remove raylib-rust 2019-01-16 22:10:37 +11:00
Ray
ced7321089 Readded alpha clear to rlReadScreenPixels()
When capturing framebuffer, if some element with transparency has been drawn, it retrieves that data... it could be a bit annoying in some situations because we could expect color compositing with background color... It depends on the situation and our needs... but most of the time we don't want that transparency on screenshots.
2019-01-16 10:04:59 +01:00
Ray
c93bf336fe Update utils.c 2019-01-15 12:32:41 +01:00
Ray
f1bcc131dc Let user choose to clear scissor area 2019-01-15 12:08:11 +01:00
Ray
60967d8cdc Merge pull request #723 from MarcoLizza/trace-log-failing-on-OTHER
Trace log failing on other
2019-01-15 12:04:28 +01:00
Marco Lizza
efcb68ceca Fixing LOG_OTHER missing. 2019-01-14 17:09:41 +01:00
Marco Lizza
ce98cc6285 Adding MACRO constant to specify the internal buffer size. 2019-01-14 17:09:17 +01:00
Ray
42bfa7e3ff Make sure no parameters can be passed 2019-01-14 13:49:56 +01:00
Ray
e811279a75 Review code formatting on ColorFromHSV()
Following raylib notation rules
2019-01-14 13:49:17 +01:00
Ray
c16fcddf8b Merge pull request #722 from Demizdor/master
Added ColorFromHSV()
2019-01-14 13:43:06 +01:00
Demizdor
da1714f411 Added ColorFromHSV() 2019-01-14 12:49:00 +02:00
Ray
49a69e3e27 Allow capturing transparent background 2019-01-11 18:55:04 +01:00
Ray
e13975beeb Some security checks added 2019-01-11 18:54:48 +01:00
Ray
25205b5113 Reverted flag value (but kept order)
This specific change could be very annoying for people already using FLAG_MSAA_4X_HINT, their programs will compile correctly but window won't be shown...
2019-01-11 12:21:02 +01:00
Ray
7132ba44db Reviewed latest PR 2019-01-10 17:06:26 +01:00
Ray
91ea007478 Merge pull request #719 from MarcoLizza/window-visibility
Window visibility
2019-01-10 16:57:30 +01:00
Ray
56173d7cf4 Merge branch 'master' into window-visibility 2019-01-10 16:57:15 +01:00
Marco Lizza
6056a2a5cf Reworking API upon suggestion. 2019-01-10 16:43:21 +01:00
Ray
93471b0a7c WARNING: Renamed module: audio -> raudio
Planning to promote raudio module as a simple and easy-to-use front-end for the amazing mini_al library, so the name change.

Name comes from raylib-audio but in spanish it also remembers to word "raudo", meaning  "very fast", an analogy that fits perfectly to the usefulness and performance of the library!

Consequently, raylib version has been bumped to 2.4-dev.
2019-01-10 16:32:40 +01:00
Marco Lizza
c743734235 Ditto. 2019-01-10 14:55:25 +01:00
Marco Lizza
a15251bcdb Adding window visibility functions. 2019-01-10 14:55:19 +01:00
Marco Lizza
5adcc30a2e Adding window visibility configuration flag. 2019-01-10 14:54:55 +01:00
Ray
64fd131ed5 Some improvements on SetShaderValue()
- Unsigned int not supported on OpenGL ES 2.0 -> Removed
- Reorganized enum -> Removed BOOL (not uniformType)
- Support sample2D uniform type
2019-01-10 12:28:23 +01:00
Ray
55f8dbc755 WARNING: Redesigned SetShaderValue() 2019-01-10 11:25:26 +01:00
Ray
7c4a0f963d Reviewed path 2019-01-10 11:24:34 +01:00
Ray
35bcbd1b60 Merge pull request #718 from MarcoLizza/shaders-uniforms-array
Shaders uniforms array
2019-01-09 17:01:59 +01:00
Marco Lizza
0c5bee4c9a Limiting FPS to 60 for uniformity with other examples. 2019-01-09 16:33:09 +01:00
Marco Lizza
0fe56b1674 Adding basic palette-switching example using uniform arrays. 2019-01-09 16:20:56 +01:00
Marco Lizza
73597332b6 Adding uniform array support for shaders. 2019-01-09 16:18:00 +01:00
Marco Lizza
adf0c64864 Fixing typo in examples makefile, preventing build. 2019-01-09 16:08:10 +01:00
Ray
df54e73b21 Update shell.html 2019-01-08 21:05:23 +01:00
Ray
185ac9bdc1 Merge pull request #717 from neonmoe/patch-build-scripts
Add project/scripts
2019-01-08 18:16:28 +01:00
Jens Pitkanen
fa250e5d17 Add project/scripts 2019-01-08 18:31:50 +02:00
Ray
010c655f79 Added required define on TCC compiler 2019-01-08 10:10:20 +01:00
Ahmad Fatoum
8bc4050377 Revert "core: workaround window not being rendered till moved on macOS Mojave"
This reverts commit 1fe6d9fc06.

Because upstream GLFW now contains a fix.
2019-01-08 09:03:22 +01:00
Ahmad Fatoum
c3d2b1b184 glfw: Update GLFW to current master
glfw/glfw@5595fa3ae6 implements a proper fix for the macOS Mojave
problem of OpenGL windows not being rendered until moved or manually
updated.

Pull in the current master and rebase the three patches we have on top:
- two commits we have for reuse of the GLFW CMake build system for Wayland
It hasn't yet to be acknowledged upstream.
- one commit removing #include <windows.h> in glfw3native.h to avoid
duplicate declarations.

Fixes #655 and #665.
2019-01-08 09:03:22 +01:00
Ahmad Fatoum
f719de4bf8 external: glfw: Ignore {docs/examples/tests}/ directories 2019-01-08 09:03:22 +01:00
Ahmad Fatoum
182bdd2e0a Travis CI: bump installed wayland-protocols to v1.15
Move away from v1.12 as GLFW now requires >= 1.15.
2019-01-08 09:03:22 +01:00
Ahmad Fatoum
285de106d4 Travis CI: emscripten: properly fix failing CMake install stage
The .travis.yml is getting increasingly ugly. We should maybe consider
creating separate shell scripts for each target..
2019-01-06 23:09:20 +01:00
Ray
85a2cda36d Added raylib-lua-ffi 2019-01-06 21:27:05 +01:00
Ray
b0345abd76 Added raylib-chaiscript and node-raylib 2019-01-06 21:22:23 +01:00
Ahmad Fatoum
dc415b9a5e Travis CI: emscripten: fix failing CMake install stage 2019-01-06 21:14:46 +01:00
raysan5
1036de389a Some minor tweaks analyzing code
Specific textures generation code is quite redundant and not flexible for the user, I'm trying to figure out some easy way to allow raylib users to do the same without needing those functions (very specific and shader dependant). RenderTexture loading and Cubemap textures support must be improved.
2019-01-06 21:07:09 +01:00
Ahmad Fatoum
d3a46cc9d4 Travis CI: s/make/cmake --build/ for msvc compatibility
CMake defaults to generating a Visual Studio build on Windows,
which doesn't involve make. Thus use cmake --build to abstract
that detail away. We already do that in the appveyor.yml.

The install line is a bit hacky: cmake might not be in the search
path when using sudo, thus use "$(which cmake)" to get the path,
sudo doesn't seem to be available on the Travis CI windows
environment, so use $(which sudo) without quotes to expand to
nothing if that's the case...
2019-01-06 20:42:51 +01:00
Ahmad Fatoum
127c44dafe Revert "Update .travis.yml"
This reverts commit 214aa0c1b0.
2019-01-06 19:53:17 +01:00
Ahmad Fatoum
4fb3527aa8 README.md: Change Travis Badge Branch to master
It was develop before, which is no longer used.
2019-01-06 15:55:39 +01:00
raysan5
f4fe7f4d4c Review BRDF texture generation
Actually, that function should be redesigned...
2019-01-06 15:49:29 +01:00
raysan5
5c614f6975 Some code tweaks 2019-01-05 19:24:42 +01:00
raysan5
a41cc08f9b Support screenshots and GIF capturing on Android and Web 2019-01-05 18:03:09 +01:00
raysan5
490e930665 Reviewed example 2019-01-05 17:25:35 +01:00
raysan5
1038e79b36 Corrected issue with text measure on Latin-1 chars
Considering chars inputs come in UTF8 form!
2019-01-05 15:04:18 +01:00
raysan5
0bacc978c3 Corrected issue on web 2019-01-04 15:48:25 +01:00
raysan5
214aa0c1b0 Update .travis.yml 2019-01-03 16:07:51 +01:00
raysan5
34d110bb3e Trying to get Windows build on Travis CI 2019-01-03 15:15:54 +01:00
raysan5
644eddda11 REMOVED: ShowLogo()
Same functionality could be achieved using FLAGS... but also considering removing raylib logo animation...
2019-01-03 13:55:59 +01:00
raysan5
d427f17210 REVIEWED some functions parameters
Decided to allow user to provide values directly instead of requiring a Vector2 struct, probably more confortable to use.

 - SetMousePosition()
 - SetMouseOffset()
 - SetMouseScale()
2019-01-03 13:53:20 +01:00
Ray
0333e5b6c2 Merge pull request #711 from ChrisDill/SetMouseOffset
Added SetMouseOffset
2019-01-03 13:35:28 +01:00
ChrisDill
f9c43dc379 Mouse functions changed
- SetMouseScale changed to take in a Vector2.
- Added mouseOffset global which is used in mouse read functions.
2019-01-02 19:09:34 +00:00
raysan5
d2e861fdce Test Windows compilation on Travis CI 2019-01-02 18:00:22 +01:00
Ray
30e79b4727 Merge pull request #708 from BaZom/master
utils: declare funopen only on Android
2019-01-02 17:41:43 +01:00
raysan5
63f9f91ea8 Avoid crashing if music file not loaded 2019-01-02 14:05:20 +01:00
ChrisDill
a707574f33 Default mouseScale fixed
- Didn't set X and Y values correctly.
2019-01-02 10:46:19 +00:00
ChrisDill
8933298864 Added SetMouseOffset
- Changed mouseScale to Vector2.
- Added SetMouseOffset to change XY of mouseScale.
2019-01-02 10:14:55 +00:00
raysan5
d5735720b0 Update Makefile for Emscripten 2019-01-01 20:53:30 +01:00
raysan5
9740b1eb70 Update mini_al to latest version (Web Audio / AAudio backends) 2019-01-01 20:52:57 +01:00
Basem Abughallya
9a40529ae7 utils: declare funopen only on Android
funopen is only needed on Android, so declare it
only there. This fixes following MinGW build failure:

utils.c:50:7: error: conflicting types for ‘funopen’
 FILE *funopen(const void *cookie, int (*readfn)(void *, char *, int),
       ^~~~~~~
In file included from utils.c:45:0:
/usr/include/stdio.h:586:7: note: previous declaration of ‘funopen’ was here
 FILE *funopen (const void *__cookie,
       ^~~~~~~
2018-12-29 17:44:47 +01:00
raysan5
d0d99d3503 Corrected issue with MOD/XM loop 2018-12-29 15:07:03 +01:00
raysan5
0619571149 ADDED: DrawTextRec() and example 2018-12-29 14:44:28 +01:00
raysan5
95d3f24c68 Use QUADS for DrawPolyEx() 2018-12-29 00:29:28 +01:00
raysan5
a072385c6d Corrected issue on draws resetting 2018-12-29 00:00:52 +01:00
raysan5
414c3ee1f9 ADDED: DrawTextureQuad()
Useful for tiling and offset parameters definition.
2018-12-26 23:44:16 +01:00
raysan5
91a7b0e5ef Corrected typo 2018-12-26 13:57:10 +01:00
raysan5
01338b0a14 WARNING: BREAKING CHANGE
Added a bunch of useful text management functions.
Consequently, some already available functions like `FormatText()` and `SubText()` has been renamed for consistency. Created temporal fallbacks for old names.
raylib version bumped to 2.3.
2018-12-26 13:26:34 +01:00
raysan5
9a8320c52b REVIEWED: DrawRectanglePro() 2018-12-26 10:51:13 +01:00
raysan5
af4a177af4 Corrected issue with internal buffer
Problem aligning provided vertex data to multiples of four, because main buffer is intended to bu used with indexed quads... but also shared with triangles and lines.
2018-12-26 10:34:45 +01:00
raysan5
7b8965eb38 Support float texture data on OpenGL ES 2.0 2018-12-25 15:19:25 +01:00
raysan5
35a6e9a074 Corrected issue with MOD playing
Despite issue is corrected, now module loop doesn't work...
2018-12-25 15:18:35 +01:00
raysan5
96207a8a02 REVIEWED: LoadFontEx()
Changed parameters order for consistency with LoadFontData() and other functions when an array is passed by parameter and array size is the following parameter.
2018-12-25 15:17:42 +01:00
raysan5
1982eabe6e Some code tweaks 2018-12-24 17:46:23 +01:00
raysan5
7fb2459916 Added some TODO note
OpenGL extensions loading could be improved...
2018-12-24 17:45:34 +01:00
raysan5
47358fe5ce Tweaks to support OpenGL ES 2.0 desktop 2018-12-24 17:09:46 +01:00
raysan5
92f68ac6be Review DrawPolyEx()
Also reviewed rlCheckBufferLimit()
2018-12-24 14:09:51 +01:00
Ray
4ec4dc691f Use stb_vorbis.h as header only 2018-12-21 00:17:44 +01:00
Ray
e48f2f9d43 Delete libraylib.a 2018-12-20 12:59:00 +01:00
Ray
87ad244ee0 Exposed LoadFontFromImage() 2018-12-20 12:58:27 +01:00
Ray
5aea693f69 Update models_obj_viewer.c 2018-12-20 11:50:21 +01:00
Ray
788bb78989 Some tweaks 2018-12-20 10:40:28 +01:00
Ray
6ef1e1d938 new example: shaders_raymarching 2018-12-20 09:55:33 +01:00
Ray
c053de3c7d new example: models_obj_viewer 2018-12-20 09:52:52 +01:00
Ray
b6d2f96645 Corrected issue 2018-12-19 18:08:59 +01:00
Ray
af33e3848e Improved BeginScissorMode()
Now rectangle coordinates refer to upper-left corner instead of bottom-left
2018-12-19 17:06:23 +01:00
Ray
49055a9b17 Keep reviewing RPI keyboard input... 2018-12-19 15:31:20 +01:00
Ray
66c360d385 Corrected issue on plane drawing 2018-12-19 11:55:58 +01:00
Ray
a22ee0c0e1 Review RPI keyboard inputs -WIP- 2018-12-18 19:11:12 +01:00
Ray
39c05e30d0 Reviewed rlReadTexturePixels() for OpenGL ES 2.0
Now it should work... but this behaviour could be driver dependant...
2018-12-18 18:20:20 +01:00
Ray
2f56119568 Corrected issue when scaling 2018-12-18 18:19:11 +01:00
Ray
965a91cebb Support PIC image format loading 2018-12-18 18:18:40 +01:00
Ray
8f95518858 Reviewed some examples to work on RPI 2018-12-18 17:22:13 +01:00
Ray
db96cf4a8b Corrected bug on OpenGL ES quads drawing 2018-12-18 16:52:18 +01:00
Ray
5a9e03fddf Avoid example on Android compilation 2018-12-18 01:00:39 +01:00
Ray
f822650a3b Support externally provided compilation flags
Useful in case raylib compilation want to be automated and compilation config flags provided by command line.
2018-12-18 00:20:08 +01:00
Ray
fe346fa8d8 Added a possible dependency include path for glfw 2018-12-16 00:44:09 +01:00
Ray
f9e4faff09 Review standard lighting sample -WIP-
It's broken.
2018-12-16 00:35:30 +01:00
Ray
7d81e673ed ADDED: GenMeshPoly()
To generate 2D polygonal shape
2018-12-15 23:31:56 +01:00
Ray
4008a075a8 Added scissor functionality
To draw only in defined area of the screen
ADDED: BeginScissorMode(), EndScissorMode()
2018-12-15 23:30:55 +01:00
Ray
cbbd67ab5a Some code tweaks
- Reorganized some variables: Not used on OpenGL 1.1
- Now mipmaps can be generated on OpenGL 1.1 backend
- Renamed whiteTexture to defaultTextureId
2018-12-14 10:00:44 +01:00
Ray
c0c329b231 Update models_rlgl_solar_system.c 2018-12-12 11:32:11 +01:00
Ray
97e40ced57 WARNING: BIG rewrite of rlgl module
This commit implements a big update of rlgl module, intended to optimize some parts. This change could break some code bases... hopefully not, but it could.
The BIG changes to the module are:
 - Replaced LINES-TRIANGLES-QUADS buffers by a single one, now all vertex data is accumulated on a single buffer and managed with registered draw calls. LINES-TRIANGLES-QUADS could be used the same way as before, rlgl will manage them carefully. That's a big improvement of the system.
 - Support multi-buffering if required. Just define MAX_BATCH_BUFFERING desired size (currently set to 1 batch). Should be enough for most of the situations.
 - Removed temporal accumulative buffers for matrix transformations, now transformations are directly applied to vertex when on rlVertex3f()
 - Reviewed rlPushMatrix()/rlPopMatrix() to be consistent with OpenGL 1.1, probably I should remove that ancient behaviour but... well, it was not consistent and now it is.
 - Minor tweaks: LoadText(), I broke it in last update... also multiple comments reviewed.
 - TODO: MAX_BATCH_ELEMENTS checking should probably be reviewed... done some tests and it works but...
2018-12-11 18:54:48 +01:00
Ray
7361ed24e2 Added support for .otf fonts
stb_truetype supports some .otf fonts, just exposed that functionality.
2018-12-10 00:29:52 +01:00
Ray
a8ac6e2ef9 Increase text management buffers size 2018-12-04 13:15:42 +01:00
Ray
4c869ca656 Update CONTRIBUTING.md 2018-12-03 23:44:34 +01:00
Ray
5ef4661216 Comments removed 2018-12-03 16:48:01 +01:00
Ray
8b75a1a990 Improved textures wrap support 2018-12-03 12:00:05 +01:00
Ray
f552d43547 Reviewed some comments 2018-12-03 11:24:11 +01:00
Ray
5086c60e2f Replaced #defines by enums 2018-12-03 11:04:32 +01:00
Ray
1774260dab Some tweaks 2018-11-30 01:57:53 +01:00
Ray
874c0910e3 Replaced default release paths 2018-11-28 17:35:42 +01:00
Ray
ab0287bd4e Some tweaks to LoadText() 2018-11-28 12:34:03 +01:00
Ray
0bf82ff6f4 free memory for extList 2018-11-27 12:23:41 +01:00
Ray
b5c6736592 Reimplement ImageAlphaCrop() 2018-11-27 10:20:41 +01:00
Ray
69ae794465 Updated stb libs to latest version 2018-11-27 09:23:30 +01:00
Ray
456483f104 Allow file download from MEMFS
Support file download to disk from memory filesystem.
2018-11-26 17:16:26 +01:00
Ray
969e48e3dd Enable SDL2 library for audio on Web
Solves audio cracking issues
2018-11-26 17:15:43 +01:00
Ray
c6b526de66 Support file drag & drop on Web
Using by default memory filesystem (MEMFS), provided by Emscripten
2018-11-26 17:15:00 +01:00
Ray
2deb35be27 Review emscripten path 2018-11-23 17:03:07 +01:00
Ray
bc8d3f30ec Updated to latest mini_al 2018-11-23 17:02:54 +01:00
Ray
83d90c6e49 Review totalSampleCount for OGG and FLAC 2018-11-23 11:58:45 +01:00
Ray
ee20ccc86d Create raylib_compile_sources.bat 2018-11-22 12:29:33 +01:00
Ray
ab4b0508a2 Added Geany project template for Windows 2018-11-22 11:55:27 +01:00
Ray
98fee844d1 Some tweaks on VSCode
Now it works on Windows for me but there are lots of hardcoded paths around... I don't like it.
2018-11-20 19:02:26 +01:00
Ray
31d0fd820d Avoid program crash on audio device fail 2018-11-20 11:27:10 +01:00
Ray
ac23af9bf0 Review resources naming
raylib resource data file for Windows platform (containing raylib icon and metadata for executable file) has been renamed to a more consistent name: raylib.rc.data

Also required to work with tcc compiler.
2018-11-19 15:18:11 +01:00
Ray
ed269b8d9a Review RenderTexture drawing usage
Now `BeginTextureMode()` does not clean buffers automatically, that behaviour has been changed because there could be some case (i.e. painting software) where texture buffer does not ned to be cleared; user is responsible of clearing buffers using `ClearBackground()`
2018-11-19 09:40:01 +01:00
Ray
829538249f Merge pull request #683 from iwoplaza/patch-1
Update core.c
2018-11-19 09:27:45 +01:00
Ray
fcb2b74342 Corrected issue with MSAA 2018-11-19 09:23:38 +01:00
Ray
de02f14283 Updated mini_al 2018-11-17 10:04:12 +01:00
Ray
6351971c7f Corrected typo 2018-11-17 10:03:40 +01:00
Ray
c8385aba83 Review SetWindowIcon() 2018-11-17 00:46:42 +01:00
Ray
ed9ef642ad Update README.md 2018-11-14 23:24:38 +01:00
Ray
ffcd13bd9f Merge pull request #688 from jubalh/master
Check for single apostrophe in OpenURL()
2018-11-13 15:03:24 +01:00
Michael Vetter
8f70c3baed Check for single apostrophe in OpenURL()
When doing a8dffc63fb I was not aware that
printing a warning and not executing the code would be an option. I only
learned that through 618f220851.

So I propose that we allow all URLs except if the string contains a `'`.
Which could end the URL and call another command via `system()`.

Related to https://github.com/raysan5/raylib/issues/686
2018-11-13 10:59:52 +01:00
Ray
618f220851 OpenURL() - Added small security check 2018-11-12 14:59:31 +01:00
Ray
d2f4cc1142 Merge pull request #687 from jubalh/openurlwarning
Add warning to OpenURL()
2018-11-12 14:41:36 +01:00
Michael Vetter
a8dffc63fb Add warning to OpenURL()
See https://github.com/raysan5/raylib/issues/686
2018-11-12 12:32:41 +01:00
Ray
30a1edd40e Review OpenURL() 2018-11-12 00:34:32 +01:00
Ray
657897b493 Merge pull request #685 from jubalh/master
Improve OpenURL()
2018-11-10 12:04:22 +01:00
Michael Vetter
80dbe636cd core: OpenURL() fix xdg-open call
Calling just `xdg-open` is not right. One needs to pack the URL in `'`.
If we don't do this then some special characters (like ampersand) will
be executed.

Maybe this is true for Windows and Apple case too, but I don't own any
such system. So please merge this, and if it's true for more cases let's
use `sprintf()` in the other cases too.
2018-11-10 08:36:15 +01:00
Michael Vetter
4c83cee810 core: Use dynamic string in OpenURL()
OpenURL() is a function that most games probably will never need.
Wasting 512 bytes to store of a static char to store an the URL is not
wise.

I propose to have it dynamic building the string on the fly.
2018-11-10 08:29:53 +01:00
Ray
5167f78d5f ADDED: OpenURL()
Corrected bug on ImageDrawRectangleLines()
2018-11-09 23:09:02 +01:00
Ray
6428317739 Corrected 1px thick issue 2018-11-07 22:50:27 +01:00
Ray
e17bd422fa Corrected issue with line drawing 2018-11-07 22:31:35 +01:00
GoblinBob
8e219272e5 Update core.c
Some projects need the buffer to not be empited when drawing to the render texture. I would suggest making maybe a variation of the function if you'd like to keep backwards compatibility, maybe like: BeginTextureModeNoClear() ?
2018-11-07 21:06:00 +01:00
Ray
b356ef5564 Modifies some Image functions
REVIEWED: ImageDrawRectangle()
ADDED: ImageDrawRectangleLines()
2018-11-07 17:58:26 +01:00
Ray
065994219e Review parameter issue with MSVC 2018-11-06 16:11:11 +01:00
Ray
ff64e860a1 Minor review 2018-11-06 15:12:01 +01:00
Ray
fc1c9505ba Remove end-line spaces 2018-11-06 15:10:50 +01:00
Ray
e340517a73 Support custom texture on shapes drawing
By default, internal white texture was used to draw most of the shapes; some time ago, support for white font character from default internal font was added. That way, all basic drawing (shapes, text) could be performed without a texture change and in a single drawing pass.

Now, we move a step further and we allow configuring the texture (and rectangle) used to do the shapes drawing.
2018-11-06 15:06:01 +01:00
Ray
c79b342f0b Corrected issue with sampleCount 2018-11-05 10:22:59 +01:00
Ray
0f6f326a86 Add flag: SUPPORT_EVENTS_WAITING
Wait for input events passively (sleep) instead of polling events actively every frame
2018-10-31 23:19:29 +01:00
Ray
f7667aad8d Reviewed audio issues
- Updated dr_mp3 and implemented it
- Reviewed sampleCount vs frameCount
- Reviewed XM playing (some weird things...)
2018-10-31 17:04:24 +01:00
Ray
b051f7778f Corrected typo 2018-10-29 16:39:54 +01:00
Ray
298203a41a ADDED: Some functions...
text:     IsEqualText() -WIP-
audio:  SaveWAV()
audio:  ExportWaveAsCode()
textures:  ExportImageAsCode()
2018-10-29 16:18:06 +01:00
Ray
78064dee09 Merge pull request #676 from jubalh/pathdefines
Pathdefines
2018-10-25 16:45:30 +02:00
Michael Vetter
b13c9716e4 Fix GetDirectoryFiles description
The comment sais it allows max 256 files, but the MAX_DIRECTORY_FILES
define actually is set to 512.
2018-10-25 16:18:44 +02:00
Michael Vetter
65b5de962d Use seperate blog for MAX_FILEPATH_LENGTH define
Let's have a seperate if linux block for this. Since we will need to
define MAX_FILEPATH_LENGTH for all other cases. And its more readable
like this.
2018-10-25 16:16:44 +02:00
Michael Vetter
9bad248b54 Use filepath define
On Linux systems the length of the path is defined in linux/limits.h as
PATH_MAX.
Lets use that for MAX_FILEPATH_LENGTH, which is a define that we can
find in some comments in the code that is actually never used. Instead
often we see 256 handwritten.
So lets have MAX_FILEPATH_LENGTH as a proper define, being set to
PATH_MAX on Linux and to 256 on Windows systems.
2018-10-25 16:09:38 +02:00
Ray
0f0d271a85 Merge pull request #675 from MurrayIRC/master
VSCode Project Updates
2018-10-24 23:12:04 +02:00
Ray
fc6f5a92f3 Reviewed functions definition 2018-10-24 22:24:59 +02:00
Murray Campbell
bcbe042dd2 Merge pull request #8 from MurrayIRC/vscode-updates
Vscode updates
2018-10-24 14:37:42 -05:00
Murray Campbell
d916ac9b5d Update Makefile 2018-10-24 14:36:57 -05:00
Murray Campbell
411b2827a8 Update tasks.json 2018-10-24 14:35:51 -05:00
Murray Campbell
5b0ab656f1 Update launch.json 2018-10-24 14:35:03 -05:00
Murray Campbell
03fb5499a0 Merge pull request #7 from raysan5/master
pull
2018-10-24 14:33:53 -05:00
Ray
72431c6c36 Code tweaks 2018-10-24 13:45:17 +02:00
Ray
550dd40cb3 ADDED: SplitText() function 2018-10-23 15:43:19 +02:00
Ray
b5bcf2c934 Review code formatting for RPI inputs 2018-10-22 11:48:16 +02:00
Ray
0694caaa22 Merge pull request #674 from Berni8k/master
Added RaspberryPi option to ignore duplicate touchscreens (Default on)
2018-10-22 09:23:17 +02:00
Berni8k
3d825eb973 Added RaspberryPi option to ignore duplicate touchscreens (On by default) 2018-10-21 15:06:40 +01:00
Ray
804b291ff1 Merge pull request #673 from Berni8k/master
Added multitouch example
2018-10-21 11:38:44 +02:00
Berni8k
7a712d00e6 Added multitouch example 2018-10-21 10:10:50 +01:00
Ray
30f2483bdb Merge pull request #672 from Berni8k/master
RaspberryPi Mouse and touch overhaul
2018-10-21 09:56:26 +02:00
Berni8k
e07ec6a2e8 Overhaul mouse and touch for RaspberryPi \n\nNow all '/dev/input/event*' devices are now used for input. No longer uses '/dev/input/mouse*', keyboard and gamepad continue to use existing method\nMultitouch is now supported on RPi with 10 point multitouch\nFixed bugs with IsMouseButtonPressed(Used to constantly fire when holding button) and GetMouseWheelMove(Did not work)\n Fixed exesive CPU usage of GamepadThread 2018-10-21 00:09:17 +01:00
Ray
bd383fe219 Tweak for OpenGL 2.1
Why am I still supporting this???
2018-10-20 12:48:03 +02:00
Berni8k
464a559020 Merge pull request #1 from raysan5/master
Update
2018-10-20 12:34:40 +02:00
Ray
161b18edea Reviewed possible issue with external libs 2018-10-20 12:30:37 +02:00
Ray
1f4866276a Corrected typo 2018-10-19 21:50:50 +02:00
Ray
16914dfaa2 Reviewed possible issue with...
...disposing RenderTexture.
2018-10-19 21:40:34 +02:00
Ray
2759218368 Added comment on issue 2018-10-19 16:17:44 +02:00
Ray
fa5cebdfd2 Comment tweak 2018-10-19 16:17:29 +02:00
Ray
3b674cd281 Some security checks on font loading 2018-10-18 17:48:33 +02:00
Ray
764766bfb2 Some formatting tweaks 2018-10-18 16:00:11 +02:00
Ray
1dba2788bb Merge pull request #669 from dj0nes/master
Remove non-Windows includes from Makefile
2018-10-18 13:49:33 +02:00
Dillon Jones
59bbad9360 Remove non-Windows includes from Makefile 2018-10-18 07:31:22 -04:00
Ray
c2aa1fed7b Removed OpenAL backend 2018-10-18 11:38:42 +02:00
Ray
8bac72f4fa Working on MP3 loading
Loading full mp3 file works but loading for music streaming does not work, it seems total number of samples is not obtained correctly from mp3 file...
2018-10-17 19:39:16 +02:00
Ray
8a88e65a94 Update src/external/dr_mp3.h 2018-10-17 19:37:53 +02:00
Ray
b8b8936cd7 Review defines 2018-10-16 10:53:01 +02:00
Ray
f566173927 Merge pull request #664 from ChrisDill/master
Update .gitignore
2018-10-16 10:38:40 +02:00
Ray
d1c4a4f873 Merge pull request #663 from jubalh/fileexists
Add FileExists() function
2018-10-16 10:38:09 +02:00
ChrisDill
a7a70004f1 Update .gitignore
- Ignore files in Debug.DLL from building VS2017 project.
2018-10-15 15:19:58 +01:00
Michael Vetter
d8331bde3a Add FileExists() function 2018-10-14 14:21:02 +02:00
raysan5
e371609a12 Merge branch 'master' of https://github.com/raysan5/raylib 2018-10-13 16:31:22 +02:00
raysan5
68d2b0c071 Corrected description 2018-10-13 16:30:44 +02:00
Ray
e9f3f6347f Update LICENSE.md 2018-10-13 16:03:42 +02:00
raysan5
cd6c362485 Corrected func name typo 2018-10-13 16:00:54 +02:00
raysan5
c7b601b624 Renamed new PR function
RENAME: GetLastWriteTime() to GetFileModTime()
2018-10-13 15:59:17 +02:00
Ray
fc4e9e7a37 Merge pull request #661 from ChrisDill/master
Added GetLastWriteTime to allow for file reloading
2018-10-13 15:53:02 +02:00
ChrisDill
c2b36af60f Added GetLastWriteTime to allow for file reloading
- Added a function to get the last write time of a file. I used this so I can reload files or resources if the time since they were last loaded changes.
2018-10-12 13:53:36 +01:00
Ahmad Fatoum
5945805b15 CMake: remove erroneous status message
OPENGL_VERSION is the version requested by the user,
not the detected one...
2018-10-11 13:52:25 +02:00
Ahmad Fatoum
9b25da5f98 CMake: Fix build breakage trying to set OpenGL version
Fixes #660.
2018-10-11 13:41:47 +02:00
Ray
9ac5a8b1a0 Update CONTRIBUTING.md 2018-10-11 13:38:03 +02:00
Ray
c7c6d1ed4e Update CONTRIBUTING.md 2018-10-11 10:54:27 +02:00
Ray
43b4d25a7f Update CONTRIBUTING.md 2018-10-11 10:53:19 +02:00
Ray
13844df2ea Review raylib bindings 2018-10-11 10:49:28 +02:00
Ray
a12cafe84d Merge pull request #659 from noshbar/text-memory-leak
Fixes memory leak in text.c
2018-10-11 00:21:25 +02:00
Ray
126ab49221 Minor tweaks 2018-10-10 23:55:36 +02:00
Ray
64778e8cd8 Merge pull request #657 from noshbar/minor-game-fixes
3 minor sample game cleanups:
2018-10-10 23:46:59 +02:00
Ray
b8b8e6ab7d Merge pull request #656 from noshbar/vs2017-fix
Physac.h fix for variable array size declaration.
2018-10-10 23:44:20 +02:00
Ray
4a4efaa25e Merge pull request #658 from noshbar/incorrect-GenImageFontAtlas-def
GenImageFontAtlas prototype in raylib.h is incorrect.
2018-10-10 23:44:08 +02:00
noshbar
ec6b21bd91 Fixes memory leak in text.c
GenImageFontAtlas() allocates an array of stbrp_rect for the packing functions, but it never frees them.
2018-10-10 22:41:20 +02:00
noshbar
ccaf462cbf GenImageFontAtlas prototype in raylib.h is incorrect.
The prototype of GenImageFontAtlas() in the main raylib.h header has a set of swapped parameter names.
Going through the usage of the function within raylib itself, it appears as if the correct order is:
1) charsCount
2) fontSize

However, it's exposed to the world as the other way around, which may cause some major confusion.
2018-10-10 22:28:17 +02:00
noshbar
1d548eaa4b 3 minor sample game cleanups:
* changed bitwise & to logical &&
* removed redundant state check
* moved a strcpy inside a NULL check to prevent a crash.
  NOTE: nothing sensible will happen as a result, but no crash at least.
2018-10-10 22:05:13 +02:00
noshbar
7f7f3b7cd5 Physac.h fix for variable array size declaration.
Generating the projects using CMake, targeting VS2017, results in an error when compiling.
This is due to physac.h trying to make a 'vertices' array of size 'int count', making it const does not work, either.

This changes the static declaration to a malloc/free combo.

Tested using the physics-demo.
2018-10-10 21:52:50 +02:00
Ray
f238b9ea3c Small tweak to avoid warning 2018-10-10 12:31:55 +02:00
Ray
a511337ce8 ADDED: GetFileNameWithoutExt 2018-10-10 12:01:59 +02:00
Ray
555fdec958 Corrected issues with VS2017 compilation 2018-10-09 00:20:39 +02:00
Ray
2320c2febf ADDED: ImageExtractPalette() 2018-10-08 18:57:33 +02:00
Ray
4f5937e89b OSX native window keeps breaking... 2018-10-08 18:51:41 +02:00
Ray
717cf77129 Corrected issue with dirent.h inclusion...
...and MacOSX OBJC types definition...
2018-10-08 18:38:39 +02:00
Ray
2652e7d1c1 Avoid multiple gl.h inclusions
Expose native Cocoa Window again...
2018-10-08 18:08:39 +02:00
Ray
81d28c5784 dirent.h implementation for MSVC
This implementation is a bit limited, does not support wide characters directories but it's a temporal solution...

This solution uses "io.h" (like MinGW provided one) while other modern solutions use the "windows.h", that result in duplicate symbols issues... need to review it carefully.
2018-10-08 16:55:01 +02:00
Ray
6e4bd60978 Trying to include dirent.h for MSVC 2018-10-08 16:25:47 +02:00
Ray
2d324f22a7 Corrected issue with native window handler on OSX
Could not be retrieved for now...
2018-10-08 16:12:09 +02:00
Ray
97f6454982 Corrected issue with native handler on OSX 2018-10-08 13:29:42 +02:00
Ray
ca1e309d9d Corrected issue with GetWindowHandle()
Not supported for the moment, issues with Linux (symbol `Font` redefined) and OSX (NSGL type redefined)
2018-10-08 13:14:15 +02:00
Ray
2feea87b61 Multiple changes, check description
REVIEW: Reorganized global variables for consistency
ADDED: GetWindowHandle() to get native window handle
ADDED: GetDirectoryFiles() to get files list for a DIR
2018-10-08 12:29:02 +02:00
Ahmad Fatoum
46c0e73c6c README.md: add link to raylib bindings list 2018-10-07 21:54:14 +02:00
Ahmad Fatoum
c4b7d17516 CMake: report what kind of libraries will be built 2018-10-07 21:34:19 +02:00
Ahmad Fatoum
2981713e4f CMake: accept standard -DBUILD_SHARED_LIBS as well
-DBUILD_SHARED_LIBS=OFF == -DSHARED=OFF -DSTATIC=ON
-DBUILD_SHARED_LIBS=ON  == -DSHARED=ON  -DSTATIC=OFF

Fixes #626.
2018-10-07 21:34:18 +02:00
Ray
93f68fa612 Merge pull request #655 from a3f/master
core: workaround window not being rendered till moved on macOS Mojave
2018-10-07 09:16:54 +02:00
Ahmad Fatoum
1fe6d9fc06 core: workaround window not being rendered till moved on macOS Mojave
Apple ought to fix their OpenGL implementation, but with OpenGL now
deprecated this might not happen.

This has been reported upstream in GLFW in glfw/glfw#1334.
The workaround comes from kovidgoyal/kitty@b82e74f99

This also fixes the HiDPI (Retina) scaling issues reported in #497,
so the workaround is enabled anywhere __APPLE__ is defined.
2018-10-07 02:14:30 +02:00
Ahmad Fatoum
6572d5ff8c raylib.h: include <stdbool.h> if available
Previously, if <raylib.h> was #included prior to another header that
defined bool, the compilation would fail.
This is e.g. the case for <perl.h> and <objc/objc.h> which both fall
back to the <stdbool.h> if C99 is available.

The following commit includes <objc/objc.h> in src/core.c, which causes
the same problem.

Avoid this by checking for C99 bool like we already do for C++'s.
2018-10-07 00:39:51 +02:00
Ahmad Fatoum
a56b3c2194 CMake: suppress OpenGL deprecation warnings on macOS Mojave
A single warning at configuration time is enough.
2018-10-07 00:33:05 +02:00
Ray
35ee4fa685 Merge pull request #653 from pamarcos/physac_fix
[physac] Fix physac's fixed time step
2018-10-04 21:21:28 +02:00
Pablo Marcos Oltra
35634f37c8 Fix physac's fixed time step 2018-10-04 18:29:50 +02:00
Ray
589152b658 Review void pointer incrementation 2018-10-01 15:45:01 +02:00
Ray
d67edb591a Support KXT image file export
[textures] Added SaveKTX()
[rlgl] Exposed rlGetGlTextureFormats()
2018-10-01 15:30:48 +02:00
Ray
ecb787d76f Update version number (internally) 2018-10-01 15:29:34 +02:00
Ray
47fab2f54d Merge pull request #650 from ChrisDill/master
Added monitor functions
2018-09-30 16:43:09 +02:00
ChrisDill
67dc50ef00 Changed monitor functions to use a index
- Using same idea as SetWindowMonitor to take in a index with 0 being the primary monitor.
2018-09-30 15:20:02 +01:00
ChrisDill
6b84b76b70 Forgot #else in platform check
- Added else so return not compiled twice.
2018-09-29 14:28:07 +01:00
ChrisDill
ed95337eb8 Added platform check
- Added PLATFORM_DESKTOP check for Monitor functions to try to fix issue on android.
- Not sure what return types should be when not on desktop. Added rough guess for now.
2018-09-29 14:10:29 +01:00
ChrisDill
ed79d53e1a Changed tabs to spaces
- Fixed tabs used instead of 4 spaces
2018-09-27 16:23:11 +01:00
ChrisDill
73701c12b2 Merge remote-tracking branch 'upstream/master' 2018-09-27 15:54:02 +01:00
ChrisDill
1836e02c1e Added monitor functions
- Get number of monitors
- Get size, physical size and name of primary monitor. Could pass monitor id instead not sure.
2018-09-27 15:52:56 +01:00
Ray
29eddb9ff3 Updated icon data 2018-09-26 16:02:42 +02:00
Ray
abfbc42df7 PNG image size optimization 2018-09-25 12:53:31 +02:00
Ray
d1e5b4b546 New icon generation
Size reduced 91%
2018-09-25 10:41:15 +02:00
raysan5
756065d42c Review iconography
WIP
2018-09-24 14:21:31 +02:00
Ray
9e046a4293 Merge pull request #646 from MurrayIRC/master
Linux Support for VSCode Project
2018-09-22 09:40:34 +02:00
Murray Campbell
9c6a98aa61 Merge pull request #6 from MurrayIRC/MurrayIRC-vscode
Linux Support for VSCode Project
2018-09-21 18:19:48 -05:00
Murray Campbell
d17c323f98 Update tasks.json 2018-09-21 18:18:38 -05:00
Murray Campbell
65c74c7cfa Update c_cpp_properties.json 2018-09-21 18:16:27 -05:00
Murray Campbell
46b171a80c Update Makefile 2018-09-21 18:12:11 -05:00
Murray Campbell
4757ead493 Update launch.json 2018-09-21 18:10:50 -05:00
Murray Campbell
c015529088 Merge pull request #5 from raysan5/master
merge
2018-09-21 18:09:53 -05:00
Ray
9efe5c6802 Support MP3 wave loading -NOT TESTED- 2018-09-19 15:57:46 +02:00
Ray
be599a9ece enjoy! 2018-09-18 21:34:02 +02:00
Ray
27c3afd91c enjoy! 2018-09-18 21:30:52 +02:00
Ray
2bd18ab91e Support ExportImage() as raw pixel data
Added note on KTX 2.2
2018-09-17 19:00:51 +02:00
Ray
f503fded67 Support image export 2018-09-17 17:06:58 +02:00
Ray
ec5c9686b3 Improved data export capabilities!
REVIEWED: ExportImage()
REVIEWED: ExportMesh()
ADDED: ExportWave()
REMOVED: Internal funcs: SavePNG(), SaveBMP()

NOTE: These changes break the API (parameters order)
2018-09-17 16:56:02 +02:00
Ray
3a1a489545 Removed TABS 2018-09-14 13:00:48 +02:00
Ray
5b09630d45 Update mini_al to v0.8.8
Some minor tweaks around
2018-09-14 12:47:31 +02:00
Ray
f32e23c11b Merge pull request #641 from ChrisDill/master
Added a few missing functions to raymath
2018-09-13 12:51:45 +02:00
ChrisDill
1e1bbaa40b Added a few missing functions to raymath
- Added Vector2MultiplyV
- Added Vector2DivideV
- Added Vector3Divide
- Added Vector3DivideV
2018-09-13 11:43:10 +01:00
Ray
37acf0aa22 Update README.md 2018-09-09 17:36:24 +02:00
Ray
1ef715ab76 Merge pull request #639 from ratkingsminion/patch-1
Update models.c
2018-09-06 22:47:24 +02:00
F.H
9f1489dc1d Update models.c
fix bug with GenMeshPlane() creating too many vertices/texcoords/normals for the plane mesh
2018-09-06 21:11:00 +02:00
Ray
dfb8837c46 Support aliased font texture generation
Useful for bitmaps pixelated fonts where anti-aliasing is not desired!
Change also enables additional font generation mechanisms in a future (cleartype, hinting...).
2018-09-06 16:56:21 +02:00
Ray
1fcb3c0317 Started working on IQM/glTF loaders 2018-09-05 10:59:05 +02:00
Ray
10c22c8d61 Review example to show text tinting 2018-09-05 10:48:33 +02:00
Ray
ac31f51c5e Corrected issue with font tint 2018-09-05 10:47:57 +02:00
Ray
d0608b031a Corrected issue with types 2018-09-05 10:47:40 +02:00
Ray
57dfe55759 Merge pull request #637 from MurrayIRC/master
Updated VSCode project to support OSX building / debugging.
2018-08-30 18:41:21 +02:00
Murray Campbell
f97bb085bf Merge pull request #4 from MurrayIRC/patch-4
Added OSX build tasks
2018-08-30 09:50:09 -05:00
Murray Campbell
ea84cce27d Merge pull request #3 from MurrayIRC/patch-3
Added OSX launch configurations for debug and release
2018-08-30 09:49:23 -05:00
Murray Campbell
1feb68baaa Merge pull request #2 from MurrayIRC/patch-2
Fixed included libs for OSX
2018-08-30 09:47:27 -05:00
Murray Campbell
be29c13bfd Merge pull request #1 from MurrayIRC/patch-1
Added a configuration for OSX
2018-08-30 09:46:51 -05:00
Murray Campbell
04c4537283 Update README.md 2018-08-30 09:43:53 -05:00
Murray Campbell
921e4eaa87 Added OSX build tasks
Users will have to specify their personal installation of raylib.
2018-08-30 09:42:33 -05:00
Murray Campbell
1608745312 Added OSX launch configurations for debug and release 2018-08-30 09:40:58 -05:00
Murray Campbell
166fdbe9c0 Fixed included libs for OSX
This was causing linker errors on OSX
2018-08-30 09:33:41 -05:00
Murray Campbell
5eded83d68 Added a configuration for OSX
This requires the user to explicitly specify the path to their raylib folder. We need a better way around this (something like what we do for windows would help).
2018-08-30 09:29:37 -05:00
raysan5
adf08c88ea Added link to raylib-haskell binding 2018-08-25 18:47:05 +02:00
raysan5
d6241d18ab Removed release directory
With the CI system, release directory has not much sense, actually,
every new commit it gets outdated and latest stable release is already
available in GitHub Release tab.
2018-08-25 18:33:28 +02:00
raysan5
207b5a26b1 Create release directory if not exist 2018-08-25 18:25:51 +02:00
raysan5
ba257bc447 Support autosave also on C compilation 2018-08-25 18:07:08 +02:00
raysan5
a2de3d99e0 Updated compilation script to save file automatically 2018-08-25 18:06:13 +02:00
raysan5
af919e5c9f Review naming to follow raylib conventions
strprbrk() does not follow raylib function name convention but as it is
very similar to the standard strpbrk(), we'll keep the naming... also,
don't like to mix static functions with API functions but as strprbrk()
is just used in the two functions below, it's ok to be there... maybe it
could be refactored in a future or even move the logic inside the
required functions...
2018-08-25 17:55:25 +02:00
Ray
fe2f8d77a9 Merge pull request #635 from a3f/master
core: Support slashes as well in GetFileName & GetDirectoryPath
2018-08-25 10:51:31 +02:00
Ahmad Fatoum
85213795d1 GetDirectoryPath: return NULL, don't crash when no slash
Noted in #634.
2018-08-25 09:27:41 +02:00
Ahmad Fatoum
5dda105a79 core: Support slashes as well in GetFileName & GetDirectoryPath
Fixes #634.
2018-08-25 09:23:40 +02:00
Ray
4259ff78e1 Merge pull request #633 from unequaled86/patch-1
lerp for vector2 and float
2018-08-21 16:29:10 +02:00
Oğuzhan Çankaya
2bef76735d lerp for vector2 and float 2018-08-21 04:14:43 +03:00
Ray
20656af122 Merge pull request #631 from sunshinehunter/patch-1
Fixes path to rlgl.h in README.md
2018-08-20 15:44:45 +02:00
sunshinehunter
04a11c86e3 Fixes path to rlgl.h in README.md
The link to rlgl in the README was broken, it previously pointed to a .c file which doesn't exist (anymore).
2018-08-20 13:38:01 +02:00
Ray
0e340f7116 Merge pull request #629 from justinclift/keyboard_keys_v2
Add the remaining numeric keypad keys, and a few other missing ones
2018-08-19 19:30:19 +02:00
Justin Clift
699cadcf98 Add the remaining numeric keypad keys, and a few other missing ones 2018-08-19 18:00:16 +01:00
Ray
d52b6c23ee Merge pull request #628 from justinclift/keyboard_keys_v1
Add the plus and minus keys on both the main keyboard and keypad
2018-08-19 17:58:01 +02:00
Justin Clift
6a5dbeace8 Add the plus and minus keys on both the main keyboard and keypad 2018-08-19 14:40:30 +01:00
Ray
506b7b8d7c Corrected issue with batch overflows
When a batch reach its vertex limit, a draw call is issued and batch restarted for refilling but if the draw call was issued for vertex data accumulated inside rlPushMatrix/rlPopMatrix, draw call was issued before the rlPopMatrix, consequently modelview matrix was not properly recovered before the draw call... obviously, it only happened the following draw calls, not the first one...

Now it works ok but this system needs to reviewed, noticed and important frames drop when processing around 20 dynamic batch draw calls, it means filling MAX_QUADS_BATCH (8192) quads of data 20 times per frame, including data updating and sending for draw processing.

Doing some maths, it means:
Vertex data (float) -----> 8192 quads * 4 vertex * 3 comp * 4 byte = 393216 bytes
Texcoords data (float) -> 8192 quads * 4 vertex * 2 comp * 4 byte = 262144 bytes
Color data (uchar) -----> 8192 quads * 4 vertex * 4 comp * 1 byte = 131072 bytes

Thats a total of 786432 bytes (0.75MB) sent to GPU 20 times per frame for processing... I'm testing in an Intel HD Graphics integrated, I imagine is too much data to be sent and and it causes stalls, so the frames drop...
2018-08-17 13:55:46 +02:00
Ray
732b775a1d Proper variables initialization 2018-08-17 11:41:49 +02:00
Ray
4c84208644 Working on batch reset issue
Corrected memory leak!
2018-08-17 01:34:45 +02:00
Ray
eef44fd930 Merge pull request #625 from ChrisDill/master
Raymath dllexport fix
2018-08-16 23:04:17 +02:00
ChrisDill
c669c6762f Improved raymath defines
- Using raylib.h as reference, added define checks for BUILD_LIBTYPE_SHARED and USE_LIBTYPE_SHARED.
2018-08-16 18:20:49 +01:00
ChrisDill
a187361c6f Raymath dllexport fix if _WIN32 defined
- Added check for dllexport to compile if _WIN32 defined.
- If not defined then use the original RMDEF.
2018-08-16 12:54:45 +01:00
ChrisDill
42b52ecdb1 Raymath dllexport fix
- Added __declspec(dllexport) to RMDEF in raymath.h. This allows them to be accessed when importing from raylib.dll.
2018-08-16 11:29:30 +01:00
Ray
e4f74e85a4 Merge pull request #624 from ChrisDill/master
Added Sublime Text 3 project template
2018-08-15 16:04:21 +02:00
ChrisDill
a23feee6f3 Added Sublime Text 3 project template
- Added Sublime Text project file.
- Added Sublime Text build system.
2018-08-15 11:38:38 +01:00
Ray
46411e1c55 Renamed n-patch sample 2018-08-14 19:26:50 +02:00
Ray
b88bfa7267 Review PR formatting 2018-08-14 09:57:31 +02:00
Ray
20ff9dc663 Merge pull request #622 from Joefish/rectcollision-optim
Shapes: Simplifies CheckCollisionRecs
2018-08-14 09:55:53 +02:00
Ray
477928dd0f Merge pull request #623 from Joefish/snake-fix
Games: Fixes bugs in Snake
2018-08-14 09:47:15 +02:00
Joseph-Eugene Winzer
1cef8ea1bf Shapes: Simplifies CheckCollisionRecs
By comparing the edges of the rectangles relative to each other we can
determine if they intersect or not.
2018-08-14 00:14:06 +02:00
Joseph-Eugene Winzer
ab7acd6e34 Games: Snake: Fixes snake head collision with fruit
CheckCollisionRecs() returns true on edge-collision what means that the
snake eats the fruit when colliding with it but also when sliding by one
unit above or below the fruit.
2018-08-13 23:58:42 +02:00
Joseph-Eugene Winzer
b4c02d94a0 Games: Snake: Fixes fruit spawn position
If the initial fruit position collides with the snake's body a new
position for the fruit is generated but without adding the grid offset.
2018-08-13 23:52:18 +02:00
Ray
34493ed231 Merge pull request #620 from mackron/dr/mini_al
Update mini_al to 0.8.5.
2018-08-13 17:11:39 +02:00
David Reid
3200b23469 Update mini_al.
This should improve the Raspberry Pi experience.
2018-08-12 13:45:12 +10:00
Ray
00f5f2ead2 Merge pull request #616 from overdev/master
[Feature Request] 9-patch drawing function
2018-08-09 22:42:05 +02:00
Jorge A. Gomes
dab78d59f3 Update textures.c
See raylib/examples/textures/textures_image_9patch.c for how to use `DrawTextureNPatch` function.
2018-08-08 16:42:39 -03:00
Jorge A. Gomes
5f89e35d1c Update raylib.h 2018-08-08 16:39:10 -03:00
Jorge A. Gomes
921cacacfb Added example screenshot. 2018-08-08 16:26:51 -03:00
Jorge A. Gomes
051cf1346b Added texture_image_9patch.c example 2018-08-08 16:22:51 -03:00
Jorge A. Gomes
34c3ae5ab3 Added 9-patch texture used in the example code. 2018-08-08 16:21:33 -03:00
Ray
7634cbeb22 Updated mini_al
Corrected issue with sound playing (pop sound at the end)
2018-08-08 18:26:05 +02:00
Ray
aa1bb1e33d Update CONTRIBUTING.md 2018-08-07 19:18:22 +02:00
Ray
06be400ca3 Reviewed AnimatedModel struct
Just reviewing for a possible adaptation of AnimatedModel to default raylib Model...
2018-08-07 11:31:32 +02:00
Ray
b042fe12e6 Reviewed spacings on latest PR 2018-08-06 20:49:47 +02:00
Ray
61b32e45ed Merge pull request #618 from kimkulling/fix_compiler_warnings
Fix compiler warnings
2018-08-06 20:43:28 +02:00
Kim Kulling
f5f7ed79b8 Fix compiler warnings of lib 2018-08-05 23:53:34 +02:00
Kim Kulling
b2cac82fa0 Fix compiler warings in texture.c and more. 2018-08-05 00:34:35 +02:00
Kim Kulling
ecf8bff4aa Fix compiler warnings, first part 2018-08-04 10:32:16 +02:00
Jorge A. Gomes
28424141f0 Update textures.c
Added support form vertical and horizontal 3-patches.
Corrected the distortion caused when destRec size is smaller than 4x4. Now even 1x10 or 0x0 sizes are drawn correctly.
2018-08-03 20:53:15 -03:00
Jorge A. Gomes
6ef03ea4e8 Update raylib.h
Added support form vertical and horizontal 3-patches.
Corrected the distortion caused when destRec size is smaller than 4x4. Now even 1x10 or 0x0 sizes are drawn correctly.
2018-08-03 20:50:13 -03:00
Ray
d4bb444fe5 Merge pull request #609 from pamarcos/fix_physac_examples
[physac] Fix Physac examples to be run without creating new thread
2018-08-03 12:47:53 +02:00
Jorge A. Gomes
7cc2a5585b Update textures.c
Added DrawNinePatch() function implementation.
2018-08-03 04:51:26 -03:00
Jorge A. Gomes
c9ca14e659 Update raylib.h
Added NinePatch struc definition and function prototype.
2018-08-03 04:48:46 -03:00
Ray
d999e5a016 Added VSCode project template 2018-07-31 11:26:52 +02:00
Ray
b6f2fb613e Merge pull request #612 from ethan-tqa/master
fix problem when compiling with MSVC 2017, error C2177
2018-07-30 13:56:28 +02:00
Ethan Trịnh
6ea8c62b43 make sure that the constant is of float type, not double 2018-07-30 19:35:13 +08:00
Ethan Trịnh
741513842a fix problem when compiling with MSVC 2017, built-in CMake: C2177 constant too big 2018-07-30 19:02:20 +08:00
Ahmad Fatoum
8bea6abe8c Add CMake entry to projects/README.md 2018-07-30 12:24:04 +02:00
Ahmad Fatoum
286c41af52 Sync with upstream GLFW pull request
The GLFW tree distributed with raylib has two modifications:

- GLFW_PKG_{DEPS,LIBS} are exported to PARENT_SCOPE, so we can use them
  in our pkg-config file
- An intermediary glfw_objlib target is added, so we can reexport GLFW
  symbols from libraylib.a

rglfw can fix the second point, but for Wayland usage, we would have to
replicate protocol generation, so we just leverage GLFW's existing
support instead.

To make maintenance easier, I have submitted a pull request for
including these modifications to upstream GLFW.
And to make that one easier, this patch dog-foods the modifications,
so raylib users can help find regressions. :-)

glfw/glfw#1307
2018-07-29 23:56:16 +02:00
Ray
7154a83313 Merge pull request #610 from pamarcos/fix_chdir_macos
[games] Prevent GLFW changing working dir to 'Resources'
2018-07-29 23:40:13 +02:00
Pablo Marcos Oltra
907e27ef4e Fix Physac examples to be run without creating new thread 2018-07-29 21:32:39 +02:00
Ahmad Fatoum
78487f7521 CMake: Make the raylib project as a whole embeddable
So user code can use add_subdirectory to build it (similar to what we do
with GLFW or what the projects/CMake/CMakeLists.txt can do).
2018-07-29 21:28:23 +02:00
Pablo Marcos Oltra
89cec68565 Prevent GLFW changing working dir to 'Resources' 2018-07-29 18:38:31 +02:00
Ahmad Fatoum
e82505b873 Add projects/CMake example
The CMakeLists.txt checks for an installed raylib and downloads and
installs one if none is found. Afterwards, it builds core_basic_window.c
2018-07-29 18:27:59 +02:00
Ahmad Fatoum
548dbeb1ca Fix typo (s/proedural/procedural) 2018-07-29 13:04:16 +02:00
Ahmad Fatoum
6905a875ed Merge pull request #608 from a3f/master
CMake: Major cleanup to support find_package(raylib)
2018-07-29 12:56:19 +02:00
Ahmad Fatoum
5a94a280d0 CMake: include rlgl_standalone in -DBUILD_EXAMPLES
With the recent CMake cleanup, getting raylib's dependencies for use
when building rlgl_standalone is quite straight forward, so lets enable
it again.

Fixes #508, just properly this time. :)
2018-07-29 12:35:36 +02:00
Ahmad Fatoum
2ae6df47fc CMake: Set -DMACOS_FATLIB=OFF by default
Homebrew doesn't ship 32-bit libraries anymore, so using both
-DUSE_EXTERNAL_GLFW and -DMACOS_FATLIB with a Homebrew GLFW would fail.
With -DUSE_EXTERNAL_GLFW=OFF, this is not a problem, but I think keeping
it off by default makes more sense. If someone wants universal
libraries, they can just toggle it.
2018-07-29 12:35:36 +02:00
Ahmad Fatoum
4d209d45aa core: Don't use GLFW_TRANSPARENT_FRAMEBUFFER with older GLFWs
PLATFORM_WEB is not the only platform that doesn't define
GLFW_TRANSPARENT_FRAMEBUFFER, it's also recent enough that it's not
included in the most recent GLFW 3.2.1 release, so this error can creep
up when using USE_EXTERNAL_GLFW.
2018-07-29 12:35:36 +02:00
Ahmad Fatoum
3f09726331 CMake: Major cleanup to support find_package(raylib)
Remove that link_libraries_to_executable() hack and defines a proper
raylib target that can be used with target_link_libraries.

The same target is also available for external (user) code by using
find_package(raylib).

This results in:

- Remove hardcoded build directories from examples and games CMakeLists.txt
- Allow rlgl_standalone and other special examples to be built easily
- Allow CMake projects to find_package(raylib instead of fiddling with pkg-config
- Makes code a little more maintainable
- Fixes #471, #606.
- Makes code less confusing by removing the double use of PLATFORM (#584).

Note that this is still not _The Right Way_(TM), because normally
raylib-config.cmake (or its includes) would be automatically generated.
I didn't manage to get that to work though, so I went the easier route
of just wrapping pkg_check_modules for consumption by find_package.
2018-07-29 12:35:35 +02:00
Ahmad Fatoum
3e5093eab0 CI: Build with all optional formats enabled
also makes one configuration shared-only

dr_flac is not built on i386, because GCC 4.8 complains about asm("cpuid"
clobbering ebx, as it's using ebx for PIC.

Instead of downloading a newer GCC (and multilib),
disable FLAC for that one configuration...
2018-07-29 12:13:01 +02:00
Ahmad Fatoum
69e147417b Travis CI: Add OpenAL-Configuration 2018-07-29 12:13:00 +02:00
Ray
cf021e3811 Merge pull request #607 from jubalh/fixmu
Fix bug in LoadMusicStream
2018-07-29 10:36:52 +02:00
Michael Vetter
186c1b157e Fix bug in LoadMusicStream
free() and NULL at the end.
2018-07-29 09:52:18 +02:00
raysan5
7964b28fac Corrected bug LoadMusicStream() 2018-07-28 18:19:53 +02:00
raysan5
0cf92c59d7 Corrected timing typo 2018-07-28 18:13:19 +02:00
raysan5
dc3327fba8 Reviewed music loading 2018-07-28 18:07:06 +02:00
raysan5
6f61e26a3c Reviewed custom logging functionality 2018-07-28 17:57:05 +02:00
Ray
9150b54b3e Merge pull request #603 from jubalh/lse
Deal with failed LoadMusicStream
2018-07-28 11:15:41 +02:00
Michael Vetter
7a5b1b13e2 Deal with failed LoadMusicStream
It would be good to have a way to continue execution even when loading a stream didn't work.
 Free music and set it to NULL in case something went wrong, so that users can check for it.
2018-07-27 15:58:27 +02:00
Pablo Marcos Oltra
c69f7953c7 Add SetTraceLogCallback to enable users setting custom logging (#597) 2018-07-26 21:57:45 +02:00
Ray
64e9d72c07 Reviewed audio example 2018-07-25 14:38:12 +02:00
Ray
4d45173a77 Merge pull request #591 from triplefox/patch-1
Complete raw_audio_stream example
2018-07-25 14:25:55 +02:00
Ray
78c8774685 Merge pull request #593 from jubalh/update_builder_example
Update Builder example
2018-07-25 13:56:47 +02:00
Michael Vetter
01197172cc Update Builder example
Update Builder example for raylib 2.0.0.
External OpenAL and GLFW are not required anymore.
2018-07-25 13:01:16 +02:00
James Hofmann
959f8e45f8 Complete raw_audio_stream example
1. Always synthesize a complete frame of audio, using a second buffer (this prevents gaps in playback)
2. Sine is computed correctly, with an adjustable frequency
3. User can modulate frequency in real-time with mouse
4. Entire audio buffer data is shown, visually demonstrating how sine changes in wavelength
2018-07-25 03:01:48 -07:00
Ray
94b0c49f5d Merge pull request #590 from pamarcos/fix_rlgl_standalone
Fix rlgl.h to be used as a standalone
2018-07-25 11:10:04 +02:00
Pablo Marcos Oltra
8d134edaf7 Fix rlgl.h to be used as a standalone 2018-07-25 10:36:18 +02:00
Ahmad Fatoum
184e6de775 CMake: Don't build rlgl_standalone as part of the examples
Closes #588.
2018-07-25 00:51:42 +02:00
Ahmad Fatoum
b7d8c62bfd Traivs CI: Add newer (9.4.1) Xcode configuration 2018-07-25 00:51:39 +02:00
Pablo Marcos Oltra
fa0de480f0 Fix HTML5 examples and games using CMake (#589)
Mimic the Makefile by outputting html + js instead of LLVM IR.
2018-07-25 00:39:17 +02:00
Ray
361d878b4c Updated animations support 2018-07-24 18:52:56 +02:00
Ray
198a023527 First working version of IQM animations
Still a work in progress but it already works...
Current riqm API could be simplified...
2018-07-24 18:28:58 +02:00
Ahmad Fatoum
a5311eddf0 Travis CI: remove stray $ in .travis.yml
Fixes: 1d0ba96 ("Add GLFW-installed-but-using-our-GLFW-anyway configuration")
2018-07-23 21:13:54 +02:00
Ahmad Fatoum
2b8c9f9a17 CMake: Fail when -D{PLATFORM,OPENGL_VERSION}=INVALID_VALUE
as well as -DUSE_EXTERNAL_GLFW.

Nips issues like #584 in the bud.
2018-07-23 21:00:48 +02:00
Ahmad Fatoum
1d0ba96c9e Travis CI: Add GLFW-installed-but-using-our-GLFW-anyway configuration 2018-07-23 19:45:44 +02:00
Ray
f992609184 Create CODE_OF_CONDUCT.md 2018-07-23 13:37:25 +02:00
Ray
cae8f96361 Merge pull request #583 from leereilly/exclamation-period
Remove period after exclamation
2018-07-23 10:08:08 +02:00
Lee Reilly
e0c19ab5af Remove period
Fixes https://www.reddit.com/r/gamedev/comments/90z6fy/raylib_20_released/e2v5qpl/ :)
2018-07-22 23:31:03 -07:00
raysan5
eadd72a639 Updated MSVC lib release 2018-07-22 19:28:05 +02:00
Ahmad Fatoum
639ce09c9d Travis CI: Fix emscripten build breakage 2018-07-21 19:42:23 +02:00
Ray
3632b160d5 Merge pull request #579 from jessp/patch-2
Convert window render sizes to floats
2018-07-21 19:37:35 +02:00
Jess Peter
f3d144bf0e Convert window render sizes to floats
GLSL 1.10 is typesafe ([PDF specs](https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.10.pdf), page 22), so this shader will not load properly during build.

It's not a super important change, but I came across it while playing with the examples on my pi.
2018-07-21 18:56:16 +02:00
raysan5
82e4a12fd3 Added Android Makefile for games 2018-07-21 17:38:47 +02:00
raysan5
74a0814a8f Review formatting 2018-07-21 17:19:44 +02:00
raysan5
08f2725c8b Review templates Makefiles 2018-07-21 17:14:29 +02:00
raysan5
e5030e28f6 Updated html5 library 2018-07-21 17:14:13 +02:00
raysan5
4c15515ba6 Support examples with Emterpreter
Examples can be compiled for web with no code change at all! Usually
examples need to be refactored for web... using emscripten code
interpreter (emterpreter), it can manage synchronous while() loops
internally... as a downside, execution is very slow...
2018-07-21 17:13:59 +02:00
raysan5
7dc66d2d3f Looking for a place for raylib resource file 2018-07-21 16:18:33 +02:00
raysan5
864511fe57 Review VS2015 and VS2017 projects 2018-07-21 15:44:59 +02:00
raysan5
2875f4cf11 Remove VS2017 UWP project
Not properly configured, use VS2015.UWP as reference
2018-07-21 15:44:06 +02:00
Ray
6e812cf147 Working on MP3 support 2018-07-19 23:15:46 +02:00
Ray
103044926b Avoid config.h in standalone mode 2018-07-16 19:24:40 +02:00
Ray
6efb89c51e Updated to latest mini_al dev 2018-07-16 19:21:54 +02:00
Ray
bff3bb758a Reviewed audio_standalone
Now it works with mini_al library
2018-07-16 19:03:52 +02:00
Ray
b80ec381c8 Reviewed lighting example...
No model available, this example should probably be redesigned...
2018-07-16 18:44:18 +02:00
Ray
98273f0152 Reviewed compilation options 2018-07-16 18:43:24 +02:00
Ray
4d4d9b0170 Removed Oculus example
Oculus API has changed so much that it has no sense to keep this example here... it was funny to test it in the past...
2018-07-16 18:41:40 +02:00
Ray
5b37178af9 Reviewed rlgl_standalone example 2018-07-16 18:22:03 +02:00
Ray
096fd6f2c3 Converted rlgl module in header-only
This change allows rlgl.h usage as independent single-file header-only module... still some tweaks required, like removing GLAD dependency... required extensions could be manually loaded!

Also removed shader_distortion.h, embedded in rlgl.h
2018-07-16 17:53:47 +02:00
Ray
40551958dd Update HISTORY.md 2018-07-16 10:14:41 +02:00
Ray
98de843827 Update HISTORY.md 2018-07-16 10:13:23 +02:00
Ray
546254b439 Update CONTRIBUTING.md 2018-07-16 10:06:30 +02:00
Ray
475a1a263d raylib 2.0... make history... 2018-07-16 02:08:10 +02:00
Ray
c5f65c0b16 Updated common documents 2018-07-16 02:07:48 +02:00
Ray
d127d8e9f8 Updated Notepad++ raylib intellisense 2018-07-15 23:19:06 +02:00
Ray
0c631e6b5a Corrected comment 2018-07-15 21:24:59 +02:00
Ray
7d7c6fc42d Reviewed example for clarity 2018-07-15 20:24:18 +02:00
Ray
dfc4baaa35 Added new example: text_font_sdf 2018-07-15 20:04:12 +02:00
Ray
292499bdeb Reviewed LoadFontData() and GenImageFontAtlas() 2018-07-15 20:03:05 +02:00
Ray
971a7419ec Start reviewing IQM loader... 2018-07-13 20:29:23 +02:00
Ray
cadcc05a84 Reviewed Code::Blocks project template
- Removed unnecesary files
 - Renamed project
 - Reviewed paths
2018-07-13 20:26:56 +02:00
Ray
b5b4da1d05 Update README.md 2018-07-13 19:58:36 +02:00
Ray
ea72c9e5af Merge pull request #577 from D3nX/master
Added Code::Blocks template !
2018-07-13 19:57:38 +02:00
D3nX
f0ac73ef8b Update README.md 2018-07-13 21:48:53 +04:00
D3nX
4e367d2db8 Update and rename REAME.md to README.md 2018-07-13 21:48:39 +04:00
D3nX
2f3011c457 Delete raylib_codeblocks_tpl.exe 2018-07-13 21:46:33 +04:00
D3nX
90d35b2ac4 Delete raylib_codeblocks_tpl.exe 2018-07-13 21:46:13 +04:00
D3nX
1c9537b5e7 Add files via upload 2018-07-13 21:45:43 +04:00
Ray
c19bd3eb04 Update CHANGELOG 2018-07-13 12:45:52 +02:00
Ray
5774d31893 Example tweak 2018-07-12 11:29:41 +02:00
Ray
d2c0d1bfef Update rpi release library 2018-07-11 16:52:10 +02:00
Ray
9e2c418a92 Removed dev from version 2018-07-11 16:40:08 +02:00
Ray
eb296a5605 Reviewed shared library generation 2018-07-11 16:39:41 +02:00
Ray
43178f3488 Updated mini_al to latest dev version
Corrects issue with audio on RPI
2018-07-11 16:39:26 +02:00
Ahmad Fatoum
414bb6018b CMake: Add Libs.private to Libs if installing static only
pkg-config --libs --static raylib and pkg-config --libs raylib
should give the same result if there is no shared raylib installed.
2018-07-10 21:20:01 +02:00
Ahmad Fatoum
758a774173 Travis CI: Add arm32-android configuration 2018-07-10 18:08:39 +02:00
Ray
240ecd6332 Update mingw32 release 2018-07-10 12:10:31 +02:00
Ray
d34c1285e0 Review Android Makefiles 2018-07-10 11:52:30 +02:00
raysan5
22bf279672 Corrected issue on 32bit ARM build 2018-07-09 13:06:40 +02:00
raysan5
3c02a9fc66 Support multiple data type aliases
Vector4 -> Quaternion
Texture2D -> Texture
RenderTexture2D -> RenderTexture
Camera3D -> Camera
SpriteFont -> Font
2018-07-09 10:23:53 +02:00
raysan5
f939378764 Support ARM and ARM64 Android building 2018-07-09 03:00:52 +02:00
Ray
e23fb6e1d5 Removed Gitter 2018-07-07 20:01:55 +02:00
raysan5
c6d188a09a Reviewed latest commit for Android gamepad support 2018-07-07 10:15:19 +02:00
Ray
50088bf49b Merge pull request #570 from SethArchambault/master
SNES-like GAMEPAD Support added for Android, Makefile has optional support for 32bit
2018-07-07 09:38:19 +02:00
Ray
7c80a517b4 Merge pull request #571 from mackron/dr/mini_al
Update mini_al with a fix for macOS.
2018-07-07 09:33:48 +02:00
David Reid
8651e14955 Update mini_al with a fix for macOS. 2018-07-07 10:36:19 +10:00
Seth Archambault
fa36c5294a Merge branch 'master' of https://github.com/raysan5/raylib 2018-07-06 13:37:17 -04:00
Seth Archambault
f981daf1df Added SNES-style GAMEPAD SUPPORT 2018-07-06 13:33:46 -04:00
Ahmad Fatoum
7f040009ee Add null statement after goto label to pacify CI
Fixes: #568
2018-07-06 02:30:38 +02:00
Ray
0ab3d85aa0 Merge pull request #568 from mackron/dr/mini_al
Update Audio Libraries
2018-07-06 00:31:21 +02:00
Ray
4ec4481eca Merge pull request #569 from culacant/master
fixed so it breaks
2018-07-05 23:47:14 +02:00
culacant
b129ba09a6 fixed so it breaks 2018-07-05 23:35:53 +02:00
Ray
311d8b92f5 Upload IQM loader project -WIP- 2018-07-05 21:56:52 +02:00
raysan5
103bc7dfc6 Corrected issue with GetFontDefault()
Note for me: Replace All is NOT your friend...
2018-07-05 19:17:06 +02:00
raysan5
d881c73257 Renamed GetDefaultFont() to GetFontDefault()
Library consistency rename... yes, I know, it breaks the API...
2018-07-05 19:08:24 +02:00
raysan5
1f1d8eeeeb Checking Android input functionality
Joystick support is not implemented just yet, not difficult but it
requires some work...
2018-07-05 19:00:49 +02:00
David Reid
4582d548b1 Merge branch 'dr/mini_al' of https://github.com/mackron/raylib into dr/mini_al 2018-07-05 23:14:56 +10:00
David Reid
b7d7704098 Update mini_al to version 0.8. 2018-07-05 23:12:20 +10:00
David Reid
6c96fa6301 Update external audio libraries. 2018-07-05 22:57:45 +10:00
David Reid
c598701873 Fix bug with FLAC music streams. 2018-07-05 22:57:17 +10:00
David Reid
1d354bc704 Merge branch 'master' of https://github.com/raysan5/raylib into dr/mini_al 2018-07-05 22:33:16 +10:00
Ahmad Fatoum
7c36237048 Example: Don't load texture removed from source tree
Fixes: c3b948b1 ("Replaced skybox HDR image")
2018-07-03 23:14:24 +02:00
Ray
91586fd7bc Merge pull request #566 from a3f/master
CMake: Reuse libraries found by glfw CMake config
2018-07-03 22:09:07 +02:00
Ahmad Fatoum
c3aeaf4a49 Travis CI: Add test case for pkg-config 2018-07-03 21:35:28 +02:00
Ahmad Fatoum
61747508b0 CMake: Reuse libraries found by glfw CMake config
if (${PLATFORM} MATCHES "Desktop")
  target_link_libraries(${RAYLIB}_shared glfw ${GLFW_LIBRARIES})

was never true because PLATFORM STREQUAL "PLATFORM_DESKTOP"...

This fixes #551 and makes the changes suggested in #552 (commited as 965cc8ab)
unnecessary.
2018-07-03 21:35:27 +02:00
Ahmad Fatoum
33c830353b CMake: Fix regression in USE_EXTERNAL_GLFW=IF_POSSIBLE
Fixes: e1e036a6 ("Disable glfw only when it is not found and not external", #558)
2018-07-03 09:24:31 +02:00
Ray
74fd0e7ca4 Added function: ImageColorReplace() 2018-07-03 00:57:58 +02:00
Ray
7b971e0623 Added Quaternion typedef 2018-07-02 18:53:46 +02:00
Ray
1727bbabb1 Added some latest changes... 2018-07-02 16:39:27 +02:00
Ray
276974de05 Removed function prototype
This function was added in text module as GenImageFontAtlas()
2018-07-02 16:39:04 +02:00
David Reid
fec0a4f2e3 Merge branch 'master' of https://github.com/raysan5/raylib into dr/mini_al 2018-07-01 20:52:50 +10:00
David Reid
bce7a7b576 Update mini_al. 2018-07-01 20:51:10 +10:00
Ray
7dedb84fd0 Added function: Vector3RotateByQuaternion()
Rotate a Vector3 by a Quaternion
2018-06-30 22:00:16 +02:00
Ray
d0166c9d45 Spacing tweaks 2018-06-30 21:56:26 +02:00
Ray
a1d9c33995 Reviewed models and examples 2018-06-30 20:02:32 +02:00
Ray
c8b378ae50 Added new example screenshot 2018-06-30 20:01:10 +02:00
Ray
afe81d94ce Re-added: LoadFontEx() 2018-06-30 19:58:44 +02:00
Ray
64207b11c0 Removed unused textures 2018-06-30 19:58:08 +02:00
Ray
1f3bbf457c Merge pull request #561 from JellyPixelGames/master
Fix incorrect log agent names
2018-06-29 01:23:01 +02:00
Michael Campagnaro
859b1cf574 Fix incorrect log agent names 2018-06-28 18:41:32 -04:00
Ray
dbfd8d713f Reviewed comments section 2018-06-26 01:36:13 +02:00
Ray
bd957c7442 Merge pull request #557 from Martinfx/max-support-bsd-os
Added support OpenBSD, NetBSD, DragonFly OS
2018-06-24 12:44:58 +02:00
Ray
b1d3810011 Merge pull request #558 from yurivict/master
Fisable glfw only when it is not found and not external.
2018-06-23 17:52:42 +02:00
maficccc@gmail.com
59ebe1b7c3 Added support OpenBSD, NetBSD, DragonFly 2018-06-23 17:02:07 +02:00
maficccc@gmail.com
965cc8ab6f Added support DragonFly os from BSD family 2018-06-23 17:02:04 +02:00
Yuri
e1e036a602 Fisable glfw only when it is not found and not external. 2018-06-23 07:30:35 -07:00
Ray
1630597f08 Review OBJ loading example
Replaced old dwarf model
2018-06-21 16:48:54 +02:00
Ray
1ff8947864 Reviewed skybox example 2018-06-21 16:48:20 +02:00
Ray
c3b948b1b2 Replaced skybox HDR image
Note that HDR exposured possibilities are not used on this example...
2018-06-21 00:50:03 +02:00
Ray
d573a5ad60 Removed dwarf 3d model
Replaced by medieval 3d assets
2018-06-21 00:35:50 +02:00
Ray
0e135118fd Improved GenImageFontAtlas() 2018-06-21 00:18:13 +02:00
Ray
d6f56c0d5c Merge branch 'master' of https://github.com/raysan5/raylib 2018-06-20 00:52:29 +02:00
Ray
75ba5aca55 Improved font generation and SDF
Added: data to CharInfo struct
Added: LoadFontData()
Added: GenImageFontAtlas()
Removed: LoadFontEx()
Removed: LoadTTF() [internal]
Some code tweaks
2018-06-20 00:52:14 +02:00
Ray
179231504a Create README.md 2018-06-19 18:03:45 +02:00
Ray
372e4a1139 Reviewed some functions
- GetImageData()
- GetImageDataNormalized()
2018-06-12 16:30:03 +02:00
Ray San
64804f30e6 Comment review 2018-06-12 13:27:41 +02:00
Ray San
0c01c08718 Corrected issue, flag not supported...
...by emscripten glfw javascript implementation
2018-06-12 13:21:36 +02:00
Ray San
59fd261491 Added function: GetImageDataNormalized()
Reviewed: GetImageData()
Reviewed: ImageFormat()
2018-06-12 13:13:09 +02:00
Ray San
7d0e09ff4c Corrected bug 2018-06-12 12:05:28 +02:00
Ray San
b588af5ce2 Corrected breaking build 2018-06-12 10:45:00 +02:00
raysan5
b48d225a43 Propose new function: GenImageFont() 2018-06-10 19:29:01 +02:00
Ray
817ae07505 Some comments cleaning
ImageDraw() code tweak
2018-06-06 00:43:52 +02:00
Ray
31cd4a1a48 Latest library release compilation 2018-06-03 23:58:17 +02:00
Ray
5b21f6cf6f Improved game drawing
Reduced draw calls
2018-06-03 23:58:00 +02:00
Ray
0e6458cfee Added ImageRotate*() functions 2018-06-03 21:05:01 +02:00
Ray
61a1c59472 Corrected possible issue with CMake for GLFW 2018-06-02 18:47:19 +02:00
Ray
9688c677de Review window creation hints 2018-06-02 18:26:57 +02:00
Ray
c7d6a44e33 Update GLFW to latest dev version (master branch) 2018-06-02 18:26:29 +02:00
Ray
b1b4a11bdb Corrected issue with function definition 2018-06-02 13:05:23 +02:00
Ray
0c1bc039a2 Merge branch 'master' of https://github.com/raysan5/raylib 2018-06-02 12:47:15 +02:00
Ray
afc4181752 Work on ImageResizeCanvas() 2018-06-02 12:47:05 +02:00
Ray
fcef578c9a Added Notepad++ NppExec scripts 2018-06-01 11:36:31 +02:00
Ray
2536bea379 Added: ImageResizeCanvas() -WIP-
Added note idea on ImageFormat() for future redesign (to support
16bit-32bit pixel-formats)
2018-06-01 00:53:40 +02:00
Ray
129c890a28 Removed assert()
Not used in raylib this mechanism
2018-05-30 00:06:23 +02:00
Ray
8f4b53384c Replaced tabs by spaces 2018-05-29 09:09:40 +02:00
Ray
d873314c27 Reviewed Windows resource file name 2018-05-29 00:52:08 +02:00
Ray
0148432588 fabsf() not working with TCC
Replaced by fabs() that seem to work ok
2018-05-28 00:48:45 +02:00
Ray
dbff40944a Corrected issue with floats on TCC
It seems TCC was not casting correctly int values to float in some
specific situations
2018-05-28 00:48:07 +02:00
Ray
1f0cc57ec7 Corrected issue with compiler param
Added android_native_app_glue module to raylib compilation instead of
compiling it as static lib at apk generation.
2018-05-27 19:06:14 +02:00
M
f89afaa335 CMake: Fix cannot find -lX11 (#552)
Temporary measure to fix a breakage on FreeBSD.
See #551 for more details.
2018-05-26 20:56:24 +02:00
Ray San
8f4fa5006b Added a note 2018-05-22 12:09:12 +02:00
Ray San
f454af08bb Review include (already included) 2018-05-22 12:08:58 +02:00
raysan5
559b9b8cc3 Corrected possible memory leak 2018-05-21 18:57:54 +02:00
raysan5
44181baf04 Working on Android APK building 2018-05-21 18:13:52 +02:00
David Reid
63cf43b729 Fix some warnings. 2018-05-21 20:46:22 +10:00
David Reid
647c08ef4c Fix a copy paste typo. 2018-05-21 20:39:42 +10:00
David Reid
f1b624d38b Update mini_al. 2018-05-21 20:39:19 +10:00
David Reid
6d8cc250bd Merge branch 'master' of https://github.com/raysan5/raylib into dr/mini_al 2018-05-21 20:26:28 +10:00
Ahmad Fatoum
e025e62445 cmake: Fix PLATFORM_WEB build
Did this ever work? Surely, doesn't look like it...
2018-05-21 12:15:39 +02:00
Ahmad Fatoum
cea78e4fc1 Travis CI: Test Android configuration (#546)
I don't know if this actually works, but it compiles, which is good enough for CI.
2018-05-21 01:27:17 +02:00
Ahmad Fatoum
bd2300fed3 CMake+Android: Skip tests with SetCameraMode
src/core.c does explicitly skip including <camera.h> on Android
and tests fail. Therefore skip these failing tests.

Closes #507.
2018-05-21 01:17:13 +02:00
Ahmad Fatoum
ad8509732c CMake: Fix (Add?) Android support
Not sure if this ever worked, but now it at least compiles.
2018-05-21 01:08:29 +02:00
Ahmad Fatoum
ff55af14f9 CMake: Move reusable code to new cmake/ directory 2018-05-21 01:08:29 +02:00
Ahmad Fatoum
ae26e083b4 CMake: Add default build type if none specified
Release, unless we are in a Git repo, then it's Debug.
2018-05-21 01:08:28 +02:00
Ahmad Fatoum
20ddc6a2bb Move utils.cmake to separate cmake/ directory 2018-05-21 01:08:28 +02:00
raysan5
a752092055 Removed 32bit arm Android library
From 2019 64bit support will be mandatory to publish an Android app.
Google plans to require that new apps target Oreo (API level 26) in
August of 2018.
2018-05-20 19:13:10 +02:00
raysan5
8e0cd51afb Support shared library building on Android 2018-05-20 18:49:58 +02:00
raysan5
ca69068814 Added function: rlCheckBufferLimit() 2018-05-20 01:55:46 +02:00
raysan5
3b70b66a08 Love OpenGL gotchas... make my life more enjoyable! 2018-05-20 00:41:12 +02:00
raysan5
24adca4ad0 Manual mipmap generation review
On OpenGL 1.1 only is supported for 32bit RGBA textures
2018-05-20 00:39:56 +02:00
raysan5
25d5e907ec Some code review (mainly comments) 2018-05-20 00:37:16 +02:00
Ahmad Fatoum
a1ec0a5bc3 Merge pull request #545 from jubalh/master
Increase API version
2018-05-18 18:41:09 +02:00
Michael Vetter
5cfbb53f6c Increase API version
Please do this whenever necessary. And adapt it before releasing a new
RC. The RC should already have the correct one.
2018-05-18 16:04:18 +02:00
Ray
fb4265f646 Reviewed Android pipeline
Now defaults to Clang, ARM64 and API 21
2018-05-17 00:59:53 +02:00
Ray
0b05169aa7 Some warnings review 2018-05-17 00:58:58 +02:00
Ray
88c2337225 Preliminary support for MP3 fileformat -WIP- 2018-05-17 00:04:58 +02:00
Ray
2aae62cea2 Header tweak and comments 2018-05-17 00:04:36 +02:00
Ray
1d3e4ef437 Corrected issue on file extension check 2018-05-17 00:04:12 +02:00
Ray
542eb6f250 Restore removed projects 2018-05-14 00:33:15 +02:00
Ray
bb43755a9d Corrected issue on LoadASTC() 2018-05-12 23:33:03 +02:00
Ahmad Fatoum
eed170f852 CMake: Fix typo... s/USE_PIC/WITH_PIC/ 2018-05-12 19:05:30 +02:00
Ahmad Fatoum
0f1aaa474a CMake: (Properly) build glfw separately with CMake
This reverts commit 2d6fb5c628,
and adds a fix for Alien::raylib's test failures.

The tests failed because the resulting static library didn't reexport
GLFW symbols. As a fix, we now have GLFW create a CMake "object library"
target that we can link with both the static and shared raylib.

This is arguably ugly... Proper fix would probably be a GLFW upstream
object library target.

Closes #536.
2018-05-12 18:38:20 +02:00
Ray
a09d6fd428 Merge pull request #542 from a3f/no-no-pie
Makefile: Remove unnecessary -no-pie for older GCC support
2018-05-12 12:39:02 +02:00
Ahmad Fatoum
c1b9104d54 Makefile: Remove unnecessary -no-pie for older GCC support
Currently, if:
* GCC doesn't supports -no-pie: Build error
* GCC supports -no-pie
    * GCC is not configured with --enable-default-pie: No-op
    * GCC is configured with --enable-default-pie:
            Slightly worse performance because we still generate -fpie code
            (-pie affects linker, -fpie affects compiler)

So instead of probing for existence of -fno-pie -no-pie, remove it altogether.

Fixes #540: Build breakage on Debian 8 with gcc 4.9.
2018-05-12 11:41:12 +02:00
Ahmad Fatoum
2d6fb5c628 Revert "CMake: Build glfw separately with CMake"
This reverts commit 0adb4b67de,
because it failed tests for Alien::raylib:
http://www.cpantesters.org/distro/A/Alien-raylib.html
2018-05-11 23:43:35 +02:00
Ray
245704df72 Reviewed examples 2018-05-11 18:14:51 +02:00
Ray
0790171125 Updated raylib_icon resource 2018-05-11 18:14:42 +02:00
Ray
aa76985c0d Review raylib version to 2.0
Review raylib_icon resource
2018-05-11 18:14:19 +02:00
Ahmad Fatoum
281dbf5d83 Merge pull request #538 from a3f/master
CMake+CI: Add Wayland configuration
2018-05-11 01:41:24 +02:00
Ahmad Fatoum
a0f9c2b1eb Travis CI: Test Wayland configuration as well 2018-05-11 01:25:13 +02:00
Ahmad Fatoum
7243cebad1 Travis CI: Test building with external GLFW 2018-05-11 01:24:38 +02:00
Ahmad Fatoum
0adb4b67de CMake: Build glfw separately with CMake
Makes it easier to support Wayland later on.
2018-05-11 01:24:27 +02:00
Ahmad Fatoum
0df501be91 Add GLFW source tree to src/external
We need the CMake stuff for wayland configuration.
Otherwise, we would have to replicate that ourselves.
This is the full 7ef34eb06de54dd9186d3d21a401b2ef819b59e7 tree except
for tests/ examples/ and docs/
2018-05-10 23:07:26 +02:00
Ahmad Fatoum
f11fe80180 CMake: Use same message for symlink check and result 2018-05-10 23:07:25 +02:00
Ahmad Fatoum
b8ca51fd01 CMake: Don't create symlinks on unsupporting file systems (#539)
Panders to the idiosyncrasies of my work flow:
I have my raylib build directory mounted as a VirtualBox vboxfs for use
with my Linux VM, but vboxfs doesn't support symlinks, while raylib shared
library versioning on Unix expects symlinks to work.
If this happens, library versioning is now disabled on Unix with
an error message instead of just failing the build.
2018-05-10 21:03:43 +02:00
Ray
8ae8d3ac78 Reorganized project templates folder 2018-05-10 17:35:02 +02:00
Ray
f26a38a9e1 Merge branch 'master' of https://github.com/raysan5/raylib 2018-05-09 00:24:08 +02:00
Ray
9ea2a69bfd Corrected issue on rectangle drawing 2018-05-09 00:23:56 +02:00
Ray
ac2dbba5b7 Update CHANGELOG 2018-05-08 23:35:21 +02:00
Ray
3a803ac95e Removed unnecesary define 2018-05-08 23:04:13 +02:00
Ray
6884d3bc14 Merge pull request #531 from sherjilozair/patch_implicit_type
Patch implicit type
2018-05-06 22:52:51 +02:00
Sherjil Ozair
8e9ff75f1c Use fabsf for floats, and avoid implicit type casting 2018-05-06 12:47:46 -04:00
Ray
04db494db0 Renamed shader variable 2018-05-06 00:44:59 +02:00
Ray
f14492432d Avoid exposing native GLFW3 functionality
Try to avoid types conflict with Font
2018-05-04 23:03:56 +02:00
Ray San
ec33e7d705 BREAKING CHANGE: Renamed SpriteFont type to Font
- Preparing MP3 files support
- Jumped version to raylib 2.0-dev (too many breaking changes...)
2018-05-04 16:59:48 +02:00
Ray San
6045062a05 Renamed some functions
- Renamed Begin3dMode() --> BeginMode3D()
- Renamed Begin2dMode() --> BeginMode2D()
- Renamed End3dMode() --> EndMode3D()
- Renamed End2dMode() --> EndMode2D()
2018-05-04 16:54:05 +02:00
Ray San
6324697ffd Rectangle parameters changed to float
- Some examples tweaks
- Reviewed ImageFormat()
- Use float for text fontSize
2018-05-04 16:25:31 +02:00
Ray San
9d103b7c2f Removed line breaks from functions
Useful to parse raylib.h to generate raylib-lua and Notepad++
intellisense XML info
2018-05-03 19:19:35 +02:00
raysan5
198d739256 BREAKING CHANGE: Renamed Camera -> Camera3D
Just added a fallback in the meantime...
2018-05-01 12:31:03 +02:00
raysan5
400c345f96 Added tangent computation alternative method
As stated in the note, I'm not sure if math is right, just followed a
reference implementation...
2018-04-30 11:21:44 +02:00
raysan5
23e335d933 Implemented MeshTangents()
- Added Vector3OrthoNormalize() to raymath.h - not sure if it is correct
- Implemented MeshBinormals() - Mesh struct has not a place for them...
- Updated model_material_pbr example - tested but not working on my GPU
(old Intel HD), actually, it never worked on it...
2018-04-30 02:47:48 +02:00
raysan5
c51203ae7e Corrected alpha blending on ImageDraw() 2018-04-29 18:39:57 +02:00
raysan5
dff1028466 Replaced ColorToFloat() by ColorNormalize() 2018-04-29 18:39:46 +02:00
raysan5
8d81b6e4e4 Support shapes drawing using only QUADS
Also added new compilation FLAGS for that pourpose
2018-04-29 12:53:32 +02:00
raysan5
ada6668b24 Expose file-dropping functions symbols 2018-04-29 11:49:10 +02:00
raysan5
ca5f7ebd10 Added compile flag: SUPPORT_SCREEN_CAPTURE
Allow compiling the library with support for automatic screen capture
(KEY_F12)
2018-04-29 11:37:39 +02:00
Ray
0045402c99 Corrected patreon link! 2018-04-23 20:59:10 +02:00
David Reid
3ca5047c82 Update mini_al. 2018-04-22 07:24:18 +10:00
David Reid
af4d23aa82 Update mini_al. 2018-04-21 22:13:02 +10:00
David Reid
24cab8f920 Update mini_al. 2018-04-21 20:39:31 +10:00
David Reid
0febaa2446 Update external audio libraries. 2018-04-21 18:57:00 +10:00
David Reid
f5ebbfb6bc Merge branch 'master' of https://github.com/raysan5/raylib into dr/mini_al 2018-04-21 17:26:40 +10:00
Ray
847bdaf682 Implemented default mesh
In case mesh loading fails, a cube is generated instead!
2018-04-19 20:20:34 +02:00
Ray
76a6bf6c52 Review spacing for cosistency 2018-04-19 20:19:53 +02:00
raysan5
afda1d0815 Updated project to link default C lib statically 2018-04-15 19:50:00 +02:00
Ray
739df34f5e Merge pull request #524 from TheLumaio/master
Add more key definitions
2018-04-14 01:15:20 +02:00
lumaio teon
5ef6cc1fb9 Add more key definitions 2018-04-13 17:14:04 -04:00
Ahmad Fatoum
3f59bdfc76 mini_al: Use WinAPI interlocked ops with tcc
Seems tcc doesn't provide __sync_*. See #435.
2018-04-11 11:29:49 +02:00
Ahmad Fatoum
8b0fef6c34 raymath: Workaround tcc inline function limitation
Reported in #435, tcc generates out-of-line definitions for inline
symbols, something it shouldn't.  This fix punishes tcc for that
by making applications it compiles (slightly) larger...
2018-04-11 10:43:27 +02:00
Ray San
4cc12ef2b3 Review camera definition on examples 2018-04-11 10:13:00 +02:00
Ray San
cc3b8645df Updated release version 2018-04-10 10:37:48 +02:00
Ray
8e44f7b3c7 Reviewed config.h formatting
Added raylib version to config
2018-04-09 23:01:20 +02:00
Ray
54e24d905a Init frame timming measure variables 2018-04-09 22:28:41 +02:00
Ray
cd616258c6 Merge pull request #522 from a3f/master
Refactor all #define SUPPORT_* into a config.h
2018-04-08 22:46:44 +02:00
Ray
9e7dedf5af Merge pull request #521 from TheLumaio/master
Added GetCollisionRayModel
2018-04-08 22:28:19 +02:00
Ahmad Fatoum
1dbce35247 CMake: Generate config.h from CMakeOptions.txt
I would have liked config.h to be selected by include dir configuration,
but this way is less intrusive.
2018-04-07 23:39:53 +02:00
Ahmad Fatoum
1841afad11 Refactor all #define SUPPORT_* into a config.h
That way, a user needs only to touch a single file to configure what
features raylib is built with.
Include guards are left out intentionally, because config.h should only
be included in source files, not headers.

Later on, config.h can also define the raylib version (#461).
2018-04-07 23:37:48 +02:00
Ahmad Fatoum
d88523f03a Split CMake options into separate CMakeOptions.txt 2018-04-07 22:41:43 +02:00
Milan Nikolic
3caa044bf2 Add GNUInstallDirs and USE_AUDIO/USE_WAYLAND options to CMake (#518) 2018-04-07 16:32:14 +02:00
lumaio teon
7bd0f8b28c Fix mesh picking example 2018-04-07 04:00:06 -04:00
lumaio teon
d2cc5b88df Removed useless GetCollisionRayMesh and libraylib.a 2018-04-07 03:49:56 -04:00
lumaio teon
d003c23ecf Added GetCollisionRayModel 2018-04-06 12:04:09 -04:00
Ray
b8bd1d2ea6 Remove unnecesary NPOT check
Now PLATFORM checks only used on core and utils modules
2018-04-05 19:22:45 +02:00
Ray
005f2ffb75 Simplified some code 2018-04-05 19:18:44 +02:00
Ray
931b672c92 Added: ImageDrawRectangle()
Renamed SaveImageAs() to ExportImage() for consistency on what actually happens with data.
2018-04-04 12:02:20 +02:00
Ray
6edf15b9f9 Added funtion: ExportMesh() 2018-04-04 12:00:54 +02:00
Ray
322cebcbaf Updated to latest raylib changes
Removed OpenAL and GLFW3 dependencies on building.
Reviewed platforms and flags
2018-04-03 22:44:45 +02:00
Ray
9393d1d76f Merge branch 'master' of https://github.com/raysan5/raylib 2018-04-03 12:43:42 +02:00
Ray San
fe1c04d1b8 Removed old code 2018-04-03 12:42:28 +02:00
Ray
533780aadf Review ImageDraw() alpha blending
Not sure if math is ok... just left a commented piece of code that uses pre-multiplied alpha.
2018-04-03 12:42:22 +02:00
Ray
0c0ff2802e Review games Makefile 2018-04-02 18:46:22 +02:00
Ray
3e0de31424 Merge pull request #504 from Martinfx/master
Fix potential bugs from static analysis
2018-04-02 18:10:38 +02:00
Ray
befd363966 Update README.md 2018-04-02 15:38:33 +02:00
raysan5
375adf86a6 Review math usage to reduce temp variables 2018-04-02 15:16:45 +02:00
raysan5
6985953e3d Update release to latest raylib version
Note that only some lib versions have been updated
2018-04-02 14:50:16 +02:00
raysan5
e18e8c6276 Review UWP configuration 2018-04-02 14:49:27 +02:00
raysan5
bbdf9f4880 Review InitWindow() to avoid void pointer
Reviewed for PLATFORM_ANDROID and PLATFORM_UWP
2018-04-02 14:49:01 +02:00
maficccc@gmail.com
201007e426 Fix sscanf() without field limits can crash with huge input data 2018-04-02 13:30:20 +02:00
maficccc@gmail.com
db98dba10f Fix Allocator sizeof operand mismatch 2018-04-02 13:30:20 +02:00
maficccc@gmail.com
03ca9508bf Fix Dead initialization 2018-04-02 13:30:20 +02:00
maficccc@gmail.com
44eedf235d Redundant assignment of 'angle' to itself 2018-04-02 13:30:20 +02:00
maficccc@gmail.com
551cf50685 Fix Uninitialized argument value 2018-04-02 13:30:20 +02:00
maficccc@gmail.com
6a3eca3f92 Fix value stored to 'body' is never read 2018-04-02 13:30:20 +02:00
maficccc@gmail.com
ca9e652f8b Remove dead assignment 2018-04-02 13:30:19 +02:00
Martinfx
28a9a181cb Fix use after free 2018-04-02 13:30:19 +02:00
maficccc@gmail.com
9459186125 Fix call argument is an uninitialized value 2018-04-02 13:30:19 +02:00
maficccc@gmail.com
df74607479 Fix warning: illegal character encoding in string literal 2018-04-02 13:30:19 +02:00
maficccc@gmail.com
e659336c11 Fix value stored to 'num_channels' is never read 2018-04-02 13:30:19 +02:00
Ray
e72b96ada1 Merge pull request #508 from a3f/master
Allow use of main instead of android_main
2018-04-02 10:48:02 +02:00
raysan5
bd2c81d481 Review links 2018-04-01 23:33:37 +02:00
Ray
564baa22d6 Merge pull request #513 from autious/master
Add orthographic 3d rendering mode
2018-04-01 00:27:20 +02:00
Jacques Heunis
b4e2f5b45c Initialize the timer after the graphics device on desktop and web platforms. (#516)
This is already the order that is used for Android. It doesn't appear to
make a difference on desktop but on web using the timer before it's been
initialized (by glfwInit, inside InitGraphicsDevice) causes the a long
(and variable but often several seconds) sleep between the first and
second frame.

Fixes: 468309d ("Early-exit InitWindow if InitGraphicsDevice fails")
2018-03-31 12:22:44 +02:00
Max Danielsson
42e64e931b Simplify camera data switch in orthographic 3d example 2018-03-27 21:16:25 +02:00
Max Danielsson
6c049fdd76 Move deduplicate aspect variable in begin render.
Changes motivated by commentary in pull request 513
2018-03-27 19:59:54 +02:00
Max Danielsson
e38d28543a Remove state bool in camera projection type example.
Changes made based on commentary in pull request 513
2018-03-27 19:58:42 +02:00
Max Danielsson
d91179f8ab Add orthographic projection example 2018-03-25 18:49:15 +02:00
Max Danielsson
5ecee69088 Add 3d orthographic projection mode 2018-03-25 18:33:19 +02:00
Ray
22c8ea76aa Merge pull request #510 from mackron/patch-2
Fix an infinite loop in ALSA backend of mini_al.
2018-03-20 09:53:08 +01:00
David Reid
a8e2c7de9c Fix an infinite loop in ALSA backend of mini_al. 2018-03-20 18:39:21 +10:00
Ray
deffad1701 Review tabs issue when compiling...
...PLATFORM_ANDROID on Windows, using MinGW-w64 (x86) provided Make (GCC
7.2)
2018-03-19 23:49:14 +01:00
Ray
aab6c11ce1 Merge pull request #509 from mackron/patch-1
Fix a buffer overflow in the OSS/BSD backend of mini_al.
2018-03-18 13:15:32 +01:00
David Reid
4a69c2d75e Fix a buffer overflow in the OSS/BSD backend. 2018-03-18 14:37:41 +10:00
Ahmad Fatoum
2c219fb814 Allow use of main instead of android_main
Inspired by #504.
Instead of requiring the user to do PLATFORM_ANDROID #ifdefery,
have the android_main entry point exported by raylib and call
the user-defined main. This way many games could (in theory)
run unmodified on Android and elsewhere.

This is untested!
2018-03-16 21:37:22 +01:00
Ray
61e0e4b4f3 Complete review of raymath for API consistency 2018-03-16 13:47:01 +01:00
Ray San
9318dc98ce Support case-insensitive extension check 2018-03-16 13:09:49 +01:00
Ray
487bc613fd Updated raylib dev version 2018-03-15 12:37:52 +01:00
Ray
9d8f15c19d Reviewed raymath changes 2018-03-15 12:37:23 +01:00
Ray
6c6d6776c0 Merge pull request #482 from a3f/master
raymath.h: Use C99 inline semantics
2018-03-15 12:27:40 +01:00
Ray
4cae2b8829 Merge pull request #505 from Martinfx/max-add-memory-sanitizer
Add memory sanitizer for better debug
2018-03-14 16:11:29 +01:00
maficccc@gmail.com
4c0925067a Add message warning for msan 2018-03-14 15:23:14 +01:00
maficccc@gmail.com
82491fcf6c Add memory sanitizer for better debug 2018-03-14 00:13:23 +01:00
raysan5
b9573e583f Merge branch 'master' of https://github.com/raysan5/raylib 2018-03-11 11:02:03 +01:00
raysan5
d6c1159fce Corrected typo 2018-03-11 11:01:58 +01:00
Ray
8bc2813b0c Merge pull request #500 from victorfisac/fork/master
[fork/master] Fixed some memory leaks and add null checks for consistency
2018-03-11 10:51:15 +01:00
raysan5
a0127d8300 Corrected typo 2018-03-11 10:49:51 +01:00
raysan5
fd5e457bb4 Correct issue with triangleCount 2018-03-11 10:41:49 +01:00
victorfisac
5b4197afeb Updated copyright years 2018-03-10 21:14:11 +01:00
victorfisac
d6fee9da29 Fixed compilation code comment in header 2018-03-10 19:30:25 +01:00
victorfisac
3201bad65a Fixed memory leaks in physics step operations 2018-03-10 19:25:17 +01:00
victorfisac
8f1d6f3850 Merge branch 'master' of github.com:raysan5/raylib into fork/master 2018-03-10 19:10:37 +01:00
Ray San
df50eada53 Added new functions
- SetWindowSize() to scale Windows in runtime
- SetMouseScale() to scale mouse input, useful when rendering game to a
RenderTexture2D that will be scaled to Window size (used on rFXGen tool)
2018-03-09 11:43:53 +01:00
Ray
276847eca9 Correct issue with tangents 2018-03-04 23:24:30 +01:00
maficccc@gmail.com
8cb324b2da Fix result of operation is garbage or undefined 2018-03-04 16:26:49 +01:00
raysan5
85850a955a Removed additional code
GLFW has been updated to latest version, probably this code is not
required any more due to already been integrated into library... but it
needs to be tested...
2018-03-03 16:01:24 +01:00
raysan5
3b4a64f2d6 Updated GLFW library to latest version 2018-03-03 15:58:44 +01:00
Ray
fd2adbe62d Renamed CalculateBoundingBox() to MeshBoundingBox()
Renamed function for consistency with a possible Mesh manipulation functions (maybe added in a future). Naming follows Image*() manipulation functions.
2018-02-26 12:10:45 +01:00
Ray
a7207dc6d4 Removed tangents generation
It has no sense to be inside LoadOBJ(), mesh processing moved to own functions: MeshTangents() and MeshBinormals(). Not exposed to user yet.
2018-02-26 12:02:05 +01:00
Ahmad Fatoum
3f48ffb1b6 Fix two memory leaks in jar_xm.h
Found by LeakSanitizer in #494.
2018-02-26 00:14:19 +01:00
RDR8
18f61948ce Update Makefile
$ make clean
Makefile:296: *** missing separator.  Stop.
2018-02-25 22:27:32 +01:00
Ahmad Fatoum
80bf636f81 Don't exceed signed int range when shifting left
Fixes UB in #489, found by UBSan.
2018-02-25 03:17:57 +01:00
Ahmad Fatoum
76aca9b0d1 Fix possible buffer overflow in LoadBMFont
Width specifier doesn't include NUL terminator.
Fixes #487 found by AddressSanitizer.
2018-02-25 03:03:37 +01:00
Ray
c5f7863689 Merge pull request #492 from a3f/raylib-master
jar_xm: Workaround for unaligned pointer accesses
2018-02-25 00:04:50 +01:00
Ahmad Fatoum
1430d01906 jar_xm: Workaround for unaligned pointer accesses
jar_xm.h does some shady pointer casts leading to unaligned accesses
and breaking strict aliasing. x86 has special circuitry for doing
unaligned accesses, but on other architectures, it may trap and require
kernel fix-up or crash outright. With this patch, one obstacle in
porting raylib to the GameBoy Advance has been removed. Go for it ;-)

To avoid having to rewrite that `mempool' code, insert padding before
structs and instruct the compiler (GCC, most importantly), to be gentle
when optimizing.

This fixes #490 (Unless we got ourselves 256-bit pointers, if so,
hello future!)
2018-02-24 23:59:56 +01:00
Ray
6026ed61a5 Merge pull request #480 from RDR8/master-patch-makefiles
Update Makefiles. Automate example usage of staged libraylib.so.
2018-02-24 23:57:46 +01:00
Ahmad Fatoum
f52d2de582 raymath.h: Use C99 inline semantics
RAYMATH_EXTERN_INLINE was renamed to RAYMATH_HEADER_ONLY, which user code
may define if they want to use it as header-only library. If multiple
files in the same project define RAYMATH_HEADER_ONLY, they might each
have duplicate out-of-line definitions of the same functions.

By default, raymath.h exposes inline definitions, which instructs the
compiler _not_ to generate out-of-line definitons, if out-of-line
definitions are required, those of the file defined with
RAYLIB_IMPLEMENTATION are used instead. There may be only one such file.

In C++ mode, the compiler will select only one out-of-line definition
automatically, so no need to define a RAYLIB_IMPLEMENTATION.

Unfortunately, we have to remove raymath function declaration from
raylib.h as those declarations would lead to duplicate out-of-line
definitions which would yield linker errors. This problem didn't
exist with GNU89 or C++, because there multiple defintions are ok,
but in C99 they aren't.
2018-02-24 23:39:23 +01:00
Ahmad Fatoum
ed6962edd3 Make MatrixToFloat and Vector3ToFloat reentrant
Besides making it thread-safe, it suppresses a GCC warning
when making them static inline in an upcoming patch.
2018-02-24 23:39:17 +01:00
RDR8
2b5fc12036 Update Makefiles. Enable example usage of staged libraylib.so. 2018-02-24 14:24:55 -06:00
Ahmad Fatoum
a5881fb9cc Revert "raymath.h: Use C99 inline semantics"
This reverts commit 6ffc8cb799.
and commit e4d7bbec1e.
which I pushed by mistake...
2018-02-24 15:40:08 +01:00
Ahmad Fatoum
c9043b5a87 CMake: Add options to use -fsanitize={address,undefined}
To make bugs like #485, #486, #487 and #488 easier to find in future.
2018-02-24 15:37:38 +01:00
Ahmad Fatoum
6ffc8cb799 raymath.h: Use C99 inline semantics
RAYMATH_EXTERN_INLINE was renamed to RAYMATH_HEADER_ONLY, which user code
may define if they want to use it as header-only library. If multiple
files in the same project define RAYMATH_HEADER_ONLY, they might each
have duplicate out-of-line definitions of the same functions.

By default, raymath.h exposes inline definitions, which instructs the
compiler _not_ to generate out-of-line definitons, if out-of-line
definitions are required, those of the file defined with
RAYLIB_IMPLEMENTATION are used instead. There may be only one such file.

In C++ mode, the compiler will select only one out-of-line definition
automatically, so no need to define a RAYLIB_IMPLEMENTATION.

Unfortunately, we have to remove raymath function declaration from
raylib.h as those declarations would lead to duplicate out-of-line
definitions which would yield linker errors. This problem didn't
exist with GNU89 or C++, because there multiple defintions are ok,
but in C99 they aren't.
2018-02-24 15:37:37 +01:00
Ahmad Fatoum
e4d7bbec1e Make MatrixToFloat and Vector3ToFloat reentrant
Besides making it thread-safe, it suppresses a GCC warning
when making them static inline in an upcoming patch.
2018-02-24 15:37:37 +01:00
Ray
077bef4286 Support 4 components mesh.tangent data
Added struct Vector4 for convenience
2018-02-24 12:31:32 +01:00
Ray
6d64327a87 Reviewed unloading model data
When UnloadModel() --> UnloadMaterial(), avoid unloading default shader (if used) and avoid unlaoding default texture (if used), that data is managed by raylib internally. The question is... should UnloadModel() also UnloadMaterial()?
2018-02-22 12:39:17 +01:00
Ray
cd5e2e0f17 Corrected cursor issue for Wayland 2018-02-22 00:01:13 +01:00
Ray
326fe09777 Reviewed compilation for OpenGL 1.1 2018-02-21 23:47:48 +01:00
Ray
97bf2706c4 Removed flag -fgnu89-inline 2018-02-21 23:28:34 +01:00
Ray
788049df09 Update README.md 2018-02-20 11:04:02 +01:00
Ray
81546308cd Update README.md 2018-02-20 10:48:34 +01:00
Ray
11612fce27 Reviewed timming system for macOS
Apparently, before macOS Sierra version, clock_gettime was not available, using MATCH timming system instead
2018-02-20 10:30:51 +01:00
Ahmad Fatoum
1652943f98 Docs: Replace references to raylib develop branch
Found by grepping for '(blob|tree)/develop'.  See #443 for more information.
2018-02-19 13:58:25 +01:00
Ahmad Fatoum
d892243d18 CI: Build artifacts for master, not develop tags
See #443 for more information.
2018-02-19 13:56:55 +01:00
Ray
f6231aa8b6 Merge pull request #474 from raysan5/develop
Integrate develop branch (LAST INTEGRATION)
2018-02-19 12:08:35 +01:00
Ray
7e32a627e8 Corrected path backslash 2018-02-19 00:03:24 +01:00
raysan5
0958904eac Added comments to review function ImageTextEx() 2018-02-18 19:29:13 +01:00
raysan5
4492a70a4b Support UTF8 basic characters on ImageTextEx()
Supported UTF8 range equivalent to [128..255] (80h..FFh)
Exposed and renamed text function GetGlyphIndex()
Renamed spriteFont parameter name to simply font
Small security check on transmission mission ending screen
2018-02-18 18:07:57 +01:00
raysan5
50fc4f7164 Reviewed transmission mission game
Support string replacing to generate newspaper headline
ISSUE: UTF8 characters not supported when drawing to Image
2018-02-17 21:23:45 +01:00
Ray
769cf23e53 Merge pull request #470 from jubalh/develop
Add Builder project files
2018-02-16 12:12:59 +01:00
Michael Vetter
883ed20e7c Add note about glfw3 and openAL 2018-02-16 11:53:04 +01:00
Michael Vetter
e0a3a51b75 Builder project: Add note about examples 2018-02-16 11:25:12 +01:00
Michael Vetter
6ebc3fd29a Add core_basic_window project example for Builder 2018-02-16 11:23:02 +01:00
Michael Vetter
988f5b7832 Add Builder project template 2018-02-16 11:20:21 +01:00
Ahmad Fatoum
051040af2d CMake: Remove _RAYLIB suffix from -D{SHARED,STATIC}_RAYLIB
They were named so for compatibility with make, but make doesn't use
the anymore. I always forget whether it's SHARED_RAYLIB or
RAYLIB_SHARED...

For now, RAYLIB_SHARED and STATIC_RAYLIB may still be used,
but print a deprecation warning.
2018-02-16 05:58:18 +01:00
Ray
ffde83d85f Merge pull request #467 from raysan5/develop
Integrate develop branch
2018-02-14 22:44:09 +01:00
Ray
36750ffb9a BREAKING CHANGE: Renamed function for consistency
Rename: GetHexValue() renamed to ColorToInt()
Added: ColorToHSV()
2018-02-12 11:55:22 +01:00
Ray
7530a60abc Update README.md 2018-02-12 11:53:47 +01:00
Ray
dd8f0765b8 Merge pull request #465 from raysan5/develop
Integrate develop branch into master
2018-02-12 11:27:26 +01:00
Ray
8af5f9dfe0 Avoid rendering SPACE character! 2018-02-12 11:25:00 +01:00
Ray
51124bfb74 Merge pull request #464 from RDR8/develop-make-install-linux
Linux make install improvements
2018-02-12 11:23:31 +01:00
RDR8
97f8b85429 Update Makefile 2018-02-12 09:19:24 +00:00
RDR8
f742f1289d Update Makefile 2018-02-12 05:17:02 +00:00
RDR8
0be4d802ee Update Makefile 2018-02-12 01:25:08 +00:00
RDR8
5616314069 Update Makefile 2018-02-12 00:15:58 +00:00
RDR8
4c4b564392 Update Makefiles for Linux installation. See prior commit.
These changes are intended to provide context and control over the Linux make install process. make install RAYLIB_LIBTYPE=SHARED now works as expected. libraylib.so is properly installed with attendant runtime links. The examples will be running against the newly installed libraylib.so unless otherwise specified with RAYLIB_RUNTIME_PATH. See raylib/src/Makefile and raylib/examples/Makefile for usage of RAYLIB_INSTALL_PATH, RAYLIB_H_INSTALL_PATH, and RAYLIB_RUNTIME_PATH variables. RAYLIB_RUNTIME_PATH in particular is interesting for portability since sudo isn't needed.
The default configuration and workflow is essentially unchanged and unaffected.
2018-02-11 23:42:22 +00:00
RDR8
e86b4d4e03 Update Makefiles for Linux installation. 2018-02-11 22:58:15 +00:00
Ahmad Fatoum
1be72a2e72 pkg-config: Empty Requires.private on shared-only build
If user doesn't build the static library,
`pkg-config --static --libs raylib` should be equivalent to
`pkg-config --libs raylib`.
2018-02-11 20:10:50 +01:00
Ahmad Fatoum
09b022305f mini_al: Support {Net,Open}BSD OSS
Fixes this build failure:
http://www.cpantesters.org/cpan/report/a069fade-0e1f-11e8-a1cf-bb670eaac09d
2018-02-11 12:20:17 +01:00
Ray
d90a33b850 Some reviews for Android compilation 2018-02-11 01:48:53 +01:00
Ray
231a69417a Corrected masteVolume setting 2018-02-11 01:28:30 +01:00
Ray
7bf6becc94 Reviewed mini_al implementation
- Some functions renamed
- Comments reviewed
- Functions reorganized
2018-02-11 01:12:16 +01:00
Ray
6d922b3e1f Renamed iconography 2018-02-10 23:29:40 +01:00
Ahmad Fatoum
468309d06c Early-exit InitWindow if InitGraphicsDevice fails
Otherwise we may run into LoadDefaultFont and crash in rlLoadTexture
Also moves InitTimer() before InitGraphicsDevice(), to allow it to be
tested even if InitWindow ultimately fails.
2018-02-09 22:54:35 +01:00
Ray
f72b315cb6 Updated external libraries 2018-02-09 00:01:00 +01:00
Ray
2ace360230 Merge pull request #462 from a3f/develop
InitWindow: return false if no monitor found
2018-02-08 12:24:51 +01:00
Ahmad Fatoum
a976e76ae6 InitWindow: return false if no monitor found
Otherwise we run into an assertion failure inside GLFW's glfwGetVideoMode.
Example:
http://www.cpantesters.org/cpan/report/b4ba5894-0bdb-11e8-841e-2c60b04e1d2d

This is related to #456.
2018-02-08 12:06:21 +01:00
Ray
4d5d1e0434 Added function LoadShaderCode()
Allows loading of shader from text code string directly
2018-02-05 01:03:13 +01:00
Ray
b908a4078a Merge pull request #460 from raysan5/develop
Integrate develop branch
2018-02-04 13:47:42 +01:00
raysan5
5437458469 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2018-02-04 13:46:45 +01:00
raysan5
3a11cc5e31 Incremeted version to align with CMake 2018-02-04 13:44:41 +01:00
Ray
327aec9da4 Merge pull request #459 from a3f/develop
Bump version to 1.9.4
2018-02-04 13:44:20 +01:00
Ahmad Fatoum
19f280f4b7 Bump version to 1.9.4 2018-02-04 13:36:08 +01:00
Ahmad Fatoum
184df917be Travis CI: Don't use external GLFW
While nice to test, this would mean that the tagged release will depend
on GLFW as well… Therefore disable it for now.
2018-02-04 13:35:18 +01:00
Ray
d50e291e86 Merge pull request #458 from raysan5/develop
Integrate develop branch into master
2018-02-04 12:51:24 +01:00
raysan5
6dc2f979cc Updated raylib version
Note that this version is under development and could be buggy on some
platforms...
2018-02-04 12:33:46 +01:00
raysan5
c32ed921a2 Security check in case window initialization fails 2018-02-04 12:31:16 +01:00
raysan5
8f287e72d2 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2018-02-04 12:26:33 +01:00
raysan5
70e0070a85 Reviewed window initialization
In case graphic device could not be created it returns false instead of
failing with an error tracelog (and consequently closing the program).
Window initialization success could be checked with new function
IsWindowReady()
2018-02-04 12:26:28 +01:00
Ahmad Fatoum
cb66c89dfa CMake: Rename WITH_SYSTEM_GLFW to USE_EXTERNAL_GLFW
for consistency with Makefile. Requested by @raysan5 in #453.
2018-02-04 12:10:23 +01:00
Ray
e2861fa71f Merge pull request #456 from a3f/develop
Return false from InitWindow if glfwInit or glfwCreateWindow fails -TO REVIEW AS DISCUSSED-
2018-02-04 11:55:18 +01:00
Ahmad Fatoum
26c9176a14 Return false from InitWindow if glfwInit or glfwCreateWindow fails
You can't do much with raylib if glfwInit or glfwCreateWindow fails,
currently it just exits by means of TraceLog(LOG_ERROR.
User code, however, might want to fall back to a text-only UI
or display a warning if raylib can't be used.
2018-02-03 14:53:58 +01:00
Ahmad Fatoum
44cd4faf83 exit(3), don't crash, when glfwCreateWindow fails
glfwSetWindowPos was called on a NULL window, triggering an assert
inside GLFW. Check for failure and exit cleanly by means of
TraceLog(LOG_ERROR instead.
2018-02-03 14:46:26 +01:00
Ahmad Fatoum
2b2b1f91ee CMake: Fix typo in GLFW detection
Let it be noted I utterly dislike their syntax.
2018-02-03 13:30:59 +01:00
Ray
5bb23c6c06 Update README.md 2018-02-03 11:33:05 +01:00
Ray
7918c0bf71 Removed external dependencies 2018-02-03 11:31:54 +01:00
Ahmad Fatoum
7f5fa4d49c CMake: Add tristate option for using system GLFW (#455)
-DWITH_SYSTEM_GLFW=ON: Link against system glfw and fail otherwise
-DWITH_SYSTEM_GLFW=OFF: Use embedded rglfw.c
-DWITH_SYSTEM_GLFW=IF_POSSIBLE: Probe for system glfw but fallback to
                                rglfw if unavailable

Also change Linux 64-bit CI build to install system glfw and use it,
so this doesn't bitrot.

Addresses #453.
2018-02-03 10:17:51 +01:00
Ahmad Fatoum
007ae1b7b3 CMake: Fix typo in MACOS_FATLIB 2018-02-03 09:38:57 +01:00
Ray San
d1ef6869a9 Added function DrawRectangleLinesEx() 2018-02-02 11:01:38 +01:00
Ray
58346414f7 Corrected typo 2018-01-31 15:32:40 +01:00
Ray
44c95af463 Added missing keys definitions 2018-01-31 14:08:08 +01:00
Ray
227880977e Do not ignore Makefiles! 2018-01-29 14:01:06 +01:00
Ray
eb508bf75f Upload GGJ18 game: transmission mission
Game developed in the GGJ18, it has some bugs and ending screen is
incomplete... I'll try to keep working a bit more on it.
2018-01-29 13:46:04 +01:00
Ray
1ce8c80de9 Corrected several issues... 2018-01-28 16:52:18 +01:00
Ahmad Fatoum
f955b2255d GLFW: Fix build error on Linux < v2.6.39
Cherry-pick from upstream glfw/glfw#1196
Found in CPANtesters test of Alien::raylib:
http://www.cpantesters.org/cpan/report/d956d128-0339-11e8-b0d1-b6c4abd39192
2018-01-27 14:53:04 +01:00
Ahmad Fatoum
2090ad8119 CMake: Add missing 0 to minimum version
Removed by mistake.
2018-01-27 02:00:40 +01:00
Ahmad Fatoum
7f7aac643a CMake: Search dependencies and build pkg-config's Libs.private with it 2018-01-27 01:57:21 +01:00
Ahmad Fatoum
1093766669 CMake: remove OpenAL dependency 2018-01-27 01:05:17 +01:00
Ahmad Fatoum
d5bbcbc15f Travis CI: Don't set CFLAGS=-m64 for macOS build 2018-01-27 01:05:17 +01:00
Ahmad Fatoum
1ab3c058f5 Drop libglew-dev as prereq for Travis build
Noted by @eserte in athreef/Alien-raylib#2. Thanks!
2018-01-26 22:14:05 +01:00
Ray
1d5fbef93d Clear fbo for drawing
Just in case ClearBackground() is not used after BeginTextureMode(), it clears fbo to color defined by previous ClearBackground()
2018-01-26 11:49:00 +01:00
Ray
779719f5dc Merge pull request #440 from a3f/develop
Make function calls without prior declaration an error
2018-01-26 01:17:19 +01:00
Ahmad Fatoum
520f317a75 #include header for time() on Windows 2018-01-25 23:12:03 +01:00
Ahmad Fatoum
03ee03e2a6 #include header for glInsertEventMarkerEXT on macOS 2018-01-25 23:00:07 +01:00
Ahmad Fatoum
8be93762d9 Make function calls without prior declaration an error
which is the default behavior on C99 and up.
2018-01-25 22:34:29 +01:00
Ray
c2ec88f930 Support DEBUG library building 2018-01-25 10:07:51 +01:00
Ray
2dcaddc81c Review mipmaps generation issue
When changing image format, mipmaps are lost and regenerated from
scratch
2018-01-23 13:23:34 +01:00
Ray
04af83ff99 Improved pixel formats support
Review rlLoadTexture() function to make it simpler, now OpenGL texture
glInternalFormat, glFormat and glType are retrieved with new function
GetGlFormats()
2018-01-22 00:20:42 +01:00
Ray
cbef78ea18 Review VS2017 projects configurations 2018-01-22 00:17:07 +01:00
Ray
e604fe1ace Added VS2017 UWP project
Reviewed VS2015 UWP project
2018-01-19 13:07:32 +01:00
Ray
8e0a277f7c Reviewed UWP branch integration 2018-01-19 12:02:15 +01:00
Ray
6f73008007 Merge pull request #434 from raysan5/testing_uwp
Integration of UWP support
2018-01-19 11:43:21 +01:00
Ray
750323da53 Merge branch 'develop' into testing_uwp 2018-01-19 11:41:51 +01:00
Ray
5931bd501c Merge pull request #433 from a3f/develop
GCC/Clang: Treat void pointer arithmetic as error
2018-01-18 13:35:09 +01:00
Ahmad Fatoum
30ef3f3122 GCC/Clang: Treat void pointer arithmetic as error
As an extension, GNU C treats sizeof(void) as 1. MSVC doesn't.
Make it an error on GCC/Clang to avoid accidental MSVC breakage.
2018-01-18 13:22:41 +01:00
Ahmad Fatoum
a2edc9d641 MSVC: Fix void pointer arithmetic error
GNU C allows it as a compiler extension, but MSVC doesn't.
2018-01-18 13:20:13 +01:00
Ray
ce9f191f1b Added function: ImageMipmaps() 2018-01-18 00:23:45 +01:00
kai
bdb61306ac CMake: build shape and texture examples (#432) 2018-01-17 20:14:14 +01:00
Ray
727cb1819b Reviewed VS2015 projects
- Support OpenGL 1.1 if selected macro
- Corrected MSVC compiler issues with (void *) data
- Removed raylib.dll project
- Created DEBUG_DLL and RELEASE_DLL configurations
2018-01-17 14:21:23 +01:00
Ray
c8e97df233 Reviewed function GenImagePerlinNoise()
Added support for noise image offset
2018-01-17 00:43:30 +01:00
Ray
dd3b3dbadb Redesigned rlLoadTexture()
- Added support for mipmap levels loading
- Removed internal function LoadTextureCompressed(), not required any
more...
2018-01-16 00:00:05 +01:00
-
61679a4bbc Review releases, removed external dependencies
Not required any more!
2018-01-15 13:59:51 +01:00
-
230e78a23e Code tweak while using OpenAL backend 2018-01-15 13:54:25 +01:00
-
f2a675ae53 Reviewed Makefiles...
- Renamed VERSION to RAYLIB_VERSION
- Renamed API_VERSION to RAYLIB_API_VERSION
- Renamed RAYLIB_RELEASE to RAYLIB_RELEASE_PATH
- Support Web Assembly compilation on PLATFORM_WEB
2018-01-15 13:54:06 +01:00
-
493a67e6d5 Support canvas scaling with window 2018-01-15 12:53:14 +01:00
-
ddf6c65d00 Review Makefiles and templates 2018-01-15 12:52:58 +01:00
Ray
f818ec0e05 Merge pull request #428 from SamNChiet/testing_uwp
Add mouse input and revert keyboard to callback model
2018-01-13 11:00:56 +01:00
Sam C
1f70a8984a Add mouse input and revert keyboard to callback model
Mouse input is implemented, with all bells-and-whistles. This includes
cursor locking and scroll wheel support.

Keyboard input is reverted to a callback model to better reflect the
existing architecture in "core.c"
2018-01-12 20:56:35 -08:00
Ray
278d8575bd Added new function: ImageAlphaCrop() 2018-01-11 10:22:32 +01:00
Ray
c37d2d448d Corrected issue with matrices
Matrix stack system should be reviewed but, in the meantime,
currentMatrix should be reseted in order of 3d to work
2018-01-08 01:03:04 +01:00
Ray
fcb0cae605 Use busy wait loop
If not using busy wait loop, linkage with WINMM in Windows platform is
required
2018-01-07 23:55:23 +01:00
Ray
4dcc02ff1e Launch draw call if buffer limits reached
Note that this solution is a temporal patch, not properly tested and
prone to fail, specially if matrix are pushed into the stack...
2018-01-07 23:54:11 +01:00
raysan5
e4be917d1b Added new image functions
- Added: ImageAlphaClear()
- Added: ImageAlphaPremultiply()
- Reorganized some functions
2018-01-07 00:51:26 +01:00
raysan5
b97134c3e1 Review float pixel format textures support 2018-01-06 18:17:38 +01:00
raysan5
7caa3201d5 Improved pixel formats support
- Renamed enum TextureFormat to PixelFormat for consistency
- Added support for pixel format UNCOMPRESSED_R32
- Using GetPixelDataSize() where required
2018-01-06 13:43:48 +01:00
raysan5
1f0f8c33fa Added function declaration 2018-01-06 02:51:28 +01:00
raysan5
7fa2861160 Added function: GetPixelDataSize()
Just found I need that function...
2018-01-06 02:50:20 +01:00
raysan5
0e48396369 Corrected issue with new functionality
Using default font texture as base white texture for rectangles reduces
draw calls considerably, actually, raygui can be drawn with a single
pass!
2018-01-06 02:44:47 +01:00
raysan5
b760f16f9b Reviewed framebuffers cleaning
Issues when dealing with FBOs
2018-01-06 02:43:38 +01:00
raysan5
1a82e1ab26 Added function GetFileName()
Review comments
2018-01-02 02:26:05 +01:00
raysan5
e1baae0249 Removed function DrawRectangleT()
Functionality integrated in DrawRectangle() and selectable with config
flag USE_DEFAULT_FONT_TEXTURE
2018-01-01 16:54:32 +01:00
raysan5
e69424c86f Reviewed text input 2017-12-31 23:50:22 +01:00
Ray
f51dcd8bfa Merge pull request #427 from SamNChiet/testing_uwp
Add Keyboard Input
2017-12-29 09:54:34 +01:00
Sam C
ff984d13db Revert accidental inclusion of binary+build files
This removes the binary files I accidentally tacked onto the "Add keyboard input" commit
2017-12-28 21:05:30 -08:00
Sam C
9941a6f4aa Replace keyboard callbacks with polling 2017-12-28 13:00:03 -08:00
Sam C
c801830bcc Add keyboard input 2017-12-28 10:44:03 -08:00
raysan5
e7cf03b1e4 Minor tweaks 2017-12-28 19:27:02 +01:00
raysan5
7965f983ba Support Wayland display on Linux desktop 2017-12-28 18:14:39 +01:00
raysan5
b19e155b34 Support UNCOMPRESSED_R32G32B32A32 texture format 2017-12-28 17:58:37 +01:00
raysan5
c93bca8c27 Review Makefile config flags
Support external GLFW usage
Renamed some flags for consistency
2017-12-28 17:58:09 +01:00
raysan5
0bd06eec51 Renamed function to SetTraceLog()
I think is clearer this way...
2017-12-24 16:49:54 +01:00
raysan5
e517d8fd16 Added function SetTraceLogTypes()
Trace log messages could be configured with this function to select wich
ones are shown
2017-12-24 16:47:33 +01:00
raysan5
e574428343 Some formatting tweaks 2017-12-24 16:12:52 +01:00
raysan5
f44dbf21cf Review physac timming system 2017-12-24 15:59:03 +01:00
Ray
0bb90d21c6 Merge pull request #424 from Martinfx/develop
Added next BSD OS
2017-12-23 18:57:26 +01:00
raysan5
b5a1282c6b Updated VS2015 projects
Removed GLFW3 and OpenAL Soft dependencies
2017-12-23 18:52:35 +01:00
Martinfx
dae426d9c6 Fixed path for FreeBSD 2017-12-23 18:29:44 +01:00
Martinfx
9b7a24331d Added next bsd os 2017-12-23 18:12:19 +01:00
Ray San
00c34a035c Updated copyright year 2017-12-20 12:37:08 +01:00
Ray San
27c274bc3c Corrected issue with SaveImageAs()
That function depends on SavePNG() and forces platform check on textures
module, that behaviour should be changed, platform definition should be
only required on core module...
2017-12-20 12:36:47 +01:00
Ray San
e8bb53ed35 Corrected issue on OpenGL ES compilation 2017-12-20 12:35:12 +01:00
Ray San
61afd07bd7 Force OpenAL backend on some platforms
OpenAL audio backend is being forced on HTML5 and OSX
2017-12-20 12:34:18 +01:00
Ray San
1320044e94 Review code formatting 2017-12-20 11:37:43 +01:00
Ray
b63ffcfa0f Some code tweaks
Audio module requires a complete formatting review....
2017-12-20 00:34:31 +01:00
Ray San
5290390494 Expose GetTime() function to users
Monotonic time since InitWindow() could be retrieved with this function.
2017-12-19 14:06:54 +01:00
Ray
a7de5bf6d9 Merge pull request #423 from RDR8/patch-1
Update CONTRIBUTING.md
2017-12-19 09:37:43 +01:00
RDR8
22e72cb0a1 Update CONTRIBUTING.md 2017-12-19 02:27:12 -06:00
RDR8
8d5484bbe0 Fix some typos in CONTRIBUTING.md (#422) 2017-12-19 09:19:43 +01:00
Ahmad Fatoum
647d8b2d53 Remove Alien::raylib from bindings list
* `Alien::raylib` downloads raylib, builds it and installs it in the Perl module path (Basically abusing CPAN as package manager)
* `Graphics::Raylib::XS` depends on `Alien::raylib` and reexports all C symbols as XS symbols usable in Perl
* `Graphics::Raylib` depends on `Graphics::Raylib::XS` and is the actual Perl wrapper with a Perlish API, which users should be using
2017-12-18 15:35:10 +01:00
Ray San
f3f3e7cf6d Removed contributors file
Contributors added to contributing file
2017-12-18 12:23:29 +01:00
Ray
bd4aa2459f Create CONTRIBUTING.md 2017-12-18 12:06:58 +01:00
Ray
bc6ae93a48 Added some comments on GetTime()
Reviewing GetTime() functionality
2017-12-18 00:06:57 +01:00
Ray San
b155333178 Support audio module skip on compiling
Some programs like tools could not require audio support
2017-12-15 17:02:29 +01:00
Ray San
e17a9a8216 Updated mini_al to latest version 2017-12-15 17:01:50 +01:00
Ray San
53ad53d051 Manually review previous PR 2017-12-15 13:44:31 +01:00
Ray
bcdde6c65a Merge pull request #420 from questor/develop
Develop
2017-12-15 13:28:33 +01:00
Ray
35d54dd7e4 Merge pull request #421 from a3f/develop
Build shared libs, games and examples on CI
2017-12-14 13:47:25 +01:00
Ahmad Fatoum
263e81b5c9 Build shared libs, games and examples on CI
Now with external OpenAL and GLFW dependencies removed,
we don't have to worry about installing them in CI.
Shared libraries are now always built along with static libs.
Games and examples are built everwhere except for Visual Studio,
because Physac needs pthreads, which VS doesn't provide.
2017-12-14 13:26:10 +01:00
user
2affac820e make raylib not clash with windows-header 2017-12-14 11:52:45 +01:00
user
217917530b fix for eventmarker missed in first cl 2017-12-14 11:51:17 +01:00
user
48d0c93ace make GetTime available to user of library 2017-12-14 11:50:35 +01:00
user
b872de951b fix for GetMatrixModelview (former cl) 2017-12-14 11:49:31 +01:00
user
d51f382ef8 optimized matrixrotate function by removing identity matrix 2017-12-14 11:48:33 +01:00
user
b5395b22cc make raymath compiling with msvc in c++ mode 2017-12-14 11:47:52 +01:00
user
07b522c113 make matrix stack work closer to old opengl implementation 2017-12-14 11:46:38 +01:00
user
a7f2fedbfb compilefix for function declaration (win only) 2017-12-14 11:45:47 +01:00
user
0e18b14605 added debug-event-markers for opengl so that you're able to set markers for renderdoc or other gpu debuggers what your program is currently doing 2017-12-14 11:44:48 +01:00
user
963551ee6e added possibility to get modelview matrix from rlgl to be able to send it to shaders 2017-12-14 11:43:06 +01:00
user
69c8fa409a fixed function declaration differ from implementation 2017-12-14 11:42:06 +01:00
user
54587d7fdb proper if-clauses for disabling functionality in text.c 2017-12-14 11:41:31 +01:00
user
08fc886afd added proper define checks for png-save if it's disabled 2017-12-14 11:40:08 +01:00
Ray
2388cbc3cd Corrected crash on shader loading
If shader file could not be found on loading it crashed, instead added
fallback to default shader!
2017-12-13 20:10:13 +01:00
Ray
a6f9cc5629 Remove rres support
Let the user choose if using rres external library
2017-12-11 11:55:02 +01:00
Ray
3e1d6859db Merge pull request #417 from a3f/develop
Add library versioning to Make/CMake build systems
2017-12-11 11:40:46 +01:00
Ahmad Fatoum
4a7840b752 Remove Meson build system
Less maintenance overhead that way,
given that make/CMake now also do library versioning.
2017-12-11 11:15:14 +01:00
Ahmad Fatoum
d24b89bb0e Add library versioning to Make/CMake build systems
See #401 for the discussion.
Also bumps version number to 1.9.2 without the -dev,
because neither ELF nor MachO like such a suffix.
The -dev suffix will have to be restricted to the git tags.
2017-12-11 10:25:06 +01:00
Ahmad Fatoum
de78fa69bc Fix CI builds after mini_al changes 2017-12-10 21:35:38 +01:00
Ahmad Fatoum
203b2f65d1 Fix typo in preprocessor macro 2017-12-10 21:11:04 +01:00
raysan5
5ae2c0d15b Added Wayland support
Updated to latest GLFW library and working on Wayland support, still
looking how to implement it on raylib because it just exposes
PLATFORM_DESKTOP and defaults to X11 windowing system on Linux...
2017-12-09 19:05:42 +01:00
David Reid
950f31e620 Update mini_al. 2017-12-06 18:48:47 +10:00
Ray San
3b5a26099e Removed OpenAL Soft dependency on building
OpenAL Soft backend is still available in audio module, I'm thinking if
exposing it for building in some way or just left it there for advance
users to switch to it manually in case of necessity...
2017-12-05 14:01:35 +01:00
Ray San
33eec31575 Updated external libraries dependencies
Added dr_wav for a future use
2017-12-05 13:23:04 +01:00
Ray San
acbfba9250 Updated library features and dependencies 2017-12-05 13:22:26 +01:00
Ray
9d0ee6c2f6 Merge pull request #413 from mackron/dr/mini_al
mini_al integration
2017-12-05 11:23:16 +01:00
David Reid
104391f82b Update mini_al. 2017-12-05 18:49:00 +10:00
Ray
54d0acc3b6 Change version number for develop
Updated raylib version to 1.9-dev for development pourposes.

Next raylib version is planned to implement a big amount of changes, so
the version bump.
2017-12-05 00:05:05 +01:00
Ray San
0cd327ccb2 Moved QuaternionNlerp() function 2017-12-04 11:03:45 +01:00
David Reid
82f88e5df9 Potential fixes for Raspberry Pi. 2017-12-03 11:20:02 +10:00
Ray San
25a232a6f3 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2017-11-30 16:59:13 +01:00
Ray San
9a7524661f Removed GLFW3 linking and added rglfw 2017-11-30 16:59:09 +01:00
Ray
14b81c20c1 Merge pull request #410 from SamNChiet/testing_uwp
Add UWP gamepad input polling
2017-11-30 09:26:42 +01:00
Sam C
9dbd30c44b Add UWP gamepad input polling
Add a basic UWP gampead poll function with zero changes to code outside of App.cpp
2017-11-29 20:43:41 -08:00
Martinfx
825d15b069 Fixed broken include for AppVeyor 2017-11-29 17:06:40 +01:00
Ray
55396ae2b8 Merge pull request #407 from Martinfx/develop
Added support compilation with cmake for FreeBSD
2017-11-29 14:54:29 +01:00
Martinfx
69a1c19735 Fixed use ${LIBS_PRIVATE} for FreeBSD 2017-11-29 13:17:02 +01:00
Martinfx
2f471414c2 Added compile with cmake for FreeBSD 2017-11-29 00:05:39 +01:00
Martinfx
2cf37708c0 Added glfw support for FreeBSD 2017-11-29 00:04:29 +01:00
Ray San
c9722161d1 Support GetCurrentTime() on macOS 2017-11-27 12:46:40 +01:00
Ahmad Fatoum
ca921e5a53 CMake: Explicitly ask for C99 support
Otherwise using a compiler that defaults to -std=c89 or -std=gnu89 will
fail. Example:
http://www.cpantesters.org/cpan/report/abb85066-d283-11e7-9926-b2f4efb9c382

Apparently, -m32 Travis CI build was broken: -m32 was overridden by
-std=gnu99.  This fixes that.
2017-11-27 02:10:56 +01:00
Ray
7099e4ea4d Merge pull request #400 from a3f/develop
Note that raylib can now be installed via Homebrew
2017-11-26 11:24:35 +01:00
Ahmad Fatoum
a78a1504a8 Note that raylib can be installed via Homebrew
[ci skip]
2017-11-26 10:54:35 +01:00
Ahmad Fatoum
f991a075e1 Build examples and games on Travis CI
They were disabled because they failed to build,
but this patch set fixes the build on Linux and macOS.

This doesn't apply to the AppVeyor build on Windows yet;
it currently fails at linking with OpenAL.
2017-11-25 21:45:31 +01:00
raysan5
853cc6f4c9 Added authorization token 2017-11-25 19:40:05 +01:00
Ahmad Fatoum
d54ea107f7 [CI] Push Github artifacts only on tag
Forgot that one the first time round, which created some unnecssary
releases.
2017-11-24 23:03:02 +01:00
Ahmad Fatoum
13fa61f7d9 CI: Only push binaries for develop branch builds
... for now.
Syntax was confusing Travis CI, AppVeyor is reporting 401,
so lets see if this change at least fixes Travis.

If this doesn't work, it might be that @raysan5's token is required.
2017-11-24 22:53:07 +01:00
Ray
8337787ced Merge pull request #396 from a3f/develop
Setup CMake package target and CI auto-deploy tags
2017-11-24 22:33:08 +01:00
Ahmad Fatoum
49c5a433df Setup CMake package target and CI auto-deploy tags
cmake --build . --target package # or make package if make is used

can now be used to create binary packages for raylib.

AppVeyor and Travis CI are configured to push the artifacts
that result from building git tags to the related Github releases page.
2017-11-24 21:24:35 +01:00
Ray
10dc276423 Merge pull request #395 from a3f/develop
Generate and install pkg-config pc file and allow static/shared builds in one go
2017-11-24 18:49:49 +01:00
Ahmad Fatoum
44376c04fa Generate and install pkg-config pc file
After installation, compiling new programs is possible with
    $ cc game.c `pkg-config --static --libs --cflags raylib`
or
    $ cc game.c `pkg-config --libs --cflags raylib`
depending on configuration

Also adds following configuration options:
- WITH_PIC "Compile static library as position-independent code"
- STATIC_RAYLIB "Build raylib as a static library"
- MACOS_FATLIB  "Build fat library for both i386 and x86_64 on macOS"
2017-11-24 17:15:33 +01:00
David Reid
a0d9913c7c Potential fixes for audio on RPI and Emscripten builds. 2017-11-24 22:13:33 +10:00
David Reid
5463e14886 Audio: Fix a bug with AudioStreams.
This bug is a result of the buffer of an AudioStream being smaller than
that of a period of the backend playback device. In this situation,
AudioStream's would have pauses between buffer updates because the
backend is not able to re-fill the AudioStream buffer's quick enough
due to it's periods being longer than the AudioStream buffer.
2017-11-24 21:54:00 +10:00
Ray
589cec0dd5 Update README.md 2017-11-24 12:40:08 +01:00
Ray
f9d9ff7e48 Update README.md 2017-11-23 10:14:53 +01:00
Ray
83029225d6 Update README.md 2017-11-23 10:13:40 +01:00
Ray
08200f8f40 Merge pull request #393 from a3f/develop
Add AppVeyor CI for automatic Windows Builds
2017-11-23 09:59:36 +01:00
Ahmad Fatoum
17c91bad6f Disable CRT "secure" warnings
Suppresses 88 of the 213 warnings reported when compiling with
MSVC 2015 on AppVeyor.
2017-11-23 07:56:02 +01:00
Ahmad Fatoum
1e1b20c889 Add AppVeyor CI for automatic Windows Builds
We already have automatic Linux and macOS build via Travis CI.
This adds the same for Windows x86 and x86_64 with both
Microsoft Visual Studio 2015 as well as MinGW-w64.
2017-11-23 00:47:58 +01:00
Ray
96e0f0e35e Merge pull request #392 from a3f/develop
Fix macOS build of new rglfw.c approach
2017-11-22 23:16:52 +01:00
Ahmad Fatoum
b2acff66de Fix macOS build of new rglfw.c approach
There have been two problems:

* GLFW itself was compiled with the definitions for compiling
_against_ GLFW (fixed by removing requirement for external glfw)

* rglfw.c was being compiled as C code, although it includes
Objective C files.

This _might_ break the Windows build, needs to be checked.

Fixes #391, but as noted I'd prefer though a separate source directory
and build script for GLFW.
2017-11-22 23:11:41 +01:00
Ahmad Fatoum
899e1fbd94 Avoid duplicate definition of feature macro
Feature macros need to be defined before #including any headers,
preferably through the build system, but this is good enough.

Fixes a compile error on my fork's Travis CI.
2017-11-22 22:58:18 +01:00
Ray
f70a0a996c Review file issue 2017-11-22 19:51:38 +01:00
Ray San
9ec8c0f1d6 Updated OSX compilation with clang 2017-11-22 17:30:09 +01:00
Ray San
1be826fb16 Removed useless file 2017-11-22 17:30:09 +01:00
Ray
25ceec9b8f Corrected default textures locations
By default, we look for texture1 for LOC_MAP_SPECULAR and texture2 for
LOC_MAP_NORMAL
2017-11-22 14:56:45 +01:00
David Reid
8b3694a34d Fix a crash in audio mixing code. 2017-11-22 18:36:48 +10:00
Ray
6624672bfa Merge pull request #389 from Martinfx/master
Added  clean to Makefile for FreeBSD
2017-11-21 23:26:01 +01:00
Martinfx
398d793dbb Added FreeBSD clean for Makefile 2017-11-21 19:30:52 +01:00
David Reid
c71b01c8ac Update mini_al with fixes for OpenSL and SDL backends. 2017-11-21 06:35:38 +10:00
David Reid
14b889be41 Update mini_al with a potential fix for HTML5. 2017-11-20 21:47:07 +10:00
David Reid
3238cba47c Log the name of the playback device. 2017-11-19 19:38:23 +10:00
David Reid
49e945f958 Update mini_al with fixes and improvements for Emscripten. 2017-11-19 12:15:01 +10:00
David Reid
84ef860443 Update mini_al with experimental support for SDL/Emscripten. 2017-11-18 22:30:20 +10:00
David Reid
f9144ac5b0 Rename a variable for consistency. 2017-11-18 12:15:48 +10:00
David Reid
3be83dac7e Update mini_al. 2017-11-18 11:51:51 +10:00
David Reid
b9bb80d004 Add some logging and update mini_al. 2017-11-18 10:27:44 +10:00
David Reid
60d7215b2a mini_al: Unify the buffer system for Sounds and AudioStreams. 2017-11-18 08:42:14 +10:00
Ray San
6d317c7afe Remove glfw3 dependency
Full sources already included and compiled with raylib (rglfw)
2017-11-17 18:43:39 +01:00
Ray San
e2e4b8df28 Remove unneeded glfw dependencies
Only required by examples
2017-11-17 18:42:39 +01:00
Ray San
a6877c82c6 Added alternative license to rgif.h library
Just in case of legal conflict with public domain software, added MIT
alternative license.
2017-11-17 18:30:19 +01:00
David Reid
261b00e9e8 Update mini_al. 2017-11-17 21:12:05 +10:00
Ray San
a6416f82a7 Reviewed file comments 2017-11-16 17:59:35 +01:00
David Reid
96be62e88b Update mini_al.h 2017-11-16 21:49:45 +10:00
David Reid
e03afbf2fa Add support for pitch shifting.
This commit should bring the mini_al backend up to feature parity with
the OpenAL backend.
2017-11-15 22:04:23 +10:00
David Reid
322d868841 Fix minor errors with the OpenAL backend. 2017-11-14 21:44:57 +10:00
David Reid
88d2810fa3 Bug fixes for Music with mini_al. 2017-11-14 21:15:50 +10:00
Ray
68024f1b0b Added desktop platform check...
...to define proper values
2017-11-13 21:37:00 +01:00
David Reid
3a96a66fdf Bring up to date with changes to mini_al. 2017-11-13 21:46:29 +10:00
Ray San
9c65caea8c Added GLFW sources to raylib
Compiling GLFW library with raylib avoids external dependencies, this
way we solve version problems in some platforms
2017-11-13 12:09:41 +01:00
Ray San
6105ff9959 Added VS2015 UWP solution 2017-11-13 08:44:17 +01:00
David Reid
e52f4282d6 Update comments. 2017-11-12 22:57:31 +10:00
David Reid
ac4c911ad7 Work on porting Music to mini_al. 2017-11-12 21:55:24 +10:00
David Reid
68bf6c9701 Initial work on porting AudioStream to use mini_al. 2017-11-12 20:59:16 +10:00
raysan5
24b12e5e23 Remove PLATFORM_ checks from raylib header
Now header is truly multiplatform...

Actually still a small pending check on XBOX gamepad controls that
hopefully will be removed with next GLFW 3.3
2017-11-12 11:45:35 +01:00
raysan5
02dd4d32b5 Allow custom distortion shader - IN PROGRESS - 2017-11-12 11:00:28 +01:00
raysan5
09228752ce Review default shaders usage on loading 2017-11-12 10:33:44 +01:00
David Reid
b0852002b8 Rename SoundInternal to SoundData for consistency with MusicData. 2017-11-12 14:54:37 +10:00
David Reid
75433a670e Initial work on adding support for mini_al. 2017-11-12 14:17:05 +10:00
Ray San
b6b58991e6 Working on UWP support
Support Universal Windows Platform (UWP):
- Windows 10 App
- Windows Phone
- Xbox One
2017-11-10 12:37:53 +01:00
Ray
e12182f59b Merge pull request #384 from nounoursheureux/develop
Store the default shaders
2017-11-10 12:10:49 +01:00
Wilhem Barbier
7ef604fbf5 Store the default shaders 2017-11-09 20:47:22 +01:00
Ray San
0eb222bda1 Issue with libraries renamed on Raspbian Stretch
libEGL and libGLESv2 have been renamed on latest Raspbian Stretch
version (also included on latest Jessie upgrade).

It seems to be done to avoid conflicts between official Mesa libs and
Broadcomm provided ones.
2017-11-07 13:02:15 +01:00
Ray
99d3803d16 Added VS2017 raylib project 2017-11-06 23:56:03 +01:00
Ray San
37986b26cb Corrected issue with text drawing on image 2017-11-06 14:13:50 +01:00
Ray San
2f024dbfef Corrected possible issue on FBO creation
USE_DEPTH_RENDERBUFFER on OpenGL 2.1
2017-11-06 13:58:11 +01:00
Ray San
4fe8e05a7f Review GLSL 120 shaders
Not tested, could have errors
2017-11-06 13:49:33 +01:00
Ray San
81518ccd13 Corrected issue with shader locations init
On RPI, after latest drivers update, models were not rendered properly
cause of that...
2017-11-06 13:41:13 +01:00
Ray
2eceecb7b7 Merge pull request #382 from nounoursheureux/develop
Have SetShaderValue(i) take a const pointer
2017-11-05 22:47:55 +01:00
Wilhem Barbier
879c2f484b SetShaderValue take const pointer 2017-11-05 21:57:29 +01:00
Ray
085779707f Uploaded shaders for GLSL 120 2017-11-05 17:13:17 +01:00
Ray
24657ca789 Review textures to be POT
Could correct possible issues on OpenGL 1.1
2017-11-05 17:06:50 +01:00
Ray
5f65380732 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2017-11-05 09:58:31 +01:00
Ray
aa6a1b4283 Corrected issue with missing defines 2017-11-05 09:58:25 +01:00
raysan5
36ae9c8c3a Compile DLL avoiding extra dependencies
C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin>dumpbin.exe
D:\GitHub\raylib\release\libs\win32\msvc\raylib.dll /DEPENDENTS

Microsoft (R) COFF/PE Dumper Version 14.00.24215.1
Copyright (C) Microsoft Corporation.  All rights reserved.

Dump of file D:\GitHub\raylib\release\libs\win32\msvc\raylib.dll

File Type: DLL

Image has the following dependencies:

KERNEL32.dll
glfw3.dll
OpenAL32.dll

Summary

4000 .data
1000 .gfids
23000 .rdata
5000 .reloc
1000 .rsrc
68000 .text
1000 _RDATA
2017-11-04 18:36:15 +01:00
Ray
d43af4918b Improve textures support for OpenGL 2.1 2017-11-04 16:57:46 +01:00
Ray
9e0105a1a3 Corrected function name 2017-11-04 16:57:20 +01:00
Ray San
c570f7ca63 Rebuild dynamic libs for MSVC (VS2015)
Added support for raylib DLL building on MSVC
2017-11-03 17:32:13 +01:00
Ray San
244007a99b Review Fade() functionality 2017-11-03 12:41:03 +01:00
Ray San
3c3d56bb4a Renamed data types to standard names 2017-11-03 12:40:46 +01:00
Ray San
3d755d617a Some code tweaks... 2017-11-02 20:08:52 +01:00
Ray San
415e7e972c Review some issues, view description
- Review RPI compilation (core_drop_files not supported)
- Review ImageFormat(), some issues
- GetTextureData() reviewed for RPI
2017-10-30 13:51:46 +01:00
Ray San
f460b3842e Added new example: text drawing on image 2017-10-30 09:37:16 +01:00
Ray
743cc6add6 Review new build platform: FreeBSD
Corrected issue with RPI_CROSS_COMPILE
2017-10-30 00:14:13 +01:00
raysan5
ecf797cc7d Updated VS2015 project include and link paths 2017-10-29 14:33:35 +01:00
Ray
52cd0395b4 Merge pull request #373 from Martinfx/master
Added support FreeBSD
2017-10-28 22:22:04 +02:00
Martinfx
f897169160 Removed comment 2017-10-28 18:53:32 +02:00
Martinfx
47c7f3624f Added support FreeBSD for example 2017-10-28 18:41:29 +02:00
Martinfx
b3110c14fe Added support FreeBSD 2017-10-28 17:30:02 +02:00
Ray San
ab01cd45bc Review rlReadTexturePixels()
Improve second option to retrieve texture data from fbo...

Still requires some testing...
2017-10-25 12:46:26 +02:00
Ray San
31c8c86d8e Comment tweak...
...while reviewing GetTextureData() functionality on OpenGL ES 2.0
2017-10-25 12:33:44 +02:00
Ray
9b24554698 Added youtube channel link
Hopefully new videos comming soon...
2017-10-25 11:37:19 +02:00
Ray
539a9ca50e Corrected ImageTextEx()
- Added new function: GenImageColor()

ImageDraw() should be reviewed... specially alpha blending...
2017-10-25 01:24:17 +02:00
Ray
cbe0dcedfe Corrected issue with ttf font y-offset 2017-10-25 00:30:58 +02:00
Ray
61b0ab5332 Corrected some issues on game
Now it works! :)
2017-10-24 00:27:25 +02:00
Ray
9668f546d3 Example shader correction 2017-10-23 22:41:06 +02:00
raysan5
bd2e3b2a90 Removed file 2017-10-23 00:21:20 +02:00
Ray
8380c488be Merge pull request #371 from raysan5/develop
Integrate Develop branch
2017-10-22 20:43:57 +02:00
Ray
2ba43b595e Update file 2017-10-22 20:07:40 +02:00
Ray
ad31730b6a Added cross-compiler RPI libs 2017-10-22 20:00:38 +02:00
Ray
6cec382f65 Comments tweak 2017-10-22 20:00:18 +02:00
Ray
b6c9b54316 Simplified desktop examples compilation 2017-10-22 12:09:00 +02:00
Ray
551de156bb Name tweak 2017-10-22 12:08:42 +02:00
Ray
a483e17f50 Adapted games to compile for Android 2017-10-22 11:48:41 +02:00
Ray
3f9d76f227 Updated Makefile to support Android 2017-10-22 11:12:10 +02:00
Ray
33da9bc8f6 Simplified flags 2017-10-22 11:07:55 +02:00
Ray
368b0320c6 Added resource config file 2017-10-22 11:07:17 +02:00
Ray San
df67e799dd Updated release versions for raylib 1.8 2017-10-20 17:14:58 +02:00
Ray
18601f7619 Merge pull request #369 from raysan5/develop
Integrate Develop branch
2017-10-20 16:15:23 +02:00
Ray
1ef818b032 Update example 2017-10-20 13:59:08 +02:00
Ray
d9d9546ee5 Updated to latest library version 2017-10-20 12:13:21 +02:00
Ray
1375a616b2 Some examples code tweaks 2017-10-20 00:18:21 +02:00
Ray San
037fbc571a Remove unused file 2017-10-19 14:37:00 +02:00
Ray San
e3dcccb936 Updated raylib release 1.8 2017-10-19 14:19:04 +02:00
Ray San
86df9168e7 Updated raylib VS2015 project 2017-10-19 14:14:18 +02:00
Ray San
1474172b4a Updated for raylib 1.8 2017-10-19 13:25:51 +02:00
Ray
53280a56e3 Merge pull request #367 from raysan5/develop
Integrate Develop branch
2017-10-18 00:12:27 +02:00
Ray
5b71e5b3d1 Update CHANGELOG 2017-10-17 13:37:07 +02:00
Ray San
7057d08369 Review VR functionality
To be more generic and configurable
2017-10-17 13:32:15 +02:00
Ray San
8ace02c2ff Added new examples to build...
...and reviewed some details
2017-10-17 13:30:41 +02:00
Ray San
76c821a68d Add screenshot 2017-10-17 11:52:01 +02:00
Ray San
5dc216f419 Improved some examples 2017-10-17 11:51:50 +02:00
Ray San
b065edc878 Review issue with resources folder 2017-10-16 13:40:48 +02:00
Ray San
7f602c9e1e Updated libraries for Windows 2017-10-16 13:37:25 +02:00
Ray San
a6ccc14d39 Corrected issue with OpenAL Soft static 2017-10-16 13:37:10 +02:00
Ray
63507d5f81 Review some issues
It seems there are some platform-dependant issues
2017-10-14 18:04:21 +02:00
raysan5
0a3473a2a9 Reverted to old OpenAL libraries
mingw32 libraries provided were compiled with a different GCC version
(different computer) and seemed to be incompatible on linkage (missing
symbols).
2017-10-14 12:29:02 +02:00
raysan5
afea7e2aff Web release for raylib 1.8 2017-10-14 12:26:00 +02:00
raysan5
4909f9711c Small tweak, remove tabs 2017-10-14 12:25:36 +02:00
raysan5
0d8a994d95 Review templates for Android
- Removed useless templates
- Reviewed all Makefiles
- Rework some code for Android support
- Added resources to advance template
2017-10-14 12:25:08 +02:00
raysan5
d012316b87 NEW self-contained Android Makefile for APK build 2017-10-14 00:14:57 +02:00
raysan5
ba4b39a025 Working on game templates 2017-10-14 00:14:24 +02:00
raysan5
5430d5d52e Review Makefiles 2017-10-14 00:13:23 +02:00
raysan5
975e611bb8 Added new logo sizes (required for Android) 2017-10-14 00:11:58 +02:00
raysan5
9446746001 Corrected issues on examples 2017-10-14 00:11:37 +02:00
raysan5
ea5f4eabf8 Remove android_project template 2017-10-14 00:10:55 +02:00
raysan5
dffe635fd3 Remove basic_test template 2017-10-14 00:10:03 +02:00
Ray
c043226b56 Merge pull request #366 from a3f/develop
Fix warning about unsequenced modification of variable
2017-10-13 14:03:15 +02:00
Ahmad Fatoum
107294f3e6 Fix bug, add some whitespace 2017-10-13 13:55:01 +02:00
Ahmad Fatoum
cd6d752217 Fix warning about unsequenced modification of variable
Variable t was read and modified without interleaving sequence points,
technically undefined behavior. Report by Clang's -Wunsequenced
2017-10-12 19:51:21 +02:00
raysan5
8928248c71 Review comments about raylib 2017-10-12 14:07:31 +02:00
raysan5
c63051bd9e Added glfw3 msvc lib 2017-10-12 13:56:42 +02:00
Ray
d649ff0823 Update README.md 2017-10-12 13:51:29 +02:00
Ray
dc6e559bf6 Merge pull request #365 from a3f/develop
Add Travis CI integration
2017-10-12 11:29:09 +02:00
Ahmad Fatoum
f4a2d1ef29 Add Travis CI integration
Also adds commented-out deployment on tag specification
(push build artifacts to Github releases page).
2017-10-12 10:16:30 +02:00
Ray
e129d52897 Update README.md 2017-10-11 22:47:46 +02:00
Ray San
399d4b5f46 Check to avoid bool redefinition 2017-10-11 13:29:01 +02:00
Ray San
7114c1b1f3 Updated compilation output paths 2017-10-11 13:28:38 +02:00
Ray San
32d855470d Updated release libraries for win32/mingw32 2017-10-11 13:28:16 +02:00
Ray San
1bab8f05cc Cleaning Android project template
Notice that requries libraries are directly taken from
raylib/release/libs/android folder and nativeLoader.java is generated by
Makefile on the go
2017-10-11 12:15:40 +02:00
Ray San
d302316e51 Reorganize release and dependencies 2017-10-11 11:22:49 +02:00
Ray San
ef6674a99d More work on Android building... 2017-10-10 14:06:21 +02:00
raysan5
2051be3825 Add mesh generation example -IN PROGRESS- 2017-10-09 10:13:02 +02:00
Ray San
7b63b0b132 Android APK building...
Using shared libraries just don't work...
2017-10-05 14:04:22 +02:00
Ray
9640a7d7df Update CONTRIBUTORS.md 2017-10-05 13:07:37 +02:00
Ray San
9000fc28a3 Keep working on Android shared libs... 2017-10-04 12:51:53 +02:00
Ray San
412c52499a Reverted change that breaks 3D drawing
It should be reviewed more carefully...
2017-10-04 12:13:32 +02:00
Ray San
ddea9d68bf Review VR simulator
Requires some work, distortion shader could be move out of raylib to
example code...
2017-10-04 12:11:40 +02:00
Ray San
ca0ff82046 Keep working on Makefiles... 2017-10-03 15:02:32 +02:00
Ray
c273fe9756 Update HISTORY.md 2017-10-02 23:46:57 +02:00
Ray
6dd97409d6 Update HISTORY.md 2017-10-02 23:36:50 +02:00
Ray San
b2789949ee Working on Makefiles... 2017-10-02 14:12:03 +02:00
Ray San
1288d6a5df Updated android_native_app_glue 2017-10-02 13:06:34 +02:00
Ray San
ea0decece8 Updated OpenAL Soft headers 2017-10-02 13:06:19 +02:00
Ray San
144b0ed695 Renamed gif writting library 2017-10-02 13:06:04 +02:00
Ray
515a7c3526 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2017-10-02 00:12:55 +02:00
Ray
b043c5e277 Trying to correct drawing issues... 2017-10-02 00:12:52 +02:00
Ray
52f7ee6b5f Update ROADMAP.md 2017-09-30 00:56:22 +02:00
Ray
87920111aa Update CHANGELOG 2017-09-30 00:47:16 +02:00
Ray
4f9de9527f Review gradient rectangle drawing
Added: DrawRectangleGradientV()
Added: DrawRectangleGradientH()
2017-09-30 00:46:31 +02:00
Ray
639f41cf54 Renamed example file 2017-09-30 00:45:03 +02:00
Ray
541dceb87b Updated libraries for release
OpenAL Soft and raylib compiled for release and stripped
2017-09-29 23:45:21 +02:00
Ray
1c7416910e Default to OpenAL static lib 2017-09-29 23:44:31 +02:00
Ray San
2fbc2eede6 Updated to work! 2017-09-29 14:13:17 +02:00
Ray San
c418aa2fb0 Keep working on Android custom building...
...almost there! raylib already works, issues with OpenAL Soft
linkage...
2017-09-29 13:58:49 +02:00
Ray San
ccd6271a7f Added some compiler flags for Android 2017-09-29 13:57:00 +02:00
Ray San
c45eeb8024 Code tweaks and comments for Android 2017-09-29 13:56:37 +02:00
Ray San
becddd7725 Updated raylib Android release 2017-09-29 13:56:15 +02:00
Ray San
dc4dba4857 Strip down functionality for testing 2017-09-28 17:12:34 +02:00
Ray San
f5dcb51efe Work on custom Android build
- Renamed some folders
- Added some files for testing
- Removed useless files
2017-09-28 17:05:43 +02:00
Ray San
e284adcfc1 Added verbose output 2017-09-27 14:35:17 +02:00
Ray San
96b8c9dd5a More work on Android APK building...
For some reason it's not working properly... :(
2017-09-26 12:00:50 +02:00
Ray San
42db9584de Working on Android APK building... 2017-09-26 11:18:58 +02:00
Ray
8068b86742 Merge pull request #361 from raysan5/master
Integrate master changes into develop...
2017-09-26 09:14:04 +02:00
Ray
4a63e5dfb3 Merge pull request #360 from raysan5/develop
Integrate Develop branch
2017-09-26 09:13:16 +02:00
Ray
5ace947a80 Create CONTRIBUTORS.md 2017-09-26 09:12:47 +02:00
Ray
7ca90d87f9 Move CONTRIBUTORS list to own file 2017-09-26 09:12:02 +02:00
Ray
2068037417 Code tweak 2017-09-26 00:51:31 +02:00
Ray
ed9744756e Updated ( 2017-09-26 00:38:34 +02:00
Ray
934e6c01ab Merge pull request #359 from jubalh/develop
Increment version in meson build file
2017-09-25 12:23:03 +02:00
Michael Vetter
4a406fa94b Increment version in meson build file
Increment raylib version and so lib version number.
2017-09-25 12:15:48 +02:00
raysan5
8462ed73fe Added JAVA_HOME 2017-09-23 19:41:02 +02:00
raysan5
b0f033b43a Some work on rres... 2017-09-23 19:30:42 +02:00
Ray
4a8644e999 Update Android libs and building 2017-09-23 18:40:30 +02:00
Ray
c317ffeca6 Updated comments and paths 2017-09-23 18:24:58 +02:00
Ray
86ebb877fe Working on project Makefile for Android 2017-09-23 18:08:19 +02:00
Ray
00274f070f Working on Android APK building with Makefile 2017-09-23 00:25:31 +02:00
Ray
ff9b486ebe Removed matrix resetting...
to emulate OpenGL funcionality
2017-09-22 13:53:29 +02:00
Ray
b9250cc47b Update HELPME.md 2017-09-18 01:22:24 +02:00
Ray
42505f0d0a Update ROADMAP.md 2017-09-18 01:19:28 +02:00
raysan5
20968830c0 Added mesh generation functions 2017-09-18 00:59:22 +02:00
Ray
1d91a46008 Corrected out-of-bounds array issue 2017-09-13 22:23:24 +02:00
raysan5
f3f6d3fd8e Added new functions
SetWindowTitle()
GetExtension()
2017-09-08 09:35:54 +02:00
Ray
fb334e2fd1 Testing shapes generation using additional library 2017-09-02 17:42:22 +02:00
victorfisac
dd50348b4d Merge branch 'master' of https://github.com/raysan5/raylib 2017-09-02 08:25:38 +02:00
raysan5
12cb3afd9e Added function DrawRectangleGradientEx()
Moved function DrawRectangleT() from text module to shapes
Added some comments
2017-08-27 21:02:24 +02:00
Ray
b951f8700e Merge pull request #349 from raysan5/master
Integrate master changes into develop branch
2017-08-27 20:59:55 +02:00
Ray
958fed26c9 Merge pull request #348 from define-private-public/cmake_partial
CMake based build system.
2017-08-27 20:58:49 +02:00
ASDF
e173db19f7 CMake based build system.
Some people might find this handly
2017-08-27 13:28:02 -04:00
victorfisac
353912b215 Merge branch 'master' of https://github.com/raysan5/raylib 2017-08-27 12:48:51 +02:00
Ray
c074783861 Merge pull request #346 from raysan5/develop
Integrate Develop branch
2017-08-25 01:53:15 +02:00
raysan5
0fc1323c80 Renamed modelviewprojection matrix 2017-08-25 01:43:55 +02:00
raysan5
74fd671763 Remove old comment... 2017-08-24 23:57:34 +02:00
raysan5
b0adac96b7 Review issue with mipmaps setup
On DDS files mipmapCount header parameter could be unused and set to 0,
resulting in a wrong mipmap count and wrong compressed texture loading.
2017-08-24 20:33:30 +02:00
raysan5
93a4b5e851 Added compiler flag...
...to avoid issue on Arch Linux
2017-08-24 18:27:31 +02:00
Ray
f78747130c Merge pull request #345 from JellyPixelGames/fix-typos
Fix typo in raymath.h
2017-08-24 11:52:44 +02:00
Michael Campagnaro
18bf0ac044 Fix typo in raymath.h 2017-08-23 22:55:43 -04:00
raysan5
88839b093c Added function DrawRectangleT()
Usefult to draw rectangles using default font texture
2017-08-06 10:44:50 +02:00
raysan5
0169b72bdc Minor tweaks 2017-08-06 10:43:43 +02:00
raysan5
6369b47f11 Force OpenGL 3.3 on OSX if selected OpenGL 2.1 2017-08-04 19:18:55 +02:00
raysan5
ae35c37c8a Corrected game to run on OpenGL 1.1 2017-08-04 18:56:36 +02:00
raysan5
eeca607506 Review transforms to match OpenGL 1.1 2017-08-04 18:34:51 +02:00
raysan5
1f310f7d4b new example added: models_plane_rotations 2017-08-04 13:38:21 +02:00
raysan5
2ec8880197 Updated stb libs to latest version 2017-08-04 12:58:39 +02:00
raysan5
fba117e3cd Removed old tool
Not usable any more, raylib changed internally
2017-07-31 19:42:26 +02:00
Ray
7045ceaaed Merge pull request #342 from define-private-public/patch-2
Make physac work on OS X
2017-07-31 08:09:01 +02:00
Benjamin Summerton
71d9426565 Make physac work on OS X
Physac wasn't working on OS X.  It looks like the necessary timing code wasn't being compiled in by the preprocessor.

fixes #340
2017-07-30 23:56:58 -04:00
Ray
d071418cba Added Vector3MultiplyV()
To multiply Vector3 by Vector3
2017-07-28 20:58:38 +02:00
Ray
2a263f7b5f Corrected compilation on OpenGL ES 2.0 2017-07-28 19:59:04 +02:00
raysan5
17d40b2f37 Corrected function name 2017-07-25 18:26:22 +02:00
Ray
c59651bff0 Update README.md 2017-07-25 18:20:26 +02:00
raysan5
c764b3d03e Some tweaks 2017-07-25 18:10:07 +02:00
Ray
1fcca40db5 Update README.md 2017-07-25 11:40:04 +02:00
Ray
98f447f714 Update README.md 2017-07-25 11:28:22 +02:00
raysan5
072684d276 Removed webpage from raylib repo
Moved to own repo at @raysan5/raylib.com
2017-07-24 20:04:54 +02:00
raysan5
b2712b6db7 Corrected issue on QuaternionFromVector3ToVector3() 2017-07-23 17:29:51 +02:00
raysan5
f57367e786 Implemented some changes 2017-07-23 13:20:35 +02:00
raysan5
a766e2c480 Updated Vector math to new naming 2017-07-22 22:15:50 +02:00
raysan5
3655c6e466 Renamed Vector*() functions to Vector3*()
For consistency!
2017-07-22 22:13:26 +02:00
raysan5
2227742e96 Corrected bug on texture rotation 2017-07-22 18:10:34 +02:00
raysan5
814f665bc1 Reviewed features list 2017-07-22 16:58:22 +02:00
raysan5
2fc7bc9504 Reviewed example with new maths 2017-07-22 13:02:02 +02:00
raysan5
cbb134946c Corrected GetMouseRay() and rlUnproject()
Now it works great with reviewed maths
2017-07-22 11:02:40 +02:00
raysan5
c756227e11 Remove BOM from file encoding 2017-07-22 10:44:24 +02:00
raysan5
00d2768bc9 Corrected bug on MatrixPerspective()
Some other tweaks...
2017-07-22 10:35:49 +02:00
Ray
bee980e90f Merge pull request #333 from define-private-public/patch-1
Update Makefile in `examples/`
2017-07-22 09:48:59 +02:00
Benjamin Summerton
c43caeccb6 Update Makefile in examples/
We need to grab the OS name before determining what the path should be.
2017-07-21 19:30:24 -04:00
raysan5
c6cd07c373 Some tweaks raymath related 2017-07-21 17:46:44 +02:00
raysan5
e52032f646 Complete review of raymath
Now it should be coherent with OpenGL math standards
2017-07-21 17:19:28 +02:00
raysan5
9040526f17 Adapt to new materials system 2017-07-21 17:17:37 +02:00
raysan5
38d9fcb08e Moved some functions to raymath
Exposed some raymath useful functions to raylib API
2017-07-21 15:25:35 +02:00
raysan5
980d9d4cd4 rlgl usable as standalone library 2017-07-21 10:42:57 +02:00
raysan5
84aff31973 MatrixPerspective() angle required in radians
Consistent with similar functions in raymath
2017-07-21 10:42:41 +02:00
raysan5
163339991c Review heightmap example for raylib 1.8 2017-07-21 09:55:10 +02:00
raysan5
92729662f4 Additional path check 2017-07-21 09:49:23 +02:00
raysan5
2679c4ae9b Review mesh loading and textures generation 2017-07-21 09:34:09 +02:00
raysan5
63fd96354e Simplify a bit GenTexture*() functions
Still shader dependant, locations set should be moved out
2017-07-20 14:27:59 +02:00
raysan5
4c06725461 Removed useless functions
SetMaterialTexture() and UnsetMaterialTexture()... too shader
dependant...
2017-07-20 14:27:17 +02:00
raysan5
52cd5c6324 Corrected some issues
Corrected compilation for OpenGL 1.1
Review mesh data uploading to GPU
2017-07-20 12:26:25 +02:00
raysan5
0dabb2708b Reorganized a couple of functions 2017-07-19 19:53:53 +02:00
raysan5
76c6f0b1e6 Working on PBR system
Moved PBR material loading to example, right decision?
2017-07-19 18:55:32 +02:00
Ray
e8b65422c4 Merge pull request #329 from define-private-public/328.shared-library-on-os-x
Able to make a .dylib for OS X
2017-07-19 10:14:36 +02:00
raysan5
d368403a13 Working on PBR materials, renamed some data 2017-07-19 10:09:34 +02:00
Benjamin N. Summerton
ba32d6a753 Able to make a .dylib for OS X 2017-07-18 22:37:09 -04:00
Ray
8f569e59b1 Review shared library generation 2017-07-17 14:16:23 +02:00
Ray
bf169f7f42 Added PBR required resources 2017-07-17 14:06:27 +02:00
raysan5
e893f3629e Corrected some issues 2017-07-17 12:02:46 +02:00
Ray
6546474fa4 Manual integration of material-pbr into develop 2017-07-17 00:33:40 +02:00
Ray
025dab9907 Updated twitter address 2017-07-16 23:11:59 +02:00
victorfisac
eb7b5e59bb Merge branch 'master' of https://github.com/raysan5/raylib 2017-07-15 16:05:00 +02:00
raysan5
8ca8550739 Removed function reference 2017-07-08 14:22:48 +02:00
raysan5
013f80f3a3 Added command line compiling with MSVC
That's just a reference file, needs review
2017-07-08 14:20:05 +02:00
raysan5
53fbeeea71 Corected some issues with jar_xm
Problems when compiling with VS2015
Probably DEBUG(...) macro is not the best naming...
2017-07-08 14:19:27 +02:00
raysan5
36fcffeaae Incremented version number for reference 2017-07-02 19:29:21 +02:00
raysan5
6589c808b5 Review some formatting for consistency 2017-07-02 19:29:01 +02:00
raysan5
5f0f87ecce Added VS2015 raylib release files 2017-07-02 14:41:14 +02:00
raysan5
65cf3080a5 Review VS2015 projects configurations 2017-07-02 14:33:40 +02:00
raysan5
c04cb0a65e Review TraceLog() usage 2017-07-02 12:43:49 +02:00
raysan5
9f09f6f550 Rename enum LogType names...
...to avoid possible conflicting symbols
2017-07-02 12:35:13 +02:00
raysan5
bfa66f446a Review raylib path on rpi 2017-07-02 12:09:02 +02:00
Ray
c949b74114 Merge pull request #315 from joeld42/obj-loader-fix
Fix for OBJ loading
2017-07-01 10:23:47 +02:00
Joel Davis
e0c95ede50 Prevent bogus triangle being added when there is whitespace at end of .OBJ file 2017-06-30 23:37:19 -07:00
Ray
83b4b13a2c Merge pull request #314 from nounoursheureux/develop
Fix some typos (lenght -> length)
2017-06-29 16:31:40 +02:00
Wilhem Barbier
056a494baf Fix some other typos 2017-06-29 10:36:58 +02:00
Wilhem Barbier
aba3739c13 Fix some typos in raymath.h 2017-06-29 10:30:21 +02:00
Ray
495b6d8883 Merge pull request #313 from nounoursheureux/develop
Removed an unwanted file and fixed an example
2017-06-29 09:05:46 +02:00
Wilhem Barbier
3c9aa780f9 Removed an unwanted file and fixed an example 2017-06-28 19:14:20 +02:00
Ray
5f5bd20f07 Merge pull request #312 from nounoursheureux/image_gen
Add a density parameter to GenImageRadialGradient
2017-06-28 18:27:55 +02:00
Wilhem Barbier
786cd63057 Add a density parameter to GenImageRadialGradient 2017-06-28 17:27:47 +02:00
Ray
c3049a9b06 Merge pull request #311 from nounoursheureux/image_gen
Add more image generation functions: radial gradient and perlin noise
2017-06-28 16:20:25 +02:00
Ray
c51f63f661 Merge pull request #310 from nounoursheureux/save_image
Add the SaveImageAs function
2017-06-28 15:58:05 +02:00
Wilhem Barbier
3fe268d004 Swap the two parameters 2017-06-28 15:38:34 +02:00
Wilhem Barbier
a0ac8ee2c4 Add more image generation functions: radial gradient and perlin noise 2017-06-28 15:29:56 +02:00
Wilhem Barbier
954757532a Add the SaveImageAs function 2017-06-28 14:32:44 +02:00
Ray
92ca68aac8 Merge pull request #309 from nounoursheureux/image_gen
Add some image generation functions
2017-06-28 13:39:18 +02:00
Wilhem Barbier
fcd13fd5d2 Add some functions to generate images
Namely:
- GenImageHorizontalV
- GenImageHorizontalH
- GenImageChecked
- GenImageWhiteNoise
- GenImageCellular

The gradient implementation may be a bit naive, for example it doesn't do any gamma correction.
2017-06-28 12:56:04 +02:00
Ray
c46abd34d4 Merge pull request #305 from jubalh/mesondepv
Add version info to glfw dependency
2017-06-13 16:33:11 +02:00
Michael Vetter
03c4ed6b3f Add version info to glfw dependency
glfwSetWindowMonitor and some other functions are only available from 3.2
onwards.
2017-06-13 16:07:57 +02:00
Ray
8c1f32f2fe Additional check on file open 2017-06-12 14:21:50 +02:00
Ray
eee8393eb0 Merge pull request #303 from jubalh/mesongnu
Meson: use gnu99
2017-06-11 23:59:29 +02:00
Ray
5370fe18e0 Additional check for bool header definition 2017-06-11 23:58:46 +02:00
Michael Vetter
4fad1607ed Meson: use gnu99
We use variable init in for loops, so need c99.
2017-06-11 23:53:03 +02:00
Ray
4b1bc7f65e Merge pull request #301 from jubalh/time
Add define to have CLOCK_MONOTONIC work in c99
2017-06-11 16:22:53 +02:00
Michael Vetter
272073785f Add define to have CLOCK_MONOTONIC work in c99
If we compile with c99 without gnu extensions (gnu99) we need this
define, to have CLOCK_MONOTONIC and similar macros available
2017-06-11 11:20:30 +02:00
Ray
b6d7fa9bb0 Merge pull request #299 from jubalh/soversion
Add library versioning
2017-06-08 22:18:10 +02:00
Michael Vetter
1a61dc2c77 Meson: build library with so version
This should always be the number of the raylib release.
Especially when the new version is ABI incompatible the major version
should be bumped.
2017-06-08 17:03:25 +02:00
Ray
9dd3c03153 Merge pull request #297 from jubalh/meson
Initial meson support
2017-06-08 13:19:41 +02:00
raysan5
402a8bfd68 Added note about transposing 2017-06-05 18:53:53 +02:00
raysan5
43cb6414f6 Added note about transposing 2017-06-05 18:53:37 +02:00
Michael Vetter
567831a693 Allow static/dynamic library building with meson
Using the library() function instead of shared_library() allows changing
of the library type via the default_library option.
This allows for easy change between static and dynamic library building.

Use 'meson --default-library=static builddir' to build as static, if no builddir yet exists.
Use 'mesonconf -Ddefault_library=static builddir' to change the type for
an existing builddir.
2017-06-05 14:35:44 +02:00
Michael Vetter
9c524ee3a6 Add meson files for basic Linux building 2017-06-05 14:34:47 +02:00
Michael Campagnaro
1adc031301 Fix link in readme 2017-06-05 14:33:47 +02:00
Ray
99c7ca4f4a Merge pull request #296 from sir-pinecone/fix-readme-link
Fix link in readme
2017-05-31 12:21:41 +02:00
Michael Campagnaro
60f0d78170 Fix link in readme 2017-05-31 05:51:18 -04:00
Ray
a08cf1ce63 Merge pull request #295 from jubalh/cflags
Accept external CFLAGS
2017-05-29 20:47:03 +02:00
Michael Vetter
6809380d3d Accept external CFLAGS
Some distributions build the programs with a specific set of CFLAGS.
Lets allow that by adding raylibs flags.
2017-05-29 19:00:53 +02:00
Ray
d5c43099cd Upload image 2017-05-28 21:29:59 +02:00
raysan5
f54501a355 Review gif recording (simplified) 2017-05-27 14:40:05 +02:00
raysan5
90f3f870c2 Added bunnymark example 2017-05-22 20:47:28 +02:00
raysan5
d0190af69f Renamed file (issues with Makefile) 2017-05-22 20:47:17 +02:00
Ray
07534497e6 Updated libs 2017-05-19 10:34:42 +02:00
Ray
910b4b5d53 Merge pull request #290 from raysan5/develop
Added patron to list
2017-05-19 01:02:01 +02:00
Ray
95b39e5345 Added patron to list 2017-05-19 00:59:21 +02:00
Ray
9f8a2e4612 Merge pull request #289 from raysan5/develop
Integrate develop branch
2017-05-19 00:56:03 +02:00
Ray
413d059fd8 Some tweaks and additions 2017-05-19 00:55:02 +02:00
Ray
afb841b7dd Reverted to previous OpenAL version
Issues when pausin musing and trying to resume (not resuming!)
2017-05-18 23:26:20 +02:00
Ray
c068de183b Added Android lib 2017-05-18 23:00:34 +02:00
Ray
949ed3f9f8 Merge pull request #288 from raysan5/develop
Integrate develop branch
2017-05-18 19:25:44 +02:00
Ray
9b24120cd9 Updated libs 2017-05-18 19:24:24 +02:00
Ray
d033c87d27 Update HISTORY.md 2017-05-18 19:01:12 +02:00
Ray
f1acd4a065 Update CHANGELOG 2017-05-18 19:00:18 +02:00
Ray
e01a1ba10c Support Gif recording 2017-05-18 18:57:11 +02:00
Ray
1a37f09b02 Update README.md 2017-05-18 00:22:48 +02:00
Ray
4a4fffe439 Updated to latest version 2017-05-18 00:13:58 +02:00
Ray
a083d4726f Update HISTORY.md 2017-05-17 17:56:45 +02:00
Ray
aec6c0350a Update HISTORY.md 2017-05-17 17:47:40 +02:00
Ray
9f50c6e611 Added gif file writter library
Setup for a new amazing feature! ;)
2017-05-17 16:01:55 +02:00
Ray
b4a68d2c87 Update HISTORY.md 2017-05-17 11:28:18 +02:00
Ray
636a2acc95 Update ROADMAP.md 2017-05-17 11:01:23 +02:00
Ray
ad174def77 Update LICENSE.md 2017-05-17 09:25:41 +02:00
Ray
2800b2a19a Update CHANGELOG 2017-05-17 09:09:23 +02:00
Ray
b6b01f5420 Merge pull request #287 from raysan5/develop
Integrate develop branch
2017-05-17 01:06:05 +02:00
Ray
1e2d3d93fe Some more patreons 2017-05-17 01:04:50 +02:00
Ray
bc981a0628 Added patreons to web 2017-05-17 01:04:21 +02:00
Ray
34ce1048d0 Update README.md 2017-05-17 00:58:27 +02:00
Ray
33aef15555 Updated architecture diagram 2017-05-17 00:54:14 +02:00
Ray
9819614276 Comments tweaks 2017-05-17 00:33:40 +02:00
Ray
0780cd4e6a Web review 2017-05-17 00:33:29 +02:00
Ray
a5bfd7db22 Some reviews for RPI 2017-05-16 15:23:01 +02:00
Ray
e563ebe240 Update README.md
Reviewed comments and added acknowledgements
2017-05-16 00:43:57 +02:00
Ray
f8a4498a24 Merge pull request #286 from raysan5/develop
Integrate develop branch
2017-05-16 00:20:17 +02:00
Ray
65e6a6db53 Improved shaders_postprocessing example 2017-05-16 00:14:14 +02:00
Ray
c9d6b7e356 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2017-05-15 22:48:13 +02:00
Ray
aba25e9ba3 Move shaders to examples 2017-05-15 22:48:04 +02:00
Ray
b3b828c8bb Update README.md 2017-05-15 18:55:18 +02:00
Ray
dd7b64a536 Simplify README
Move raylib history to another file
2017-05-15 18:36:38 +02:00
Ray
4ca229ed7f Renamed file 2017-05-15 18:26:53 +02:00
Ray
a8f142e736 Renamed file 2017-05-15 18:23:09 +02:00
Ray
6a48e7376b Review example 2017-05-15 18:20:27 +02:00
Ray
4a31ce4bd2 Reorganize code 2017-05-15 18:07:23 +02:00
Ray
87a3970222 Move android_native_app_glue to folder 2017-05-15 18:06:26 +02:00
Ray
5f09c71f98 Review comments for better organization 2017-05-15 11:30:09 +02:00
Ray
2a2bee8964 raylib v1.7 release 2017-05-14 18:34:55 +02:00
Ray
31b598cbc6 Review Android template libraries
Updated to latest version, not tested
2017-05-14 18:33:42 +02:00
Ray
fb0f2fd181 Moved Android header to external folder 2017-05-14 18:33:15 +02:00
Ray
01e65664dd Reviewed some comments... 2017-05-14 18:32:47 +02:00
Ray
32e5e20734 Update to latest OpenAL Soft version (1.18.0-dev)
Note that Android and Desktop versions of OpenAL Soft come from the same
sources, recompiled for every platform
2017-05-14 18:32:27 +02:00
Ray
026f9829e5 Review header comments 2017-05-14 18:30:51 +02:00
Ray
a63ad0fec4 Remove OculusSDK library
Just waiting for a better future alternative (multiplatform)... OpenXR ?
2017-05-14 18:30:21 +02:00
Ray
edb9e4159d Remove ndk-build based src building
Replaced by standaloane-toolchain based building, included in
src/Makefile
2017-05-14 18:29:05 +02:00
Ray
1ed3d3285f Merge pull request #285 from raysan5/develop
Integrate develop branch
2017-05-12 14:01:39 +02:00
raysan5
42ad00b7c2 Some test images for compressed texture formats 2017-05-11 23:14:15 +02:00
Ray
fd5c36fc32 Avoid math function duplicates 2017-05-11 17:22:25 +02:00
Ray
3d6c1f3f4f Remove useless files 2017-05-11 17:08:33 +02:00
Ray
518bdfc134 Some work on Android build 2017-05-11 16:45:49 +02:00
Ray
35fe34ba0f Added some useful functions 2017-05-11 16:24:40 +02:00
Ray
27bccdbd50 Review some path for image sharing 2017-05-10 19:40:49 +02:00
Ray
3ec2365103 Added Wave Collector web version 2017-05-10 19:40:26 +02:00
Ray
76062247f8 Corrected some issues
Now works in WEB!
2017-05-10 19:39:52 +02:00
Ray
93e2fd8ea1 Some tweaks 2017-05-10 19:37:48 +02:00
Ray
16842233c9 Review issue and added some comments 2017-05-10 19:34:57 +02:00
Ray
0880be638e Renamed RayHitInfo variables 2017-05-10 00:57:48 +02:00
Ray
7f6b16add4 HDR textures vertical flip 2017-05-09 22:32:21 +02:00
Ray
bac50fbba5 Review functions descriptions 2017-05-09 22:03:46 +02:00
Ray
321027a242 Added comments to create transparent framebuffer
Comments to create transparent framebuffer on RPI,
when activate you see though full screen window the console below!
2017-05-09 18:11:02 +02:00
Ray
0ca874c710 Merge pull request #282 from raysan5/develop
Integrate Develop branch
2017-05-09 09:35:58 +02:00
Ray
4c27412eff Corrected issue #281 2017-05-09 09:33:32 +02:00
Ray
f05d6dfc3c Some comment tweaks
Still some work left on camera...
2017-05-08 21:16:46 +02:00
Ray
8ccb558996 First person camera now works on web 2017-05-08 21:04:14 +02:00
Ray
fd1fe3ac14 Lock cursor on first person camera 2017-05-08 21:03:48 +02:00
Ray
35c6aff21f Corrected bug on HDR loading 2017-05-08 12:50:24 +02:00
Ray
50c887cb0a Support HDR R32G32B32 float textures loading 2017-05-08 12:31:47 +02:00
Ray
822c2ddad5 Some defines tweaks for consistency 2017-05-08 02:47:44 +02:00
Ray
83aba22e49 Improved hi-res timer on Win32 2017-05-08 02:37:37 +02:00
Ray
a522914183 Included required paths for web compilation 2017-05-08 01:33:34 +02:00
Ray
3861bc80f2 StopMusicStream() review 2017-05-08 00:55:47 +02:00
Ray
39732d04ec Comments review 2017-05-08 00:55:26 +02:00
Ray
0ebd8b0f6e Review Android compiling 2017-05-08 00:47:15 +02:00
Ray
3bdf367711 Support model.transform
Combine it with transform introduced as function parameters
2017-05-04 17:42:24 +02:00
Ray
70a7c65668 Return angles as degrees 2017-05-04 17:41:51 +02:00
Ray
18b31f6792 Added two new functions to raymath 2017-05-04 00:35:41 +02:00
Ray
9c66d961d0 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2017-05-03 14:17:25 +02:00
Ray
2d5c8e61b1 Some code tweaks 2017-05-03 14:16:53 +02:00
Ray
73774aadd6 Review makefiles 2017-05-03 14:16:42 +02:00
Ray
a64e909e55 Added games license 2017-05-03 14:16:11 +02:00
Ray
c4500901eb Added HTML5 games 2017-05-03 14:15:49 +02:00
Ray
33069cddc5 Merge pull request #275 from victorfisac/develop
Added function to set window minimum dimensions
2017-05-03 01:20:08 +02:00
victorfisac
e197665e1d Added function to set window minimum dimensions...
useful when using FLAG_WINDOW_RESIZABLE.
2017-05-02 15:04:32 +02:00
victorfisac
db0cfa935f Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2017-05-02 14:18:11 +02:00
Ray
d593bd0081 Some code tweaks 2017-04-30 13:03:31 +02:00
Ray
2d6213af60 Renamed deprecated function name 2017-04-28 00:30:23 +02:00
Ray
86f2d4b9f9 Commented pointer lock on web 2017-04-28 00:29:50 +02:00
Ray
66320582a3 Some work on example games 2017-04-28 00:29:23 +02:00
Ray
c785d84d30 Merge pull request #270 from raysan5/develop
Move compiled game to right folder
2017-04-24 00:23:26 +02:00
Ray
be40d97954 Move compiled game to right folder 2017-04-24 00:22:41 +02:00
Ray
71fe3c0b08 Merge pull request #269 from raysan5/develop
Integrate develop branch
2017-04-24 00:18:53 +02:00
raysan5
9a515ae9db Review examples list -IN PROGRESS- 2017-04-23 19:28:53 +02:00
raysan5
b4f4b179c2 Light my ritual web compilation 2017-04-23 19:28:35 +02:00
raysan5
0b869948c6 TraceLog() output tweak 2017-04-23 19:27:48 +02:00
raysan5
332f3b4f9d Set canvas background to black...
..to avoid blending issues with white background
2017-04-23 19:24:39 +02:00
raysan5
3c99093aed Rename variables for consistency 2017-04-23 12:30:36 +02:00
raysan5
f2656871e9 Review Makefiles default raylib path 2017-04-23 12:11:27 +02:00
raysan5
7bcae59477 Support XM modules by default 2017-04-23 12:06:05 +02:00
raysan5
3a1e6ab0b6 Review game code (something broken) 2017-04-23 12:05:47 +02:00
raysan5
9b072dc346 Review game examples Makefiles 2017-04-23 12:05:18 +02:00
raysan5
cfec2b40a4 Organize structs vs enums 2017-04-22 22:35:19 +02:00
raysan5
247da006ae Rename parameter 2017-04-22 22:35:04 +02:00
raysan5
b0f8ea27e3 Renamed function for lib consistency
LoadSpriteFontTTF() --> LoadSpriteFontEx()
2017-04-22 19:04:54 +02:00
Ray
5620e73914 Merge pull request #266 from Triangle345/patch-3
basic_game - update makefile
2017-04-21 23:04:02 +02:00
Eugene F
ec22577e5a basic_game - update makefile
Removed glew from basic_game makefile as glew is not part of the raylib package (no glew in mingw).
2017-04-21 16:20:40 -04:00
Ray
e38a7fcede Small tweak 2017-04-21 00:08:37 +02:00
Ray
e7f0d0eef1 Corrected issue with alloca.h on GCC 2017-04-21 00:08:24 +02:00
Ray
ecfe31bf1d Make TraceLog() public to the API
enum LogType could require some revision...
2017-04-21 00:08:00 +02:00
Ray
8d3750e36d Turn transparent pixels to black 2017-04-20 23:26:16 +02:00
Ray
1df7a8b4a6 Update some files 2017-04-20 18:09:30 +02:00
Ray
517a7e3466 Review makefiles 2017-04-20 00:57:03 +02:00
Ray
0ed82150f0 Merge pull request #263 from raysan5/develop
Added examples web images
2017-04-20 00:51:15 +02:00
Ray
61ce160023 Added examples web images
Added loader webs (previously ignored)
2017-04-20 00:49:39 +02:00
Ray
bc1bfe54d6 Merge pull request #262 from raysan5/develop
Integrate develop branch
2017-04-20 00:21:38 +02:00
Ray
35172430c6 Added SUPPORT_VR_SIMULATOR flag 2017-04-18 11:49:02 +02:00
Ray
a5c8ce2a34 Upload new game: Koala Seasons 2017-04-18 10:42:15 +02:00
Ray
99c226b344 Delete some old data...
- Removed raylib_demo (outdated)
- Removed some old examples
2017-04-18 10:30:37 +02:00
Ray
be4d530ebe Removed rBMF fonts 2017-04-18 10:15:24 +02:00
raysan5
4b8a0268ed Added physac examples to web
Some tweaks on original src files
2017-04-17 17:25:27 +02:00
raysan5
881f134f4d Review and recompile web examples 2017-04-17 16:42:01 +02:00
raysan5
3e082f1d62 Updated physac to latest version 2017-04-16 19:08:34 +02:00
raysan5
b4d28cc7a1 Working on examples...
- Removed rbmf font example
- Reviewed physac examples
2017-04-16 19:08:19 +02:00
raysan5
c67cffea38 Updated STB libs to latest version 2017-04-16 14:06:04 +02:00
victorfisac
8849a4c752 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2017-04-16 14:03:39 +02:00
raysan5
f5894278b7 Added Vector2 math functions
Reviewed some Vector3 functions
Added auxiliary Clamp() function
2017-04-16 13:48:46 +02:00
raysan5
7e65c300b6 Make public TakeScreenshot() function 2017-04-16 13:47:49 +02:00
raysan5
9956344215 new example: shapes_lines_bezier 2017-04-14 15:37:50 +02:00
raysan5
843731e048 new example: text_input_box 2017-04-14 15:37:36 +02:00
raysan5
4315b82ea7 Replaced some images and updated examples 2017-04-14 13:58:39 +02:00
Ray
82c54449bf Merge pull request #260 from RDR8/develop-c99-cflags
Added _DEFAULT_SOURCE to CFLAGS for C99 compatibility
2017-04-13 11:16:10 +02:00
RDR8
774b120335 PLATFORM_WEB cleanup 2017-04-12 22:05:54 -05:00
RDR8
1bba1242f4 Added _DEFAULT_SOURCE to CFLAGS for C99 compatibility 2017-04-12 20:26:29 -05:00
raysan5
677c5cc9a8 Removed useless files 2017-04-10 15:30:36 +02:00
Ray
f7bebf9861 Working on web examples
Reorganizing folders
Review examples
Work on makefile and loader.html
2017-04-09 23:46:47 +02:00
Ray
8374460c39 Added glfw3 lib (for VS2015) 2017-04-08 23:32:30 +02:00
Ray
20d205cae5 Working on examples... 2017-04-08 23:31:58 +02:00
Ray
5fd83708cf Added web files to ignore 2017-04-08 11:19:11 +02:00
Ray
17b3f5e02e Support generic target compilation 2017-04-08 11:12:25 +02:00
Ray
d2d4b17633 Web: Support pointer lock 2017-04-08 00:16:03 +02:00
Ray
ca338b3318 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2017-04-07 00:51:26 +02:00
Ray
29067e19d9 Redesigned textures_rectangle example 2017-04-07 00:51:08 +02:00
Ray
74255b6eb2 Corrected project paths 2017-04-07 00:50:20 +02:00
Ray
795c6b465c Working on web examples 2017-04-07 00:49:49 +02:00
Ray
eb7212fe42 Merge pull request #258 from victorfisac/develop
Calculate tangents when loading a mesh
2017-04-06 20:45:32 +02:00
victorfisac
82577ededc Comment unused variables from tangent calculations 2017-04-06 15:34:04 +02:00
victorfisac
4b7ea25603 Remove testing binormals implementation 2017-04-06 15:33:20 +02:00
victorfisac
0c2a58cf96 Add tangents calculation when loading OBJ file 2017-04-06 15:31:48 +02:00
victorfisac
54f070a0f4 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2017-04-06 15:28:04 +02:00
Ray
c47b04a2c6 Working on web examples 2017-04-05 00:29:39 +02:00
Ray
fdf8501e81 Improve vr support and simulator 2017-04-05 00:02:40 +02:00
Ray
99affa0caf Corrected issue when retrieving texture from GPU 2017-04-04 23:44:36 +02:00
Ray
407746193d Merge pull request #256 from raysan5/develop
Integrate develop branch
2017-04-04 12:17:08 +02:00
Ray
1f56e8e5d0 Minor code tweaks 2017-04-04 12:16:13 +02:00
Ray
dd4dd0e87d Reorganize examples folder 2017-04-04 01:54:49 +02:00
Ray
5a230659ef Working in random crash...
Related to UpdateMusicStream(), in stb_vorbis
2017-04-04 00:21:52 +02:00
Ray
c3b8a41f95 Remove function declaration 2017-04-03 23:10:49 +02:00
Ray
50bc77ed96 Improve web examples -IN PROGRESS- 2017-04-03 23:10:27 +02:00
victorfisac
256bc6e1dc Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2017-04-03 20:31:10 +02:00
Ray
e6ed85e993 Update web examples -WORK IN PROGRESS- 2017-04-01 00:51:31 +02:00
Ray
0a33fbf8bb Corrected TraceLog issue 2017-04-01 00:48:40 +02:00
Ray
9724443c5b Remove Lua lib from vs2015 2017-04-01 00:47:39 +02:00
victorfisac
0d06c946f2 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2017-03-30 02:46:19 +02:00
Ray
954a24545f Merge pull request #251 from RDR8/4krishna
Restore inadvertant changes to Makefiles
2017-03-29 23:27:11 +02:00
RDR8
44de97ea16 Fine-tuning PLATFORM_WEB CFLAGS 2017-03-29 16:04:29 -05:00
RDR8
f65bd8e4a0 Edit examples/Makefile PLATFORM_WEB CFLAGS to match src/Makefile 2017-03-29 14:49:20 -05:00
RDR8
4889f240fe Restore inadvertant changes to Makefiles 2017-03-29 12:59:46 -05:00
Ray
080a79f0b0 Added IsFileExtension()
Replaced old GetExtension() function
Make IsFileExtension() public to the API
2017-03-29 00:35:42 +02:00
Ray
2f65975c5e Remove RBMF fileformat support 2017-03-29 00:02:40 +02:00
Ray
b5dd18a70c Review Sleep() usage, return to busy-wait-loop 2017-03-28 19:15:27 +02:00
Ray
5338bbf70d Merge pull request #250 from raysan5/develop
Integrate develop branch
2017-03-26 23:06:17 +02:00
Ray
90b36bd274 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2017-03-26 22:49:11 +02:00
Ray
b7a8a40e71 Work on configuration flags 2017-03-26 22:49:01 +02:00
Ray
160408f269 Merge pull request #249 from RDR8/games-linux
Fixed some games. Replaced font.size with font.baseSize. Uncommented linux libs.
2017-03-26 14:43:21 +02:00
RDR8
72b90bff0f Merge remote-tracking branch 'origin/develop' into games-linux 2017-03-25 21:13:17 -05:00
RDR8
efc4b2941b Missed a couple 2017-03-25 21:03:28 -05:00
RDR8
0c16af01e5 Replaced font.size with font.baseSize. Uncommented linux libs. Typo or two 2017-03-25 20:41:04 -05:00
Ray
5387b45431 Working on configuration flags 2017-03-25 12:01:01 +01:00
victorfisac
b2f0c7ca8b Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2017-03-24 15:37:58 +01:00
Ray
3f0c296422 Merge pull request #248 from RDR8/linux-c99
linux-c99
2017-03-24 10:43:34 +01:00
RDR8
ff44cb02e7 Always something 2017-03-24 03:42:10 -05:00
RDR8
9eaff6902f Sweep blank lines 2017-03-24 03:37:49 -05:00
RDR8
f1bb245999 Strip trailing spaces 2017-03-24 03:32:07 -05:00
RDR8
e23c120c8b Automate compiler flags selection. 2017-03-24 03:28:12 -05:00
RDR8
9875198a56 c99 fix, some linux housekeeping 2017-03-24 01:20:24 -05:00
Ray
6ba5217c28 Merge pull request #246 from RDR8/staging-linux-gitignore
staging-linux-gitignore
2017-03-22 14:10:28 +01:00
RDR8
314e1e0fd5 Merge remote-tracking branch 'upstream/develop' into staging-linux-gitignore 2017-03-21 11:19:34 -05:00
RDR8
c87006f85a Don't ignore release libraries. 2017-03-21 11:16:18 -05:00
Ray
004117a05c core: configuration flags 2017-03-21 13:22:59 +01:00
Ray
2ac7b684b5 text: configuration flags 2017-03-21 13:22:47 +01:00
Ray
974a6d4031 Corrected bug 2017-03-21 13:21:07 +01:00
RDR8
ae0b776eaf Merge remote-tracking branch 'upstream/develop' into staging-linux-gitignore 2017-03-20 22:48:43 -05:00
Ray
59652c75b4 Review some comments 2017-03-20 20:34:44 +01:00
RDR8
7b42492941 Merge branch 'staging-linux-gitignore' of https://github.com/RDR8/raylib into staging-linux-gitignore 2017-03-20 13:54:03 -05:00
RDR8
8278eebfac Ignore vim temporary files, .a and .so, games/ 2017-03-20 13:47:15 -05:00
RDR8
3f3ee5e37f Ignore additional vim temporary files, .a and .so files, games/ executables 2017-03-20 13:33:53 -05:00
Ray
fee5e8cfac Add files via upload 2017-03-19 18:40:41 +01:00
raysan5
46c2f2058f Added new patrons 2017-03-19 18:18:55 +01:00
raysan5
8f5ff64420 Working on file header comments... 2017-03-19 12:52:58 +01:00
raysan5
ca8c565617 Review contact information 2017-03-19 12:52:13 +01:00
raysan5
5d1f661661 Remove Oculus support from code
Moved to custom example, now raylib only supports simulated VR
rendering.
Oculus code was too device dependant... waiting for OpenXR.
2017-03-14 01:05:22 +01:00
raysan5
3813722f17 Added function: DrawLineBezier() 2017-03-14 00:22:53 +01:00
raysan5
63c65f8cc5 Updated game to raylib v1.7 2017-03-12 12:37:43 +01:00
Ray
2c0604aa29 Merge pull request #245 from raysan5/develop
Integrate develop branch
2017-03-12 11:40:41 +01:00
raysan5
023a08aeb9 Added some tools images 2017-03-12 11:39:00 +01:00
raysan5
7154b42f48 Corrected naming issue 2017-03-09 18:52:56 +01:00
Ray
7c888edba1 Corrected typo introduced in last commit 2017-03-09 16:25:15 +01:00
Ray
4ec65c0d25 Corrected issue with reserved words: near, far 2017-03-09 16:23:36 +01:00
Ray
81897e7771 Corrected bugs on RPI compilation 2017-03-09 13:13:13 +01:00
Ray
b898a161f7 Merge pull request #242 from raysan5/master
Integrate master changes into develop
2017-03-07 09:49:53 +01:00
Ray
6d1519c132 Merge pull request #241 from raysan5/develop
Integrate develop branch
2017-03-07 09:49:04 +01:00
-
cb29b1d2ac Removed unnecesary libs 2017-03-07 09:45:18 +01:00
Ray
6e683d57e8 Merge pull request #240 from victorfisac/develop
Updated Physac and examples with last changes
2017-03-07 08:45:53 +01:00
victorfisac
c964559bc9 Update physac source and examples with new changes 2017-03-06 22:57:33 +01:00
Ray
cb463a37ef Merge pull request #239 from victorfisac/develop
Fix bug in isGrounded state calculations
2017-03-06 16:24:03 +01:00
victorfisac
f88a943418 Fix bug in isGrounded state calculations 2017-03-06 09:58:28 +01:00
victorfisac
f9277f2163 Merge remote-tracking branch 'refs/remotes/raysan5/master' 2017-03-06 09:47:08 +01:00
victorfisac
9261c3b8dc Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2017-03-06 09:40:04 +01:00
raysan5
b734802743 Revert test code... 2017-03-05 21:05:17 +01:00
raysan5
59038bae96 Added function: DrawLineEx()
Supports line thickness
2017-03-05 21:04:07 +01:00
Ray
c05701253e Merge pull request #238 from raysan5/develop
Integrate Develop branch
2017-03-05 19:17:34 +01:00
raysan5
aaf9c648d3 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2017-03-05 19:17:05 +01:00
raysan5
d1c9afd1d8 Work on timming functions...
It seems Sleep() behaves weird on my computer, disabled by default
returning to the busy wait loop... also re-implemented DrawFPS() to
avoid frame blitting...
2017-03-05 19:17:00 +01:00
Ray
47e3fbfc12 Update basic_game.c 2017-03-05 15:59:59 +01:00
Ray
b347c35ef4 Merge pull request #237 from raysan5/master
Integrate master change into develop
2017-03-05 15:50:36 +01:00
Ray
bb7b9adb37 Merge pull request #236 from raysan5/develop
Integrate Develop branch
2017-03-05 15:49:19 +01:00
Ray
b16f118452 Add files via upload 2017-03-05 15:48:32 +01:00
raysan5
203d1a154e Clear music buffers on stop 2017-03-05 10:55:58 +01:00
raysan5
9cfaa81a7e Added some flags and functions to manage window
- SetWindowPosition(int x, int y);
- SetWindowMonitor(int monitor);
2017-03-05 10:55:29 +01:00
Ray
9cda98b4e9 Merge pull request #234 from bugcaptor/fix-vs2015-build-audio_c
fix for audio.c(607): error C2036 in Visual Studio.
2017-03-03 09:17:13 +01:00
bugcaptor
de103ecc5e fix for audio.c(607): error C2036: 'void *': unknown size in Visual Studio 2015. 2017-03-02 10:07:09 +09:00
Ray
2ac956208d Update Makefile 2017-02-28 12:00:31 +01:00
Ray
c46989a1d9 Merge pull request #230 from OdnetninI/develop
Examples Linux Physics Fix
2017-02-23 17:59:13 +01:00
OdnetninI
bbdbc098dc Examples Linux Physics Fix
According to Man Pages, timespec with std=c99 needs "_POSIX_C_SOURCE 199309L". Due a some kind of bug, "#define _POSIX_C_SOURCE 199309L" doesn't work, so we must use "-D_POSIX_C_SOURCE=199309L" in compiler options.
2017-02-23 17:13:57 +01:00
Ray San
d8c19be047 Review .html typo 2017-02-23 16:45:18 +01:00
Ray
e54c8ecdf8 Merge pull request #229 from OdnetninI/develop
Fixed examples link
2017-02-23 16:38:58 +01:00
OdnetninI
34e791376d Fixed examples link
Last character 'l' was missing on examples link.
2017-02-23 16:32:19 +01:00
Ray
05cff44d0a Improved modules description -IN PROGRESS-
Working in modules configuration flags...
2017-02-16 00:50:02 +01:00
Ray
1c364cc507 Review rres loading to support multiple parts 2017-02-16 00:19:30 +01:00
Ray
177af272f0 Added function DrawRectanglePro() 2017-02-16 00:19:03 +01:00
raysan5
4cb3e4a240 Support resources divided in multiple parts
Every part is a resource itself, they are loaded in an array
2017-02-15 10:44:59 +01:00
raysan5
05f039f85f Corrected issue with OpenAL being 'keg only' on OSX
Also reviewed issue with stdbool when compiling with clang
2017-02-11 23:34:41 +01:00
raysan5
afcd748fdf Reviewed fread() usage around the code 2017-02-11 23:17:56 +01:00
Ray
b4988777ef [audio] Renamed variable 2017-02-09 22:19:48 +01:00
Ray
f8d94aeba5 Merge pull request #224 from raysan5/develop
Integrate develop branch
2017-02-09 18:25:16 +01:00
Ray San
42d5e3bd24 [web] Added new social networks
Replaced tabs by spaces
2017-02-09 18:13:23 +01:00
Ray San
836c1636a2 Remove lighting system from rlgl standalone header 2017-02-08 20:02:40 +01:00
Ray
9492901133 Merge pull request #223 from raysan5/develop
Integrate develop branch into master
2017-02-07 09:40:06 +01:00
Ray San
1f6eb1fc61 Moved raylib webpage to docs folder
raylib webpage has been completely reorganized and moved from gh-pages
(a pain to work with) to docs folder. Useless libs have been removed,
webs have been renamed, etc.

Now it would be easier (hopefully) to update webpage. :)
2017-02-06 18:48:56 +01:00
Ray
f2f05a734d Added audio function: SetMusicLoopCount()
Useful to set number of repeats for a music, needs to be tested...
2017-02-06 01:03:58 +01:00
Ray
ac6b4d3830 Added audio function: SetMasterVolume() 2017-02-06 00:44:54 +01:00
Ray
734776b923 Commented code for review 2017-02-06 00:44:21 +01:00
raysan5
7bf6a712cc Remove rlua from raylib main repo
Moved to own repo at https://github.com/raysan5/raylib-lua
2017-02-05 03:15:43 +01:00
raysan5
c4bd214cf0 Added function SetWindowIcon()
Only DESKTOP platforms (Windows, Linus, OSX)
2017-02-05 03:00:35 +01:00
raysan5
1a879ba08e Refactor SpriteFont struct
Now it uses CharInfo data, this way, it's better aligned with the future
RRES file format data layout for sprite font characters.
2017-02-05 02:59:39 +01:00
Ray
a08117155d Init memory for screenshot to zero 2017-02-01 00:28:28 +01:00
Ray
495108a2e9 Updated raylib version to 1.7
Preparing for next version... still some work left... :P
2017-01-29 23:08:19 +01:00
Ray
30bb24aa6e Updated Gestures enum 2017-01-29 22:29:54 +01:00
Ray
c85dfd4bc6 Remove unecessary spaces... 2017-01-28 23:02:30 +01:00
Ray
b681e8c277 Implemented Wait()
Now program is halted (OS signal call) for required amount of time every
frame, so CPU usage drops to zero, instead of using a busy wait loop.
2017-01-28 00:56:45 +01:00
Ray
37a64df7b9 Move lighting system out of raylib
Lighting is implemented as a raylib example now
2017-01-27 23:03:08 +01:00
Ray
7b5f61ddf7 Merge pull request #218 from gen2brain/develop
Integrate Android build into Makefile
2017-01-26 22:25:41 +01:00
Milan Nikolic
a1527f5620 Fix RPi build and add missing directories 2017-01-26 21:49:18 +01:00
Milan Nikolic
3c3a9318ff Integrate Android build into Makefile 2017-01-26 20:58:00 +01:00
Ray
d8edcafe5a Wait for events when window is minimized...
...instead of keep polling
2017-01-25 11:38:15 +01:00
Ray
ff7108389b Updated some code... for perfect transition 2017-01-25 00:44:04 +01:00
Ray San
8a549c3fbe Working in some bugs and screen transition
Detected a VERY weird code behaviour... :(
2017-01-24 12:14:15 +01:00
Ray
825eab37e2 Revert unneeded change 2017-01-24 00:32:16 +01:00
Ray
762d2580cd Some code improvements
Render wave in a render target
Implemented combo system
Removed big useless audio (fxWave)
2017-01-22 17:23:04 +01:00
Ray
f164ec80d6 Upload wave collector - GGJ17 game 2017-01-22 15:31:56 +01:00
Ray
7586031410 Support 32bit wav data 2017-01-19 13:18:04 +01:00
Ray
7cd24d2706 Updated stb external libraries 2017-01-18 23:27:41 +01:00
Ray San
3b120bd7d9 Some tweaks for consistency 2017-01-18 19:14:39 +01:00
Ray San
fc7d4cef18 Stop sound source before unloading 2017-01-18 17:25:25 +01:00
Ray San
46f95a730a Corrected bug on OGG sound loading 2017-01-18 17:04:20 +01:00
raysan5
6d6659205c Add support for 32-bit PCM sample data 2017-01-15 01:25:09 +01:00
raysan5
53457e4664 Work on rres file format -IN PROGRESS- 2017-01-15 01:11:38 +01:00
raysan5
e5a2def57f Code formatting 2017-01-15 01:10:34 +01:00
raysan5
61f6b0f707 Removed GetNextPOT(), review TraceLog() 2017-01-15 01:10:23 +01:00
raysan5
4a158d972d Added LoadText() function
Actually, renamed ReadTextFile() from rlgl and make it public
2017-01-15 01:09:15 +01:00
Ray
4ea8494f3e Merge pull request #216 from AudioMorphology/develop
modified:   core.c
2017-01-14 20:25:07 +01:00
AudioMorphology
07a2c00e84 modified: core.c 2017-01-14 16:18:06 +00:00
raysan5
1ca445a9b9 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2017-01-07 18:13:39 +01:00
raysan5
fbda9c4180 Support rRES data loading 2017-01-07 18:12:59 +01:00
Ray
9b334dcd25 Merge pull request #214 from AudioMorphology/develop
Added RPi Touchscreen device event reader
2017-01-05 23:07:43 +01:00
Richard R. Goodwin
21181f8167 added RPi touch interface 2017-01-05 21:36:40 +00:00
Richard R. Goodwin
d4f5c4e133 modified: src/core.c 2017-01-05 21:20:28 +00:00
raysan5
658c280669 Lattest PR review
Function names, code formatting...
2017-01-05 19:33:05 +01:00
Ray
0369bb4c8c Merge pull request #212 from joeld42/jbd_picking
Raycast Picking Utilities
2017-01-05 17:33:23 +01:00
Joel Davis
d5d391faaf Added RaycastMesh function and example test case 2017-01-02 21:56:25 -08:00
Ray
81388363fa Merge pull request #211 from joeld42/rlgl-updatemesh-fix
Fix vbo indices for rlglUpdateMesh
2017-01-02 13:23:11 +01:00
Joel Davis
037da8879a Added RaycastGround and ray picking example 2016-12-31 15:06:39 -08:00
Joel Davis
674ee2cf75 Fix vbo indexes for rlglUpdateMesh 2016-12-31 14:05:30 -08:00
raysan5
202f45415c rRES raylib resources custom file format support
First version of custom raylib resources file format -IN DEVELOPMENT-
2016-12-27 17:42:22 +01:00
raysan5
bf3a213e44 Some functions review and additions
- Improved ImageCopy() to support compressed formats
- Renaming file-formats header structs for consistency
- Review variables naming on ImageDither() for consistency
- Improved LoadImagePro() to make a copy of data
- Preliminary support of rRES file format on LoadImage()
2016-12-27 17:40:59 +01:00
raysan5
e7464d5fc3 Review some formatting and naming
- Renamed WritePNG() to SavePNG() for consistency with other file
loading functions
- Renamed WriteBitmap() to SaveBMP() for consistency with other file
loading functions
- Redesigned SaveBMP() to use stb_image_write
2016-12-27 17:37:35 +01:00
raysan5
3c91dc099d Added some comments to sample
Some work still required...
2016-12-26 11:46:07 +01:00
raysan5
5da815234c Improved FLAC audio support 2016-12-26 10:52:57 +01:00
raysan5
a27be5f2a9 Added support for gamepads on PLATFORM_WEB
Feature NOT TESTED yet...
2016-12-25 20:42:22 +01:00
raysan5
14cdd7fbff Added raw image file reading data check 2016-12-25 20:41:36 +01:00
raysan5
852f3d4fd0 Review comments and formatting 2016-12-25 02:01:13 +01:00
raysan5
6d6c542a1d Review some functions for consistency
Removed: LoadTextureEx()
Added: LoadImagePro()
2016-12-25 02:00:36 +01:00
raysan5
d8bf84f118 Added mesh loading functions 2016-12-25 01:59:23 +01:00
raysan5
5de597579f Complete review of audio module 2016-12-25 01:58:56 +01:00
Ray
4419ee9802 Merge pull request #210 from ficoos/fixes
Fixes
2016-12-22 11:47:59 +01:00
Saggi Mizrahi
aaea2eb9a6 Fix building audio_standalone example on linux
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2016-12-22 03:27:02 +02:00
Saggi Mizrahi
1aa775eca8 Fix physac.h building on linux
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2016-12-22 03:26:54 +02:00
Saggi Mizrahi
b2d4cd66a7 Fix warnings in lua binding
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2016-12-22 03:26:46 +02:00
Saggi Mizrahi
c394708c43 Change UpdateSound() to accept const void *
The function means to accept a const * so let's declare it.
Will allow passing const buffers in games.
Also constness is next to godliness!

Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2016-12-22 03:25:42 +02:00
Saggi Mizrahi
5df10d824c Fix bad call to oculus API
Missing passing of &camera

Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2016-12-22 03:25:28 +02:00
Ray
060d501cd1 Update to ignore Linux binaries (no extension) 2016-12-21 00:04:44 +01:00
Ray
4a9b77dd70 Corrected bug sound playing twice
Samples count was not properly calculated on WAV loading
2016-12-20 00:33:45 +01:00
Ray
814507906f Improving rRES custom format support -IN PROGRESS-
Start removing old rRES functions.
2016-12-17 19:05:40 +01:00
Ray
673ea62b27 Merge pull request #206 from joeld42/jbd_bugfix
Added SetupViewport so high-DPI fix applies to EndTextureMode
2016-12-15 22:42:31 +01:00
Joel Davis
06b8727d70 Moved viewport code into SetupViewport so high-DPI fix can be applied to EndTextureMode 2016-12-14 23:58:15 -08:00
Ray
d5c0f9d386 Replaced log2() function by equivalent
log2() is not available in some standard C library implementations
2016-12-09 10:15:44 +01:00
Ray
377dcb025f Corrected some warnings 2016-12-05 01:14:18 +01:00
Ray
ab9f5d5780 Corrected path slash separator 2016-11-26 11:12:31 +01:00
Ray
f5d792e551 Update Lua naming
Replaced LUA by Lua
2016-11-25 22:26:36 +01:00
Ray
d91ad4e2aa Update README.md 2016-11-25 01:47:30 +01:00
Ray
177c58d23a Update README.md
Added some missing contributors...
2016-11-25 01:46:51 +01:00
Ray
b9310f7d3a Updated background color 2016-11-24 22:41:26 +01:00
raysan5
46ce30a2eb Corrected bugs for OpenGL 1.1 backend 2016-11-24 19:02:34 +01:00
raysan5
44e21d84cd Remove useless file 2016-11-24 19:02:15 +01:00
Ray
17f09cb034 Merge pull request #198 from raysan5/develop
Develop branch integration
2016-11-24 17:26:07 +01:00
raysan5
a81dfabf86 Update releases to latest version 2016-11-24 17:25:34 +01:00
Ray
784aa1b6b5 Merge pull request #197 from xspager/develop
[games] Fix building the games on Linux by adding missing libs
2016-11-24 16:12:07 +01:00
Daniel Lemos
fda91436b5 [games] Fix building the games on Linux by adding missing libs 2016-11-24 03:26:47 +00:00
Ray
05f68c22d5 Update README.md 2016-11-22 13:10:57 +01:00
Ray
0925f4ec4d Added physics samples to makefile 2016-11-22 12:53:32 +01:00
Ray
b8481369f7 Reviewed some lua examples and added new ones 2016-11-22 12:15:58 +01:00
Ray
f1bcfc1352 Corrected bug on GenTextureMipmaps()
texture.mipmaps value needs to be updated, so, texture must be passed by
reference instead of by value
2016-11-22 12:14:55 +01:00
Ray
d1c9c34b2f Merge pull request #195 from victorfisac/develop
Updated Physac to new version (library and examples)
2016-11-21 21:40:04 +01:00
victorfisac
e8630c78d0 Added new Physac examples 2016-11-21 20:31:30 +01:00
victorfisac
d0fca7e02b Removed old Physac examples 2016-11-21 20:31:07 +01:00
victorfisac
aa9353feb4 Updated Physac library 2016-11-21 20:30:46 +01:00
victorfisac
0716125ee9 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-11-21 20:27:43 +01:00
raysan5
918fc002d0 Simplified audio example 2016-11-21 19:50:31 +01:00
raysan5
bdbb1eb901 Added new text sample: text_bmfont_unordered
BMFont loading has been improved to support unordered chars and extended
characters (up to 255)
2016-11-21 19:49:54 +01:00
raysan5
481ce3d39d Corrected bug with alpha mask on font
Mask was wrongly applied to 8-bit font image, it generated dark borders
on the font. Grayscale image has to be considered as the alpha mask for
a completely white image to use it correctly.
2016-11-21 19:47:58 +01:00
Ray
85c400c006 rlua: Added functions notes
Functions that need to manage big data arrays don't work properly, that
functionality should be reviewed...
2016-11-21 00:07:31 +01:00
Ray
f0626324ab rlua: Added some missing functions
Updated to raylib 1.6 functionality
2016-11-21 00:00:27 +01:00
Ray
6fa5dec16d Updated 2016-11-20 23:00:41 +01:00
raysan5
0603e59cae Review examples and added new ones 2016-11-18 14:05:49 +01:00
raysan5
6b072e696d Updated releases
Latest raylib 1.6
2016-11-18 13:46:04 +01:00
raysan5
f7b706263a Some code tweaks
Correcting details that pop-up when testing the different platforms
2016-11-18 13:39:57 +01:00
raysan5
c7f0350182 Updated android template and lib 2016-11-18 13:39:19 +01:00
raysan5
b0d5a7a372 Corrected bug on Android 2016-11-17 13:50:56 +01:00
raysan5
bee283b12b Some tweaks around 2016-11-17 12:55:30 +01:00
raysan5
e23e73d9b2 raylib 1.6 html5 release 2016-11-16 19:44:08 +01:00
raysan5
6f3186eacc raylib 1.6 release (static and shared) 2016-11-16 19:43:49 +01:00
raysan5
f18c8cea16 Updated to support OpenAL Soft static library 2016-11-16 19:43:21 +01:00
raysan5
41e49c5a6e Remove CMakeList
Working on an updated version...
2016-11-16 19:10:03 +01:00
raysan5
5d46c27cd5 Update resource file for raylib 1.6 2016-11-16 19:08:42 +01:00
raysan5
6d1b712a96 Reviewed modules comments 2016-11-16 18:46:13 +01:00
raysan5
9d3ad52160 Removed byte typedef 2016-11-15 19:15:25 +01:00
Ray
4123233f78 Merge pull request #192 from raysan5/develop
Integrate Develop branch
2016-11-15 18:00:02 +01:00
Ray
a3d71dd58d Updated for raylib 1.6 2016-11-14 00:05:49 +01:00
Ray
2b50440a77 Review ROADMAP 2016-11-13 23:55:37 +01:00
Ray
9fb6eda5f1 Improved text measurement 2016-11-13 23:54:36 +01:00
Ray
38df2cad25 Improved text measurement
Still not working correctly, font offsets are not considered
correctly...
2016-11-13 23:53:28 +01:00
Ray
4245237892 Corrected SIGSEV bug 2016-11-13 23:47:28 +01:00
Ray
773b0b6bc0 Update ROADMAP.md 2016-11-06 14:09:30 +01:00
raysan5
66d22acfb3 Improve text example 2016-11-06 10:06:18 +01:00
raysan5
aa945055fa Corrected issue on chars drawing
Support by default unordered charsets
2016-11-03 18:57:46 +01:00
raysan5
ca96122a7b Raspberry Pi custom gamepad axis 2016-11-03 18:57:16 +01:00
raysan5
ed4fdfdaf8 Example tweak 2016-11-03 16:18:07 +01:00
raysan5
3be81b01d7 Brand new gamepad example 2016-11-02 13:39:58 +01:00
raysan5
f2d61d4d43 Improved gamepad support on Raspberry Pi 2016-11-02 13:39:48 +01:00
Ray
f16f39e8aa code tweaks to avoid some warnings 2016-11-02 00:50:08 +01:00
victorfisac
80f6b2f963 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-11-01 23:11:36 +01:00
raysan5
64f67f6e9f Improved gamepad support
new function: GetGamepadAxisCount()
new function: IsGamepadName()
2016-11-01 14:39:57 +01:00
raysan5
6d3b11ef91 Support unordered charset, neither fixed first char
Still requires some testing...
2016-11-01 00:58:21 +01:00
raysan5
3393fda384 Improve TTF loading 2016-10-31 20:39:30 +01:00
raysan5
673dcf9436 Comments tweaks 2016-10-31 20:39:03 +01:00
raysan5
cc917fbac6 Improve SpriteFont support
LoadSpriteFontTTF() - TTF font loading with custom parameters
2016-10-31 15:38:15 +01:00
raysan5
16101ce3d8 Reorganize defines check 2016-10-31 13:56:57 +01:00
raysan5
836d3341a5 Renamed OpenAL32 dll library 2016-10-31 13:54:37 +01:00
raysan5
988d39029f Support textures filtering 2016-10-29 22:17:19 +02:00
raysan5
43fd9ffe08 Tweak to avoid warnings 2016-10-29 22:16:54 +02:00
raysan5
02842a3e2f Review gamepad inputs
Added funtion: GetGamepadButtonPressed() - This function can be useful
for custom gamepad configuration
2016-10-27 13:41:43 +02:00
raysan5
4ff98f34bb Function to set texture parameters -IN PROGRESS- 2016-10-27 13:40:48 +02:00
raysan5
5c80f65082 Funtions added to set texture parameters
SetTextureFilter()
SetTextureWrap()
2016-10-27 13:40:17 +02:00
raysan5
137057f499 Function added: GenSpriteFont() 2016-10-27 13:39:47 +02:00
raysan5
6d34adbd60 Improving sprite fonts support...
Support grayscale (8 bit) textures for fonts
Load unordered chars data above char 126
2016-10-24 19:11:29 +02:00
raysan5
1142d4edae Force threads to finish on CloseWindow() 2016-10-24 19:08:23 +02:00
Ray
b8ce680511 Improved Android support 2016-10-18 00:15:23 +02:00
raysan5
0ce7f0c409 Some work on multiple inputs...
- Corrected bug and tested new gamepad system
- Reviewed Android key inputs system, unified with desktop
- Reorganize mouse functions on core
2016-10-17 18:18:13 +02:00
raysan5
d5e0f4e84e Added notes on vr tracking -> camera update 2016-10-17 17:02:33 +02:00
Ray
8f60996b64 Corrected some warnings 2016-10-17 00:03:38 +02:00
Ray
a9315fc422 Merge pull request #189 from raysan5/develop
Develop branch integration
2016-10-16 18:24:13 +02:00
Ray
1c05017548 Added OpenAL static library 2016-10-15 13:51:33 +02:00
Ray
9e285d8dc3 Updated gamepad system with extra check
Avoid out-of-bounds situation with button array
2016-10-15 13:17:57 +02:00
Ray
98d7a10c08 Improved gamepad system
- Support up to 4 gamepads
- Unified system between platforms
- Corrected some bugs
2016-10-14 11:14:41 +02:00
Ray
4a3ed6d73c Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2016-10-14 00:47:48 +02:00
Ray
b3bc4b21d1 Working on better gamepad support 2016-10-14 00:47:43 +02:00
raysan5
76a67a149e Added new wave functions to lua binding 2016-10-12 10:27:14 +02:00
Ray
97e3277d58 Updated standard shader
Corrects weird artifacts on web
2016-10-11 00:39:07 +02:00
raysan5
648676f46b Update examples to new camera system 2016-10-10 19:43:27 +02:00
raysan5
5fecf5c088 Review UpdateVrTracking() and rlglLoadRenderTexture() 2016-10-10 19:42:59 +02:00
raysan5
c384b375df Tweak to avoid warning 2016-10-10 19:42:02 +02:00
raysan5
b1651baea5 Added support for FLAC audio loading/streaming 2016-10-10 18:22:55 +02:00
Ray
4c791100cc Tweak int to float 2016-10-09 20:57:14 +02:00
Ray
5af1b4a7c9 Added simulated head-tracking on VR simulator
A simple 1st person camera... still requires some work...
2016-10-09 20:56:58 +02:00
Ray
3396743aba Corrected old issue with mouse buttons on web 2016-10-09 13:25:50 +02:00
Ray
efa286a550 Allow no default font loading
Useful if text module is not required...
2016-10-09 13:09:08 +02:00
Ray
b4a3f294bf Correct warning 2016-10-09 13:07:55 +02:00
victorfisac
2a158c4795 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-10-06 20:57:31 +02:00
Ray
db6538859c Added flag to allow resizable window 2016-10-05 00:48:44 +02:00
raysan5
b082807b0b Removed function: ResolveCollisionCubicmap()
Function was inefficient and should be rewritten from scratch, it
probably neither belongs to this module but an example...
2016-10-03 13:29:01 +02:00
raysan5
637d3195ec More review on camera system...
Sincerely, don't like it... it should be ported to quaternions... the
way it manages cameraTargetDistange and cameraAngle is confusing...
2016-10-03 13:27:22 +02:00
Ray
2ae9ce29eb Corrected issue on DrawPolyEx() 2016-10-02 23:04:46 +02:00
raysan5
978c49472a Working on camera system... 2016-09-26 19:15:44 +02:00
raysan5
753b549aa5 Improving camera system -IN PROGRESS- 2016-09-25 14:28:24 +02:00
Ray
87fc7254e7 Corrected crashing bug!
When SetTargetFPS(0) app crashes horribly (division by zero)
2016-09-23 23:25:13 +02:00
raysan5
65d4eb5e82 Simplify camera module -IN PROGRESS-
Removed internal Camera, not required any more
Removed useless functions
2016-09-22 14:38:17 +02:00
raysan5
4a65b19f0f Simplify supported image formats
Removed support for some unusual image formats
2016-09-22 14:35:50 +02:00
raysan5
1ffe713d93 Corrected bug 2016-09-21 12:29:03 +02:00
raysan5
478d3cbb79 Added standard shader for testing 2016-09-21 12:28:49 +02:00
raysan5
c5bf9623d1 Updated LibOVR to SDK version 1.8
Weird, OVR_Version.h still points to 1.7, probably a typo...
2016-09-20 20:16:19 +02:00
raysan5
79c8eb543e Corrected audio bugs and improved examples 2016-09-15 11:53:16 +02:00
raysan5
9923fe51a7 Tweak to avoid warning 2016-09-12 19:36:55 +02:00
raysan5
7f0880a735 Review spacing formatting
raylib uses spaces between '+' and '-' signs but not between '*' and '/'
signs, it's a chosen convention
2016-09-12 19:36:41 +02:00
raysan5
173f199313 Corrected text drawing within an image 2016-09-12 19:25:58 +02:00
Ray
94142ecce5 Some more work on audio... 2016-09-09 01:34:30 +02:00
Ray
0c58c1198f Working on new audio functions... 2016-09-08 01:03:05 +02:00
Ray
1e55c30824 Removed raygui from raylib repo (own repo) 2016-09-08 01:02:42 +02:00
Ray
8b35de3276 Added new audio functions -IN PROGRESS-
- LoadWave()
- LoadWaveEx()
- UnloadWave()
- WaveFormat()
- WaveCopy()
- WaveCrop()
- GetWaveData()
2016-09-08 00:20:06 +02:00
Ray
10280c4b91 Some code tweaks 2016-09-07 23:14:16 +02:00
raysan5
36f20376e6 Redesigned lighting shader system 2016-09-05 20:15:21 +02:00
Ray
9d66bc4a05 Added function: ImageAlphaMask() 2016-09-05 10:08:28 +02:00
raysan5
a9ab516dae Formatting tweaks 2016-08-31 10:27:29 +02:00
Ray
d27709b1f2 Merge pull request #188 from teodor-stoenescu/develop
Greater LoadOBJ() flexibility
2016-08-31 10:22:40 +02:00
Teodor Stoenescu
384602e5b5 Merge remote-tracking branch 'upstream/develop' into develop 2016-08-31 09:32:08 +03:00
Teodor Stoenescu
d0cf19e035 Greater LoadOBJ() flexibility
LoadOBJ can now load objects with having no texture coordinates or
objects having texture coordinates specified as tuples.
2016-08-31 09:24:39 +03:00
raysan5
be97583f00 Added function: UpdateSound() 2016-08-29 11:17:58 +02:00
raysan5
7dbb17792a Moved tool to folder 2016-08-27 21:05:16 +02:00
raysan5
4770e2010d Review Android project 2016-08-26 19:40:37 +02:00
raysan5
5d88eb1d95 Reviewed project includes 2016-08-25 15:12:05 +02:00
raysan5
f1c3f2870b Added TraceLog info on image spritefont loading 2016-08-25 15:11:52 +02:00
Ray
2a9b8d7a39 Merge pull request #184 from nounoursheureux/develop
Fix a typo in the DrawCube, DrawCubeWires and DrawCubeTexture definitions
2016-08-25 14:57:22 +02:00
Wilhem Barbier
1d71e1b754 Fix a typo in the DrawCube, DrawCubeWires and DrawCubeTexture definitions 2016-08-25 14:18:43 +02:00
raysan5
959a228815 Removed useless spacing 2016-08-16 11:09:55 +02:00
raysan5
342b89c5b9 Review Wave struct 2016-08-15 16:35:25 +02:00
raysan5
852813bdf1 Reviewed formatting 2016-08-15 16:35:25 +02:00
raysan5
1ffc4c7825 Corrected naming bug 2016-08-15 16:35:25 +02:00
Ray
bd26b66c27 Updated compiling notes 2016-08-15 16:18:04 +02:00
raysan5
3377a4485b Support shared/dynamic raylib compilation
Generates:
Win32:  raylib.dll, libraylibdll.a (import library)
Linux:  libraylib.so
2016-08-13 11:31:15 +02:00
Ray
c98b7eecd8 Merge pull request #180 from teodor-stoenescu/develop
Small fix for GenMeshCubicmap()
2016-08-12 20:47:17 +02:00
Teodor Stoenescu
6e20037f7d Small fix for GenMeshCubicmap()
This fix allows GenMeshCubicmap() to create cubic maps having cells of
arbitrary sizes.
2016-08-12 21:42:17 +03:00
raysan5
29f14186c1 Updated games to latest raylib version
Updated to new audio system
2016-08-11 12:08:41 +02:00
Ray
289e04a62a Ported camera module to header-only 2016-08-10 12:55:54 +02:00
Ray
a1b6b217e4 Comment tweak 2016-08-10 12:55:31 +02:00
Ray
eb9072a2f1 Renamed functions for consistency 2016-08-10 12:20:46 +02:00
Ray
cc2b3228d1 Updated for C++ 2016-08-09 23:03:29 +02:00
raysan5
caecb1c1eb Removed x64 configuration
It could be added in a future if required...
2016-08-08 17:29:31 +02:00
raysan5
7e36727328 Visual Studio 2015 project 2016-08-08 17:22:26 +02:00
raysan5
ed387d00aa Corrected issue with VS 2016-08-08 17:21:46 +02:00
raysan5
7fbd821727 Some code review tweaks 2016-08-07 13:51:01 +02:00
raysan5
f69f930b51 Some functions review 2016-08-07 13:38:48 +02:00
raysan5
cae209816c Code tweak to avoid warning 2016-08-07 13:38:14 +02:00
Ray
2c079d7c6e Review Lua examples and formatting 2016-08-07 11:14:08 +02:00
Ray
46248b0922 Merge pull request #175 from ghassanpl/develop
More fixes for Lua
2016-08-07 10:46:03 +02:00
ghassanpl
47b6e62744 Fixed bug with BoundingBox Lua constructor
Fixed use-after-free in DestroyLight
2016-08-06 22:14:49 +02:00
ghassanpl
6f27941e28 GetDroppedFiles and SetShaderValue in Lua working
Exposed Texture2D.id to Lua
Lights now have settable/gettable fields
2016-08-06 21:51:08 +02:00
ghassanpl
1950085893 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2016-08-06 20:46:15 +02:00
raysan5
306945fe14 Added trace on audio device closing 2016-08-06 19:30:56 +02:00
raysan5
16ac468bdb Remove functions from user exposure 2016-08-06 19:30:41 +02:00
raysan5
58c762baa3 Replaced tabs by spaces 2016-08-06 19:30:13 +02:00
raysan5
865b216ebe Updated Lua examples
Most of the examples already working! Only some of them still fail,
mostly related to data arrays...
2016-08-06 19:29:58 +02:00
ghassanpl
82a0fae678 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2016-08-06 17:10:56 +02:00
Ray
7f9513fbf4 Merge pull request #173 from ghassanpl/develop
Fixes for some Lua bugs
2016-08-06 17:09:57 +02:00
ghassanpl
cfe47cc854 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2016-08-06 17:03:07 +02:00
ghassanpl
4960e6b6d7 Fixes for some Lua bugs 2016-08-06 16:58:48 +02:00
raysan5
3b80e2c1e0 Redesigned gestures module to header-only 2016-08-06 16:32:46 +02:00
raysan5
d5f5f0a930 Updated raylib version to 1.6 2016-08-06 11:33:05 +02:00
raysan5
ae70540a96 Added example audio_raw_stream 2016-08-06 11:32:53 +02:00
raysan5
00c7e54d3c Add raylib lua examples 2016-08-06 11:32:35 +02:00
raysan5
5f1b4e9474 Updated Lua module 2016-08-06 11:30:34 +02:00
Ray
5da66e7ec8 Merge pull request #172 from LelixSuper/fix-makefile
Fix install command of src/ makefile
2016-08-04 17:13:20 +02:00
LelixSuper
3d519c7a39 Fix install command of src/ makefile 2016-08-04 15:48:37 +02:00
raysan5
80789e6140 Updated Lua binding 2016-08-04 13:40:53 +02:00
raysan5
055d501345 Corrected bug 2016-08-03 23:25:39 +02:00
raysan5
70ec517fda Updated some functions 2016-08-03 23:15:44 +02:00
raysan5
5c30e079f4 [rlua] new module: raylib Lua binding 2016-08-03 21:39:22 +02:00
raysan5
735968e685 [rlua] new module: raylib Lua binding 2016-08-03 21:38:21 +02:00
raysan5
d3d9aaceb1 Updated and comments 2016-08-03 09:26:30 +02:00
raysan5
8c0bd30fcb Corrected issue with Music type 2016-08-02 19:09:07 +02:00
raysan5
50ccc39d6b Updated LIBs 2016-08-02 17:55:04 +02:00
raysan5
68d647c1af Complete review and update
Simplified module for Music and AudioStream
Added support for raw audio streaming (with example)
2016-08-02 17:32:24 +02:00
raysan5
58d2f70b7e Review audio module and examples 2016-08-01 21:37:45 +02:00
raysan5
36cf1f7dfd Improved support for C++
Added compound literals (C99) alternative for C++ compilers that don't
support this feature
2016-08-01 18:05:07 +02:00
raysan5
2dc5f580a6 Removed audio errors register 2016-08-01 12:58:30 +02:00
raysan5
02c456432d Complete review of audio system
Still some work left...
2016-08-01 12:49:17 +02:00
Ray
a61b832c4a Merge pull request #166 from Bil152/develop
Code refractoring of music module to be more user-friendly (issue #144)
2016-07-30 12:45:31 +02:00
Ray
13ebc745fe Corrected bug on Linux linking 2016-07-30 10:03:32 +02:00
Bil152
8f7cb6fb19 Code refractoring of music model to be more friendly-user (issue #144) 2016-07-29 21:35:57 +02:00
raysan5
a008d49230 Corrected some issues to compile with MSC 2016-07-29 13:17:50 +02:00
raysan5
a422e39492 Corrected issue on OSX with High DPI display
Many thanks to Marcelo Paez (paezao)
2016-07-26 16:55:46 +02:00
raysan5
07a375e2d6 Corrected issue with HIghDPI display on OSX
Well, not tested yet but it should work...
2016-07-26 13:02:25 +02:00
raysan5
6d68c78989 Updated log output info 2016-07-26 12:44:33 +02:00
raysan5
9e8232d750 Redesigned bloom shader to work on RPI 2016-07-25 19:44:21 +02:00
raysan5
c604b53f78 Corrected issue with paths on RPI 2016-07-25 19:43:59 +02:00
raysan5
020601092e Added release version for RaspberryPi 2016-07-25 18:36:58 +02:00
raysan5
a94b553aff Updated release headers 2016-07-25 18:36:43 +02:00
raysan5
4facc03a64 Upload ptheads Win32 DLL 2016-07-25 08:50:40 +02:00
Ray
53056f3e7e Merge pull request #151 from raysan5/develop
Updated raylib cheatsheet
2016-07-22 23:58:46 +02:00
Ray
fbf0362943 Updated raylib cheatsheet 2016-07-22 23:57:52 +02:00
Ray
7fa1f2ffde Merge pull request #150 from raysan5/develop
Merge pull request #149 from raysan5/master
2016-07-22 18:32:05 +02:00
Ray
ab5d1df7cb Merge pull request #149 from raysan5/master
Merge OSX changes into develop branch
2016-07-22 18:31:36 +02:00
Ray
7921d85dc8 Merge pull request #148 from sol-prog/master
OS X compatiblity changes and compiled library
2016-07-22 18:30:23 +02:00
sol-prog
32a671b9da OS X comaptiblity changes and compiled library 2016-07-22 11:55:04 -04:00
Ray
ab0d19f356 Merge pull request #137 from raysan5/develop
Integrate Develop branch
2016-07-19 12:48:55 +02:00
raysan5
c482f37dfd Updated... again... 2016-07-19 11:32:10 +02:00
raysan5
c12737ae38 Removed old shader 2016-07-19 11:06:09 +02:00
raysan5
3140496a12 Updated 2016-07-19 11:01:27 +02:00
raysan5
61558ab83f Updated shaders pack
Some deep review of this shaders is required for optimization...
2016-07-19 10:57:35 +02:00
raysan5
76c9e9883d Update runtime DLL to version 1.6 2016-07-19 10:03:05 +02:00
Ray
5139948ef9 Updated to Oculus PC SDK 1.6 2016-07-19 09:42:48 +02:00
victorfisac
3e1321ac24 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-07-18 23:24:12 +02:00
Ray
13e18c23ed Merge pull request #136 from raysan5/develop
Updated
2016-07-18 17:25:02 +02:00
raysan5
af46222b12 Updated 2016-07-18 17:23:50 +02:00
Ray
eaec086177 Merge pull request #135 from raysan5/develop
Integrate Develop branch
2016-07-18 17:09:23 +02:00
raysan5
bec58075ff Update ro raylib 1.5 release 2016-07-18 17:08:13 +02:00
raysan5
0e6b249260 Review outputs by platform 2016-07-18 17:07:50 +02:00
raysan5
5ff9811ea8 Some code tweaks 2016-07-18 17:06:33 +02:00
Ray
6c2dc5574f Merge pull request #134 from LelixSuper/develop
Update Makefile of 'src/' folder
2016-07-18 15:34:02 +02:00
LelixSuper
ce1c4055f7 add GNU/Linux buils of library
The builds refer to de865a9 commit.
2016-07-18 15:22:32 +02:00
LelixSuper
de865a9b55 fix small things on 'src/' makefile 2016-07-18 15:13:43 +02:00
raysan5
697e1d4941 Update pthreads library (win32)
This library is only required by physac module to compulte physics in a
second thread
2016-07-18 14:53:11 +02:00
victorfisac
7a09043cba Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-07-18 14:08:34 +02:00
Ray
f5f3b4e095 Update README.md 2016-07-17 23:40:25 +02:00
raysan5
40fbe9da81 Added new example to makefile 2016-07-17 18:27:32 +02:00
LelixSuper
ebfb1978b8 allow to compile shared version of raylib 2016-07-17 17:56:57 +02:00
raysan5
8328353204 New example: XM module playing 2016-07-17 17:27:49 +02:00
LelixSuper
13c56887f1 fix 'external/stb_vorbis.c" compilation 2016-07-17 17:23:41 +02:00
LelixSuper
2272a4722f restore the original method to compile all modules
This commit restores the original method to compile all modules, but fix
prerequisites.
2016-07-17 17:18:34 +02:00
LelixSuper
94a5fc5c2c add some explanation of makefile in 'src/' 2016-07-17 15:54:52 +02:00
raysan5
a36cc7075a Corrected issue on drawing order 2016-07-17 12:40:56 +02:00
raysan5
f1f51bd9b6 Updated examples screenshots 2016-07-17 12:25:22 +02:00
raysan5
1eafa7020d Oculus Rift example with rlgl standalone 2016-07-16 22:41:31 +02:00
raysan5
55b9a2479a Expose Oculus Rift functionality directly 2016-07-16 22:41:13 +02:00
raysan5
52cb0d709a Code tweaks and comments 2016-07-16 22:40:51 +02:00
LelixSuper
d38fb9bda2 fix small things on makefile of 'src/' folder 2016-07-16 21:23:21 +02:00
LelixSuper
6efaa78058 improve the compilation of all modules 2016-07-16 21:01:43 +02:00
LelixSuper
e62c30c8b1 improve 'clean' target of 'src/' makefile 2016-07-16 20:24:14 +02:00
raysan5
0ba349bdf2 Removed oculus glfw sample (already on raylib)
Replaced by example rlgl_oculus_rift
2016-07-16 19:52:32 +02:00
raysan5
35bda8980f Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2016-07-16 19:25:58 +02:00
raysan5
cac378bd95 Added release versions of raylib 1.5 2016-07-16 19:25:53 +02:00
raysan5
be551d7707 Review comment 2016-07-16 19:25:24 +02:00
raysan5
bfb5ffedda Added rlgl standalone sample 2016-07-16 19:25:15 +02:00
raysan5
a05150392a Added audio standalone sample 2016-07-16 19:24:08 +02:00
LelixSuper
6f335d2c9e add 'install' and 'unistall' target
The first target allow makefile to install the dev files (static library and
header) to standard directories on GNU/Linux platforms; the second allow it to
unistall (remove) the dev files.

It needs lot of improvements.
2016-07-16 18:38:17 +02:00
LelixSuper
f685acd69e update '.gitignore' file to ignore VIM's files 2016-07-16 17:39:15 +02:00
LelixSuper
dbec22f2df restyle Makefile of 'src/' folder and fix targets 2016-07-16 17:31:54 +02:00
Ray
4ef3acfa41 Update README.md 2016-07-16 15:03:26 +02:00
raysan5
0fbd48a889 Corrected bug on OpenGL 1.1
Set makefile to default OpenGL 3.3 compilation
2016-07-16 14:58:53 +02:00
Ray
b7b51569e2 Update README.md 2016-07-16 10:34:39 +02:00
Ray
55491fdb36 Update README.md 2016-07-15 19:45:38 +02:00
Ray
a2794379a0 Merge pull request #132 from raysan5/develop
Develop branch integration
2016-07-15 19:44:18 +02:00
Ray
fc19e24eba Update README.md 2016-07-15 19:42:06 +02:00
Ray
da71c3d801 Update ROADMAP.md 2016-07-15 18:45:45 +02:00
Ray
e815e205da Update HELPME.md 2016-07-15 18:43:24 +02:00
raysan5
eb58a0596d Updated with latest changes 2016-07-15 18:37:11 +02:00
raysan5
7959ccd84d Review some functions, formatting and comments 2016-07-15 18:16:34 +02:00
raysan5
338bb3fd9c Review variables to raylib naming conventions
Some review work still required...
2016-07-13 20:05:53 +02:00
raysan5
11172118d1 Review comments 2016-07-13 20:05:00 +02:00
raysan5
9d6d68f00a Support VR mode disable on Oculus device 2016-07-12 18:44:45 +02:00
raysan5
31b64d4689 Updated for GLSL 100 2016-07-12 17:10:44 +02:00
raysan5
3876f19d6a Corrected some issues on OpenGL ES 2016-07-12 01:54:47 +02:00
raysan5
22672bc738 Added Oculus functions declaration and comments 2016-07-11 19:01:13 +02:00
raysan5
56ec22f5c9 Corrected some issues on OpenGL 1.1
Corrected lighting system crash and VR variables not found...
2016-07-11 17:34:12 +02:00
Ray
84d1b19f61 Added custom Oculus CV1 parameters
Matching the same stereo rendering result given by Oculus PC SDK for
Oculus Rift CV1 is very difficult because hardware has changed a lot and
DK2 distortion shader and parameters don't fit on CV1. Some custom
parameters have been calculated to simulate kind of CV1 stereo
rendering. Further work is required on this point.
2016-07-11 14:43:58 +02:00
Ray
24c267d324 Compute stereo config from device parameters
Simulator configuration is directly obtained from VR device parameters!
2016-07-10 20:09:18 +02:00
Ray
d587cc0e36 Setup values for Oculus Rift DK2
Oculus Rift CV1 default values seem not to be available...
2016-07-10 20:07:54 +02:00
Ray
1733125873 Do not expose raw audio context to final user...
...at least, directly, available if using directly audio module...
2016-07-08 23:17:18 +02:00
raysan5
884e13ac2f Updated VR support -IN PROGRESS-
- Embedded VR distortion shader
- Ready to support multiple VR devices
- Fallback to VR Simulator if device not ready
- Support mono rendering over stereo rendering
2016-07-08 20:32:06 +02:00
Ray
bcc2b17701 Rename standard_shader.h to shader_standard.h 2016-07-08 17:22:37 +02:00
Ray
3922bc27cd Supporting multiple HMD configurations
-IN PROGRESS-
2016-07-08 00:57:27 +02:00
raysan5
7cefbd8a94 Updated lighting system...
...to avoid dynamic conditions on for loop (lightsCount) on standard
shader, it seems GLSL 100 doesn't support that feature... on some GPUs
like RaspberryPi...
2016-07-06 20:33:46 +02:00
raysan5
e2a3a52ad6 Edited comment 2016-07-06 20:02:33 +02:00
raysan5
8fd4507847 Corrected bug on Raspberry Pi with strcat() 2016-07-06 20:02:15 +02:00
victorfisac
9fea631bfb Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-07-06 17:13:19 +02:00
raysan5
09cc27ca7a Added screenshot for example core_oculus_rift 2016-07-06 08:47:19 +02:00
Ray
bc80174357 VR Functions renaming (for generic HMD device)
Stereo rendering has been moved again to Begin3dMode() and End3dMode(),
it has some limitations but makes more sense...
2016-07-06 00:54:38 +02:00
victorfisac
1aecd5be07 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-07-05 11:57:05 +02:00
raysan5
2ff2096b36 Moved Oculus enable drawing to user side...
Still thinking about the best way to manage this...
2016-07-04 18:35:50 +02:00
raysan5
3fb1c446ea Corrected issue on RPI on model drawing 2016-07-04 18:34:28 +02:00
raysan5
8bdd03eeac Updated Oculus PC SDK to version 1.5 2016-07-04 18:34:02 +02:00
Ray
2f9abe6e13 Review ResolveCollisionCubicmap()
This function needs to be redesigned or removed...
2016-07-04 01:30:07 +02:00
Ray
ee72654b55 Redesigned stereo rendering mechanism
Now it's easier for the user! Just init Oculus device and get stereo
rendering!
2016-07-04 01:29:23 +02:00
Ray
164ead03c9 Update README.md 2016-07-02 10:29:30 +02:00
Ray
f88c95ce2d Updated examples and makefile 2016-06-30 00:26:56 +02:00
raysan5
308fcbb96c Added eyes projection/view matrices calculation
Based on HMD parameters (IPD, ScreenSize, LesnsSeparation...)
2016-06-27 20:10:28 +02:00
raysan5
be61d2f8c1 Added missing parameter 2016-06-27 20:09:10 +02:00
raysan5
6fbf6a1c23 Redesigned distortion shader, added chromatic aberration 2016-06-27 19:18:53 +02:00
raysan5
5a4eb34c39 Corrected issue on distortion shader 2016-06-27 18:59:03 +02:00
raysan5
c4922c9e88 Reorganize shaders to respective folders 2016-06-27 18:32:56 +02:00
raysan5
e977915577 Review examples makefile for RPI 2016-06-27 18:31:23 +02:00
raysan5
572936ec65 Added Oculus functions to raylib header 2016-06-27 18:30:58 +02:00
raysan5
a8bed54586 Corrected stream playing with index 2016-06-27 18:30:18 +02:00
raysan5
4b444e7cc3 Comment glBlitFramebuffer() 2016-06-26 18:43:10 +02:00
raysan5
9127b5a57d Enable/Disable VR experience 2016-06-26 15:36:12 +02:00
raysan5
8652e644dd Corrected bug on stereo rendering 2016-06-26 14:13:11 +02:00
Ray
4ff85c2ac2 Added notes about chromatic aberration 2016-06-26 10:22:17 +02:00
raysan5
6981e2bffa Get supported videomodes for fullscreen 2016-06-26 01:36:06 +02:00
raysan5
8fb84d9e63 Updated to new rlgl 2016-06-25 23:29:03 +02:00
raysan5
71ab202295 Removed rlglInitGraphics(), integrated into rlglInit()
Redesigned rlgl usage:
- rlViewport() must be called by user
- Internal projection/modelview matrices must be setup by user
2016-06-25 23:28:50 +02:00
raysan5
369b8532c0 Review rlglInitGraphics() 2016-06-25 22:42:35 +02:00
raysan5
f9f33926f7 Corrected window size to unify with other examples 2016-06-25 22:41:45 +02:00
raysan5
9ee96bea95 Unified functions: InitGraphicsDevice()
Following XNA style, now we have InitGraphicsDevice(), replacing
InitDisplay() + InitGraphics()
2016-06-25 21:28:50 +02:00
raysan5
5f7ac64c44 Removed function SetModelTexture()
It's more educational to go through new material system, so, I decide to
remove this function to avoid students confusion...
2016-06-24 19:49:36 +02:00
raysan5
b358402cb3 Some code tweaks (view description)
- Added support for RLGL_NO_STANDARD_SHADER
- Store framebuffer width and height as globals
- Reorganize rlglInit() function
2016-06-24 19:37:52 +02:00
raysan5
a522b6e23b Corrected issue with unclosed threads 2016-06-24 19:34:47 +02:00
raysan5
03d9583b94 Add oculus simulator (in case device is not detected) 2016-06-21 13:49:13 +02:00
raysan5
e913de58c7 Added distortion shader for testing 2016-06-21 13:45:35 +02:00
raysan5
afe033412b Code tweak 2016-06-21 13:45:13 +02:00
raysan5
c28a5fbd62 Code tweak 2016-06-21 13:44:56 +02:00
Ray
6062201e8f Simplify Oculus example...
...to align it with standard raylib code. Final goal would be having the
same code work for every platform with no changes...
2016-06-21 08:59:29 +02:00
raysan5
b01f5ff6a7 Starting work on VR simulator support
If Oculus device is not available or not initialized correctly,
simulated VR view is generated using stereo-rendering and distortion
2016-06-19 19:12:47 +02:00
Ray
24c9b1f717 Improving Oculus Rift example...
Under design... looking for the easiest and most comprehensive way for
the user to use VR...
2016-06-17 13:54:45 +02:00
Ray
9fdf4420d5 Corrected bugs on OpenGL 2.1 2016-06-17 00:29:46 +02:00
Ray
4df7a0f2f8 Added support for OpenGL 2.1 2016-06-16 20:25:50 +02:00
Ray
3468af213f Reviewing Oculus rendering... 2016-06-15 00:54:55 +02:00
Ray
d5d1305bc0 Merge pull request #131 from victorfisac/develop
Physac 1.0 module completed
2016-06-14 21:38:09 +02:00
victorfisac
1b0996fb0b Updated physac header documentation 2016-06-14 20:54:20 +02:00
victorfisac
1879a8129e Fixed little bug in physac example 2016-06-14 20:40:12 +02:00
victorfisac
4e84ded7ef Fixed spacing and set UpdatePhysics() function as static...
and remove static from PhysicsThread().
2016-06-14 20:38:49 +02:00
victorfisac
1a8fbe5cf0 Add pthread external library to source...
and add instructions in physac examples to run it successful.
2016-06-14 20:31:48 +02:00
victorfisac
5a1cbb2842 Fix current time value 2016-06-14 20:25:08 +02:00
victorfisac
54537e8f0b Fixed bug in delta time calculation...
and added PHYSAC_NO_THREADS define. Improved physac example drawing
frames per second in screen.
2016-06-14 20:23:46 +02:00
victorfisac
c9c1263e6f Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-14 19:16:24 +02:00
raysan5
d1a5374ac4 raylib Oculus Rift CV1 example... IT WORKS!!! 2016-06-14 18:38:57 +02:00
raysan5
c914010606 Correct issue on Oculus drawing 2016-06-14 18:37:28 +02:00
raysan5
56bd9da07c Update Oculus sample (will be moved soon) 2016-06-14 18:37:06 +02:00
raysan5
d60dc7c2eb Added Oculus Rift library dll 2016-06-14 17:34:51 +02:00
raysan5
97fc266ad4 Updated raylib Oculus example 2016-06-14 17:20:00 +02:00
raysan5
3ce0228206 Move Oculus Rift support to rlgl module 2016-06-14 17:16:20 +02:00
raysan5
0d0f306fc2 Add Oculus SDK LibOVR library to external deps. 2016-06-14 17:15:00 +02:00
raysan5
c25b4cdc69 Move OpenGL extensions loading to rlgl 2016-06-14 15:42:04 +02:00
raysan5
3a5fc0c320 Move global data to implementation 2016-06-14 12:12:02 +02:00
raysan5
3d6be7fd80 Added GetGestureDetected() again...
Required by gestures example....
2016-06-14 12:01:57 +02:00
raysan5
47afda2549 Removed useless function: GetGestureDetected()
Use instead: IsGestureDetected()
2016-06-14 11:55:32 +02:00
victorfisac
6a2bbae521 Updated physics examples with new module changes 2016-06-12 22:07:36 +02:00
victorfisac
5625c11e99 Added internal hi-resolution timer to physac...
... and now physac thread creation is done in InitPhysics() and it is
destroyed in ClosePhysics(). User just need to call these functions to
use physac module.
2016-06-12 22:07:06 +02:00
victorfisac
16609d6702 Revert "Make GetTime() public to be used externally"
This reverts commit 7999bbafa8.
2016-06-12 22:04:51 +02:00
victorfisac
8d2de09f3d Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-12 22:03:46 +02:00
raysan5
4dae3385c3 Record draw call for batch processing
Just started working on this, not sure if it would be available for
raylib 1.5
2016-06-12 19:40:08 +02:00
raysan5
66ec0b5d82 Oculus tracking correction 2016-06-12 10:47:50 +02:00
victorfisac
7999bbafa8 Make GetTime() public to be used externally 2016-06-11 19:14:25 +02:00
victorfisac
4c43a40788 Update physac examples with fixed timestep method 2016-06-11 19:11:30 +02:00
victorfisac
c10c49e44f Convert physac module from static steps to fixed time steps
Old physics update system used a static number of steps to calculate
physics (450 for desktop and 64 for android). It was too much and it was
limited by target frame time...

Now physics update runs in a secondary thread using a fixed delta time
value to update steps. Collisions are perfectly detected and resolved
and performance has been improved so much.
2016-06-11 18:35:46 +02:00
victorfisac
1a60f376a4 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-11 18:29:01 +02:00
raysan5
27ba7de1e4 Added some comments 2016-06-11 14:08:39 +02:00
raysan5
68a02e567d Avoid external variable whiteTexture
To get it, use GetDefaultTexture()
2016-06-11 12:41:03 +02:00
raysan5
c46c0fc652 Corrected keywords usage 2016-06-11 12:18:08 +02:00
raysan5
3884716948 Corrected a couple of warnings 2016-06-11 12:01:39 +02:00
raysan5
8de1427803 Remove release files from src directory 2016-06-11 11:48:42 +02:00
raysan5
bab08f1c89 Added release folder (again) 2016-06-11 11:21:55 +02:00
raysan5
d63e32a377 Remove include, not supported on html5
AL/alext.h is not supported on html5 OpenAL implementation, just
replaced by the defines used in audio module
2016-06-11 11:21:24 +02:00
raysan5
52b88e0991 Reduce extensions dependencies
Only using raylib required extensions... it could be further reduced!
2016-06-11 10:58:17 +02:00
raysan5
3e8427799c Corrected bug on cubemap generation 2016-06-11 10:56:20 +02:00
Ray
2963782992 Merge pull request #128 from victorfisac/develop
Adapted shaders for OpenGL ES 2.0
2016-06-10 08:58:37 +02:00
victorfisac
77f599885d Fixed GLSL 100 shaders
texture() doesn't exist in glsl 100, it must use texture2D().
2016-06-10 00:59:48 +02:00
victorfisac
7b07b68bfd Adapt standard shader to GL ES 2.0
Some shader calculations are now pre-calculated because some math
functions doesn't exist in glsl 110.
2016-06-10 00:49:51 +02:00
Ray
fb90477354 Merge pull request #127 from victorfisac/develop
Fix Android template with 1.5 raylib features (audio streaming, gestures)
2016-06-09 23:27:50 +02:00
victorfisac
cbda329bfd Removed physac old module from Android MK file 2016-06-09 22:12:46 +02:00
victorfisac
5d186639c9 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-09 22:09:33 +02:00
raysan5
e2cfc6b838 Reduced physic steps resolution 2016-06-09 21:00:21 +02:00
raysan5
3c1be60c66 Updated examples for new physac header-only 2016-06-09 20:02:42 +02:00
raysan5
5f4449f0a1 Removed physac functions from raylib header 2016-06-09 20:02:15 +02:00
raysan5
558ec3891b Converted physac module to header only 2016-06-09 20:01:59 +02:00
raysan5
dcbfb83031 Updated comments... 2016-06-09 20:01:39 +02:00
victorfisac
3524fc414b Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-09 13:12:18 +02:00
Ray
420b85da98 Update README.md 2016-06-09 11:42:00 +02:00
Ray
28c2759ae1 Update README.md 2016-06-09 01:30:08 +02:00
Ray
374e3e7e11 Updated to raylib 1.5 2016-06-09 01:23:07 +02:00
Ray
904ef0d4be Adjust to standard example screen size 2016-06-08 22:55:38 +02:00
Ray
99ee26b001 Review const char * 2016-06-08 22:52:54 +02:00
Ray
ee049641ba Merge pull request #126 from kd7tck/develop
clean up audio chiptunes support
2016-06-08 22:23:23 +02:00
Joshua Reisenauer
4f47f90336 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-08 12:02:39 -07:00
Ray
2d90cc59b6 Update distortion.fs 2016-06-08 18:48:25 +02:00
Ray
5576dea00b Rename raylib_rlgl_standalone.c to rlgl_standalone.c 2016-06-08 18:27:43 +02:00
victorfisac
8323f81ab5 Add physac module to android compile instructions...
... and switch from debug build to release
2016-06-08 17:27:55 +02:00
victorfisac
f5f5ce0d33 Fix default android project game with new functions 2016-06-08 17:27:13 +02:00
victorfisac
88f4747437 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-08 15:55:08 +02:00
raysan5
b79ede4edb Added distortion shader to render 2016-06-08 13:29:56 +02:00
raysan5
70a96fff80 Simplified Oculus integration 2016-06-08 13:16:01 +02:00
Joshua Reisenauer
7bf2854e94 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-07 16:07:57 -07:00
Joshua Reisenauer
f0d8c009ae cleaned things up 2016-06-07 16:03:21 -07:00
victorfisac
0ae486f07c Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-08 00:34:35 +02:00
Ray
79a6235811 Stereo rendering test
Trying to simulate Oculus Rift CV1 rendering without the device... for
Debug pourposes.
2016-06-08 00:32:34 +02:00
Ray
c99fc5108e Update screenshot 2016-06-08 00:31:00 +02:00
Ray
09fa002818 Corrected issue 2016-06-08 00:04:56 +02:00
Ray
ee795150fa Updated some code 2016-06-07 23:44:53 +02:00
victorfisac
f97f39987c Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-07 23:41:34 +02:00
raysan5
5631f822bd Reorganized device init/close 2016-06-07 20:46:03 +02:00
raysan5
ca13c2ed0c Converted raygui module to header only 2016-06-07 20:33:49 +02:00
raysan5
058af472ea Converted GLAD to header only 2016-06-07 18:57:20 +02:00
raysan5
3d5a408177 Remove DEBUG flag for raylib lib compilation
...on Android
2016-06-07 18:53:47 +02:00
Ray
9281e477eb Embed standard shader into raylib 2016-06-07 00:32:45 +02:00
Joshua Reisenauer
76536fe24b Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-06 15:30:41 -07:00
Ray
1bcf500eca Review fallback mechanism 2016-06-06 23:19:40 +02:00
Ray
522af9f477 Fallback to default shader 2016-06-06 23:16:14 +02:00
Ray
1c98e6b698 Merge pull request #125 from raysan5/develop
Develop branch integration
2016-06-06 20:46:06 +02:00
Ray
4dada32693 Include GLFW3 DLL 2016-06-06 20:40:17 +02:00
Ray
34aea08ba2 Update to OpenAL Soft 1.17.2 2016-06-06 20:39:59 +02:00
Ray
6b2823775e Remove OpenAL Soft 2016-06-06 20:34:11 +02:00
Ray
d999b3ed53 Merge branch 'develop' of https://github.com/raysan5/raylib into develop 2016-06-06 20:30:02 +02:00
Ray
5f5d191d88 Updated to GLFW 3.2 2016-06-06 20:26:02 +02:00
Ray
dd468e9ef9 Merge pull request #124 from LelixSuper/patch-1
Fix mistake in the make file
2016-06-06 20:20:21 +02:00
LelixSuper
302d84cedc Fix mistake in Makefile 2016-06-06 19:26:30 +02:00
Ray
ad8a5a95b2 Move and update CMakeList 2016-06-06 14:38:54 +02:00
Ray
29d505c98e Reorganize external libraries - BREAKING CHANGE -
Moved all external libraries used by raylib to external folder inside
raylib src. Makefile has already been update and also the different
includes in raylib modules.
2016-06-06 14:34:43 +02:00
Ray
688045307a Reorganize folder for Android library
Android build system has been simplified and now is included in src
folder, like other build systems.
2016-06-06 13:52:06 +02:00
Ray
72eb2632cc Corrected compilation bug on OpenGL 1.1 2016-06-05 23:51:41 +02:00
Joshua Reisenauer
e3b2485453 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-03 14:01:04 -07:00
raysan5
60232810d8 Added some comments 2016-06-03 19:00:58 +02:00
raysan5
d1133ca8d3 Some gestures comments tweaks... 2016-06-03 18:51:19 +02:00
raysan5
13bef7aa02 Work on Oculus functionality
Trying to find the best way to integrate Oculus support into raylib,
making it easy for the user...
2016-06-03 18:26:59 +02:00
raysan5
b574e105dd Basic raylib Oculus Rift template for reference
Not functional yet...
2016-06-03 18:08:50 +02:00
raysan5
4dfffff19b Review uniform name 2016-06-03 17:30:09 +02:00
raysan5
9417b9969d Remove GLEW 2016-06-03 17:26:37 +02:00
raysan5
46a7822eee Remove useless folder 2016-06-03 17:25:02 +02:00
raysan5
501ef80bed Updated camera 2d example 2016-06-03 13:22:24 +02:00
Ray
7ca6397223 Added support for Oculus Rift CV1 2016-06-03 00:53:51 +02:00
Ray
e2173922f0 Update eye render pose with layer data 2016-06-03 00:46:56 +02:00
Joshua Reisenauer
96fa716525 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-02 13:43:11 -07:00
raysan5
4bc339ea4e Updated Oculus sample 2016-06-02 20:25:11 +02:00
raysan5
0bc71d84f8 Added functions to customize internal matrix
Internal modelview and projection matrices can be replaced before
drawing.
2016-06-02 20:23:09 +02:00
raysan5
2168d8aa1a Removed DrawPhysicObjectInfo() function
To avoid additional dependencies
2016-06-02 19:16:11 +02:00
raysan5
cafc66a3c1 Rename for consistency with other functions 2016-06-02 19:09:56 +02:00
raysan5
4c9d0f16a5 Comment to avoid warning 2016-06-02 19:09:31 +02:00
raysan5
80b3c4cd2b Review comments to be value-generic 2016-06-02 18:49:40 +02:00
raysan5
5bcddca5e1 Remove useless stuff 2016-06-02 18:29:49 +02:00
raysan5
c286bea8e1 Remove GLEW dependency 2016-06-02 18:20:59 +02:00
raysan5
4fb3103dfa Corrected some formatting issues 2016-06-02 18:19:47 +02:00
raysan5
cf6d2e3985 Review coding style to match raylib style
Moved AudioError enum inside audio.c
2016-06-02 17:12:31 +02:00
Ray
7447b3e1da Merge pull request #123 from kd7tck/develop
mod player
2016-06-02 16:18:53 +02:00
Joshua Reisenauer
cf2975d062 convenient way to combine errors 2016-06-02 02:31:25 -07:00
Joshua Reisenauer
af1eb5453a I added audio errors
The only thing I did not change was the _g for globals. Is there any
other way we can mark globals?
2016-06-02 02:02:23 -07:00
Joshua Reisenauer
05f8e83ba9 cleanup 2016-06-02 00:03:00 -07:00
Joshua Reisenauer
21a01ec870 simplified mod 2016-06-01 20:36:54 -07:00
Joshua Reisenauer
ae6adb173b Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-01 20:17:39 -07:00
Joshua Reisenauer
90e1ed2b5e mod player added 2016-06-01 20:09:00 -07:00
Ray
17878550b1 Review heades usage
This is a first step toward a bigger project. Some modules could be
ported to header-only to be used as standalone.
2016-06-02 01:26:44 +02:00
Ray
7afa0b09ab Support raygui as standalone library 2016-06-02 01:24:27 +02:00
raysan5
0a27525a4b Dependencies review
Checking some files to be converted to header-only
2016-06-01 14:01:35 +02:00
raysan5
3e88156817 Ignore invalid warning 2016-06-01 12:38:06 +02:00
raysan5
897179a06c Corrected some issues on OpenGL 1.1 2016-06-01 12:37:51 +02:00
raysan5
8f91ed81c5 Updated Oculus sample to Oculus SDK 1.4
Still working on the sample but almost finished. Some rlgl internals
redesign required and it will be ready!
2016-05-31 20:08:36 +02:00
raysan5
d17a0cee1a Review text formatting (spacing, tabs...) 2016-05-31 19:12:37 +02:00
raysan5
302ec438dd Removed colTint, tint color is colDiffuse
Tint color could be applied to colDiffuse... but what's the best way?
Replace it? Multiply by? A point to think about...
2016-05-31 18:15:53 +02:00
raysan5
cac2a66deb Improved library consistency
Functions renamed to improve library consistency
2016-05-31 17:11:02 +02:00
Joshua Reisenauer
78b4494e2b Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-30 15:57:35 -07:00
Ray
caa7bc366b Reviewed DrawLight() function and some tweaks 2016-05-31 00:51:55 +02:00
Joshua Reisenauer
6ad8323860 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-30 15:39:21 -07:00
Joshua Reisenauer
9f2fc81df2 update to openal 2016-05-30 15:34:29 -07:00
Ray
8a4e28f81d Support Android internal data storage
Useful to save small data files (configuration and so)
For bigger files, external data storage should be used (SDCard)
2016-05-31 00:01:19 +02:00
Ray
4b93349db5 Merge pull request #122 from victorfisac/develop
Standard Lighting (3/3)
2016-05-30 23:25:18 +02:00
victorfisac
11cf455fe0 Standard Lighting (3/3)
- Added normal and specular maps to standard shader.
- Added full tint attribute to standard shader and material data type.
- Changed point light attenuation to radius.
2016-05-30 19:59:21 +02:00
victorfisac
b0a0c5d431 Added tint color attribute to material data type
It tints all fragments, ignores lighting. Useful for some features like
feedback (damage color, ...).
2016-05-30 19:55:13 +02:00
victorfisac
f2d61d4043 Remove normal depth
Scaling normal depth (y axis) makes disappear the specular of
fragments... So I think it can be removed, it is not a very
useful/important attribute.
2016-05-30 19:43:35 +02:00
victorfisac
0ff26f527f Added normal and specular maps logic to standard...
...shader and updated example.
2016-05-30 19:26:17 +02:00
victorfisac
5c32cf2095 Add 'dwarf' model normal and specular maps to resources folder 2016-05-30 19:19:15 +02:00
victorfisac
64f6c74c9a Add normal and specular maps to draw model process 2016-05-30 19:18:55 +02:00
victorfisac
2e26ce235d Add Draw3DCircle function and update raylib and rlgl header
Draw3DCircle is useful to draw point lights radius.
2016-05-30 19:18:11 +02:00
victorfisac
ae2d0d4cd8 Delete old example mesh resource file 2016-05-29 22:41:23 +02:00
victorfisac
26833f5aae Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-29 22:24:01 +02:00
raysan5
ea5b00528b Improved render to texture
Support render texture size different than screen size
2016-05-29 11:49:13 +02:00
Joshua Reisenauer
e4e315bbfc Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-29 01:09:29 -07:00
Ray
27df983ee0 Merge pull request #121 from kd7tck/develop
I made this for some others I am now working with
2016-05-27 19:55:41 +02:00
Joshua Reisenauer
5a041a6af5 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-25 11:26:31 -07:00
raysan5
3d6696f6c9 Renamed shader variables (more generic names) 2016-05-25 16:21:13 +02:00
raysan5
d53b6f4381 Renamed shader variables (more generic names)
Now shader maps use a generic naming convention for any kind of texture
maps (not only diffuse, normal or specular). Useful for custom shaders.
2016-05-25 16:19:57 +02:00
raysan5
48374c85dd Some tweaks
It seems there are some problems with DrawLights()
2016-05-23 11:25:04 +02:00
Joshua Reisenauer
f74791ed7b better build system 2016-05-23 02:12:22 -07:00
Joshua Reisenauer
f232f34981 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-22 15:03:10 -07:00
Ray
9811a37690 Merge pull request #120 from victorfisac/develop
Standard Lighting (2/3)
2016-05-21 20:11:23 +02:00
victorfisac
dcd6942ed1 Fix small bug and spacing 2016-05-21 18:22:15 +02:00
victorfisac
c320a21f2b Add standard lighting (2/3)
- 3 light types added (point, directional, spot).
- DrawLights() function added using line shapes.
- Standard lighting example added.
- Removed useless struct variables from material and light.
- Fixed light attributes dynamic locations errors.
- Standard vertex and fragment shaders temporally added until rewrite it
as char pointers in rlgl.
TODO:
- Add normal and specular maps calculations in standard shader.
- Add control structs to handle which attributes needs to be calculated
(textures, specular...).
- Adapt standard shader to version 110.
- Rewrite standard shader as char pointers in rlgl.
2016-05-21 18:16:39 +02:00
victorfisac
80eb4f3f50 Remove deprecated phong lighting shaders and example 2016-05-21 18:11:25 +02:00
victorfisac
30941c0dd1 Add Draw3DLine function and fixed MLT glossiness import value
In standard shader, material glossiness is a value from 0 to 1000 like
in MLT files. So, it doesn't need to be normalized.
2016-05-21 18:10:06 +02:00
victorfisac
cf71e1242e Fix some audio module compile warnings 2016-05-21 18:08:09 +02:00
victorfisac
0da7c499b6 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-21 18:06:36 +02:00
Ray
0b65b44a78 Merge pull request #119 from gordonmcshane/remove-local-properties
remove user-specific ant files
2016-05-21 11:14:23 +02:00
Ray
46e7a26770 Merge pull request #118 from gordonmcshane/gamepad-example-fix
fix example
2016-05-21 11:13:42 +02:00
Gordon McShane
c9ac176fa7 remove user-specific ant files 2016-05-20 11:27:18 -07:00
Gordon McShane
c0983f3400 fix example
- fix gamepad axis query in example broken by db4585b Improved gamepad support
2016-05-20 11:03:44 -07:00
victorfisac
30c8058fca Add standard lighting (1/3)
- Ambient and lambert lighting added.
- Ambient and diffuse colors linked to standard shader.
- Single light linked to standard shader.
- LoadStandardMaterial() and depending functions added.
2016-05-20 17:18:07 +02:00
victorfisac
c60cc9ee18 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-20 15:05:12 +02:00
raysan5
6dac1efefe Comented buggy code to avoid problems...
...on model drawing
2016-05-20 15:01:36 +02:00
Ray
8b3603cd48 Merge pull request #117 from victorfisac/develop
MTL loading shininess to material glossiness
2016-05-20 14:59:49 +02:00
victorfisac
3fa6fdacf2 Improved MTL loading shininess value 2016-05-20 14:24:53 +02:00
victorfisac
90c62c4cc0 Fix small warning
Material glossiness is a float type value...
2016-05-20 14:07:50 +02:00
victorfisac
4f1bee3165 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-20 14:03:23 +02:00
raysan5
dcf5f45f68 Add lighting system -IN PROGRESS-
Improved materials
2016-05-20 12:28:07 +02:00
raysan5
af890cf210 Updated to avoid pointers 2016-05-20 10:53:58 +02:00
raysan5
c9e30f7754 Review struct typedef to avoid pointers for users 2016-05-20 10:53:31 +02:00
raysan5
03cc031d00 Remove TODO comments (already done) 2016-05-20 09:40:48 +02:00
raysan5
7d1d9ff143 Support DYNAMIC_DRAW mesh loading 2016-05-20 09:36:02 +02:00
Ray
bdb450fccb Merge pull request #116 from kd7tck/newaudio
Redesign audio system to support multiple mix channels
2016-05-20 09:22:07 +02:00
Joshua Reisenauer
179f2f9e4f windows automated compile
Only works when raylib is installed on windows system.
2016-05-19 20:56:38 -07:00
Joshua Reisenauer
41c5f3a017 Buffer for raw audio 2016-05-19 20:44:09 -07:00
Joshua Reisenauer
847944e240 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into newaudio 2016-05-19 15:31:56 -07:00
Joshua Reisenauer
b10425492a name correction 2016-05-19 15:22:12 -07:00
raysan5
8bbbe8cd76 Corrected namings 2016-05-19 13:50:29 +02:00
raysan5
037edbaa13 Reorganize data for consistency 2016-05-18 13:22:14 +02:00
raysan5
bc08271da3 Updated shaders with comments 2016-05-18 12:04:27 +02:00
Joshua Reisenauer
cd7f25830b Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-16 19:54:03 -07:00
Joshua Reisenauer
706755d146 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-16 19:42:16 -07:00
Ray
0e29aa2951 Corrected function name
texture2D() is deprecated on GLSL 330
2016-05-17 00:39:56 +02:00
Ray
d84f922372 Merge pull request #114 from cHemingway/osx-fixes
Fix building examples on OSX
2016-05-17 00:10:28 +02:00
Joshua Reisenauer
76ff4d220e renamed everything so it is obvious what it does 2016-05-15 19:37:15 -07:00
Joshua Reisenauer
86fbf4fd8f logic bug fix 2016-05-15 02:09:57 -07:00
Joshua Reisenauer
d38d7a1bed clean up on buffering and preconditions 2016-05-14 16:30:32 -07:00
Joshua Reisenauer
8c5d403dda new function to check if music stream is ready
_g naming convention for globals, new error exit numbers.
2016-05-14 15:26:17 -07:00
Chris Hemingway
f575935ace Fix glfw name on OSX and remove unused directory warning 2016-05-14 10:45:29 +01:00
Joshua Reisenauer
ea4b5552c2 corrected typos 2016-05-14 00:25:40 -07:00
Chris Hemingway
b46a800597 Make GRAPHICS_API_OPENGL_33 work on OSX, closes #113 2016-05-14 01:10:05 +01:00
Chris Hemingway
b62bbb78ed Fix building examples on OSX 2016-05-13 23:01:48 +01:00
Joshua Reisenauer
5107a2dc40 bug fixes 2016-05-12 21:14:02 -07:00
Joshua Reisenauer
ded07690fd Merge remote-tracking branch 'refs/remotes/raysan5/develop' into newaudio 2016-05-12 16:06:22 -07:00
Joshua Reisenauer
83dbc07650 buffering of music now uses update audio context 2016-05-12 16:02:23 -07:00
raysan5
e060944b34 Added QuaternionInvert() 2016-05-12 13:02:04 +02:00
raysan5
075f51e0a3 Simplified internal (default) dynamic buffers 2016-05-12 12:20:23 +02:00
Joshua Reisenauer
f0ada8c40d apply index to remaining functions 2016-05-11 22:37:53 -07:00
Joshua Reisenauer
9737c58054 PlayMusicStream now uses index 2016-05-11 20:15:37 -07:00
Joshua Reisenauer
529d20ee6a Merge remote-tracking branch 'refs/remotes/raysan5/develop' into newaudio 2016-05-11 18:15:46 -07:00
Joshua Reisenauer
ad3d270c42 added set pitch for music streams 2016-05-11 18:14:59 -07:00
Ray
454b422fd6 Merge pull request #112 from kd7tck/develop
Base Audio Context System
2016-05-11 20:14:12 +02:00
raysan5
4d78d27bd9 Updated structs Mesh and Shader 2016-05-11 19:25:51 +02:00
Joshua Reisenauer
6db44500b7 adding multiple music streams 2016-05-11 00:37:10 -07:00
raysan5
6acfda599e Support indexed mesh data on OpenGL 1.1 path
Keep asking myself why I maintain this rendering path... -___-
2016-05-10 19:25:06 +02:00
raysan5
5c112ff542 Corrected tipo 2016-05-10 19:24:25 +02:00
raysan5
aee5d9a390 Code tweak 2016-05-10 19:24:05 +02:00
raysan5
1ddf594d15 Added support for indexed mesh data 2016-05-10 18:24:28 +02:00
Joshua Reisenauer
9799856ad4 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-10 02:00:42 -07:00
Joshua Reisenauer
b7f8e97b03 final fix for audiocontext system
now it works
2016-05-10 01:54:20 -07:00
Ray
ac44db26a2 Added reference 2016-05-09 13:16:44 +02:00
Ray
c85cd29049 Added defines for default shader names 2016-05-09 12:41:53 +02:00
Ray
3d0208223a First implementation of MTL loading
Not tested yet
2016-05-09 12:40:59 +02:00
Ray
dc4d5dabcd Added MTL loading info 2016-05-09 01:18:46 +02:00
Ray
f7d4951165 Improved vertex attribs support for models 2016-05-08 23:50:35 +02:00
raysan5
0bcb873cbb Improved mesh support
Depending on mesh data, it can be loaded and default vertex attribute
location points are set, including colors, tangents and texcoords2
2016-05-08 15:24:02 +02:00
raysan5
29761c2519 Testing new material usage 2016-05-07 18:29:04 +02:00
raysan5
eeb151586f Corrected issues with OpenGL 1.1 backend 2016-05-07 18:28:40 +02:00
raysan5
7ab008878a Library redesign to accomodate materials system 2016-05-07 18:07:15 +02:00
raysan5
ec72a8868e Comment tweak 2016-05-07 18:04:22 +02:00
raysan5
ba60918eaa Updated Oculus sample
Now GLFW3 windows/context creation works ok and a sample red rectangle
has been drawn using rlgl. Next step is working in tracking
position/orientation maths and try to get a simple 3d scene...
2016-05-04 20:25:32 +02:00
Joshua Reisenauer
e660700924 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-03 14:17:37 -07:00
raysan5
fd67e31f63 Renamed function for consistency 2016-05-03 19:27:06 +02:00
raysan5
8301980ba8 Clean up and consistency review
- Renamed some functions for consistency (default buffers)
- Removed mystrdup() function (implemented inline)
- Renamed TextFileRead() to ReadTextFile()
2016-05-03 19:20:25 +02:00
raysan5
5f73850fa6 Renamed functions for consistency 2016-05-03 18:04:21 +02:00
raysan5
e94acf86f8 Reorganized internal funcs 2016-05-03 17:54:50 +02:00
Joshua Reisenauer
d6feeb14ff pause on no data 2016-05-03 02:52:45 -07:00
Joshua Reisenauer
9d09ada33b new boolean floatingPoint option
Now floating point is either on or off. This simplifies the use of 16bit
vs float.
2016-05-02 21:59:55 -07:00
Joshua Reisenauer
c3208c5cd6 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-05-02 14:43:37 -07:00
Joshua Reisenauer
4636e3367c number remaining buffer transfer for updateAudioContext
updateAudioContext is almost done
2016-05-02 14:37:00 -07:00
Ray
f2152aa391 Reorganize functions 2016-05-02 14:11:57 +02:00
Ray
2646ed0393 Removed debug functions 2016-05-02 14:11:42 +02:00
Joshua Reisenauer
9ef0240e99 resamples added
Ease of use considered in api and channels are more convenient as
unsigned char type.
2016-05-02 01:24:24 -07:00
Joshua Reisenauer
790bc72806 bool return for failed update 2016-05-01 23:07:02 -07:00
Joshua Reisenauer
289a53221d merge fix 2016-05-01 20:00:51 -07:00
Joshua Reisenauer
a2a3d3aeb6 new silence generator 2016-05-01 18:53:40 -07:00
Ray
17732fa9c4 Corrected warning with array 2016-05-02 00:38:01 +02:00
Ray
fa98289ddb Added 2D camera mode functions
Removed BeginDrawingEx()
Added Begin2dMode() and End2dMode()
2016-05-02 00:37:33 +02:00
Ray
0e6d1cb272 Working on materials system... 2016-05-02 00:16:32 +02:00
raysan5
cc39b4660a New oculus sample to test... 2016-05-01 21:55:34 +02:00
Joshua Reisenauer
fa3112b40e Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-04-30 19:00:23 -07:00
Ray
6ca1fd59a9 Merge pull request #111 from kd7tck/develop
First stage of audio API update
2016-05-01 01:49:40 +02:00
Ray
1fb874cdc5 Check for WebGL/Webkit extensions
Improve DXT-ETC1 support on HTML5
2016-05-01 01:09:48 +02:00
Joshua Reisenauer
34e5fcf47e removed enums 2016-04-30 16:05:43 -07:00
Joshua Reisenauer
a1038f61b6 BPS type added to ensure consistency 2016-04-30 15:41:46 -07:00
Joshua Reisenauer
5f1e8b8278 hide struct from user
Hiding the struct from user should protect from accidentally modifying
the mix channel. This could cause serious errors down the road.
2016-04-29 23:43:21 -07:00
Joshua Reisenauer
91f1f324c0 First stage of audio API update
Look over changes and give feedback please.
2016-04-29 23:00:12 -07:00
Ray
eb36c351cf Merge pull request #110 from kd7tck/develop
quick fix (module audio support)
2016-04-27 09:09:31 +02:00
Joshua Reisenauer
f707c1ca46 this should work 2016-04-27 00:02:11 -07:00
Joshua Reisenauer
299ae7a4bd new trace logs and optimizations 2016-04-26 16:50:07 -07:00
Joshua Reisenauer
3104d3d6cd small fix for streaming
There is still an issue where audio will cut off after a brief moment
2016-04-25 22:18:49 -07:00
Joshua Reisenauer
04d9deac92 setting up openal 2016-04-25 20:05:03 -07:00
Joshua Reisenauer
f12754b01f quick fix
Boolean errors
2016-04-25 18:40:19 -07:00
Ray
f9bbce0da7 Merge pull request #109 from kd7tck/develop
Added proto version of jar_xm
2016-04-25 09:32:14 +02:00
Joshua Reisenauer
62087d21cc updated jar_xm 2016-04-24 23:44:49 -07:00
Joshua Reisenauer
89a84a621b implement 2016-04-24 22:04:31 -07:00
Joshua Reisenauer
1c370f5a17 cleaned up calculations 2016-04-24 22:00:40 -07:00
Joshua Reisenauer
cb05c51911 tabs to spaces fix 2016-04-24 18:18:18 -07:00
Joshua Reisenauer
ec2cbaa5eb Added proto version of jar_xm
This is an early draft, needs lots of work. Still need to figure out way
to calculate total length of song. This is hard because xm tracks stream
out zeros when done, only position in track can be found. Position does
not give any direct value of how much more time is left. I think that by
setting the loop count to 1 and seeking until the end I can total up the
number of samples and come up with a length.
2016-04-24 15:25:48 -07:00
raysan5
173529e048 Oculus SDK 1.3 + GLFW3 sample -NOT WORKING- 2016-04-23 11:29:19 +02:00
raysan5
9639b14e1b Reduce PCM buffer size for Android to avoid stalls 2016-04-17 14:48:20 +02:00
raysan5
17eefed08f Improved gestures system 2016-04-17 11:36:40 +02:00
raysan5
2e5d898443 Corrected bug with old FBO struct 2016-04-17 11:25:04 +02:00
raysan5
6b5e18e6bf Make mouse inputs available on Android for...
... easy code porting, transalating them to touches and gestures
internally.

Removed function SetCustomCursor(), it can be managed by the user.
2016-04-17 11:19:32 +02:00
raysan5
0da88ac5c5 Updated template game library name 2016-04-17 11:11:48 +02:00
raysan5
c8a30b262d Updated gestures example 2016-04-17 11:11:23 +02:00
raysan5
284eaf1576 Use Depth Texture on OpenGL 3.3 2016-04-10 19:38:57 +02:00
raysan5
c1e49d2b13 Removed function
I decided it is redundant and could be confusing (when mixed with 3D
drawing). It's not KISS.
2016-04-08 12:00:29 +02:00
raysan5
cde2c1aa6d Added depth drawing shader
NOTE: It requires a depth texture as input, it should be configured on
rlgl, by default RenderTexture (fbo) uses Depth Renderbuffer instead of
Depth Texture. Check rlglLoadRenderTexture()
2016-04-08 00:21:21 +02:00
raysan5
aa22d97983 Simplified texture flip and added comments 2016-04-07 13:31:53 +02:00
raysan5
4b51248372 Review shader and add comments 2016-04-07 12:43:45 +02:00
raysan5
1d545449bb Reviewed shaders and added comments 2016-04-07 12:32:32 +02:00
raysan5
78b502b0bf Folders rename for consistency on shaders version 2016-04-07 11:48:09 +02:00
raysan5
3b67a4cfba Update stb libs to latest version 2016-04-06 17:45:25 +02:00
Ray
1a2a44200a Merge pull request #108 from LelixSuper/develop
Fix Makefile files
2016-04-06 17:12:03 +02:00
LelixSuper
9361615786 Fix Makefile files
I've added .PHONY targets and fixed "clean" recipe.
2016-04-06 13:21:29 +02:00
raysan5
0133917bf9 Correct detail 2016-04-04 01:15:43 +02:00
Ray
b6cec214bd Unified internal shader to only one
Only defaultShader required, set default value for vertex color
attribute if not enabled and fragColor uniform
2016-04-03 20:14:07 +02:00
raysan5
a66c8531d6 Some code simplifications 2016-04-03 18:31:42 +02:00
Ray
37cc45a0a8 Merge pull request #107 from LelixSuper/develop
Cleaning of Makefile files
2016-04-03 18:20:04 +02:00
LelixSuper
a04a7b6ea5 Fix cleaning recipies for GNU/Linux 2016-04-03 16:07:44 +02:00
LelixSuper
f2f4079411 Remove recipes of GLEW from Makefile (not used any more) 2016-04-03 16:05:23 +02:00
LelixSuper
565b1089bd Remove duplicate code 2016-04-03 15:58:44 +02:00
raysan5
06a8d7eb06 Remove old postprocessing system 2016-04-01 10:39:33 +02:00
raysan5
108055cd62 Updated example to new render to texture system 2016-03-30 20:19:46 +02:00
raysan5
66b096d978 Added support for render to texture (use RenderTexture2D)
Now it's possible to render to texture, old postprocessing system will
be removed on next raylib version.
2016-03-30 20:09:16 +02:00
raysan5
1136d4222f Setting up for raylib 1.5.0 2016-03-28 01:18:40 +02:00
raysan5
136408d8b8 Corrected bug on bounding box
if mesh is not loaded properly it breaks the game!
2016-03-27 19:42:57 +02:00
raysan5
ee9bf76ae9 Remove old screenshot 2016-03-27 19:03:55 +02:00
raysan5
a3f16c8459 Improved 2d camera system -IN PROGRESS- 2016-03-27 18:34:05 +02:00
raysan5
956a6e6f77 Corrected bug and comments on model unloading 2016-03-27 18:34:05 +02:00
raysan5
8b7ca8b670 Review comments 2016-03-27 18:34:05 +02:00
Ray
35ee4e52c8 Merge pull request #105 from victorfisac/develop
Fix spacing and some comments
2016-03-24 12:25:56 +01:00
victorfisac
ea7afc8ec8 Fix spacing and some comments 2016-03-23 22:47:39 +01:00
Ray
db3dd9d200 Merge pull request #104 from victorfisac/develop
Physac redesign complete
2016-03-23 16:39:24 +01:00
victorfisac
60223a358b Physac redesign (3/3)
Finally, physics update is handled in main thread using steps to get
accuracy in collisions detection instead of moving it to a new thread.

Examples are finished as simple and clear as I could. Finally, physac
module is MORE simpler than in the first version, calculation everything
by the same way for both types of physic objects.

I tryed to add rotated physics a couple of times but I didn't get
anything good to get a base to improve it. Maybe for the next version...

No bugs or strange behaviours found during testing.
2016-03-23 15:50:41 +01:00
victorfisac
c453ac8265 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-03-23 15:38:04 +01:00
raysan5
269b120104 Review Android button inputs 2016-03-21 20:15:11 +01:00
raysan5
584e74c676 Corrected bug on touch position 2016-03-20 16:48:23 +01:00
raysan5
fa78023aa4 Understand mouse as touch in web 2016-03-20 16:28:59 +01:00
raysan5
ebc2b9a286 Improved windows resizing system...
...despite not being enabled on GLFW3
2016-03-20 14:20:42 +01:00
raysan5
5e45c3c824 Redesign to work as standalone
Redesigned to work as standalone and support fordward-compatible context
(shaders review)
2016-03-20 13:39:27 +01:00
Ray
e2ba22ec59 Improved 2D-3D drawing
Depth test disabled for 2D and only used on 3D; consequently LINES vs
TRIANGLES vs QUADS buffers drawing order maters... but blending also
works ok.
2016-03-17 13:51:48 +01:00
Ray
49df957058 Add support for multiple gamepads on RPI 2016-03-17 12:54:36 +01:00
Ray
95c1bf9544 Removed previous change that introduced a bug 2016-03-16 19:10:19 +01:00
Ray
db4585b3e2 Improved gamepad support
Now it works ok also in RaspberryPi
2016-03-16 17:52:09 +01:00
Ray
d6bc7b8877 Reset pointCount for gestures 2016-03-16 17:51:21 +01:00
Ray
ee52b13ae6 Corrected bug on GetCollisionRec() 2016-03-16 17:50:51 +01:00
Ray
d0e26247f4 Merge pull request #103 from victorfisac/develop
physac module redesign (2/3)
2016-03-16 17:28:47 +01:00
victorfisac
0caf925d5d Updated headers 2016-03-16 12:48:30 +01:00
victorfisac
dc68205a18 Updated and improved physac examples 2016-03-16 12:46:12 +01:00
victorfisac
7128ef686d physac module redesign (2/3)
physac module base almost finished. All collisions are now resolved
properly and some force functions was added.

COLLIDER_CAPSULE removed for now because in 2D everything is composed by
rectangle and circle colliders...

The last step is move physics update loop into another thread and update
it in a fixed time step based on fps.
2016-03-16 12:45:01 +01:00
victorfisac
d728494099 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-03-16 12:40:08 +01:00
Ray
5bcda7bf15 Merge pull request #102 from LelixSuper/develop
Fix examples and templates compiling on GNU/Linux
2016-03-13 19:31:36 +01:00
LelixSuper
9e7a3b7017 Remove GLEW library and uncomment other GNU/Linux dependences 2016-03-13 19:26:12 +01:00
LelixSuper
530e520727 Convert tabs to spaces when it is possible in Makefile files 2016-03-13 14:01:12 +01:00
LelixSuper
2e3e62a413 Raname all makefile files to "Makefile"
I've renamed all makefile files to "Makefile" because they appear in the first files.
2016-03-12 20:01:46 +01:00
LelixSuper
4d8f18e00b Add a missing library for compiling on GNU/Linux
I've added "-ldl" library, it's necessary to compile the project.
2016-03-12 19:39:13 +01:00
LelixSuper
ea8363a3b0 Update "libraries" and "includes" section
I've cleaned the GNU/Linux compilation, now you can compile without useless parameters.
2016-03-12 19:08:54 +01:00
LelixSuper
c5931c75c6 Update GNU/Linux compilation
If you have raylib on standard directories ("/usr/local/include/raylib/raylib.h" for the header and "/usr/local/lib/libraylib.a" for raylib library) you can compile without edit the makefile.
2016-03-12 18:49:28 +01:00
LelixSuper
d07e4f44f1 Edit the default target to conform to GNU standards
I've changed all default target names with 'all'. Here there is the explanation: <https://www.gnu.org/prep/standards/standards.html#Standard-Targets>.
2016-03-12 18:40:52 +01:00
Ray
dcabb49244 GESTURE SWIPE
change name variable
2016-03-09 10:15:28 +01:00
Ray
18a13679fd Review GuiToggleButton() 2016-03-07 09:38:55 +01:00
raysan5
6ee5718b2e Improved function GetKeyPressed()
To support multiple keys (including function keys)
2016-03-06 19:30:16 +01:00
raysan5
d0e7195a16 Added new functions to draw text on image 2016-03-06 19:28:58 +01:00
raysan5
7053724fd6 Default style tweak 2016-03-06 12:24:44 +01:00
raysan5
c9d22c7a14 Redesign to use Material type -IN PROGRESS-
Requires Shader access functions review
2016-03-06 02:05:16 +01:00
Ray
893facdf6d Merge pull request #101 from victorfisac/develop
Redesigned physac module (IN PROGRESS)
2016-03-05 20:16:52 +01:00
victorfisac
78e4772f21 Fixed physac header little mistake 2016-03-05 19:36:40 +01:00
victorfisac
305efcf5ad Redesigned physics module (IN PROGRESS)
physac modules is being redesigned. Physics base behaviour is done and
it is composed by three steps: apply physics, resolve collisions and fix
overlapping.

A basic example is currently in progress. The next steps are try to add
torque and unoriented physic collisions and implement physics basic
functions to add forces. Rigidbody grounding state is automatically
calculated and has a perfect result. Rigidbodies interacts well with
each others.

To achieve physics accuracy, UpdatePhysics() is called a number of times
per frame. In a future, it should be changed to another thread and call
it without any target frame restriction.

Basic physics example has been redone (not finished) using the new
module functions. Forces examples will be redone so I removed it from
branch.
2016-03-05 17:05:02 +01:00
raysan5
0d911127d7 Split mesh generation from model loading 2016-03-05 16:17:54 +01:00
raysan5
5ea18b9426 Support 2d camera system -IN PROGRESS- 2016-03-05 15:40:08 +01:00
raysan5
d8bd8634ab 3d Camera: Added support for field-of-view Y 2016-03-05 13:05:45 +01:00
Ray
dcbf2a0e0c Replaced tabs by spaces 2016-03-03 13:24:56 +01:00
raysan5
fffbf48dec Added support for Nearest-Neighbor image scaling
Specially useful on default font scaling
2016-03-02 19:22:55 +01:00
raysan5
a167067cbd Security check for unsupported BMFonts
- Check if first character is the expected Space char (32)
- Check if characters are ordered in definition file (.fnt)
2016-03-02 18:35:30 +01:00
raysan5
4476a9e241 Review rlglUnproject() system 2016-03-02 17:13:31 +01:00
raysan5
4011c13d4b Updated BoundingBox collision detections 2016-03-01 20:54:02 +01:00
raysan5
6106ab8a2e Added color to DrawBoundigBox() 2016-03-01 20:26:01 +01:00
raysan5
1674465bdc Adjust buffers usage
- Removed DrawQuad() function
- DrawBillboard() uses DrawBillboardRec()
- DrawPlane() uses RL_TRIANGLES
- DrawRectangleV() uses RL_TRIANGLES, that way, [shapes] module uses
only TRIANGLES buffers.
2016-03-01 19:00:12 +01:00
raysan5
8ca6f8c6ec Do not free model mesh 2016-03-01 15:37:01 +01:00
raysan5
04caf1c262 Corrected memory leak 2016-03-01 15:36:45 +01:00
victorfisac
ce56fcb1ed Merge remote-tracking branch 'refs/remotes/raysan5/master' 2016-02-26 14:32:30 +01:00
victorfisac
68088bc5be Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-02-26 14:28:05 +01:00
Ray
0dfc7fffff Removed a couple of TODOs 2016-02-23 00:57:50 +01:00
1173 changed files with 320274 additions and 148467 deletions

8
.github/FUNDING.yml vendored Normal file
View File

@@ -0,0 +1,8 @@
# These are supported funding model platforms
github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: raylib
open_collective: # Replace with a single Open Collective username
ko_fi: raysan
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
custom: # Replace with a single custom sponsorship URL

View File

@@ -0,0 +1,30 @@
---
name: new issue template
about: generic template for new issues
title: "[module] Short description of the issue/bug/feature"
labels: ''
assignees: ''
---
Please, before submitting a new issue verify and check:
- [ ] I tested it on latest raylib version from master branch
- [ ] I checked there is no similar issue already reported
- [ ] My code has no errors or misuse of raylib
### Issue description
*Briefly describe the issue you are experiencing (or the feature you want to see added to raylib). Tell us what you were trying to do and what happened instead. Remember, this is not the best place to ask questions. For questions, go to [raylib Discord server](https://discord.gg/VkzNHUE).*
### Environment
*Provide your Platform, Operating System, OpenGL version, GPU details where you experienced the issue.*
### Issue Screenshot
*If possible, provide a screenshot that illustrates the issue. Usually an image is better than a thousand words.*
### Code Example
*Provide minimal reproduction code to test the issue. Please, format the code properly and try to keep it as simple as possible, just focusing on the experienced issue.*

96
.gitignore vendored
View File

@@ -1,11 +1,10 @@
# Ignore generated files
# ...
# Ignore Android generated files and folders
src_android/obj/
templates/android_project/bin/
templates/android_project/obj/
templates/android_project/libs/
# Ignore VIM's backup generated files
*.swp
*.swo
*~
# Ignore thumbnails created by windows
Thumbs.db
@@ -14,9 +13,10 @@ Thumbs.db
# *.obj --> Can be confused with 3d model!
*.pdb
*.aps
*.vcproj.*.user
*.vcxproj*
*.sln
*.user
# *.vcproj
# *.vcxproj*
# *.sln
*.vspscc
*_i.c
*.i
@@ -33,19 +33,52 @@ Thumbs.db
[Bb]in
[Dd]ebug/
[Dd]ebug.win32/
[Dd]ebug.DLL/
*.sbr
*.sdf
obj/
[R]elease/
[Rr]elease.win32/
_ReSharper*/
[Tt]est[Rr]esult*
ipch/
*.opensdf
*.db
*.opendb
packages/
# Ignore compiled binaries
*.o
*.exe
!tools/rrem.exe
*.a
*.bc
!raylib.rc.o
# Ignore all examples files
examples/*
# Unignore all examples dirs
!examples/*/
# Unignore all examples files with extension
!examples/*.c
!examples/*.lua
!examples/*.png
# Unignore examples Makefile
!examples/Makefile
!examples/Makefile.Android
!examples/raylib_compile_execute.bat
!examples/raylib_makefile_example.bat
# Ignore all games files
games/*
# Unignore all games dirs
!games/*/
# Unignore all games files with extension
!games/*.c
!games/*.lua
!games/*.png
# Unignore games makefile
!games/Makefile
!games/Makefile.Android
# Ignore files build by xcode
*.mode*v*
@@ -60,5 +93,46 @@ xcschememanagement.plist
._.*
xcuserdata/
DerivedData/
*.dll
src/libraylib.a
# Visual Studio project
project/VS2015.UWP/packages
project/VS2017/packages
# Web examples
docs/examples/web/*.html
docs/examples/web/*/*.html
!docs/examples/web/loader.html
!docs/examples/web/core/loader.html
!docs/examples/web/shapes/loader.html
!docs/examples/web/text/loader.html
!docs/examples/web/textures/loader.html
!docs/examples/web/audio/loader.html
!docs/examples/web/physac/loader.html
!docs/examples/web/shaders/loader.html
!docs/examples/web/models/loader.html
# CMake stuff
CMakeCache.txt
CMakeFiles
CMakeScripts
Testing
TestingIfSymlinkWorks
cmake_install.cmake
install_manifest.txt
compile_commands.json
CTestTestfile.cmake
build
!templates/android_project/Makefile
# Unignore These makefiles...
!examples/CMakeLists.txt
!games/CMakeLists.txt
# Ignore Android generated files and folders
templates/android_project/output
# Ignore GNU global tags
GPATH
GRTAGS
GTAGS
.vs

166
.travis.yml Normal file
View File

@@ -0,0 +1,166 @@
language: c
dist: trusty
git:
depth: 3
# TODO we could use a 32 bit Docker container for running true 32-bit tests
services:
- docker
matrix:
include:
- os: linux
env: ARCH=i386
sudo: required
- os: linux
env: ARCH=amd64 INSTALL_GLFW=YES USE_EXTERNAL_GLFW=OFF
sudo: required
- os: linux
env: ARCH=amd64 INSTALL_GLFW=YES STATIC=OFF RELEASE=NO
sudo: required
- os: linux
env: WAYLAND=ON ARCH=amd64 RELEASE=NO
sudo: required
addons:
apt:
packages:
- libwayland-dev
- libxkbcommon-dev
- libegl1-mesa-dev
- os: osx
env: ARCH=universal
- os: osx
osx_image: xcode9.4
env: ARCH=universal SHARED=OFF RELEASE=NO
- os: linux
env: ARCH=arm64-android RELEASE=NO
sudo: required
- os: linux
env: ARCH=arm32-android RELEASE=NO
sudo: required
- os: linux
env: ARCH=html5 RELEASE=NO
sudo: required
- os: windows
compiler: gcc
env: ARCH=i386 SHARED=OFF RELEASE=NO
before_script:
before_install:
- if [ -z "$USE_EXTERNAL_GLFW" ]; then export USE_EXTERNAL_GLFW=IF_POSSIBLE; fi
- if [ -z "$SHARED" ]; then export SHARED=ON ; fi
- if [ -z "$STATIC" ]; then export STATIC=ON ; fi
- if [[ "$INSTALL_GLFW" == "YES" && "$USE_EXTERNAL_GLFW" != "OFF" ]]; then
export DONT_TEST=1;
fi
- if [ "$TRAVIS_OS_NAME" == "linux" ]; then
if [[ "$ARCH" == *-android ]]; then
export DONT_TEST=1;
export RAYLIB_PACKAGE_SUFFIX="-Android-arm64";
wget https://dl.google.com/android/repository/android-ndk-r17-linux-x86_64.zip;
unzip -qq android-ndk*.zip;
if [[ "$ARCH" == arm64-* ]]; then
export RAYLIB_PACKAGE_SUFFIX="-Android-arm64";
TOOLCHAIN_ARCH=arm64;
PREFIX=aarch64-linux-android-;
else
export RAYLIB_PACKAGE_SUFFIX="-Android-arm32";
TOOLCHAIN_ARCH=arm;
PREFIX=arm-linux-androideabi-;
fi;
android-ndk*/build/tools/make_standalone_toolchain.py --arch $TOOLCHAIN_ARCH --api 21 --install-dir /tmp/android-toolchain;
export PATH=/tmp/android-toolchain/bin:$PATH;
export CC=${PREFIX}clang;
export CXX=${PREFIX}clang++;
export CMAKE_ARCH_ARGS='-DPLATFORM=Android';
elif [ "$ARCH" == "html5" ]; then
export DONT_TEST=1;
export RAYLIB_PACKAGE_SUFFIX="-html5";
docker run --privileged=true -dit --name emscripten -v $(pwd):/src trzeci/emscripten:sdk-incoming-64bit bash;
export CMAKE_ARCH_ARGS='-DPLATFORM=Web -DCMAKE_TOOLCHAIN_FILE=../cmake/emscripten.cmake';
RUNNER='docker exec -it emscripten cmake -E chdir build';
else
sudo apt-get install -y gcc-multilib
libasound2-dev:$ARCH
libxcursor-dev:$ARCH libxinerama-dev:$ARCH mesa-common-dev:$ARCH
libx11-dev:$ARCH libxrandr-dev:$ARCH libxrandr2:$ARCH libxi-dev:$ARCH
libgl1-mesa-dev:$ARCH libglu1-mesa-dev:$ARCH;
if [ "$OPENAL" == "ON" ]; then sudo apt-get install -y libopenal-dev; fi;
if [ "$ARCH" == "i386" ]; then export CMAKE_ARCH_ARGS='-DCMAKE_C_FLAGS=-m32 -DCMAKE_SYSTEM_LIBRARY_PATH=/usr/lib/i386-linux-gnu -DSUPPORT_FILEFORMAT_FLAC=OFF'; fi;
export RAYLIB_PACKAGE_SUFFIX="-Linux-$ARCH";
if [ "$INSTALL_GLFW" == "YES" ]; then
pushd src/external/glfw;
cmake . -DGLFW_BUILD_DOCS=OFF
-DGLFW_BUILD_TESTS=OFF
-DGLFW_BUILD_EXAMPLES=OFF
-DGLFW_INSTALL=ON
-DBUILD_SHARED_LIBS=ON
-DGLFW_USE_WAYLAND=$WAYLAND;
make;
sudo make install;
popd;
fi;
fi;
fi
- if [ "$TRAVIS_OS_NAME" == "osx" ]; then
export RAYLIB_PACKAGE_SUFFIX="-macOS";
if [ "$INSTALL_GLFW" == "YES" ]; then brew update; brew install glfw; fi;
fi
- if [ "$TRAVIS_OS_NAME" == "windows" ]; then
export DONT_TEST=1;
export RAYLIB_PACKAGE_SUFFIX="-windows";
export CMAKE_ARCH_ARGS='-DPLATFORM=Desktop';
fi
- mkdir build
- $RUNNER $CC --version
script:
- cd build
- if test -n "$WAYLAND"; then
wget https://mirrors.edge.kernel.org/ubuntu/pool/universe/e/extra-cmake-modules/extra-cmake-modules_5.44.0-0ubuntu1_amd64.deb;
sudo apt-get clean;
sudo apt-get update;
sudo apt-get install dpkg;
sudo dpkg -i extra-cmake-modules_5.44.0-0ubuntu1_amd64.deb;
git clone git://anongit.freedesktop.org/wayland/wayland-protocols;
pushd wayland-protocols;
git checkout 1.15 && ./autogen.sh --prefix=/usr && make && sudo make install;
popd;
fi
- $RUNNER cmake $CMAKE_ARCH_ARGS
-DMACOS_FATLIB=ON
-DSTATIC=$STATIC -DSHARED=$SHARED
-DBUILD_EXAMPLES=ON -DBUILD_GAMES=ON
-DUSE_EXTERNAL_GLFW=$USE_EXTERNAL_GLFW
-DUSE_WAYLAND=$WAYLAND
-DINCLUDE_EVERYTHING=ON
-DCMAKE_VERBOSE_MAKEFILE:BOOL=ON
..
- $RUNNER cmake --build . --target
- if [ "$RELEASE" != "NO" ]; then $RUNNER cmake --build . --target package; fi
- if [ -n "$RUNNER" ]; then
sudo $RUNNER cmake --build . --target install;
else
$(which sudo) $RUNNER "$(which cmake)" --build . --target install;
fi
- if [ ! "$DONT_TEST" ]; then
pkg-config --static --libs raylib;
nm -g release/libraylib.a | grep glfwGetProcAddress || (echo "libraylib.a doesn't contain GLFW symbols! Aborting..." && false);
ctest --output-on-failure;
fi
deploy:
provider: releases
api_key:
secure: LvqUIAN/3dJul+Ra2iK3tSaNG5IwsNMmGIwVMy0DK5IBCxiQPBc9pWGiE30RTBPt6Z+N4BhMEE8DtUl+vnISlMoHWNIIhF2zwC66hs/F7zY7qEITMRSmfiLcqxQysknFOnJB06CATgXcFqlEo9j+t4abrG/f3qcb92J4O2uNz336Au2myTx93Q5MxbyA7KiUuEutFnb2dWiPCY4d+sGeXEfsiD2R7aj/8MaWOkoGdZVrTkI9juMgvpImkjQBArvqdjUMeT3MsRrwgOIq5v2GFV9dOl8k1WzPeT8B2JHh00ed/o1/wuFq/cLLOxtYo2+Pv3+xatOrlexoX0WkDm7C9/L1W5U4rLexU3CQ9mMBmHPnp6k/WXZ5QXEE4uUF0+LpN3XlIXzFpdZmZiVV8VLxg2WvyncMmivYiu7/MTkyfZxyKkzwl7sZZslzHA9kOGedGaN7b7/2B77OFHoQK8lKfdFml7jJnarh+89nenNZYMab0E8qkOJOyb2bYlDTa0/2nyxGiyymYgq6YHLNrDbhqB/1LzdgzjMliQ8ri5q9Ux2vjfcqOzhfAmcwFwnY/D6yXJWYi0DWpHZdpKl3du6dYDrypW91/yDWbwiJ/YhrE7ZunzrcB6GH/QkbuzWxdCth39rQAHih8DG01co/K3Gvi4yGjvIH5tFUpyEolMnpMiA=
file_glob: true
file: raylib-*.tar.gz
skip_cleanup: true
on:
repo: raysan5/raylib
branch: master
tags: true

33
BINDINGS.md Normal file
View File

@@ -0,0 +1,33 @@
### raylib bindings
Some people ported raylib to other languages in form of bindings or wrappers to the library, here is a list with the ones I'm aware of:
- [raylib](https://github.com/raysan5/raylib) : raylib **C/C++** version (default)
- [raylib-lua](https://github.com/raysan5/raylib-lua) : raylib **Lua** binding
- [raylib-lua-ffi](https://github.com/raysan5/raylib/issues/693) : raylib **Lua** ffi binding
- [raylib-go](https://github.com/gen2brain/raylib-go) : raylib **Go** binding
- [raylib-Nim](https://gitlab.com/define-private-public/raylib-Nim) : raylib **Nim** binding
- [raylib-cr](https://github.com/AregevDev/raylib-cr) : raylib **Crystal** binding
- [cray](https://gitlab.com/Zatherz/cray) - raylib **Crystal** binding
- [Graphics::Raylib](https://metacpan.org/pod/Graphics::Raylib) : raylib **Perl** wrapper
- [raylib-pascal](https://github.com/drezgames/raylib-pascal) - raylib **Pascal** binding
- [Raylib-cs](https://github.com/ChrisDill/Raylib-cs) : raylib **C#** binding
- [RaylibSharp](https://github.com/TheLumaio/RaylibSharp) : raylib **C#** binding
- [raylib-ruby-ffi](https://github.com/D3nX/raylib-ruby-ffi) : raylib **Ruby** binding
- [raylib-rs](https://github.com/deltaphc/raylib-rs) : raylib **Rust** binding
- [raylib-py](https://github.com/overdev/raylib-py) : raylib **Python** binding
- [raylib-haskell](https://github.com/DevJac/raylib-haskell) : raylib **Haskell** binding
- [raylib-java](https://github.com/XoanaIO/raylib-java) : raylib **Java** binding
- [raylib-chaiscript](https://github.com/RobLoach/raylib-chaiscript) : raylib **ChaiScript** binding
- [node-raylib](https://github.com/RobLoach/node-raylib) : **Node.js** raylib binding
- [raylib-odin](https://github.com/kevinw/raylib-odin): **Odin** raylib binding
- [raylib-factor](https://github.com/Silverbeard00/raylib-factor): **Factor** raylib binding
- *[raylib COBOL Usage example](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)*
- *raylib flat-assembler Usage example*: not uploaded yet...
Missing some language? Check the [bindings not yet in this list](https://gist.github.com/raysan5/5764cc5b885183f523fce47f098f3d9b#bindings-not-yet-in-the-official-list) or create a new binding! :)
Usually, raylib bindings follow the convention: `raylib-{language}`
Let me know if you're writing a new binding for raylib, I will list it here and I usually
provide the icon/logo for that new language binding.

615
CHANGELOG
View File

@@ -1,16 +1,617 @@
changelog
---------
Current Release: raylib 1.4.0 (22 February 2016)
Current Release: raylib 2.5.0 (31 May 2019)
NOTE: Only versions marked as 'Release' are available in installer, updates are only available as source.
NOTE: Current Release includes all previous updates.
-----------------------------------------------
Release: raylib 2.5 (May 2019)
-----------------------------------------------
KEY CHANGES:
- [core] Redesigned Gamepad mechanism, now common to all platforms and gamepads
- [core] HighDPI monitors support with automatic content scaling
- [rlgl] Complete module redesign to use one single internal buffer
- [rlgl] VR system redesign to allow custom device parameters and distortion shader
- [shapes] New drawing shapes available: CircleSector, Ring and RectangleRounded
- [text] New text management API (multiple functions)
- [text] Full Unicode support (utf8 text)
- [textures] Cubemap textures support
- [textures] Quad and N-Patch drawing
- [models] Skeletal model animation support
- [models] Support multiple meshes per model
- [models] Support glTF model loading
Detailed changes:
[build] REVIEWED: Default raylib and examples Makefile
[build] REVIEWED: Notepad++ NppExec scripts
[build] REVIEWED: VS2015 and VS2017 projects
[build] REVIEWED: Android APK build pipeline
[core] Converted most #defined values as enum values
[core] Complete redesign of RPI input system to use evdev events
[core] ADDED: IsWindowResized() - Check if window has been resized
[core] ADDED: IsWindowHidden() - Check if window is currently hidden
[core] ADDED: UnhideWindow() - Show the window
[core] ADDED: HideWindow() - Hide the window
[core] ADDED: GetWindowHandle() - Get native window handle
[core] ADDED: GetMonitorCount() - Get number of connected monitors
[core] ADDED: GetMonitorWidth() - Get primary monitor width
[core] ADDED: GetMonitorHeight() - Get primary monitor height
[core] ADDED: GetMonitorPhysicalWidth() - Get primary monitor physical width in millimetres
[core] ADDED: GetMonitorPhysicalHeight() - Get primary monitor physical height in millimetres
[core] ADDED: GetMonitorName() - Get the human-readable, UTF-8 encoded name of the primary monitor
[core] ADDED: GetClipboardText() - Get clipboard text content
[core] ADDED: SetClipboardText() - Set clipboard text content
[core] ADDED: ColorFromHSV() - Returns a Color from HSV values
[core] ADDED: FileExists() - Check if file exists
[core] ADDED: GetFileNameWithoutExt() - Get filename string without extension (memory should be freed)
[core] ADDED: GetDirectoryFiles() - Get filenames in a directory path (memory should be freed)
[core] ADDED: ClearDirectoryFiles() - Clear directory files paths buffers (free memory)
[core] ADDED: OpenURL() - Open URL with default system browser (if available)
[core] ADDED: SetMouseOffset() - Set mouse offset
[core] ADDED: SetMouseScale() - Set mouse scaling
[core] REMOVED: ShowLogo() - Activate raylib logo at startup (can be done with flags)
[shapes] ADDED: DrawCircleSector() - Draw a piece of a circle
[shapes] ADDED: DrawCircleSectorLines() - Draw circle sector outline
[shapes] ADDED: DrawRing() - Draw ring
[shapes] ADDED: DrawRingLines() - Draw ring outline
[shapes] ADDED: DrawRectangleRounded() - Draw rectangle with rounded edges
[shapes] ADDED: DrawRectangleRoundedLines() - Draw rectangle with rounded edges outline
[shapes] ADDED: SetShapesTexture() - Define default texture used to draw shapes
[textures] REVIEWED: ExportImage() - Reorder function parameters
[textures] REVIEWED: ImageDrawRectangle() - Remove unneeded parameter
[textures] ADDED: ExportImageAsCode() - Export image as code file defining an array of bytes
[textures] ADDED: LoadTextureCubemap() - Load cubemap from image, multiple image cubemap layouts supported
[textures] ADDED: ImageExtractPalette() - Extract color palette from image to maximum size (memory should be freed)
[textures] ADDED: ImageDrawRectangleLines() - Draw rectangle lines within an image
[textures] ADDED: DrawTextureQuad() - Draw texture quad with tiling and offset parameters
[textures] ADDED: DrawTextureNPatch() - Draws a texture (or part of it) that stretches or shrinks nicely
[models] REVIEWED: LoadMesh() -> LoadMeshes() - Support multiple meshes loading
[models] REVIEWED: LoadMaterial() -> LoadMaterials() - Support multiple materials loading
[models] REVIEWED: ExportMesh() - Reorder parameters
[models] ADDED: DrawCubeWiresV() - Draw cube wires (Vector version)
[models] ADDED: GenMeshPoly() - Generate polygonal mesh
[models] ADDED: SetMaterialTexture() - Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
[models] ADDED: SetModelMeshMaterial() - Set material for a mesh
[models] ADDED: LoadModelAnimations() - Load model animations from file
[models] ADDED: UpdateModelAnimation() - Update model animation pose
[models] ADDED: UnloadModelAnimation() - Unload animation data
[models] ADDED: IsModelAnimationValid() - Check model animation skeleton match
[rlgl] Improved internal batching mechanism (multibuffering support, triangle texcoords...)
[rlgl] REVIEWED: rlPushMatrix()/rlPopMatrix() - Now works like OpenGL 1.1
[rlgl] REVIEWED: SetShaderValue() - More generic, now requires uniform type
[rlgl] REMOVED: SetShaderValuei() - Can be acoomplished with new SetShaderValue()
[rlgl] ADDED: SetShaderValueV() - Set shader uniform value vector
[rlgl] ADDED: SetShaderValueTexture() - Set shader uniform value for texture
[rlgl] ADDED: BeginScissorMode() - Begin scissor mode (define screen area for following drawing)
[rlgl] ADDED: EndScissorMode() - End scissor mode
[rlgl] ADDED: SetVrConfiguration() - Set stereo rendering configuration parameters
[rlgl] REVIEWED: InitVrSimulator() - No input parameter required, use SetVrConfiguration()
[text] REVIEWED: LoadFontEx() - Reorder function parameters
[text] REVIEWED: LoadFontData() - Reorder function parameters
[text] REVIEWED: GenImageFontAtlas() - Reorder function parameters
[text] RENAMED: FormatText() -> TextFormat()
[text] RENAMED: SubText() -> TextSubtext()
[text] ADDED: LoadFontFromImage() - Load font from Image (XNA style)
[text] ADDED: DrawTextRec() - Draw text using font inside rectangle limits
[text] ADDED: DrawTextRecEx() - Draw text using font inside rectangle limits with support for text selection
[text] ADDED: TextIsEqual() - Check if two text string are equal
[text] ADDED: TextLength() - Get text length, checks for '\0' ending
[text] ADDED: TextReplace() - Replace text string (memory should be freed!)
[text] ADDED: TextInsert() - Insert text in a position (memory should be freed!)
[text] ADDED: TextJoin() - Join text strings with delimiter
[text] ADDED: TextSplit() - Split text into multiple strings
[text] ADDED: TextAppend() - Append text at specific position and move cursor!
[text] ADDED: TextFindIndex() - Find first text occurrence within a string
[text] ADDED: TextToUpper() - Get upper case version of provided string
[text] ADDED: TextToLower() - Get lower case version of provided string
[text] ADDED: TextToPascal() - Get Pascal case notation version of provided string
[text] ADDED: TextToInteger() - Get integer value from text (negative values not supported)
[raudio] ADDED: ExportWave() - Export wave data to file
[raudio] ADDED: ExportWaveAsCode() - Export wave sample data to code (.h)
[raudio] ADDED: IsAudioStreamPlaying() - Check if audio stream is playing
[raudio] ADDED: SetAudioStreamVolume() - Set volume for audio stream (1.0 is max level)
[raudio] ADDED: SetAudioStreamPitch() - Set pitch for audio stream (1.0 is base level)
[examples] Complete review of full examples collection, many additions
[examples] ADDED: core_custom_logging - Custom trace log system
[examples] ADDED: core_input_multitouch - Multitouch input example
[examples] ADDED: core_window_letterbox - Window adapted to screen
[examples] ADDED: core_loading_thread - Data loading in second thread
[examples] REVIEWED: core_input_gamepad - Adapted to new gamepad system
[examples] REVIEWED: core_vr_simulator - HMD device parameters and distortion shader should be provided
[examples] ADDED: core_window_scale_letterbox - Windows resizing and letterbox content
[examples] ADDED: shapes_rectangle_scaling_mouse - Scale a rectangle with mouse
[examples] ADDED: shapes_draw_circle_sector - Circle sector drawing
[examples] ADDED: shapes_draw_ring - Ring drawing
[examples] ADDED: shapes_draw_rectangle_rounded - Rounded rectangle drawing
[examples] ADDED: shapes_bouncing_ball - Ball bouncing in the screen
[examples] ADDED: shapes_collision_area - Collision detection and drawing
[examples] ADDED: shapes_following_eyes - Some maths on eyes and mouse
[examples] ADDED: shapes_easings_ball_anim - Ball animation
[examples] ADDED: shapes_easings_box_anim - Box animation
[examples] ADDED: shapes_easings_rectangle_array - Rectangles animation
[examples] REVIEWED: shapes_colors_palette - Reviewed color selection and text displaying
[examples] ADDED: textures_background_scrolling - Scrolling and parallaz background effect
[examples] ADDED: textures_image_npatch - Drawing N-Patch based boxes
[examples] ADDED: textures_sprite_button - Sprite button with sound
[examples] ADDED: textures_sprite_explosion - Sprite explosion with sound
[examples] ADDED: textures_bunnymark - Benchmarking test
[examples] ADDED: text_draw_inside_rectangle - Drawing text inside a delimited rectangle box
[examples] ADDED: text_unicode - Multiple languages text drawing
[examples] ADDED: text_rectangle_bound - Fit text inside a rectangle
[examples] REVIEWED: text_bmfont_ttf - Simplified example
[examples] ADDED: models_animation - Animated models loading and animation playing
[examples] ADDED: models_obj_viewer - Draw and drop models viewer
[examples] ADDED: models_rlgl_solar_system - Solar system simulation using rlgl functionality
[examples] ADDED: models_first_person_maze - 3D maze fps
[examples] ADDED: shaders_palette_switch - Switching color palette on shader
[examples] ADDED: shaders_raymarching - Raymarching shader
[examples] ADDED: shaders_texture_drawing - Texture drawing on GPU
[examples] ADDED: shaders_texture_waves - Texture waves on shader
[examples] ADDED: shaders_julia_set - Julia set fractals
[examples] ADDED: shaders_eratosthenes - Prime number visualization shader
[examples] REVIEWED: audio_raw_stream - Mostly rewritten
[games] ADDED: GGJ19 game - Cat vs Roomba
[*] Updated external libraries to latest version
[*] Multiple bugs corrected (check github issues)
-----------------------------------------------
Release: raylib 2.0 (July 2018)
-----------------------------------------------
KEY CHANGES:
- Removed external dependencies (GLFW3 and OpenAL)
- Complete redesign of audio module to use miniaudio library
- Support AppVeyor and Travis CI (continuous integration) building
- Reviewed raymath.h for better consistency and performance (inlining)
- Refactor all #define SUPPORT_* into a single config.h
- Support TCC compiler (32bit and 64bit)
Detailed changes:
[build] REMOVED: GitHub develop branch
[build] REMOVED: External dependencies GLFW and OpenAL
[build] ADDED: Android 64bit ARM support
[build] ADDED: FreeBSD, OpenBSD, NetBSD, Dragon Fly OS support
[build] ADDED: Universal Windows Platform (UWP) support
[build] ADDED: Wayland Linux desktop support
[build] ADDED: AppVeyor CI for automatic Windows builds
[build] ADDED: Travis CI for automatic Linux/macOS builds
[build] ADDED: rglfw (GLFW3 module) to avoid external dependency
[build] ADDED: VS2017 UWP project
[build] ADDED: Builder project template
[build] ADDED: Compiler memory sanitizer for better debug
[build] ADDED: CMake package target and CI auto-deploy tags
[build] ADDED: DEBUG library building support
[build] ADDED: Notepad++ NppExec scripts
[build] REVIEWED: VS2015 and VS2017 projects
[build] REVIEWED: Android APK build pipeline
[core] REVIEWED: Window creation hints to support transparent windows
[core] Unified InitWindow() between platforms
[core] Export Android main entry point
[core] RENAMED: Begin3dMode() to BeginMode3D()
[core] RENAMED: End3dMode() to EndMode3D()
[core] RENAMED: Begin2dMode() to BeginMode2D()
[core] RENAMED: End2dMode() to EndMode2D()
[core] RENAMED: struct Camera to Camera3D
[core] RENAMED: struct SpriteFont to Font -> plus all required functions!
[core] RENAMED: enum TextureFormat to PixelFormat
[core] REVIEWED: Rectangle params int to float
[core] REVIEWED: timing system for macOS
[core] REMOVED: ColorToFloat()
[core] ADDED: GetCurrentTime() on macOS
[core] ADDED: GetTime()
[core] ADDED: struct Vector4
[core] ADDED: SetTraceLog() to define trace log messages type
[core] ADDED: GetFileName() to get filename from path string
[core] ADDED: ColorToHSV()
[core] ADDED: ColorNormalize()
[core] ADDED: SetWindowSize() to scale Windows in runtime
[core] ADDED: SetMouseScale() to scale mouse input
[core] ADDED: key definitions - KEY_GRAVE, KEY_SLASH, KEY_BACKSLASH
[core] RENAMED: GetHexValue() to ColorToInt()
[core] REVIEWED: Fade()
[core] REVIEWED: InitWindow() to avoid void pointer (safety)
[core] Support camera 3d orthographic projection mode
[shapes] ADDED: DrawRectangleLinesEx()
[textures] Improved pixel formats support (32bit channels)
[textures] Improved textures support for OpenGL 2.1
[textures] REMOVED: DrawRectangleT() --> Added support to DrawRectangle()
[textures] ADDED: GetPixelDataSize(); pixel data size in bytes (image or texture)
[textures] ADDED: ImageAlphaClear() --> Clear alpha channel to desired color
[textures] ADDED: ImageAlphaCrop() --> Crop image depending on alpha value
[textures] ADDED: ImageAlphaPremultiply() --> Premultiply alpha channel
[textures] ADDED: ImageDrawRectangle()
[textures] ADDED: ImageMipmaps()
[textures] ADDED: GenImageColor()
[textures] ADDED: GetPixelDataSize()
[textures] ADDED: ImageRotateCW()
[textures] ADDED: ImageRotateCCW()
[textures] ADDED: ImageResizeCanvas()
[textures] ADDED: GetImageDataNormalized()
[textures] REVIEWED: ImageFormat() to use normalized data
[textures] REVIEWED: Manual mipmap generation
[textures] REVIEWED: LoadASTC()
[textures] REVIEWED: GenImagePerlinNoise()
[textures] REVIEWED: ImageTextEx() to support UTF8 basic characters
[textures] REVIEWED: GetTextureData() for RPI - requires some work
[textures] Added new example: text drawing on image
[text] Corrected issue with ttf font y-offset
[text] Support SDF font data generation
[text] ADDED: GenImageFontAtlas()
[text] ADDED: LoadFontData() to load data from TTF file
[text] REMOVED: LoadTTF() internal function
[text] REVIEWED: DrawTextEx() - avoid rendering SPACE character!
[text] RENAMED: GetDefaultFont() to GetFontDefault()
[rlgl] ADDED: rlCheckBufferLimit()
[rlgl] ADDED: LoadShaderCode()
[rlgl] ADDED: GetMatrixModelview()
[rlgl] ADDED: SetVrDistortionShader(Shader shader)
[rlgl] REVIEWED: rlLoadTexture() - added mipmaps support, improved compressed textures loading
[rlgl] REVIEWED: rlReadTexturePixels()
[models] Support 4 components mesh.tangent data
[models] Removed tangents generation from LoadOBJ()
[models] ADDED: MeshTangents()
[models] ADDED: MeshBinormals()
[models] ADDED: ExportMesh()
[models] ADDED: GetCollisionRayModel()
[models] RENAMED: CalculateBoundingBox() to MeshBoundingBox()
[models] REMOVED: GetCollisionRayMesh() - does not consider model transform
[models] REVIEWED: LoadMesh() - fallback to default cube mesh if loading fails
[audio] ADDED: Support for MP3 fileformat
[audio] ADDED: IsAudioStreamPlaying()
[audio] ADDED: SetAudioStreamVolume()
[audio] ADDED: SetAudioStreamPitch()
[utils] Corrected issue with SaveImageAs()
[utils] RENAMED: SaveImageAs() to ExportImage()
[utils] REMOVED: rres support - moved to external library (rres.h)
[shaders] REVIEWED: GLSL 120 shaders
[raymath] ADDED: Vector3RotateByQuaternion()
[raymath] REVIEWED: math usage to reduce temp variables
[raymath] REVIEWED: Avoid pointer-based parameters for API consistency
[physac] REVIEWED: physac.h timing system
[examples] Replaced dwarf model by brand new 3d assets: 3d medieval buildings
[examples] Assets cleaning and some replacements
[games] ADDED: GGJ18 game - transmission mission
[games] REVIEWED: Light my Ritual game - improved gameplay drawing
[*] Updated external libraries to latest version
[*] Multiple bugs corrected (check github issues)
-----------------------------------------------
Release: raylib 1.8.0 (Oct 2017)
-----------------------------------------------
NOTE:
In this release, multiple parts of the library have been reviewed (again) for consistency and simplification.
It exposes more than 30 new functions in comparison with previous version and it improves overall programming experience.
BIG CHANGES:
- New Image generation functions: Gradient, Checked, Noise, Cellular...
- New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
- New Shaders and Materials systems to support PBR materials
- Custom Android APK build pipeline with simple Makefile
- Complete review of rlgl layer functionality
- Complete review of raymath functionality
detailed changes:
[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()
[rlgl] RENAMED: rlglLoadRenderTexture() to rlLoadRenderTexture()
[rlgl] RENAMED: rlglUpdateTexture() to rlUpdateTexture()
[rlgl] RENAMED: rlglGenerateMipmaps() to rlGenerateMipmaps()
[rlgl] RENAMED: rlglReadScreenPixels() to rlReadScreenPixels()
[rlgl] RENAMED: rlglReadTexturePixels() to rlReadTexturePixels()
[rlgl] RENAMED: rlglLoadMesh() to rlLoadMesh()
[rlgl] RENAMED: rlglUpdateMesh() to rlUpdateMesh()
[rlgl] RENAMED: rlglDrawMesh() to rlDrawMesh()
[rlgl] RENAMED: rlglUnloadMesh() to rlUnloadMesh()
[rlgl] RENAMED: rlglUnproject() to rlUnproject()
[rlgl] RENAMED: LoadCompressedTexture() to LoadTextureCompressed()
[rlgl] RENAMED: GetDefaultTexture() to GetTextureDefault()
[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()
[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()
[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()
[rlgl] ADDED: rlGenMapCubemap(), Generate cubemap texture map from HDR texture
[rlgl] ADDED: rlGenMapIrradiance(), Generate irradiance texture map
[rlgl] ADDED: rlGenMapPrefilter(), Generate prefilter texture map
[rlgl] ADDED: rlGenMapBRDF(), Generate BRDF texture map
[rlgl] ADDED: GetVrDeviceInfo(), Get VR device information for some standard devices
[rlgl] REVIEWED: InitVrSimulator(), to accept device parameters as input
[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP)
[core] ADDED: GetExtension(), Get file extension
[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH()
[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle
[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle
[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors
[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character
[textures] ADDED: SaveImageAs(), Save image as PNG file
[textures] ADDED: GenImageGradientV(), Generate image: vertical gradient
[textures] ADDED: GenImageGradientH(), Generate image: horizontal gradient
[textures] ADDED: GenImageGradientRadial(), Generate image: radial gradient
[textures] ADDED: GenImageChecked(), Generate image: checked
[textures] ADDED: GenImageWhiteNoise(), Generate image: white noise
[textures] ADDED: GenImagePerlinNoise(), Generate image: perlin noise
[textures] ADDED: GenImageCellular(), Generate image: cellular algorithm. Bigger tileSize means bigger cells
[textures] ADDED: GenTextureCubemap(), Generate cubemap texture from HDR texture
[textures] ADDED: GenTextureIrradiance(), Generate irradiance texture using cubemap data
[textures] ADDED: GenTexturePrefilter(), Generate prefilter texture using cubemap data
[textures] ADDED: GenTextureBRDF(), Generate BRDF texture using cubemap data
[models] REMOVED: LoadMeshEx(), Mesh struct variables can be directly accessed
[models] REMOVED: UpdateMesh(), very ineficient
[models] REMOVED: LoadHeightmap(), use GenMeshHeightmap() and LoadModelFromMesh()
[models] REMOVED: LoadCubicmap(), use GenMeshCubicmap() and LoadModelFromMesh()
[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()
[models] ADDED: GenMeshPlane(), Generate plane mesh (with subdivisions)
[models] ADDED: GenMeshCube(), Generate cuboid mesh
[models] ADDED: GenMeshSphere(), Generate sphere mesh (standard sphere)
[models] ADDED: GenMeshHemiSphere(), Generate half-sphere mesh (no bottom cap)
[models] ADDED: GenMeshCylinder(), Generate cylinder mesh
[models] ADDED: GenMeshTorus(), Generate torus mesh
[models] ADDED: GenMeshKnot(), Generate trefoil knot mesh
[models] ADDED: GenMeshHeightmap(), Generate heightmap mesh from image data
[models] ADDED: GenMeshCubicmap(), Generate cubes-based map mesh from image data
[raymath] REVIEWED: full Matrix functionality to align with GLM in usage
[raymath] RENAMED: Vector3 functions for consistency: Vector*() renamed to Vector3*()
[build] Integrate Android APK building into examples Makefile
[build] Integrate Android APK building into templates Makefiles
[build] Improved Visual Studio 2015 project, folders, references...
[templates] Reviewed the full pack to support Android building
[examples] Reviewed full collection to adapt to raylib changes
[examples] [textures] ADDED: textures_image_generation
[examples] [models] ADDED: models_mesh_generation
[examples] [models] ADDED: models_material_pbr
[examples] [models] ADDED: models_skybox
[examples] [models] ADDED: models_yaw_pitch_roll
[examples] [others] REVIEWED: rlgl_standalone
[examples] [others] REVIEWED: audio_standalone
[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com
[games] Reviewed game: Koala Seasons
[*] Updated STB libraries to latest version
[*] Multiple bugs corrected (check github issues)
-----------------------------------------------
Release: raylib 1.7.0 (20 May 2017)
-----------------------------------------------
NOTE:
In this new raylib release, multiple parts of the library have been reviewed for consistency and simplification.
It exposes almost 300 functions, around 30 new functions in comparison with previous version and, again,
it sets a stepping stone towards raylib future.
BIG changes:
- More than 30 new functions added to the library, check list below.
- Support of configuration flags on every raylib module, to customize library build.
- Improved build system for all supported platforms with a unique Makefile to compile sources.
- Complete review of examples and sample games, added new sample material.
- Support automatic GIF recording of current window, just pressing Ctrl+F12
- Improved library consistency and organization in general.
other changes:
[core] Added function: SetWindowIcon(), to setup icon by code
[core] Added function: SetWindowMonitor(), to set current display monitor
[core] Added function: SetWindowMinSize(), to set minimum resize size
[core] Added function: TakeScreenshot(), made public to API (also launched internally with F12)
[core] Added function: GetDirectoryPath(), get directory for a given fileName (with path)
[core] Added function: GetWorkingDirectory(), get current working directory
[core] Added function: ChangeDirectory(), change working directory
[core] Added function: TraceLog(), made public to API
[core] Improved timing system to avoid busy wait loop on frame sync: Wait()
[core] Added support for gamepad on HTML5 platform
[core] Support mouse lock, useful for camera system
[core] Review functions description comments
[rlgl] Removed function: GetStandardShader(), removed internal standard shader
[rlgl] Removed function: CreateLight(), removed internal lighting system
[rlgl] Removed function: DestroyLight(), removed internal lighting system
[rlgl] Removed function: InitVrDevice(), removed VR device render, using simulator
[rlgl] Removed function: CloseVrDevice(), removed VR device render, using simulator
[rlgl] Removed function: IsVrDeviceReady(), removed VR device render, using simulator
[rlgl] Removed function: IsVrSimulator(), removed VR device render, using simulator
[rlgl] Added function: InitVrSimulator(), init VR simulator for selected device
[rlgl] Added function: CloseVrSimulator(), close VR simulator for current device
[rlgl] Added function: IsVrSimulatorReady(), detect if VR device is ready
[rlgl] Added function: BeginVrDrawing(), begin VR simulator stereo rendering
[rlgl] Added function: EndVrDrawing(), end VR simulator stereo rendering
[rlgl] Renamed function: ReadTextFile() to LoadText() and exposed to API
[rlgl] Removed internal lighting system and standard shader, moved to example
[rlgl] Removed Oculus Rift support, moved to oculus_rift example
[rlgl] Removed VR device support and replaced by VR simulator
[shapes] Added function: DrawLineEx(), draw line with QUADS, supports custom line thick
[shapes] Added function: DrawLineBezier(), draw a line using cubic-bezier curves in-out
[shapes] Added function: DrawRectanglePro(), draw a color-filled rectangle with pro parameters
[textures] Removed function: LoadImageFromRES(), redesigning custom RRES fileformat
[textures] Removed function: LoadTextureFromRES(), redesigning custom RRES fileformat
[textures] Removed function: LoadTextureEx(), use instead Image -> LoadImagePro(), LoadImageEx()
[textures] Added function: LoadImagePro()), load image from raw data with parameters
[textures] Review TraceLog() message when image file not found
[text] Renamed function: LoadSpriteFontTTF() to LoadSpriteFontEx(), for consistency
[text] Removed rBMF fileformat support, replaced by .png
[text] Refactor SpriteFont struct (better for rres custom fileformat)
[text] Renamed some variables for consistency
[models] Added function: LoadMesh(), load mesh from file
[models] Added function: LoadMeshEx(), load mesh from vertex data
[models] Added function: UnloadMesh(), unload mesh from memory (RAM and/or VRAM)
[models] Added function: GetCollisionRayMesh(), get collision info between ray and mesh
[models] Added function: GetCollisionRayTriangle(), get collision info between ray and triangle
[models] Added function: GetCollisionRayGround(), get collision info between ray and ground plane
[models] Renamed function: LoadModelEx() to LoadModelFromMesh()
[models] Removed function: DrawLight(), removed internal lighting system
[models] Renamed function: LoadModelEx() to LoadModelFromMesh() for consistency
[models] Removed function: LoadStandardMaterial(), removed internal standard shader
[models] Removed function: LoadModelFromRES(), redesigning custom RRES fileformat
[models] Renamed multiple variables for consistency
[audio] Added function: SetMasterVolume(), define listener volume
[audio] Added function: ResumeSound(), resume a paused sound
[audio] Added function: SetMusicLoopCount(), set number of repeats for a music
[audio] Added function: LoadWaveEx(), load wave from raw audio data
[audio] Added function: WaveCrop(), crop wave audio data
[audio] Added function: WaveFormat(), format audio data
[audio] Removed function: LoadSoundFromRES(), redesigning custom RRES fileformat
[audio] Added support for 32bit audio samples
[audio] Preliminary support for multichannel, limited to mono and stereo
[audio] Make sure buffers are ready for update: UpdateMusicStream()
[utils] Replaced function: GetExtension() by IsFileExtension() and made public to API
[utils] Unified function: TraceLog() between Android and other platforms
[utils] Removed internal function: GetNextPOT(), simplified implementation
[raymath] Added function: QuaternionToEuler(), to work with Euler angles
[raymath] Added function: QuaternionFromEuler(), to work with Euler angles
[raymath] Added multiple Vector2 math functions
[build] Integrate Android source building into Makefile
[example] Added example: shapes_lines_bezier
[example] Added example: text_input_box
[github] Moved gh-pages branch to master/docs
[github] Moved rlua.h and Lua examples to own repo: raylib-lua
[games] Reviewed full games collection
[games] New game added to collection: Koala Seasons
[*] Reviewed and improved examples collection (new assets)
[*] Reorganized library functions, structs, enums
[*] Updated STB libraries to latest version
-----------------------------------------------
Release: raylib 1.6.0 (20 November 2016)
-----------------------------------------------
NOTE:
This new raylib version commemorates raylib 3rd anniversary and represents another complete review of the library.
It includes some interesting new features and is a stepping stone towards raylib future.
HUGE changes:
[rlua] Lua BINDING: Complete raylib Lua binding, ALL raylib functions ported to Lua plus the +60 code examples.
[audio] COMPLETE REDESIGN: Improved music support and also raw audio data processing and playing, +20 new functions added.
[physac] COMPLETE REWRITE: Improved performance, functionality and simplified usage, moved to own repository and added multiple examples!
other changes:
[core] Corrected issue on OSX with HighDPI display
[core] Added flag to allow resizable window
[core] Allow no default font loading
[core] Corrected old issue with mouse buttons on web
[core] Improved gamepad support, unified across platforms
[core] Gamepad id functionality: GetGamepadName(), IsGamepadName()
[core] Gamepad buttons/axis checking functionality:
[core] Reviewed Android key inputs system, unified with desktop
[rlgl] Redesigned lighting shader system
[rlgl] Updated standard shader for better performance
[rlgl] Support alpha on framebuffer: rlglLoadRenderTexture()
[rlgl] Reviewed UpdateVrTracking() to update camera
[rlgl] Added IsVrSimulator() to check for VR simulator
[shapes] Corrected issue on DrawPolyEx()
[textures] Simplified supported image formats support
[textures] Improved text drawing within an image: ImageDrawText()
[textures] Support image alpha mixing: ImageAlphaMask()
[textures] Support textures filtering: SetTextureFilter()
[textures] Support textures wrap modes: SetTextureWrap()
[text] Improved TTF spritefont generation: LoadSpriteFontTTF()
[text] Improved AngelCode fonts support (unordered chars)
[text] Added TraceLog info on image spritefont loading
[text] Improved text measurement: MeasureTextEx()
[models] Improved OBJ loading flexibility
[models] Reviewed functions: DrawLine3D(), DrawCircle3D()
[models] Removed function: ResolveCollisionCubicmap()
[camera] Redesigned camera system and ported to header-only
[camera] Removed function: UpdateCameraPlayer()
[gestures] Redesigned gestures module to header-only
[audio] Simplified Music loading and playing system
[audio] Added trace on audio device closing
[audio] Reviewed Wave struct, improved flexibility
[audio] Support sound data update: UpdateSound()
[audio] Added support for FLAC audio loading/streaming
[raygui] Removed raygui from raylib repo (moved to own repo)
[build] Added OpenAL static library
[build] Added Visual Studio 2015 projects
[build] Support shared/dynamic raylib compilation
[*] Updated LibOVR to SDK version 1.8
[*] Updated games to latest raylib version
[*] Improved examples and added new ones
[*] Improved Android support
-----------------------------------------------
Release: raylib 1.5.0 (18 July 2016)
-----------------------------------------------
NOTE:
Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned,
lots of bugs have been solved and some **AMAZING** new features have been added.
HUGE changes:
[rlgl] OCULUS RIFT CV1: Added support for VR, not oly Oculus Rift CV1 but also stereo rendering simulator (multiplatform).
[rlgl] MATERIALS SYSTEM: Added support for Materials (.mtl) and multiple material properties: diffuse, specular, normal.
[rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot.
[physac] REDESIGNED: Improved performance and simplified usage, physic objects now are managed internally in a second thread!
[audio] CHIPTUNES: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels supported.
other changes:
[core] Review Android button inputs
[core] Support Android internal data storage
[core] Renamed WorldToScreen() to GetWorldToScreen()
[core] Removed function SetCustomCursor()
[core] Removed functions BeginDrawingEx(), BeginDrawingPro()
[core] Replaced functions InitDisplay() + InitGraphics() with: InitGraphicsDevice()
[core] Added support for field-of-view Y (fovy) on 3d Camera
[core] Added 2D camera mode functions: Begin2dMode() - End2dMode()
[core] Translate mouse inputs to Android touch/gestures internally
[core] Translate mouse inputs as touch inputs in HTML5
[core] Improved function GetKeyPressed() to support multiple keys (including function keys)
[core] Improved gamepad support, specially for RaspberryPi (including multiple gamepads support)
[rlgl] Support stereo rendering simulation (duplicate draw calls by viewport, optimized)
[rlgl] Added distortion shader (embeded) to support custom VR simulator: shader_distortion.h
[rlgl] Added support for OpenGL 2.1 on desktop
[rlgl] Improved 2D vs 3D drawing system (lines, triangles, quads)
[rlgl] Improved DXT-ETC1 support on HTML5
[rlgl] Review function: rlglUnproject()
[rlgl] Removed function: rlglInitGraphics(), integrated into rlglInit()
[rlgl] Updated Mesh and Shader structs
[rlgl] Simplified internal (default) dynamic buffers
[rlgl] Added support for indexed and dynamic mesh data
[rlgl] Set fixed vertex attribs location points
[rlgl] Improved mesh data loading support
[rlgl] Added standard shader (embeded) to support materials and lighting: shader_standard.h
[rlgl] Added light functions: CreateLight(), DestroyLight()
[rlgl] Added wire mode functions: rlDisableWireMode(), rlEnableWireMode()
[rlgl] Review function consistency, added: rlglLoadMesh(), rlglUpdateMesh(), rlglDrawMesh(), rlglUnloadMesh()
[rlgl] Replaced SetCustomShader() by: BeginShaderMode() - EndShaderMode()
[rlgl] Replaced SetBlendMode() by: BeginBlendMode() - EndBlendMode()
[rlgl] Added functions to customize internal matrices: SetMatrixProjection(), SetMatrixModelview()
[rlgl] Unified internal shaders to only one default shader
[rlgl] Added support for render to texture (RenderTexture2D):
LoadRenderTexture() - UnloadRenderTexture()
BeginTextureMode() - EndTextureMode()
[rlgl] Removed SetShaderMap*() functions
[rlgl] Redesigned default buffers usage functions:
LoadDefaultBuffers() - UnloadDefaultBuffers()
UpdateDefaultBuffers() - DrawDefaultBuffers()
[shapes] Corrected bug on GetCollisionRec()
[textures] Added support for Nearest-Neighbor image scaling
[textures] Added functions to draw text on image: ImageDrawText(), ImageDrawTextEx()
[text] Reorganized internal functions: Added LoadImageFont()
[text] Security check for unsupported BMFonts
[models] Split mesh creation from model loading on heightmap and cubicmap
[models] Updated BoundingBox collision detections
[models] Added color parameter to DrawBoundigBox()
[models] Removed function: DrawQuad()
[models] Removed function: SetModelTexture()
[models] Redesigned DrawPlane() to use RL_TRIANGLES
[models] Redesigned DrawRectangleV() to use RL_TRIANGLES
[models] Redesign to accomodate new materials system: LoadMaterial()
[models] Added material functions: LoadDefaultMaterial(), LoadStandardMaterial()
[models] Added MTL material loading support: LoadMTL()
[models] Added function: DrawLight()
[audio] Renamed SoundIsPlaying() to IsSoundPlaying()
[audio] Renamed MusicIsPlaying() to IsMusicPlaying()
[audio] Support multiple Music streams (indexed)
[audio] Support multiple mixing channels
[gestures] Improved and reviewed gestures system
[raymath] Added QuaternionInvert()
[raymath] Removed function: PrintMatrix()
[raygui] Ported to header-only library (https://github.com/raysan5/raygui)
[shaders] Added depth drawing shader (requires a depth texture)
[shaders] Reviewed included shaders and added comments
[OpenAL Soft] Updated to latest version (1.17.2)
[GLFW3] Updated to latest version (3.2)
[stb] Updated to latest headers versions
[GLAD] Converted to header only library and simplified to only used extensions
[*] Reorganize library folders: external libs moved to src/external folder
[*] Reorganize src folder for Android library
[*] Review external dependencies usage
[*] Improved Linux and OSX build systems
[*] Lots of tweaks and bugs corrected all around
-----------------------------------------------
Release: raylib 1.4.0 (22 February 2016)
-----------------------------------------------
NOTE:
This version supposed another big improvement for raylib, inlcuding new modules and new features.
This version supposed another big improvement for raylib, including new modules and new features.
More than 30 new functions have been added to previous raylib version.
Around 8 new examples and +10 new game samples have been added.
@@ -21,6 +622,7 @@ BIG changes:
[physac] NEW MODULE: Basic 2D physics support, use colliders and rigidbodies; apply forces to physic objects.
other changes:
[rlgl] Removed GLEW library dependency, now using GLAD
[rlgl] Implemented alternative to glGetTexImage() on OpenGL ES
[rlgl] Using depth data on batch drawing
@@ -59,7 +661,8 @@ BIG changes:
[gestures] NEW MODULE: Gestures system for Android and HTML5 platforms
[raygui] NEW MODULE: Set of IMGUI elements for tools development (experimental)
smaller changes:
other changes:
[rlgl] Added check for OpenGL supported extensions
[rlgl] Added function SetBlenMode() to select some predefined blending modes
[core] Added support for drop&drag of external files into running program
@@ -299,7 +902,7 @@ Release: raylib 1.0.0 (18 November 2013)
-----------------------------------------------
* Initial version
* 6 Modules provided:
- core: basic window/context creation functions, input management, timming functions
- core: basic window/context creation functions, input management, timing functions
- shapes: basic shapes drawing functions
- textures: image data loading and conversion to OpenGL textures
- text: text drawing, sprite fonts loading, default font loading

54
CMakeLists.txt Normal file
View File

@@ -0,0 +1,54 @@
cmake_minimum_required(VERSION 3.0)
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
# Config options
option(BUILD_EXAMPLES "Build the examples." ON)
option(BUILD_GAMES "Build the example games." ON)
option(ENABLE_ASAN "Enable AddressSanitizer (ASAN) for debugging (degrades performance)" OFF)
option(ENABLE_UBSAN "Enable UndefinedBehaviorSanitizer (UBSan) for debugging" OFF)
option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended to run with ASAN)" OFF)
if(CMAKE_VERSION VERSION_LESS "3.1")
if(CMAKE_C_COMPILER_ID STREQUAL "GNU")
set(CMAKE_C_FLAGS "-std=gnu99 ${CMAKE_C_FLAGS}")
endif()
else()
set (CMAKE_C_STANDARD 99)
endif()
include(AddIfFlagCompiles)
add_if_flag_compiles(-Werror=pointer-arith CMAKE_C_FLAGS)
add_if_flag_compiles(-Werror=implicit-function-declaration CMAKE_C_FLAGS)
# src/external/jar_xm.h does shady stuff
add_if_flag_compiles(-fno-strict-aliasing CMAKE_C_FLAGS)
include(CheckFileSystemSymlinkSupport)
if (ENABLE_ASAN)
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
add_if_flag_compiles(-fsanitize=address CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
endif()
if (ENABLE_UBSAN)
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
add_if_flag_compiles(-fsanitize=undefined CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
endif()
if (ENABLE_MSAN)
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
add_if_flag_compiles(-fsanitize=memory CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
endif()
if (ENABLE_MSAN AND ENABLE_ASAN)
MESSAGE(WARNING "Compiling with both AddressSanitizer and MemorySanitizer is not recommended")
endif()
add_subdirectory(src)
if (${BUILD_EXAMPLES})
add_subdirectory(examples)
endif()
if (${BUILD_GAMES})
add_subdirectory(games)
endif()
enable_testing()

46
CODE_OF_CONDUCT.md Normal file
View File

@@ -0,0 +1,46 @@
# Contributor Covenant Code of Conduct
## Our Pledge
In the interest of fostering an open and welcoming environment, we as contributors and maintainers pledge to making participation in our project and our community a harassment-free experience for everyone, regardless of age, body size, disability, ethnicity, gender identity and expression, level of experience, nationality, personal appearance, race, religion, or sexual identity and orientation.
## Our Standards
Examples of behavior that contributes to creating a positive environment include:
* Using welcoming and inclusive language
* Being respectful of differing viewpoints and experiences
* Gracefully accepting constructive criticism
* Focusing on what is best for the community
* Showing empathy towards other community members
Examples of unacceptable behavior by participants include:
* The use of sexualized language or imagery and unwelcome sexual attention or advances
* Trolling, insulting/derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or electronic address, without explicit permission
* Other conduct which could reasonably be considered inappropriate in a professional setting
## Our Responsibilities
Project maintainers are responsible for clarifying the standards of acceptable behavior and are expected to take appropriate and fair corrective action in response to any instances of unacceptable behavior.
Project maintainers have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to this Code of Conduct, or to ban temporarily or permanently any contributor for other behaviors that they deem inappropriate, threatening, offensive, or harmful.
## Scope
This Code of Conduct applies both within project spaces and in public spaces when an individual is representing the project or its community. Examples of representing a project or community include using an official project e-mail address, posting via an official social media account, or acting as an appointed representative at an online or offline event. Representation of a project may be further defined and clarified by project maintainers.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be reported by contacting the project team at ray@raylib.com. The project team will review and investigate all complaints, and will respond in a way that it deems appropriate to the circumstances. The project team is obligated to maintain confidentiality with regard to the reporter of an incident. Further details of specific enforcement policies may be posted separately.
Project maintainers who do not follow or enforce the Code of Conduct in good faith may face temporary or permanent repercussions as determined by other members of the project's leadership.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4, available at [http://contributor-covenant.org/version/1/4][version]
[homepage]: http://contributor-covenant.org
[version]: http://contributor-covenant.org/version/1/4/

136
CONTRIBUTING.md Normal file
View File

@@ -0,0 +1,136 @@
## Contributing to raylib
Hello contributors! Welcome to raylib!
Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
- C programming - Can you write/review/test/improve the code?
- Documentation/Tutorials/Example - Can you write some tutorial/example?
- Web Development - Can you help [with the web](https://github.com/raysan5/raylib.com)?
- Porting to other platforms - Can you port and compile raylib on another systems?
- Testing - Can you find some bugs on raylib?
This document contains a set of guidelines to contribute to the project. These are mostly guidelines, not rules.
Use your best judgement, and feel free to propose changes to this document in a pull-request.
### raylib philosophy
- raylib is a tool to enjoy videogames programming, every single function in raylib should be a tutorial on itself.
- raylib is SIMPLE and EASY-TO-USE, I tried to keep it compact with a small set of functions, if a function is too complex or is not clearly useful, better not to include it.
- raylib is open source and free; educators and institutions can use this tool to TEACH videogames programming completely by free.
- raylib is collaborative; contribution of tutorials / code-examples / bugs-solving / code-comments are highly appreciated.
- raylib's license (and its external libs respective licenses) allow using it for commercial products.
### Some interesting reads to start with
- [raylib history](HISTORY.md)
- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
- [raylib license](LICENSE.md)
- [raylib roadmap](ROADMAP.md)
[raylib Wiki](https://github.com/raysan5/raylib/wiki) contains some information about the library and is open to anyone for edit.
Feel free to review it if required, just take care not to break something.
### raylib C coding conventions
Despite being written in C, raylib does not follow the standard Hungarian notation for C,
it [follows Pascal-case/camel-case notation](https://github.com/raysan5/raylib/wiki/raylib-coding-conventions),
more common on C# language. All code formatting decisions have been carefully taken
to make it easier for students to read, write and understand code.
Source code is extensively commented for that purpose, raylib primary learning method is:
> learn by reading code and examples
For detailed information on building raylib and examples, please check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
### Opening new Issues
To open new issue for raylib (bug, enhancement, discussion...), just try to follow these rules:
- Make sure the issue has not already been reported before by searching on GitHub under Issues.
- If you're unable to find an open issue addressing the problem, open a new one. Be sure to include a
title and clear description, as much relevant information as possible, and a code sample demonstrating the unexpected behavior.
- If applies, attach some screenshot of the issue and a .zip file with the code sample and required resources.
- On issue description, add a brackets tag about the raylib module that relates to this issue.
If don't know the module, just report the issue, I will review it.
- You can check other issues to see how is being done!
### Sending a Pull-Request
- Make sure the PR description clearly describes the problem and solution. Include the relevant issue number if applicable.
- Don't send big pull-requests (lots of changelists), they are difficult to review. It's better to send small pull-request, one at a time.
- Verify that changes don't break the build (at least on Windows platform). As many platforms where you can test it, the better, but don't worry
if you cannot test all the platforms.
### Contact information
If you have any doubt, don't hesitate to [contact me](mailto:ray@raylib.com)!.
You can write me a direct mail but you can also contact me on the following networks:
- [raylib reddit](https://www.reddit.com/r/raylib/) - A good place for discussions or to ask for help.
- [raylib Discord](https://discord.gg/VkzNHUE) - A direct communication channel for project discussions.
- [raylib twitter](https://twitter.com/raysan5) - My personal twitter account, I usually post about raylib, you can send me PMs.
- [raylib web](http://www.raylib.com/) - On top-right corner there is a bunch of networks where you can find me.
Thank you very much for your time! :)
----
Here is a list of raylib contributors, these people have invested part of their time
contributing (in some way or another) to make the raylib project better. Huge thanks to all of them!
- [Zopokx](https://github.com/Zopokx) for testing the web.
- [Elendow](http://www.elendow.com) for testing and helping on web development.
- Victor Dual for implementing and testing 3D shapes functions.
- Marc Palau for implementing and testing 3D shapes functions and contribute on camera and gestures modules.
- Kevin Gato for improving texture internal formats support and helping on raygui development.
- Daniel Nicolas for improving texture internal formats support and helping on raygui development.
- Marc Agüera for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- [Sergio Martinez](https://github.com/anidealgift) for helping on raygui development and tools development (raygui_styler).
- [Victor Fisac](https://github.com/victorfisac) for developing physics raylib module (physac) and implementing PBR materials and lighting systems... among multiple other improvements and multiple tools and games.
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
- [procedural](https://github.com/procedural) for testing raylib on Linux, correcting some bugs and adding several mouse functions.
- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
- [Marcelo Paez](https://github.com/paezao) for helping on OSX High DPI display issue.
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for an amazing contribution to raylib Lua module.
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for improvements on OBJ object loading.
- [RDR8](https://github.com/RDR8) for helping with Linux build improvements.
- [Saggi Mizrahi](https://github.com/ficoos) for multiple fixes on Linux and audio system.
- [Daniel Lemos](https://github.com/xspager) for fixing issues on Linux games building.
- [Joel Davis](https://github.com/joeld42) for adding raycast picking utilities and a [great example](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_picking.c)
- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support.
- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain.
- [Michael Vetter](https://github.com/jubalh) for improvements on build system and his work on Suse Linux package... and multiple fixes!
- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions and some fixes.
- [Benjamin Summerton](https://github.com/define-private-public) for improving OSX building and his amazing work on CMake build sytem.
- [MartinFX](https://github.com/Martinfx) for adding compilation support for FreeBSD OS and derivatives.
- [Wilhem Barbier](https://github.com/nounoursheureux) for supporting default shaders on shader loading, if shader not provided.
- [Ahmad Fatoum](https://github.com/a3f) for implementing CI support for raylib (Travis and AppVeyor) and great improvements on build system.
- [SamNChiet](https://github.com/SamNChiet) for a greatly improved UWP input implementation.
- [David Reid](https://github.com/mackron) for a complete review of audio module to support his amazing miniaudio library.
- [Kai](https://github.com/questor) for multiple code reviews and improvements.
- [RDR8](https://github.com/RDR8) for improvements on Makefiles for Linux.
- [Max Danielsson](https://github.com/autious) for adding support for orthographic 3d camera projection
- [Lumaio](https://github.com/TheLumaio) for his great work on GBuffers and GetCollisionRayModel().
- [Jonas Daeyaert](https://github.com/culacant) for an amazing work on IQM animated models support.
- [Seth Archambault](https://github.com/SethArchambault) for the work on Android Gamepad support (SNES model).
- [D3nX](https://github.com/D3nX) for adding Code::Blocks project template.
- [Jak Barnes](https://github.com/Syphonx) for a great work on `rnet`, new raylib network module
- [Vlad Adrian](https://github.com/Demizdor) for an amazing work on Unicode support, new shapes functions and raygui.
- [Reece Mackie](https://github.com/Rover656) for a great work on improving UWP support
- [flashback-fx](flashback-fx) for improving easings library and example
- [Jorge A. Gomes](https://github.com/overdev) for adding nine-patch textures support and example
- [Berni8k](https://github.com/Berni8k) for improving Raspberry Pi input system, using evdev
- [Wilhem Barbier](https://github.com/wbrbr) for implementing glTF loading support and solving several issues
- [Marco Lizza](https://github.com/MarcoLizza) for improving logging system and multiple issues
- [Anata](https://github.com/anatagawa) for creating amazing examples and contributing with them
- [Narice](https://github.com/narice) made easings.h includable as standalone header
- [Eric J.](https://github.com/ProfJski) for shaders_eratosthenes example contribution
Please, if I forget someone in this list, excuse me and send a PR!

View File

@@ -1,39 +0,0 @@
help me!
--------
Im working hard on raylib but my resources are quite limited. If you enjoy raylib and want to help / contribute in some way,
please, [let me know][raysan5].
The following help is highly appreciated:
- C programming - Can you write / review / test / improve the code?
- Translators / Localizators - Can you translate raylib to another language?
- Documentation / Tutorials / Example writters - Can you write some tutorial / example?
- Web Development - Can you help with the web? Can you setup a forum?
- Porting to Linux, OSX... - Can you compile and test raylib on another OS?
- Testers of current features and multiple systems - Can you find some bug on raylib?
If you can not help on any of the above points but you still want to contribute in some way... please, consider helping
with a small [donation](http://www.raylib.com/helpme.htm) (just some euros...). It will really motivate to continue improving this project (and pay some bills… or some coffee).
raylib philosophy
------------------
* raylib is a tool to LEARN videogames programming, every single function in raylib should be a tutorial on itself (clear code).
* raylib is SIMPLE and EASY-TO-USE, I tried to keep it compact with a small set of functions, if a function is too complex or
has not a clear usefulness, better not to include it.
* raylib is open source and free; educators and institutions can use this tool to TEACH videogames programming completely by free.
* raylib is, hopefully, collaborative; contribution of tutorials / code-examples / bugs-solving / code-comments are highly appreciated.
* raylib's license (and its external libs respective licenses) allow using it for commercial products.
contact
-------
* Webpage: [http://www.raylib.com](http://www.raylib.com)
* Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
* Facebook: [http://www.facebook.com/raylibgames](http://www.facebook.com/raylibgames)
* Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
* Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
* Patreon: [https://www.patreon.com/raysan5](https://www.patreon.com/raysan5)
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"

227
HISTORY.md Normal file
View File

@@ -0,0 +1,227 @@
![raylib logo](logo/raylib_256x256.png)
history
-------
I've developed videogames since 2006 and in 2012 I started teaching videogames development to young people with artistic profile, most of them had never written a single line of code.
I started with C language basis and, after searching for the most simple and easy-to-use library to teach videogames programming, I found WinBGI; it was great and it worked very well with students, in just a couple of weeks that people that had never written a single line of code were able to program (and understand) a simple PONG and some of them even a BREAKOUT!
But WinBGI was not the clearer and most organized lib. There were a lot of things I found confusing and some function names were not clear enough for most of the students; not to mention points like no transparencies support or no hardware acceleration.
So, I decided to create my own library, hardware accelerated, clear function names, quite organized, well structured, plain C coding and, the most important, primarily intended to learn videogames programming.
Most of my videogames coding experience was in C# and XNA and I really love it (in fact, my students learn C# after C), so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from raylib to XNA, MonoGame or similar libs extremely easily.
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
Enjoy it.
notes on raylib 1.1
-------------------
On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translates raylib-OpenGL-style immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define.
[rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes a bunch of useful functions for 3d-math with vectors, matrices and quaternions.
Some other big changes of this new version have been the support for OGG files loading and stream playing, and the support of DDS texture files (compressed and uncompressed) along with mipmaps support.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.1.
notes on raylib 1.2
-------------------
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the users. On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input system has been written from scratch.
A new display initialization system has been created to support multiple resolutions, adding black bars if required; user only defines desired screen size and it gets properly displayed.
Now raylib can easily deploy games to Android devices and Raspberry Pi (console mode).
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.2.
In December 2014, new raylib 1.2.2 was published with support to compile directly for web (html5) using [emscripten](http://kripken.github.io/emscripten-site/) and [asm.js](http://asmjs.org/).
notes on raylib 1.3
-------------------
On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality, improves tremendously textures module and also provides some new modules (camera system, gestures system, immediate-mode gui).
Shaders support is the biggest addition to raylib 1.3, with support for easy shaders loading and use. Loaded shaders can be attached to 3d models or used as fullscreen postrocessing effects. A bunch of postprocessing shaders are also included in this release, check raylib/shaders folder.
Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
A brand new [camera](https://github.com/raysan5/raylib/blob/master/src/camera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person). Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c).
New [gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs.
[raygui](https://github.com/raysan5/raylib/blob/master/src/raygui.h), the new immediate-mode GUI module offers a set of functions to create simple user interfaces, primary intended for tools development. It's still in experimental state but already fully functional.
Most of the examples have been completely rewritten and +10 new examples have been added to show the new raylib features.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
notes on raylib 1.4
-------------------
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version, lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added.
First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image. Now a basic image processing can be done before converting the image to texture for usage.
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library). Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file.
New [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) physics module for basic 2D physics support. Still in development but already functional. Module comes with some usage examples for basic jump and level interaction and also force-based physic movements.
[raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
[gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`). Gamepad support has also been added (experimental).
Other important improvements are the functional raycast system for 3D picking, including some ray collision-detection functions,
and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported). A simple [easings](https://github.com/raysan5/raylib/blob/master/src/easings.h) module has also been added for values animation.
Up to 8 new code examples have been added to show the new raylib features and +10 complete game samples have been provided to learn
how to create some classic games like Arkanoid, Asteroids, Missile Commander, Snake or Tetris.
Lots of code changes and lots of hours of hard work have concluded in this amazing new raylib 1.4.
notes on raylib 1.5
-------------------
On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new version is the biggest boost of the library until now, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added.
VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/master/examples/core_oculus_rift.c).
New materials system: now raylib supports standard material properties for 3D models, including diffuse-ambient-specular colors and diffuse-normal-specular textures. Just assign values to standard material and everything is processed internally.
New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages render internally for every 3d object using standard material.
Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily configured and used; gamepad data is read and processed in raw mode in a second thread.
Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/master/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread.
Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/master/examples/core_2d_camera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/master/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) file for a more detailed list of changes.
Up to 8 new code examples have been added to show the new raylib features and also some samples to show the usage of [rlgl](https://github.com/raysan5/raylib/blob/master/examples/rlgl_standalone.c) and [audio](https://github.com/raysan5/raylib/blob/master/examples/audio_standalone.c) raylib modules as standalone libraries.
Lots of code changes (+400 commits) and lots of hours of hard work have concluded in this amazing new raylib 1.5.
notes on raylib 1.6
-------------------
On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new version represents another big review of the library and includes some interesting additions. This version conmmemorates raylib 3rd anniversary (raylib 1.0 was published on November 2013) and it is a stepping stone for raylib future. raylib roadmap has been reviewed and redefined to focus on its primary objective: create a simple and easy-to-use library to learn videogames programming. Some of the new features:
Complete [raylib Lua binding](https://github.com/raysan5/raylib-lua). All raylib functions plus the +60 code examples have been ported to Lua, now Lua users can enjoy coding videogames in Lua while using all the internal power of raylib. This addition also open the doors to Lua scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to Lua scripts while keep using raylib functionality.
Completely redesigned [audio module](https://github.com/raysan5/raylib/blob/master/src/raudio.c). Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. [FLAC file format support](https://github.com/raysan5/raylib/blob/master/src/external/dr_flac.h) has also been added. In the same line, [OpenAL Soft](https://github.com/kcat/openal-soft) backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
[Physac](https://github.com/victorfisac/Physac) module has been moved to its own repository and it has been improved A LOT, actually, library has been completely rewritten from scratch by [@victorfisac](https://github.com/victorfisac), multiple samples have been added together with countless new features to match current standard 2D physic libraries. Results are amazing!
Camera and gestures modules have been reviewed, highly simplified and ported to single-file header-only libraries for easier portability and usage flexibility. Consequently, camera system usage has been simplified in all examples.
Improved Gamepad support on Windows and Raspberry Pi with the addition of new functions for custom gamepad configurations but supporting by default PS3 and Xbox-based gamepads.
Improved textures and text functionality, adding new functions for texture filtering control and better TTF/AngelCode fonts loading and generation support.
Build system improvement. Added support for raylib dynamic library generation (raylib.dll) for users that prefer dynamic library linking. Also thinking on advance users, it has been added pre-configured [Visual Studio C++ 2015 solution](https://github.com/raysan5/raylib/tree/master/project/vs2015) with raylib project and C/C++ examples for users that prefer that professional IDE and compiler.
New examples, new functions, complete code-base review, multiple bugs corrected... this is raylib 1.6. Enjoy making games.
notes on raylib 1.7
-------------------
On May 2017, around 6 month after raylib 1.6, comes another raylib instalment, raylib 1.7. This time library has been improved a lot in terms of consistency and cleanness. As stated in [this patreon article](https://www.patreon.com/posts/raylib-future-7501034), this new raylib version has focused efforts in becoming more simple and easy-to-use to learn videogames programming. Some highlights of this new version are:
More than 30 new functions added to the library, functions to control Window, utils to work with filenames and extensions, functions to draw lines with custom thick, mesh loading, functions for 3d ray collisions detailed detection, funtions for VR simulation and much more... Just check [CHANGELOG](CHANGELOG) for a detailed list of additions!
Support of [configuration flags](https://github.com/raysan5/raylib/issues/200) on every raylib module. Advance users can customize raylib just choosing desired features, defining some configuration flags on modules compilation. That way users can control library size and available functionality.
Improved [build system](https://github.com/raysan5/raylib/blob/master/src/Makefile) for all supported platforms (Windows, Linux, OSX, RPI, Android, HTML5) with a unique Makefile to compile sources. Added support for Android compilation with a custom standalone toolchain and also multiple build compliation flags.
New [examples](http://www.raylib.com/examples.html) and [sample games](http://www.raylib.com/games.html) added. All samples material has been reviewed, removing useless examples and adding more comprehensive ones; all material has been ported to latest raylib version and tested in multiple platforms. Examples folder structure has been improved and also build systems.
Improved library consistency and organization in general. Functions and parameters have been renamed, some parts of the library have been cleaned and simplyfied, some functions has been moved to examples (lighting, Oculus Rift CV1 support) towards a more generic library implementation. Lots of hours have been invested in this process...
Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit audio support, frames timing improvements, public log system, rres file format support, automatic GIF recording...
And here it is another version of **raylib, a simple and easy-to-use library to enjoy videogames programming**. Enjoy it.
notes on raylib 1.8
-------------------
October 2017, around 5 months after latest raylib version, another release is published: raylib 1.8. Again, several modules of the library have been reviewed and some new functionality added. Main changes of this new release are:
[Procedural image generation](https://github.com/raysan5/raylib/blob/master/examples/textures/textures_image_generation.c) function, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning pourpouses.
[Parametric mesh generation](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_generation.c) functions, create 3d meshes from scratch just defining a set of parameters, meshes like cube, sphere, cylinder, torus, knot and more can be very useful for prototyping or for lighting and texture testing.
PBR Materials support, a completely redesigned shaders and material system allows advance materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a a new complete [PBR material example](https://github.com/raysan5/raylib/blob/master/examples/models/models_material_pbr.c) is also provided for reference.
Custom Android APK build pipeline with [simple Makefile](https://github.com/raysan5/raylib/blob/master/templates/simple_game/Makefile). Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for examples and templates building into final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts.
[rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) module has been completely reviewed and most of the functions renamed for consistency. This way, standalone usage of rlgl is promoted, with a [complete example provided](https://github.com/raysan5/raylib/blob/master/examples/others/rlgl_standalone.c). rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions.
[raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) library has been also reviewed to align with other advance math libraries like [GLM](https://github.com/g-truc/glm). Matrix math has been improved and simplified, some new Quaternion functions have been added and Vector3 functions have been renamed all around the library for consistency with new Vector2 functionality.
Additionally, as always, examples and templates have been reviewed to work with new version (some new examples have been added), all external libraries have been updated to latest stable version and latest Notepad++ and MinGW have been configured to work with new raylib. For a full list of changes, just check [CHANGELOG](CHANGELOG).
New installer provided, web updated, examples re-builded, documentation reviewed... **new raylib 1.8 published**. Enjoy coding games.
notes on raylib 2.0
-------------------
It's been 9 month since last raylib version was published, a lots of things have changed since then... This new raylib version represents an inflexion point in the development of the library and so, we jump to a new major version... Here it is the result of almost **5 years and thousands of hours of hard work**... here it is... **raylib 2.0**
In **raylib 2.0** the full API has been carefully reviewed for better consistency, some new functionality has been added and the overall raylib experience has been greatly improved... The key features of new version are:
**Complete removal of external dependencies.** Finally, raylib does not require external libraries to be installed and linked along with raylib, all required libraries are contained and compiled within raylib. Obviously some external libraries are required but only the strictly platform-dependant ones, the ones that come installed with the OS. So, raylib becomes a self-contained platform-independent games development library.
**Full redesign of audio module to use the amazing miniaudio library**, along with external dependencies removal, OpenAL library has been replaced by [miniaudio](https://github.com/dr-soft/miniaudio), this brand new library offers automatic dynamic linking with default OS audio systems. Undoubtly, the perfect low-level companion for raylib audio module!
**Support for continuous integration building*** through AppVeyor and Travis CI. Consequently, raylib GitHub develop branch has been removed, simplyfing the code-base to a single master branch, always stable. Every time a new commit is deployed, library is compiled for **up-to 12 different configurations**, including multiple platforms, 32bit/64bit and multiple compiler options! All those binaries are automatically attached to any new release!
**More platforms supported and tested**, including BSD family (FreeBSD, openBSD, NetBSD, DragonFly) and Linux-based family platforms (openSUSE, Debian, Ubuntu, Arch, NixOS...). raylib has already been added to some package managers! Oh, and last but not less important, **Android 64bit** is already supported by raylib!
**Support for TCC compiler!** Thanks to the lack of external dependencies, raylib can now be easily compiled with a **minimal toolchain**, like the one provide by Tiny C Compiler. It opens the door to an amazing future, allowing, for example, static linkage of libtcc for **runtime compilation of raylib-based code**... and the library itself if required! Moreover, TCC is blazing fast, it can compile all raylib in a couple of seconds!
Refactored all raylib configuration #defines into a **centralized `config.h` header**, with more than **40 possible configuration options** to compile a totally customizable raylib version including only desired options like supported file-formats or specific functionality support. It allows generating a trully ligth-weight version of the library if desired!
A part of that, lots of new features, like a brand **new font rendering and packaging system** for TTF fonts with **SDF support** (thanks to the amazing STB headers), new functions for **CPU image data manipulation**, new orthographic 3d camera mode, a complete review of `raymath.h` single-file header-only library for better consistency and performance, new examples and way, [way more](https://github.com/raysan5/raylib/blob/master/CHANGELOG).
Probably by now, **raylib 2.0 is the simplest and easiest-to-use library to enjoy (and learn) videogames programming**... but, undoubtly its development has exceeded any initial objective; raylib has become a simple and easy-to-use trully multiplatform portable standalone media library with thousands of possibilities... and that's just the beginning!
notes on raylib 2.5
-------------------
After almost one years since latest raylib installment, here it is **raylib 2.5**. A lot of work has been put on this new version and consequently I decided to bump versioning several digits. The complete list of changes and additions is humungous, details can be found in the [CHANGELOG](CHANGELOG), and here it is a short recap with the highlight improvements.
New **window management and filesystem functions** to query monitor information, deal with clipboard, check directory files info and even launch a URL with default system web browser. Experimental **High-DPI monitor support** has also been added through a compile flag.
**Redesigned Gamepad mechanism**, now generic for all platforms and gamepads, no more specific gamepad configurations.
**Redesigned UWP input system**, now raylib supports UWP seamlessly, previous implementation required a custom input system implemented in user code.
`rlgl` module has been redesigned to **support a unique buffer for shapes drawing batching**, including LINES, TRIANGLES, QUADS in the same indexed buffer, also added support for multi-buffering if required. Additionally, `rlPushMatrix()`/`rlPopMatrix()` functionality has been reviewed to behave exactly like OpenGL 1.1, `models_rlgl_solar_system` example has been added to illustrate this behaviour.
**VR simulator** has been reviewed to **allow custom configuration of Head-Mounted-Device parameters and distortion shader**, `core_vr_simulator` has been properly adapted to showcase this new functionality, now the VR simulator is a generic configurable stereo rendering system that allows any VR device simulation with just a few lines of code or even dynamic tweaking of HMD parameters.
Support for **Unicode text drawing**; now raylib processes UTF8 strings on drawing, supporting Unicode codepoints, allowing rendering mostly any existent language (as long as the font with the glyphs is provided). An amazing example showing this feature has also been added: `text_unicode`.
Brand **new text management API**, with the addition of multiple functions to deal with string data, including functionality like replace, insert, join, split, append, to uppercase, to lower... Note that most of those functions are intended for text management on rendering, using pre-loaded internal buffers, avoiding new memory allocation that user should free manually.
Multiple **new shapes and textures drawing functions** to support rings (`DrawRing()`, `DrawRingLines()`), circle sectors (`DrawCircleSector()`, `DrawCircleSectorLines()`), rounded rectangles (`DrawRectangleRounded()`, `DrawRectangleRoundedLines()`) and also n-patch textures (`DrawTextureNPatch()`), detailed examples have been added to illustrate all this new functionality.
Experimental **cubemap support**, to automatically load multiple cubemap layouts (`LoadTextureCubemap()`). It required some internal `rlgl` redesign to allow cubemap textures.
**Skeletal animation support for 3d models**, this addition implied a redesign of `Model` data structure to accomodate multiple mesh/multiple materials support and bones information. Multiple models functions have been reviewed and added on this process, also **glTF models loading support** has been added.
This is a just a brief list with some of the changes of the new **raylib 2.5** but there is way more, about **70 new functions** have been added and several subsystems have been redesigned. More than **30 new examples** have been created to show the new functionalities and better illustrate already available ones.
It has been a long year of hard work to make raylib a solid technology to develop new products over it.

View File

@@ -7,7 +7,7 @@ source code
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
BSD-like license that allows static linking with closed source software:
Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
This software is provided "as-is", without any express or implied warranty. In no event
will the authors be held liable for any damages arising from the use of this software.
@@ -27,7 +27,7 @@ applications, and to alter it and redistribute it freely, subject to the followi
fonts
------
All rBMF fonts provided with raylib are free to use (freeware) and have been designed by the following people:
The following fonts [provided with raylib](https://github.com/raysan5/raylib/tree/master/examples/text/resources/fonts) are free to use (freeware) and have been designed by the following people:
* Alpha Beta - Brian Kent (AEnigma)
* Setback - Brian Kent (AEnigma)
@@ -38,344 +38,14 @@ All rBMF fonts provided with raylib are free to use (freeware) and have been des
* PixelPlay - Aleksander Shevchuk
* PixAntiqua - Gerhard Großmann
2d art
------
[scarfy spritesheet](https://github.com/raysan5/raylib/blob/master/examples/textures/resources/scarfy.png) and [fudesumi image](https://github.com/raysan5/raylib/blob/master/examples/textures/resources/fudesumi.png) have been created by [Eiden Marsal](https://www.artstation.com/artist/marshall_z) and are licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
[cyberpunk street environments](https://github.com/raysan5/raylib/blob/master/examples/textures/resources) have been created by Luis Zuno ([@ansimuz](https://twitter.com/ansimuz)) and are licensed as [CC-BY-3.0](http://creativecommons.org/licenses/by/3.0/)
3d models
---------
dwarf 3d model used in examples is created by David Moreno and licensed as Creative Commons Attribution-NonCommercial 3.0
Full license provided below:
Creative Commons Legal Code
Attribution-NonCommercial 3.0 Unported
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE
LEGAL SERVICES. DISTRIBUTION OF THIS LICENSE DOES NOT CREATE AN
ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES
REGARDING THE INFORMATION PROVIDED, AND DISCLAIMS LIABILITY FOR
DAMAGES RESULTING FROM ITS USE.
License
THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE
COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY
COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS
AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.
BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE
TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE MAY
BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS
CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND
CONDITIONS.
1. Definitions
a. "Adaptation" means a work based upon the Work, or upon the Work and
other pre-existing works, such as a translation, adaptation,
derivative work, arrangement of music or other alterations of a
literary or artistic work, or phonogram or performance and includes
cinematographic adaptations or any other form in which the Work may be
recast, transformed, or adapted including in any form recognizably
derived from the original, except that a work that constitutes a
Collection will not be considered an Adaptation for the purpose of
this License. For the avoidance of doubt, where the Work is a musical
work, performance or phonogram, the synchronization of the Work in
timed-relation with a moving image ("synching") will be considered an
Adaptation for the purpose of this License.
b. "Collection" means a collection of literary or artistic works, such as
encyclopedias and anthologies, or performances, phonograms or
broadcasts, or other works or subject matter other than works listed
in Section 1(f) below, which, by reason of the selection and
arrangement of their contents, constitute intellectual creations, in
which the Work is included in its entirety in unmodified form along
with one or more other contributions, each constituting separate and
independent works in themselves, which together are assembled into a
collective whole. A work that constitutes a Collection will not be
considered an Adaptation (as defined above) for the purposes of this
License.
c. "Distribute" means to make available to the public the original and
copies of the Work or Adaptation, as appropriate, through sale or
other transfer of ownership.
d. "Licensor" means the individual, individuals, entity or entities that
offer(s) the Work under the terms of this License.
e. "Original Author" means, in the case of a literary or artistic work,
the individual, individuals, entity or entities who created the Work
or if no individual or entity can be identified, the publisher; and in
addition (i) in the case of a performance the actors, singers,
musicians, dancers, and other persons who act, sing, deliver, declaim,
play in, interpret or otherwise perform literary or artistic works or
expressions of folklore; (ii) in the case of a phonogram the producer
being the person or legal entity who first fixes the sounds of a
performance or other sounds; and, (iii) in the case of broadcasts, the
organization that transmits the broadcast.
f. "Work" means the literary and/or artistic work offered under the terms
of this License including without limitation any production in the
literary, scientific and artistic domain, whatever may be the mode or
form of its expression including digital form, such as a book,
pamphlet and other writing; a lecture, address, sermon or other work
of the same nature; a dramatic or dramatico-musical work; a
choreographic work or entertainment in dumb show; a musical
composition with or without words; a cinematographic work to which are
assimilated works expressed by a process analogous to cinematography;
a work of drawing, painting, architecture, sculpture, engraving or
lithography; a photographic work to which are assimilated works
expressed by a process analogous to photography; a work of applied
art; an illustration, map, plan, sketch or three-dimensional work
relative to geography, topography, architecture or science; a
performance; a broadcast; a phonogram; a compilation of data to the
extent it is protected as a copyrightable work; or a work performed by
a variety or circus performer to the extent it is not otherwise
considered a literary or artistic work.
g. "You" means an individual or entity exercising rights under this
License who has not previously violated the terms of this License with
respect to the Work, or who has received express permission from the
Licensor to exercise rights under this License despite a previous
violation.
h. "Publicly Perform" means to perform public recitations of the Work and
to communicate to the public those public recitations, by any means or
process, including by wire or wireless means or public digital
performances; to make available to the public Works in such a way that
members of the public may access these Works from a place and at a
place individually chosen by them; to perform the Work to the public
by any means or process and the communication to the public of the
performances of the Work, including by public digital performance; to
broadcast and rebroadcast the Work by any means including signs,
sounds or images.
i. "Reproduce" means to make copies of the Work by any means including
without limitation by sound or visual recordings and the right of
fixation and reproducing fixations of the Work, including storage of a
protected performance or phonogram in digital form or other electronic
medium.
2. Fair Dealing Rights. Nothing in this License is intended to reduce,
limit, or restrict any uses free from copyright or rights arising from
limitations or exceptions that are provided for in connection with the
copyright protection under copyright law or other applicable laws.
3. License Grant. Subject to the terms and conditions of this License,
Licensor hereby grants You a worldwide, royalty-free, non-exclusive,
perpetual (for the duration of the applicable copyright) license to
exercise the rights in the Work as stated below:
a. to Reproduce the Work, to incorporate the Work into one or more
Collections, and to Reproduce the Work as incorporated in the
Collections;
b. to create and Reproduce Adaptations provided that any such Adaptation,
including any translation in any medium, takes reasonable steps to
clearly label, demarcate or otherwise identify that changes were made
to the original Work. For example, a translation could be marked "The
original work was translated from English to Spanish," or a
modification could indicate "The original work has been modified.";
c. to Distribute and Publicly Perform the Work including as incorporated
in Collections; and,
d. to Distribute and Publicly Perform Adaptations.
The above rights may be exercised in all media and formats whether now
known or hereafter devised. The above rights include the right to make
such modifications as are technically necessary to exercise the rights in
other media and formats. Subject to Section 8(f), all rights not expressly
granted by Licensor are hereby reserved, including but not limited to the
rights set forth in Section 4(d).
4. Restrictions. The license granted in Section 3 above is expressly made
subject to and limited by the following restrictions:
a. You may Distribute or Publicly Perform the Work only under the terms
of this License. You must include a copy of, or the Uniform Resource
Identifier (URI) for, this License with every copy of the Work You
Distribute or Publicly Perform. You may not offer or impose any terms
on the Work that restrict the terms of this License or the ability of
the recipient of the Work to exercise the rights granted to that
recipient under the terms of the License. You may not sublicense the
Work. You must keep intact all notices that refer to this License and
to the disclaimer of warranties with every copy of the Work You
Distribute or Publicly Perform. When You Distribute or Publicly
Perform the Work, You may not impose any effective technological
measures on the Work that restrict the ability of a recipient of the
Work from You to exercise the rights granted to that recipient under
the terms of the License. This Section 4(a) applies to the Work as
incorporated in a Collection, but this does not require the Collection
apart from the Work itself to be made subject to the terms of this
License. If You create a Collection, upon notice from any Licensor You
must, to the extent practicable, remove from the Collection any credit
as required by Section 4(c), as requested. If You create an
Adaptation, upon notice from any Licensor You must, to the extent
practicable, remove from the Adaptation any credit as required by
Section 4(c), as requested.
b. You may not exercise any of the rights granted to You in Section 3
above in any manner that is primarily intended for or directed toward
commercial advantage or private monetary compensation. The exchange of
the Work for other copyrighted works by means of digital file-sharing
or otherwise shall not be considered to be intended for or directed
toward commercial advantage or private monetary compensation, provided
there is no payment of any monetary compensation in connection with
the exchange of copyrighted works.
c. If You Distribute, or Publicly Perform the Work or any Adaptations or
Collections, You must, unless a request has been made pursuant to
Section 4(a), keep intact all copyright notices for the Work and
provide, reasonable to the medium or means You are utilizing: (i) the
name of the Original Author (or pseudonym, if applicable) if supplied,
and/or if the Original Author and/or Licensor designate another party
or parties (e.g., a sponsor institute, publishing entity, journal) for
attribution ("Attribution Parties") in Licensor's copyright notice,
terms of service or by other reasonable means, the name of such party
or parties; (ii) the title of the Work if supplied; (iii) to the
extent reasonably practicable, the URI, if any, that Licensor
specifies to be associated with the Work, unless such URI does not
refer to the copyright notice or licensing information for the Work;
and, (iv) consistent with Section 3(b), in the case of an Adaptation,
a credit identifying the use of the Work in the Adaptation (e.g.,
"French translation of the Work by Original Author," or "Screenplay
based on original Work by Original Author"). The credit required by
this Section 4(c) may be implemented in any reasonable manner;
provided, however, that in the case of a Adaptation or Collection, at
a minimum such credit will appear, if a credit for all contributing
authors of the Adaptation or Collection appears, then as part of these
credits and in a manner at least as prominent as the credits for the
other contributing authors. For the avoidance of doubt, You may only
use the credit required by this Section for the purpose of attribution
in the manner set out above and, by exercising Your rights under this
License, You may not implicitly or explicitly assert or imply any
connection with, sponsorship or endorsement by the Original Author,
Licensor and/or Attribution Parties, as appropriate, of You or Your
use of the Work, without the separate, express prior written
permission of the Original Author, Licensor and/or Attribution
Parties.
d. For the avoidance of doubt:
i. Non-waivable Compulsory License Schemes. In those jurisdictions in
which the right to collect royalties through any statutory or
compulsory licensing scheme cannot be waived, the Licensor
reserves the exclusive right to collect such royalties for any
exercise by You of the rights granted under this License;
ii. Waivable Compulsory License Schemes. In those jurisdictions in
which the right to collect royalties through any statutory or
compulsory licensing scheme can be waived, the Licensor reserves
the exclusive right to collect such royalties for any exercise by
You of the rights granted under this License if Your exercise of
such rights is for a purpose or use which is otherwise than
noncommercial as permitted under Section 4(b) and otherwise waives
the right to collect royalties through any statutory or compulsory
licensing scheme; and,
iii. Voluntary License Schemes. The Licensor reserves the right to
collect royalties, whether individually or, in the event that the
Licensor is a member of a collecting society that administers
voluntary licensing schemes, via that society, from any exercise
by You of the rights granted under this License that is for a
purpose or use which is otherwise than noncommercial as permitted
under Section 4(c).
e. Except as otherwise agreed in writing by the Licensor or as may be
otherwise permitted by applicable law, if You Reproduce, Distribute or
Publicly Perform the Work either by itself or as part of any
Adaptations or Collections, You must not distort, mutilate, modify or
take other derogatory action in relation to the Work which would be
prejudicial to the Original Author's honor or reputation. Licensor
agrees that in those jurisdictions (e.g. Japan), in which any exercise
of the right granted in Section 3(b) of this License (the right to
make Adaptations) would be deemed to be a distortion, mutilation,
modification or other derogatory action prejudicial to the Original
Author's honor and reputation, the Licensor will waive or not assert,
as appropriate, this Section, to the fullest extent permitted by the
applicable national law, to enable You to reasonably exercise Your
right under Section 3(b) of this License (right to make Adaptations)
but not otherwise.
5. Representations, Warranties and Disclaimer
UNLESS OTHERWISE MUTUALLY AGREED TO BY THE PARTIES IN WRITING, LICENSOR
OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY
KIND CONCERNING THE WORK, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE,
INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY,
FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF
LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS,
WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION
OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.
6. Limitation on Liability. EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE
LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR
ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES
ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS
BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
7. Termination
a. This License and the rights granted hereunder will terminate
automatically upon any breach by You of the terms of this License.
Individuals or entities who have received Adaptations or Collections
from You under this License, however, will not have their licenses
terminated provided such individuals or entities remain in full
compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will
survive any termination of this License.
b. Subject to the above terms and conditions, the license granted here is
perpetual (for the duration of the applicable copyright in the Work).
Notwithstanding the above, Licensor reserves the right to release the
Work under different license terms or to stop distributing the Work at
any time; provided, however that any such election will not serve to
withdraw this License (or any other license that has been, or is
required to be, granted under the terms of this License), and this
License will continue in full force and effect unless terminated as
stated above.
8. Miscellaneous
a. Each time You Distribute or Publicly Perform the Work or a Collection,
the Licensor offers to the recipient a license to the Work on the same
terms and conditions as the license granted to You under this License.
b. Each time You Distribute or Publicly Perform an Adaptation, Licensor
offers to the recipient a license to the original Work on the same
terms and conditions as the license granted to You under this License.
c. If any provision of this License is invalid or unenforceable under
applicable law, it shall not affect the validity or enforceability of
the remainder of the terms of this License, and without further action
by the parties to this agreement, such provision shall be reformed to
the minimum extent necessary to make such provision valid and
enforceable.
d. No term or provision of this License shall be deemed waived and no
breach consented to unless such waiver or consent shall be in writing
and signed by the party to be charged with such waiver or consent.
e. This License constitutes the entire agreement between the parties with
respect to the Work licensed here. There are no understandings,
agreements or representations with respect to the Work not specified
here. Licensor shall not be bound by any additional provisions that
may appear in any communication from You. This License may not be
modified without the mutual written agreement of the Licensor and You.
f. The rights granted under, and the subject matter referenced, in this
License were drafted utilizing the terminology of the Berne Convention
for the Protection of Literary and Artistic Works (as amended on
September 28, 1979), the Rome Convention of 1961, the WIPO Copyright
Treaty of 1996, the WIPO Performances and Phonograms Treaty of 1996
and the Universal Copyright Convention (as revised on July 24, 1971).
These rights and subject matter take effect in the relevant
jurisdiction in which the License terms are sought to be enforced
according to the corresponding provisions of the implementation of
those treaty provisions in the applicable national law. If the
standard suite of rights granted under applicable copyright law
includes additional rights not granted under this License, such
additional rights are deemed to be included in the License; this
License is not intended to restrict the license of any rights under
applicable law.
Creative Commons Notice
Creative Commons is not a party to this License, and makes no warranty
whatsoever in connection with the Work. Creative Commons will not be
liable to You or any party on any legal theory for any damages
whatsoever, including without limitation any general, special,
incidental or consequential damages arising in connection to this
license. Notwithstanding the foregoing two (2) sentences, if Creative
Commons has expressly identified itself as the Licensor hereunder, it
shall have all rights and obligations of Licensor.
Except for the limited purpose of indicating to the public that the
Work is licensed under the CCPL, Creative Commons does not authorize
the use by either party of the trademark "Creative Commons" or any
related trademark or logo of Creative Commons without the prior
written consent of Creative Commons. Any permitted use will be in
compliance with Creative Commons' then-current trademark usage
guidelines, as may be published on its website or otherwise made
available upon request from time to time. For the avoidance of doubt,
this trademark restriction does not form part of the License.
Creative Commons may be contacted at https://creativecommons.org/.
[medieval city 3d models and textures](https://github.com/raysan5/raylib/tree/master/examples/models/resources/medieval) have been created by Alberto Cano and are licensed as [Creative Commons Attribution-NonCommercial 4.0](https://creativecommons.org/licenses/by-nc/4.0/legalcode)

227
README.md
View File

@@ -1,211 +1,78 @@
<img src="http://www.raylib.com/img/fb_raylib_logo.png" width=256>
<img align="left" src="https://github.com/raysan5/raylib/blob/master/logo/raylib_256x256.png" width=256>
about
-----
**raylib is a simple and easy-to-use library to enjoy videogames programming.**
raylib is a simple and easy-to-use library to learn videogames programming.
raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's specially well suited for prototyping, tooling, graphical applications, embedded systems and education.
raylib is highly inspired by Borland BGI graphics lib and by XNA framework.
*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no auto-debugging... just coding in the most pure spartan-programmers way.*
NOTE for ADVENTURERS: raylib is a programming library to learn videogames programming;
no fancy interface, no visual helpers, no auto-debugging... just coding in the most
pure spartan-programmers way. Are you ready to learn? Jump to [code examples!](http://www.raylib.com/examples.htm)
Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
history
-------
I've developed videogames for some years and 4 years ago I started teaching videogames development
to young people with artistic profile, most of them had never written a single line of code.
I started with C language basis and, after searching for the most simple and easy-to-use library to teach
videogames programming, I found WinBGI; it was great and it worked very well with students, in just a
couple of weeks that people that had never written a single line of code were able to program (and understand)
a simple PONG and some of them even a BREAKOUT!
But WinBGI was not the clearer and most organized lib. There were a lot of things I found useless and
confusing and some function names were not clear enough for most of the students; not to mention points
like no transparencies support or no hardware acceleration.
So, I decided to create my own lib, hardware accelerated, clear function names, quite organized, well structured,
plain C coding and, the most important, primarily intended to LEARN videogames programming.
I've coded quite a lot in C# and XNA and I really love it (in fact, my students learn C# after C),
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
raylib to XNA, MonoGame or similar libs extremely easily.
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
Enjoy it.
notes on raylib 1.1
-------------------
On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a
complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translate raylib-OpenGL-style
immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define.
[rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes
a bunch of useful functions for 3d-math with vectors, matrices and quaternions.
Some other big changes of this new version have been the support for OGG files loading and stream playing, and the
support of DDS texture files (compressed and uncompressed) along with mipmaps support.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.1.
notes on raylib 1.2
-------------------
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a
complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the user.
On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input
system has been written from scratch.
A new display initialization system has been created to support multiple resolutions, adding black bars if required;
user only defines desired screen size and it gets properly displayed.
Now raylib can easily deploy games to Android devices and Raspberry Pi (console mode).
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.2.
In December 2014, new raylib 1.2.2 was published with support to compile directly for web (html5) using [emscripten](http://kripken.github.io/emscripten-site/) and [asm.js](http://asmjs.org/).
notes on raylib 1.3
-------------------
On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality,
improves tremendously textures module and also provides some new modules (camera system, gestures system, IMGUI).
Shaders support is the biggest addition to raylib 1.3, with support for easy shaders loading and use. Loaded shaders can be
attached to 3d models or used as fullscreen postrocessing effects. A bunch of postprocessing shaders are also included
in this release, check raylib/shaders folder.
Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.),
including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
A brand new [camera](https://github.com/raysan5/raylib/blob/develop/src/camera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person).
Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/develop/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/develop/examples/core_3d_camera_first_person.c).
New [gestures](https://github.com/raysan5/raylib/blob/develop/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs.
[raygui](https://github.com/raysan5/raylib/blob/develop/src/raygui.h), the new IMGUI (Immediate Mode GUI) module offers a set of functions to create simple user interfaces,
primary intended for tools development. It's still in experimental state but already fully functional.
Most of the examples have been completely rewritten and +10 new examples have been added to show the new raylib features.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
notes on raylib 1.4
-------------------
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version, lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added.
First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/develop/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image. Now a basic image processing can be done before converting the image to texture for usage.
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library). Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file.
New [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) physics module for basic 2D physics support. Still in development but already functional. Module comes with some usage examples for basic jump and level interaction and also force-based physic movements.
[raymath](https://github.com/raysan5/raylib/blob/develop/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
[gestures](https://github.com/raysan5/raylib/blob/develop/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`). Gamepad support has also been added (experimental).
Other important improvements are the functional raycast system for 3D picking, including some ray collision-detection functions, and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported). A simple [easings](https://github.com/raysan5/raylib/blob/develop/src/easings.h) module has also been added for values animation.
Up to 8 new code examples have been added to show the new raylib features and +10 complete game samples have been provided to learn how to create some classic games like Arkanoid, Asteroids, Missile Commander, Snake or Tetris.
Lots of code changes and lots of hours of hard work have concluded in this amazing new raylib 1.4.
[![Build Status](https://travis-ci.org/raysan5/raylib.svg?branch=master)](https://travis-ci.org/raysan5/raylib)
[![https://ci.appveyor.com/api/projects/status/github/raysan5/raylib?svg=true](https://ci.appveyor.com/api/projects/status/github/raysan5/raylib?svg=true)](https://ci.appveyor.com/project/raysan5/raylib)
[![Chat on Discord](https://img.shields.io/discord/426912293134270465.svg?logo=discord)](https://discord.gg/VkzNHUE)
[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE.md)
[![Twitter URL](https://img.shields.io/twitter/url/http/shields.io.svg?style=social&label=Follow)](https://twitter.com/raysan5)
features
--------
- **NO external dependencies**, all required libraries are bundled into raylib
- Multiple platforms supported: **Windows, Linux, MacOS, Android... and many more!**
- Written in plain C code (C99) in PascalCase/camelCase notation
- Hardware accelerated with OpenGL (**1.1, 2.1, 3.3 or ES 2.0**)
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
- Multiple **Fonts** formats supported (XNA fonts, AngelCode fonts, TTF)
- Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
- Flexible Materials system, supporting classic maps and **PBR maps**
- **Animated 3D models** supported (skeletal bones animation)
- Shaders support, including model and postprocessing shaders.
- **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h)
- Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
- **VR stereo rendering** support with configurable HMD device parameters
- Huge examples collection with [+95 code examples](https://www.raylib.com/examples.html)!
- Bindings to [+25 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
* Written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
* Powerful fonts module with multiple SpriteFonts formats support (XNA bitmap fonts, AngelCode fonts, TTF)
* Outstanding texture formats support, including compressed formats (DXT, ETC, PVRT, ASTC)
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Powerful math module for Vector and Matrix operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
* Audio loading and playing with streaming support (WAV and OGG)
* Custom color palette for fancy visuals on raywhite background
* Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi** and **HTML5**
raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option by far I found for
multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...).
raylib uses on its [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module the outstanding [GLFW3](http://www.glfw.org/) library, embedded in the form of [rglfw](https://github.com/raysan5/raylib/blob/master/src/rglfw.c) module, to avoid external dependencies.
raylib uses on its [audio](https://github.com/raysan5/raylib/blob/master/src/audio.c) module, [OpenAL Soft](http://kcat.strangesoft.net/openal.html) audio library, in multiple flavours,
to accomodate to Android, Raspberry Pi and HTML5.
raylib uses on its [raudio](https://github.com/raysan5/raylib/blob/master/src/raudio.c) module, the amazing [miniaudio](https://github.com/dr-soft/miniaudio) library to support multiple platforms and multiple audio backends.
On Android, raylib uses `native_app_glue module` (provided on Android NDK) and native Android libraries to manage window/context, inputs and activity cycle.
raylib uses internally multiple single-file header-only libraries to support different fileformats loading and saving, all those libraries are embedded with raylib and available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib Wiki](https://github.com/raysan5/raylib/wiki/raylib-dependencies) for a detailed list.
On Raspberry Pi, raylib uses Videocore API and EGL for window/context management and raw inputs reading.
*On Android platform, `native_app_glue module` module (provided by Android NDK) and native Android libraries are used to manage window/context, inputs and activity life cycle.*
raylib is licensed under a zlib/libpng license. View [LICENSE](https://github.com/raysan5/raylib/blob/master/LICENSE.md).
*On Raspberry Pi platform (native mode), `Videocore API` and `EGL` libraries are used for window/context management. Inputs are processed using `evdev` Linux libraries*
tools requirements
------------------
build and installation
----------------------
raylib has been developed using exclusively two tools:
Binary releases for Windows, Linux and macOS are available at the [Github Releases page](https://github.com/raysan5/raylib/releases). raylib is also available via multiple package managers on multiple OS distributions. Check [raylib Wiki](https://github.com/raysan5/raylib/wiki) for more info.
* Notepad++ (text editor) - [http://notepad-plus-plus.org/](http://notepad-plus-plus.org/)
* MinGW (GCC compiler) - [http://www.mingw.org/](http://www.mingw.org/)
If you wish to build raylib yourself, [the raylib Wiki](https://github.com/raysan5/raylib/wiki) also contains detailed instructions on how to approach that.
Those are the tools I recommend to develop with raylib, in fact, those are the tools my students use.
I believe those are the best tools to train spartan-programmers.
raylib has been developed using two tools:
Someone could argue about debugging. raylib is a library intended for learning and I think C it's a clear enough language
to allow writing small-mid size programs with a printf-based debugging. All raylib examples have also been written this way.
* Notepad++ (text editor) - [http://notepad-plus-plus.org](http://notepad-plus-plus.org/)
* MinGW (GCC compiler) - [http://www.mingw.org](http://www.mingw.org/)
Since raylib v1.1, you can download a Windows Installer package for easy installation and configuration. Check [raylib Webpage](http://www.raylib.com/)
building source (generate libraylib.a)
--------------------------------------
Check raylib wiki page: [Building source](https://github.com/raysan5/raylib/wiki/Building-source)
building examples
-----------------
Check raylib wiki page: [Building examples](https://github.com/raysan5/raylib/wiki/Building-examples)
Those are the tools recommended to enjoy raylib development.
contact
-------
* Webpage: [http://www.raylib.com](http://www.raylib.com)
* Discord: [https://discord.gg/raylib](https://discord.gg/VkzNHUE)
* Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
* Facebook: [http://www.facebook.com/raylibgames](http://www.facebook.com/raylibgames)
* Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
* Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
* Patreon: [https://www.patreon.com/raysan5](https://www.patreon.com/raysan5)
* Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
* Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
* YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/channel/UC8WIBkhYb5sBNqXO1mZ7WSQ)
If you are using raylib and you enjoy it, please, [let me know][raysan5].
If you are using raylib and you enjoy it, please, join our [Discord server](https://discord.gg/VkzNHUE).
If you feel you can help, then, [helpme!](http://www.raylib.com/helpme.htm)
license
-------
acknowledgements
---------------
The following people have contributed in some way to make raylib project a reality. Big thanks to them!
- [Zopokx](https://github.com/Zopokx) for testing the web.
- [Elendow](http://www.elendow.com) for testing and helping on web development.
- Victor Dual for implementating and testing of 3D shapes functions.
- Marc Palau for implementating and testing of 3D shapes functions and helping on development of camera and getures modules.
- Kevin Gato for improving texture internal formats support and helping on raygui development.
- Daniel Nicolas for improving texture internal formats support and helping on raygui development.
- Marc Agüera for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Sergio Martinez for helping on raygui development and tools development.
- Victor Fisac for developing physics raylib module (physac) and implementing light shaders and raycast system... and multiple tools and games.
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE.md) for further details.

View File

@@ -1,37 +1,58 @@
roadmap
-------
Current version of raylib is quite complete and functional but there is still a lot of things to add and improve.
Here it is a wish list of features I would like to add and functions to improve.
Here it is a wish-list with features and ideas to improve the library. Note that features listed here are quite high-level and could be long term additions for the library. Current version of raylib is complete and functional but there is a lot of room for improvement.
Note that around the raylib source code there are multiple TODO points with pending revisions/bugs. Check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
[raylib source code](https://github.com/raysan5/raylib/tree/master/src) has some *TODO* marks around code with pending things to review and improve.
Also, check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
raylib 1.5
**raylib 2.x**
- [ ] rnet: raylib network module
- [ ] rres: raylib resource packer
- [ ] rlvk: raylib Vulkan API support (GRAPHICS_API_VULKAN)
- [ ] Basic CPU/GPU stats sytem (memory, draws, time...)
Redesign Shaders/Textures system, use Materials
Redesign physics module (physac)
Basic GPU stats sytem (memory, draws, time...)
Procedural image generation functions (spot, gradient, noise...)
Procedural mesh generation functions (cube, cone, sphere...)
Touch-based camera controls for Android
Skybox and Fog support
[IN PROGRESS] LUA scripting support (wrapper to lua lib)
**raylib 2.5**
- [x] Support Animated models
- [x] Support glTF models file format
- [x] Unicode support on text drawing
raylib 1.4
**raylib 2.0**
- [x] Removed external dependencies (GLFW3 and OpenAL)
- [x] Support TCC compiler (32bit and 64bit)
[DONE] TTF fonts support (using stb_truetype)
[DONE] Raycast system for 3D picking (including collisions detection)
[DONE] Floyd-Steinberg dithering on 16bit image format conversion
[DONE] Basic image manipulation functions (crop, resize, draw...)
[DONE] Storage load/save data functionality
[DONE] Add Physics module (physac)
[DONE] Remove GLEW dependency -> Replaced by GLAD
[DONE] Redesign Raspberry PI inputs system
[DONE] Redesign gestures module to be multiplatform
[DONE] Module raymath as header-only and functions inline
[DONE] Add Easings module (easings.h)
**raylib 1.8**
- [x] Improved Materials system with PBR support
- [x] Procedural image generation functions (spot, gradient, noise...)
- [x] Procedural mesh generation functions (cube, sphere...)
- [x] Custom Android APK build pipeline (default Makefile)
Any feature missing? Do you have a request? [Let me know!][raysan5]
**raylib 1.7**
- [x] Support configuration flags
- [x] Improved build system for Android
- [x] Gamepad support on HTML5
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
[isssues]: https://github.com/raysan5/raylib/issues
**raylib 1.6**
- [x] Lua scripting support (raylib Lua wrapper)
- [x] Redesigned audio module
- [x] Support FLAC file format
**raylib 1.5**
- [x] Support Oculus Rift CV1 and VR stereo rendering (simulator)
- [x] Redesign Shaders/Textures system -> New Materials system
- [x] Support lighting: Omni, Directional and Spot lights
- [x] Redesign physics module (physac)
- [x] Chiptunes audio modules support
**raylib 1.4**
- [x] TTF fonts support (using stb_truetype)
- [x] Raycast system for 3D picking (including collisions detection)
- [x] Floyd-Steinberg dithering on 16bit image format conversion
- [x] Basic image manipulation functions (crop, resize, draw...)
- [x] Storage load/save data functionality
- [x] Add Physics module (physac)
- [x] Remove GLEW dependency -> Replaced by GLAD
- [x] Redesign Raspberry PI inputs system
- [x] Redesign gestures module to be multiplatform
- [x] Module raymath as header-only and functions inline
- [x] Add Easings module (easings.h)

65
appveyor.yml Normal file
View File

@@ -0,0 +1,65 @@
#os: Visual Studio 2015
clone_depth: 5
cache:
- C:\ProgramData\chocolatey\bin -> appveyor.yml
- C:\ProgramData\chocolatey\lib -> appveyor.yml
init:
- cmake -E remove c:\programdata\chocolatey\bin\cpack.exe
- set PATH=%PATH:C:\Program Files (x86)\Git\usr\bin;=%
- set PATH=%PATH:C:\Program Files\Git\usr\bin;=%
- if [%BITS%]==[32] set MINGW=C:\mingw-w64\i686-6.3.0-posix-dwarf-rt_v5-rev1\mingw32
- if [%BITS%]==[64] set MINGW=C:\mingw-w64\x86_64-6.3.0-posix-seh-rt_v5-rev1\mingw64
- if [%COMPILER%]==[mingw] set PATH=%MINGW%\bin;%PATH%
- set RAYLIB_PACKAGE_SUFFIX=-Win%BITS%-%COMPILER%
- set VERBOSE=1
environment:
matrix:
- compiler: mingw
bits: 32
examples: ON
- compiler: mingw
bits: 64
examples: ON
- compiler: msvc15
bits: 32
examples: OFF
- compiler: msvc15
bits: 64
examples: OFF
before_build:
- if [%compiler%]==[mingw] set CFLAGS=-m%BITS% & set LDFLAGS=-m%BITS% & set GENERATOR="MinGW Makefiles"
- if [%COMPILER%]==[msvc15] if [%BITS%]==[32] set GENERATOR="Visual Studio 14 2015"
- if [%COMPILER%]==[msvc15] if [%BITS%]==[64] set GENERATOR="Visual Studio 14 2015 Win64"
- mkdir build
- cd build
build_script:
- cmake -G %GENERATOR% -DSTATIC=ON -DSHARED=ON -DBUILD_EXAMPLES=%examples% -DBUILD_GAMES=%examples% -DINCLUDE_EVERYTHING=ON ..
- cmake --build . --target install
after_build:
- cmake --build . --target package
before_test:
test_script:
artifacts:
- path: 'build\*.zip'
deploy:
- provider: GitHub
auth_token:
secure: OxKnnT3tlkPl9365cOO84rDWU4UkHIYJc0D3r3Tv7rB3HaR2BBhlhCnl7g3nuOJy
artifact: /.*\.zip/
draft: false
prerelease: false
force_update: true
on:
branch: master
appveyor_repo_tag: true # deploy on tag push only

View File

@@ -0,0 +1,12 @@
include(CheckCCompilerFlag)
function(add_if_flag_compiles flag)
CHECK_C_COMPILER_FLAG("${flag}" COMPILER_HAS_THOSE_TOGGLES)
set(outcome "Failed")
if(COMPILER_HAS_THOSE_TOGGLES)
foreach(var ${ARGN})
set(${var} "${flag} ${${var}}" PARENT_SCOPE)
endforeach()
set(outcome "compiles")
endif()
message(STATUS "Testing if ${flag} can be used -- ${outcome}")
endfunction()

43
cmake/BuildType.cmake Normal file
View File

@@ -0,0 +1,43 @@
# Set a default build type if none was specified
set(default_build_type "Release")
if(EXISTS "${CMAKE_SOURCE_DIR}/.git")
set(default_build_type "Debug")
endif()
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
message(STATUS "Setting build type to '${default_build_type}' as none was specified.")
set(CMAKE_BUILD_TYPE "${default_build_type}" CACHE
STRING "Choose the type of build." FORCE)
# Set the possible values of build type for cmake-gui
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS "Debug" "Release"
"MinSizeRel" "RelWithDebInfo")
endif()
# Taken from the https://github.com/OpenChemistry/tomviz project
# Copyright (c) 2014-2017, Kitware, Inc.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice, this
# list of conditions and the following disclaimer.
#
# 2. Redistributions in binary form must reproduce the above copyright notice,
# this list of conditions and the following disclaimer in the documentation
# and/or other materials provided with the distribution.
#
# 3. Neither the name of the copyright holder nor the names of its contributors
# may be used to endorse or promote products derived from this software
# without specific prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
# ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
# WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
# DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
# FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
# DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
# SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
# TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
# THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

View File

@@ -0,0 +1,13 @@
# Populates a ${FILESYSTEM_LACKS_SYMLINKS} variable
message(STATUS "Testing if file system supports symlinks")
execute_process(
COMMAND ${CMAKE_COMMAND} -E create_symlink CMakeLists.txt "${CMAKE_CURRENT_BINARY_DIR}/TestingIfSymlinkWorks"
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
RESULT_VARIABLE FILESYSTEM_LACKS_SYMLINKS
)
If (FILESYSTEM_LACKS_SYMLINKS)
message(STATUS "Testing if file system supports symlinks -- unsupported")
else()
message(STATUS "Testing if file system supports symlinks -- supported")
endif()

9
cmake/EnumOption.cmake Normal file
View File

@@ -0,0 +1,9 @@
macro(enum_option var values description)
set(${var}_VALUES ${values})
list(GET ${var}_VALUES 0 default)
set(${var} "${default}" CACHE STRING "${description}")
set_property(CACHE ${var} PROPERTY STRINGS ${${var}_VALUES})
if (NOT ";${${var}_VALUES};" MATCHES ";${${var}};")
message(FATAL_ERROR "Unknown value ${${var}}. Only -D${var}=${${var}_VALUES} allowed.")
endif()
endmacro()

View File

@@ -0,0 +1,24 @@
function(library_path_to_linker_flags LD_FLAGS LIB_PATHS)
foreach(L ${LIB_PATHS})
get_filename_component(DIR ${L} PATH)
get_filename_component(LIBFILE ${L} NAME_WE)
STRING(REGEX REPLACE "^lib" "" FILE ${LIBFILE})
if (${L} MATCHES "[.]framework$")
set(FILE_OPT "-framework ${FILE}")
set(DIR_OPT "-F${DIR}")
else()
set(FILE_OPT "-l${FILE}")
set(DIR_OPT "-L${DIR}")
endif()
if ("${DIR}" STREQUAL "" OR "${DIR}" STREQUAL "${LASTDIR}")
set (DIR_OPT "")
endif()
set(LASTDIR ${DIR})
set(${LD_FLAGS} ${${LD_FLAGS}} ${DIR_OPT} ${FILE_OPT} PARENT_SCOPE)
string (REPLACE ";" " " ${LD_FLAGS} "${${LD_FLAGS}}")
endforeach()
endfunction()

View File

@@ -0,0 +1,11 @@
macro(populate_config_variables_locally target)
get_property(raylib_INCLUDE_DIRS TARGET ${target} PROPERTY INTERFACE_INCLUDE_DIRECTORIES)
#get_property(raylib_LIBRARIES TARGET ${target} PROPERTY LOCATION) # only works for SHARED
get_property(raylib_LDFLAGS TARGET ${target} PROPERTY INTERFACE_LINK_LIBRARIES)
get_property(raylib_DEFINITIONS TARGET ${target} PROPERTY DEFINITIONS)
set(raylib_INCLUDE_DIRS "${raylib_INCLUDE_DIRS}" PARENT_SCOPE)
#set(raylib_LIBRARIES "${raylib_INCLUDE_DIRS}" PARENT_SCOPE)
set(raylib_LDFLAGS "${raylib_LDFLAGS}" PARENT_SCOPE)
set(raylib_DEFINITIONS "${raylib_DEFINITIONS}" PARENT_SCOPE)
endmacro()

15
cmake/emscripten.cmake Normal file
View File

@@ -0,0 +1,15 @@
SET(CMAKE_SYSTEM_NAME Linux)
SET(CMAKE_C_COMPILER emcc)
SET(CMAKE_CXX_COMPILER em++)
if(NOT DEFINED CMAKE_AR)
find_program(CMAKE_AR NAMES emar)
endif()
if(NOT DEFINED CMAKE_RANLIB)
find_program(CMAKE_RANLIB NAMES emranlib)
endif()
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE BOTH)
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY)

View File

@@ -0,0 +1,21 @@
set(PACKAGE_VERSION "@PROJECT_VERSION@")
if(PACKAGE_FIND_VERSION VERSION_EQUAL PACKAGE_VERSION)
set(PACKAGE_VERSION_EXACT TRUE)
endif()
if(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
set(PACKAGE_VERSION_COMPATIBLE TRUE)
else(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
set(PACKAGE_VERSION_UNSUITABLE TRUE)
endif(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
# if the installed or the using project don't have CMAKE_SIZEOF_VOID_P set, ignore it:
if("${CMAKE_SIZEOF_VOID_P}" STREQUAL "" OR "@CMAKE_SIZEOF_VOID_P@" STREQUAL "")
return()
endif()
if(NOT CMAKE_SIZEOF_VOID_P STREQUAL "@CMAKE_SIZEOF_VOID_P@")
math(EXPR installedBits "8 * 8")
set(PACKAGE_VERSION "${PACKAGE_VERSION} (${installedBits}bit)")
set(PACKAGE_VERSION_UNSUITABLE TRUE)
endif()

75
cmake/raylib-config.cmake Normal file
View File

@@ -0,0 +1,75 @@
# - Try to find raylib
# Options:
# raylib_USE_STATIC_LIBS - OFF by default
# raylib_VERBOSE - OFF by default
# Once done, this defines a raylib target that can be passed to
# target_link_libraries as well as following variables:
#
# raylib_FOUND - System has raylib installed
# raylib_INCLUDE_DIRS - The include directories for the raylib header(s)
# raylib_LIBRARIES - The libraries needed to use raylib
# raylib_LDFLAGS - The linker flags needed with raylib
# raylib_DEFINITIONS - Compiler switches required for using raylib
set(XPREFIX PC_RAYLIB)
if (raylib_USE_STATIC_LIBS)
set(XPREFIX ${XPREFIX}_STATIC)
endif()
find_package(PkgConfig QUIET)
pkg_check_modules(${XPREFIX} QUIET raylib)
set(raylib_DEFINITIONS ${${XPREFIX}_CFLAGS})
find_path(raylib_INCLUDE_DIR
NAMES raylib.h
HINTS ${${XPREFIX}_INCLUDE_DIRS}
)
if (raylib_USE_STATIC_LIBS)
find_library(raylib_LIBRARY
NAMES raylib_static
HINTS ${${XPREFIX}_LIBRARY_DIRS}
)
else ()
find_library(raylib_LIBRARY
NAMES raylib
HINTS ${${XPREFIX}_LIBRARY_DIRS}
)
endif ()
set(raylib_LIBRARIES ${raylib_LIBRARY})
set(raylib_LIBRARY_DIRS ${${XPREFIX}_LIBRARY_DIRS})
set(raylib_LIBRARY_DIR ${raylib_LIBRARY_DIRS})
set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR})
set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS})
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(raylib DEFAULT_MSG
raylib_LIBRARY
raylib_INCLUDE_DIR
)
mark_as_advanced(raylib_LIBRARY raylib_INCLUDE_DIR)
if (raylib_USE_STATIC_LIBS)
add_library(raylib STATIC IMPORTED GLOBAL)
else()
add_library(raylib SHARED IMPORTED GLOBAL)
endif()
string (REPLACE ";" " " raylib_LDFLAGS "${raylib_LDFLAGS}")
set_target_properties(raylib
PROPERTIES
IMPORTED_LOCATION "${raylib_LIBRARIES}"
INTERFACE_INCLUDE_DIRECTORIES "${raylib_INCLUDE_DIRS}"
INTERFACE_LINK_LIBRARIES "${raylib_LDFLAGS}"
INTERFACE_COMPILE_OPTIONS "${raylib_DEFINITIONS}"
)
if (raylib_VERBOSE)
message(STATUS "raylib_FOUND: ${raylib_FOUND}")
message(STATUS "raylib_INCLUDE_DIRS: ${raylib_INCLUDE_DIRS}")
message(STATUS "raylib_LIBRARIES: ${raylib_LIBRARIES}")
message(STATUS "raylib_LDFLAGS: ${raylib_LDFLAGS}")
message(STATUS "raylib_DEFINITIONS: ${raylib_DEFINITIONS}")
endif()

21
cmake/test-pkgconfig.sh Executable file
View File

@@ -0,0 +1,21 @@
#!/bin/sh
# Test if including/linking/running an installed raylib works
set -x
export LD_RUN_PATH=/usr/local/lib
CFLAGS="-Wall -Wextra -Werror $CFLAGS"
if [ "$ARCH" = "i386" ]; then
CFLAGS="-m32 $CLFAGS"
fi
cat << EOF | ${CC:-cc} -otest -xc - $(pkg-config --libs --cflags $@ raylib.pc) $CFLAGS && exec ./test
#include <stdlib.h>
#include <raylib.h>
int main(void)
{
int num = GetRandomValue(42, 1337);
return 42 <= num && num <= 1337 ? EXIT_SUCCESS : EXIT_FAILURE;
}
EOF

Binary file not shown.

Before

Width:  |  Height:  |  Size: 371 KiB

132
examples/CMakeLists.txt Normal file
View File

@@ -0,0 +1,132 @@
# Setup the project and settings
project(examples)
# Get the sources together
set(example_dirs audio core models others shaders shapes text textures)
set(CMAKE_REQUIRED_DEFINITIONS -D_POSIX_C_SOURCE=199309L)
include(CheckSymbolExists)
check_symbol_exists(CLOCK_MONOTONIC time.h HAVE_CLOCK_MONOTONIC)
check_symbol_exists(QueryPerformanceCounter windows.h HAVE_QPC)
set(CMAKE_REQUIRED_DEFINITIONS)
if(HAVE_QPC OR HAVE_CLOCK_MONOTONIC)
set(example_dirs ${example_dirs} physac)
endif()
set(example_sources)
set(example_resources)
foreach(example_dir ${example_dirs})
# Get the .c files
file(GLOB sources ${example_dir}/*.c)
list(APPEND example_sources ${sources})
# Any any resources
file(GLOB resources ${example_dir}/resources/*)
list(APPEND example_resources ${resources})
endforeach()
if (APPLE AND NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
add_definitions(-DGL_SILENCE_DEPRECATION)
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
endif()
set(OUTPUT_EXT)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
include(CheckIncludeFile)
CHECK_INCLUDE_FILE("stdatomic.h" HAVE_STDATOMIC_H)
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
find_package(Threads)
if (CMAKE_USE_PTHREADS_INIT AND HAVE_STDATOMIC_H)
add_if_flag_compiles("-std=c11" CMAKE_C_FLAGS)
if(THREADS_HAVE_PTHREAD_ARG)
add_if_flag_compiles("-pthread" CMAKE_C_FLAGS)
endif()
if(CMAKE_THREAD_LIBS_INIT)
link_libraries("${CMAKE_THREAD_LIBS_INIT}")
endif()
else()
# Items requiring pthreads
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_loading_thread.c)
endif()
if(${PLATFORM} MATCHES "Android")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_picking.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_vr_simulator.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_free.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_first_person.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_world_screen.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_material_pbr.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_cubicmap.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_skybox.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_generation.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_heightmap.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_billboard.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_obj_viewer.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_animation.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_first_person_maze.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
elseif(${PLATFORM} MATCHES "Web")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1")
# Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s ALLOW_MEMORY_GROWTH=1 --no-heap-copy")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
set(OUTPUT_EXT ".html")
endif()
include_directories(BEFORE SYSTEM others/external/include)
if (NOT TARGET raylib)
find_package(raylib 2.0 REQUIRED)
endif()
# Do each example
foreach(example_source ${example_sources})
# Create the basename for the example
get_filename_component(example_name ${example_source} NAME)
string(REPLACE ".c" "${OUTPUT_EXT}" example_name ${example_name})
# Setup the example
add_executable(${example_name} ${example_source})
target_link_libraries(${example_name} raylib)
string(REGEX MATCH ".*/.*/" resources_dir ${example_source})
string(APPEND resources_dir "resources")
if(${PLATFORM} MATCHES "Web" AND EXISTS ${resources_dir})
# The local resources path needs to be mapped to /resources virtual path
string(APPEND resources_dir "@resources")
set_target_properties(${example_name} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}")
endif()
endforeach()
if (${PLATFORM} MATCHES "Desktop")
# rlgl_standalone can't be linked with raylib because of duplicate rlgl symbols
foreach (example_source "others/rlgl_standalone.c")
# Create the basename for the example
get_filename_component(example_name ${example_source} NAME)
string(REPLACE ".c" "${OUTPUT_EXT}" example_name ${example_name})
add_executable(${example_name} ${example_source})
add_dependencies(${example_name} raylib)
target_link_libraries(${example_name} ${raylib_LDFLAGS})
target_include_directories(${example_name} PRIVATE ${raylib_INCLUDE_DIRS})
endforeach()
endif()
# Copy all of the resource files to the destination
file(COPY ${example_resources} DESTINATION "resources/")

482
examples/Makefile Normal file
View File

@@ -0,0 +1,482 @@
#**************************************************************************************************
#
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
.PHONY: all clean
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 2.5.0
RAYLIB_API_VERSION ?= 2
RAYLIB_PATH ?= ..
# Define default options
# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# Locations of your newly installed library and associated headers. See ../src/Makefile
# On Linux, if you have installed raylib but cannot compile the examples, check that
# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
# To enable compile-time linking to a special version of libraylib.so, change these variables here.
# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
DESTDIR ?= /usr/local
RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE
BUILD_MODE ?= RELEASE
# Use external GLFW library instead of rglfw module
# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
USE_EXTERNAL_GLFW ?= FALSE
# Use Wayland display server protocol on Linux desktop
# by default it uses X11 windowing system
USE_WAYLAND_DISPLAY ?= FALSE
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
else
UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
endif
ifeq ($(UNAMEOS),FreeBSD)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),OpenBSD)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),NetBSD)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),DragonFly)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
endif
endif
# RAYLIB_PATH adjustment for different platforms.
# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
# Required for ldconfig or other tools that do not perform path expansion.
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
endif
endif
# Default path for raylib on Raspberry Pi, if installed in different path, update it!
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH ?= /home/pi/raylib
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Emscripten required variables
EMSDK_PATH ?= C:/emsdk
EMSCRIPTEN_VERSION ?= 1.38.31
CLANG_VERSION = e$(EMSCRIPTEN_VERSION)_64bit
PYTHON_VERSION = 2.7.13.1_64bit\python-2.7.13.amd64
NODE_VERSION = 8.9.1_64bit
export PATH = $(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
EMSCRIPTEN = $(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
endif
# Define raylib release directory for compiled library.
# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
# without formal installation from ../src/Makefile. It aids portability and is useful if you have
# multiple versions of raylib, have raylib installed to a non-standard location, or want to
# bundle libraylib.so with your game. Change it to your liking.
# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
# To see which libraries a built example is linking to, ldd core/core_basic_window;
# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
# Define default C compiler: gcc
# NOTE: define g++ compiler if using C++
CC = gcc
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
# OSX default compiler
CC = clang
endif
ifeq ($(PLATFORM_OS),BSD)
# FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
CC = clang
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
# Define RPI cross-compiler
#CC = armv6j-hardfloat-linux-gnueabi-gcc
CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# HTML5 emscripten compiler
# WARNING: To compile to HTML5, code must be redesigned
# to use emscripten.h and emscripten_set_main_loop()
CC = emcc
endif
# Define default make program: Mingw32-make
MAKE = mingw32-make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
MAKE = make
endif
endif
# Define compiler flags:
# -O1 defines optimization level
# -g include debug information on compilation
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g
endif
# Additional flags for compiler (if desired)
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# resource file contains windows executable icon and properties
# -Wl,--subsystem,windows hides the console window
CFLAGS += $(RAYLIB_PATH)/raylib.rc.data -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM_OS),LINUX)
ifeq ($(RAYLIB_LIBTYPE),STATIC)
CFLAGS += -D_DEFAULT_SOURCE
endif
ifeq ($(RAYLIB_LIBTYPE),SHARED)
# Explicitly enable runtime link to libraylib.so
CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS += -std=gnu99
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# -Os # size optimization
# -O2 # optimization level 2, if used, also set --memory-init-file 0
# -s USE_GLFW=3 # Use glfw3 library (context/input management)
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
# -s USE_PTHREADS=1 # multithreading support
# -s WASM=0 # disable Web Assembly, emitted by default
# -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
# -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
# --profiling # include information for code profiling
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# --preload-file resources # specify a resources folder for data compilation
CFLAGS += -Os -s USE_GLFW=3 -s FORCE_FILESYSTEM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1 --preload-file $(dir $<)resources@resources
ifeq ($(BUILD_MODE), DEBUG)
CFLAGS += -s ASSERTIONS=1 --profiling
endif
# NOTE: Simple raylib examples are compiled to be interpreter by emterpreter, that way,
# we can compile same code for ALL platforms with no change required, but, working on bigger
# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
# Define a custom shell .html and output extension
CFLAGS += --shell-file $(RAYLIB_PATH)\src\shell.html
EXT = .html
endif
# Define include paths for required headers
# NOTE: Several external required libraries (stb and others)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
# RPI required libraries
INCLUDE_PATHS += -I/opt/vc/include
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_H_INSTALL_PATH)
INCLUDE_PATHS += -I/usr/local/include
endif
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
endif
endif
# Define library paths containing required libs.
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_INSTALL_PATH)
LDFLAGS += -L. -Lsrc -L/usr/local/lib
endif
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LDFLAGS += -L/opt/vc/lib
endif
# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
# NOTE: WinMM library required to set high-res timer resolution
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
# Required for physac examples
LDLIBS += -static -lpthread
endif
ifeq ($(PLATFORM_OS),LINUX)
# Libraries for Debian GNU/Linux desktop compiling
# NOTE: Required packages: libegl1-mesa-dev
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
# On X11 requires also below libraries
LDLIBS += -lX11
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
# On Wayland windowing system, additional libraries requires
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
endif
# Explicit link to libc
ifeq ($(RAYLIB_LIBTYPE),SHARED)
LDLIBS += -lc
endif
endif
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa
endif
ifeq ($(PLATFORM_OS),BSD)
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
# NOTE: Required packages: mesa-libs
LDLIBS = -lraylib -lGL -lpthread -lm
# On XWindow requires also below libraries
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
endif
ifeq ($(USE_EXTERNAL_GLFW),TRUE)
# NOTE: It could require additional packages installed: libglfw3-dev
LDLIBS += -lglfw
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# Libraries for Raspberry Pi compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
endif
# Define all source files required
EXAMPLES = \
core/core_basic_window \
core/core_input_keys \
core/core_input_mouse \
core/core_input_mouse_wheel \
core/core_input_gamepad \
core/core_input_multitouch \
core/core_input_gestures \
core/core_2d_camera \
core/core_3d_camera_mode \
core/core_3d_camera_free \
core/core_3d_camera_first_person \
core/core_3d_picking \
core/core_world_screen \
core/core_custom_logging \
core/core_window_letterbox \
core/core_drop_files \
core/core_random_values \
core/core_storage_values \
core/core_vr_simulator \
core/core_loading_thread \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_colors_palette \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_rectangle_scaling \
shapes/shapes_lines_bezier \
shapes/shapes_collision_area \
shapes/shapes_following_eyes \
shapes/shapes_easings_ball_anim \
shapes/shapes_easings_box_anim \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
text/text_raylib_fonts \
text/text_sprite_fonts \
text/text_ttf_loading \
text/text_bmfont_ttf \
text/text_font_sdf \
text/text_format_text \
text/text_input_box \
text/text_writing_anim \
text/text_rectangle_bounds \
text/text_unicode \
textures/textures_logo_raylib \
textures/textures_rectangle \
textures/textures_srcrec_dstrec \
textures/textures_image_drawing \
textures/textures_image_generation \
textures/textures_image_loading \
textures/textures_image_processing \
textures/textures_image_text \
textures/textures_to_image \
textures/textures_raw_data \
textures/textures_particles_blending \
textures/textures_npatch_drawing \
textures/textures_background_scrolling \
textures/textures_sprite_button \
textures/textures_sprite_explosion \
textures/textures_bunnymark \
models/models_animation \
models/models_billboard \
models/models_box_collisions \
models/models_cubicmap \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_material_pbr \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_obj_loading \
models/models_obj_viewer \
models/models_orthographic_projection \
models/models_rlgl_solar_system \
models/models_skybox \
models/models_yaw_pitch_roll \
models/models_heightmap \
shaders/shaders_model_shader \
shaders/shaders_shapes_textures \
shaders/shaders_custom_uniform \
shaders/shaders_postprocessing \
shaders/shaders_palette_switch \
shaders/shaders_raymarching \
shaders/shaders_texture_drawing \
shaders/shaders_texture_waves \
shaders/shaders_julia_set \
shaders/shaders_eratosthenes \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
physac/physics_demo \
physac/physics_friction \
physac/physics_movement \
physac/physics_restitution \
physac/physics_shatter
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Default target entry
all: $(EXAMPLES)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!
%: %.c
ifeq ($(PLATFORM),PLATFORM_ANDROID)
$(MAKE) -f Makefile.Android PROJECT_NAME=$@ PROJECT_SOURCE_FILES=$<
else
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
endif
# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o *.exe /s
endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done

300
examples/Makefile.Android Normal file
View File

@@ -0,0 +1,300 @@
#**************************************************************************************************
#
# raylib makefile for Android project (APK building)
#
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# Define required raylib variables
PLATFORM ?= PLATFORM_ANDROID
RAYLIB_PATH ?= ..\..
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
ANDROID_ARCH ?= ARM
ANDROID_API_VERSION = 21
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
endif
# Required path variables
# NOTE: JAVA_HOME must be set to JDK
JAVA_HOME ?= C:/JavaJDK
ANDROID_HOME = C:/android-sdk
ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= raylib_game.c
# Some source files are placed in directories, when compiling to some
# output directory other than source, that directory must pre-exist.
# Here we get a list of required folders that need to be created on
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
# Android app configuration variables
APP_LABEL_NAME ?= rGame
APP_COMPANY_NAME ?= raylib
APP_PRODUCT_NAME ?= rgame
APP_VERSION_CODE ?= 1
APP_VERSION_NAME ?= 1.0
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
APP_SCREEN_ORIENTATION ?= landscape
APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
ifeq ($(RAYLIB_LIBTYPE),SHARED)
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
endif
# Compiler and archiver
# NOTE: GCC is being deprecated in Android NDK r16
ifeq ($(ANDROID_ARCH),ARM)
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
endif
ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),ARM)
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
endif
ifeq ($(ANDROID_ARCH),ARM64)
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
endif
# Compilation functions attributes options
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
# Compiler options for the linker
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
# Preprocessor macro definitions
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
# Paths containing required header files
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
# Linker options
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
# Force linking of library module to define symbol
LDFLAGS += -u ANativeActivity_onCreate
# Library paths containing required libs
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
# Define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
# Generate target objects list from PROJECT_SOURCE_FILES
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
# Android APK building process... some steps required...
# NOTE: typing 'make' will invoke the default target entry called 'all',
all: create_temp_project_dirs \
copy_project_required_libs \
copy_project_resources \
generate_loader_script \
generate_android_manifest \
generate_apk_keystore \
config_project_package \
compile_project_code \
compile_project_class \
compile_project_class_dex \
create_project_apk_package \
sign_project_apk_package \
zipalign_project_apk_package
# Create required temp directories for APK building
create_temp_project_dirs:
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
define create_dir
if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
endef
# Copy required shared libs for integration into APK
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
copy_project_required_libs:
ifeq ($(RAYLIB_LIBTYPE),SHARED)
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
endif
ifeq ($(RAYLIB_LIBTYPE),STATIC)
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
endif
# Copy project required resources: strings.xml, icon.png, assets
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
# TODO: Review xcopy usage, it can not be found in some systems!
copy_project_resources:
copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
# Generate NativeLoader.java to load required shared libraries
# NOTE: Probably not the bet way to generate this file... but it works.
generate_loader_script:
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
ifeq ($(RAYLIB_LIBTYPE),SHARED)
@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
endif
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Generate AndroidManifest.xml with all the required options
# NOTE: Probably not the bet way to generate this file... but it works.
generate_android_manifest:
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
# NOTE: Configure here your Distinguished Names (-dname) if required!
generate_apk_keystore:
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
config_project_package:
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
compile_native_app_glue:
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
compile_project_code: $(OBJS)
$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
# Compile all .c files required into object (.o) files
# NOTE: Those files will be linked into a shared library
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
# Compile project .java code into .class (Java bytecode)
compile_project_class:
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Compile .class files into Dalvik executable bytecode (.dex)
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
compile_project_class_dex:
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
# NOTE: Use -A resources to define additional directory in which to find raw asset files
create_project_apk_package:
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
sign_project_apk_package:
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
# Create zip-aligned APK package: $(PROJECT_NAME).apk
zipalign_project_apk_package:
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
# Install $(PROJECT_NAME).apk to default emulator/device
# NOTE: Use -e (emulator) or -d (device) parameters if required
install:
$(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
check_device_abi:
$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
# Monitorize output log coming from device, only raylib tag
logcat:
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
deploy:
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
# Clean everything
clean:
del $(PROJECT_BUILD_PATH)\* /f /s /q
rmdir $(PROJECT_BUILD_PATH) /s /q
@echo Cleaning done

View File

@@ -0,0 +1,141 @@
/*******************************************************************************************
*
* raylib [audio] example - Module playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.5 (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"
#define MAX_CIRCLES 64
typedef struct {
Vector2 position;
float radius;
float alpha;
float speed;
Color color;
} CircleWave;
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
InitAudioDevice(); // Initialize audio device
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect
CircleWave circles[MAX_CIRCLES] = { 0 };
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
circles[i].color = colors[GetRandomValue(0, 13)];
}
Music xm = LoadMusicStream("resources/chiptun1.mod");
PlayMusicStream(xm);
float timePlayed = 0.0f;
bool pause = false;
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
//----------------------------------------------------------------------------------
UpdateMusicStream(xm); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(xm);
PlayMusicStream(xm);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(xm);
else ResumeMusicStream(xm);
}
// Get timePlayed scaled to bar dimensions
timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
// Color circles animation
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
{
circles[i].alpha += circles[i].speed;
circles[i].radius += circles[i].speed*10.0f;
if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
if (circles[i].alpha <= 0.0f)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].color = colors[GetRandomValue(0, 13)];
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
}
// Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(xm); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 47 KiB

View File

@@ -13,22 +13,23 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
InitAudioDevice(); // Initialize audio device
PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
Music music = LoadMusicStream("resources/guitar_noodling.ogg");
PlayMusicStream(music);
int framesCounter = 0;
float timePlayed = 0.0f;
//float volume = 1.0;
bool pause = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -38,32 +39,28 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
UpdateMusicStream(music); // Update music buffer with new stream data
// Testing music fading from one file to another
/*
if (framesCounter > 600) // Wait for 10 seconds (600 frames)
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
volume -= 0.01; // Decrement music volume level
// When music volume level equal or lower than 0,
// restore volume level and init another music file
if (volume <= 0)
{
volume = 1.0;
framesCounter = 0;
PlayMusicStream("resources/audio/another_file.ogg");
}
SetMusicVolume(volume);
StopMusicStream(music);
PlayMusicStream(music);
}
*/
if (IsWindowMinimized()) PauseMusicStream();
else ResumeMusicStream();
timePlayed = GetMusicTimePlayed()/GetMusicTimeLength()*100*4; // We scale by 4 to fit 400 pixels
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
UpdateMusicStream(); // Update music buffer with new stream data
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Get timePlayed scaled to bar dimensions (400 pixels)
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
if (timePlayed > 400) StopMusicStream(music);
//----------------------------------------------------------------------------------
// Draw
@@ -72,10 +69,14 @@ int main()
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawRectangle(200, 250, 400, 12, LIGHTGRAY);
DrawRectangle(200, 250, (int)timePlayed, 12, MAROON);
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -83,9 +84,11 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseWindow(); // Close window and OpenGL context
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View File

Before

Width:  |  Height:  |  Size: 15 KiB

After

Width:  |  Height:  |  Size: 15 KiB

View File

@@ -0,0 +1,165 @@
/*******************************************************************************************
*
* 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) 2015-2019 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: sinf()
#include <string.h> // Required for: memcpy()
#define MAX_SAMPLES 512
#define MAX_SAMPLES_PER_UPDATE 4096
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const 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: 16bit-short, channels: 1-mono)
AudioStream stream = InitAudioStream(22050, 16, 1);
// Buffer for the single cycle waveform we are synthesizing
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
// Frame buffer, describing the waveform when repeated over the course of a frame
short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE);
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
// Position read in to determine next frequency
Vector2 mousePosition = { -100.0f, -100.0f };
// Cycles per second (hz)
float frequency = 440.0f;
// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
float oldFrequency = 1.0f;
// Cursor to read and copy the samples of the sine wave buffer
int readCursor = 0;
// Computed size in samples of the sine wave
int waveLength = 1;
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
//----------------------------------------------------------------------------------
// Sample mouse input.
mousePosition = GetMousePosition();
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
float fp = (float)(mousePosition.y);
frequency = 40.0f + (float)(fp);
}
// Rewrite the sine wave.
// Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
if (frequency != oldFrequency)
{
// Compute wavelength. Limit size in both directions.
int oldWavelength = waveLength;
waveLength = (int)(22050/frequency);
if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
if (waveLength < 1) waveLength = 1;
// Write sine wave.
for (int i = 0; i < waveLength*2; i++)
{
data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
}
// Scale read cursor's position to minimize transition artifacts
readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
oldFrequency = frequency;
}
// Refill audio stream if required
if (IsAudioBufferProcessed(stream))
{
// Synthesize a buffer that is exactly the requested size
int writeCursor = 0;
while (writeCursor < MAX_SAMPLES_PER_UPDATE)
{
// Start by trying to write the whole chunk at once
int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor;
// Limit to the maximum readable size
int readLength = waveLength-readCursor;
if (writeLength > readLength) writeLength = readLength;
// Write the slice
memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
// Update cursors and loop audio
readCursor = (readCursor + writeLength) % waveLength;
writeCursor += writeLength;
}
// Copy finished frame to audio stream
UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(FormatText("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
// Draw the current buffer state proportionate to the screen
for (int i = 0; i < screenWidth; i++)
{
position.x = i;
position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
DrawPixelV(position, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
free(data); // Unload sine wave data
free(writeBuf); // Unload write buffer
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;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

View File

@@ -13,21 +13,21 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
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);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -36,7 +36,6 @@ int main()
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
//----------------------------------------------------------------------------------
@@ -47,7 +46,6 @@ int main()
ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
EndDrawing();

View File

Before

Width:  |  Height:  |  Size: 15 KiB

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -0,0 +1,138 @@
/*******************************************************************************************
*
* raylib [core] example - 2d camera
*
* This example has been created using raylib 1.5 (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"
#define MAX_BUILDINGS 100
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Rectangle player = { 400, 280, 40, 40 };
Rectangle buildings[MAX_BUILDINGS] = { 0 };
Color buildColors[MAX_BUILDINGS] = { 0 };
int spacing = 0;
for (int i = 0; i < MAX_BUILDINGS; i++)
{
buildings[i].width = GetRandomValue(50, 200);
buildings[i].height = GetRandomValue(100, 800);
buildings[i].y = screenHeight - 130 - buildings[i].height;
buildings[i].x = -6000 + spacing;
spacing += buildings[i].width;
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
}
Camera2D camera = { 0 };
camera.target = (Vector2){ player.x + 20, player.y + 20 };
camera.offset = (Vector2){ 0, 0 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
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
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT))
{
player.x += 2; // Player movement
camera.offset.x -= 2; // Camera displacement with player movement
}
else if (IsKeyDown(KEY_LEFT))
{
player.x -= 2; // Player movement
camera.offset.x += 2; // Camera displacement with player movement
}
// Camera target follows player
camera.target = (Vector2){ player.x + 20, player.y + 20 };
// Camera rotation controls
if (IsKeyDown(KEY_A)) camera.rotation--;
else if (IsKeyDown(KEY_S)) camera.rotation++;
// Limit camera rotation to 80 degrees (-40 to 40)
if (camera.rotation > 40) camera.rotation = 40;
else if (camera.rotation < -40) camera.rotation = -40;
// Camera zoom controls
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
// Camera reset (zoom and rotation)
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
camera.rotation = 0.0f;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode2D(camera);
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
DrawRectangleRec(player, RED);
DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, GREEN);
DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, GREEN);
EndMode2D();
DrawText("SCREEN AREA", 640, 10, 20, RED);
DrawRectangle(0, 0, screenWidth, 5, RED);
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 250, 113, BLUE);
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 21 KiB

View File

@@ -13,22 +13,27 @@
#define MAX_COLUMNS 20
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.type = CAMERA_PERSPECTIVE;
// Generates some random columns
float heights[MAX_COLUMNS];
Vector3 positions[MAX_COLUMNS];
Color colors[MAX_COLUMNS];
float heights[MAX_COLUMNS] = { 0.0f };
Vector3 positions[MAX_COLUMNS] = { 0 };
Color colors[MAX_COLUMNS] = { 0 };
for (int i = 0; i < MAX_COLUMNS; i++)
{
@@ -37,9 +42,7 @@ int main()
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -49,7 +52,7 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdateCameraPlayer(&camera, &playerPosition); // Update camera and player position
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
@@ -58,7 +61,7 @@ int main()
ClearBackground(RAYWHITE);
Begin3dMode(camera);
BeginMode3D(camera);
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
@@ -72,11 +75,14 @@ int main()
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
End3dMode();
EndMode3D();
DrawText("First person camera default controls:", 20, 20, 10, GRAY);
DrawText("- Move with keys: W, A, S, D", 40, 50, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 70, 10, DARKGRAY);
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

View File

@@ -11,26 +11,26 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
Camera3D camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -40,7 +40,9 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
UpdateCamera(&camera); // Update camera
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------
// Draw
@@ -49,21 +51,24 @@ int main()
ClearBackground(RAYWHITE);
Begin3dMode(camera);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
EndMode3D();
DrawText("Free camera default controls:", 20, 20, 10, GRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 50, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 70, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 90, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 110, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 130, 10, DARKGRAY);
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 320, 133, BLUE);
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

Binary file not shown.

After

Width:  |  Height:  |  Size: 25 KiB

View File

@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] example - Initialize 3d mode
* raylib [core] example - Initialize 3d camera mode
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@@ -11,24 +11,26 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode");
// Define the camera to look into our 3d world
Camera camera;
Camera3D camera = { 0 };
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -45,14 +47,14 @@ int main()
ClearBackground(RAYWHITE);
Begin3dMode(camera);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
EndMode3D();
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);

View File

Before

Width:  |  Height:  |  Size: 8.3 KiB

After

Width:  |  Height:  |  Size: 8.3 KiB

View File

@@ -11,30 +11,31 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray; // Picking line ray
Ray ray = { 0 }; // Picking line ray
bool collision = false;
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -44,17 +45,20 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
UpdateCamera(&camera); // Update camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
// NOTE: This function is NOT WORKING properly!
ray = GetMouseRay(GetMousePosition(), camera);
if (!collision)
{
ray = GetMouseRay(GetMousePosition(), camera);
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
}
else collision = false;
}
//----------------------------------------------------------------------------------
@@ -64,18 +68,27 @@ int main()
ClearBackground(RAYWHITE);
Begin3dMode(camera);
BeginMode3D(camera);
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
if (collision)
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
}
else
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
}
DrawRay(ray, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
EndMode3D();
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);

Binary file not shown.

After

Width:  |  Height:  |  Size: 24 KiB

View File

@@ -0,0 +1,62 @@
/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
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
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -0,0 +1,62 @@
/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main(int argc, char* argv[])
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

Before

Width:  |  Height:  |  Size: 10 KiB

After

Width:  |  Height:  |  Size: 10 KiB

View File

@@ -0,0 +1,84 @@
/*******************************************************************************************
*
* raylib [core] example - Custom logging
*
* This example has been created using raylib 2.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h> // Required for: fopen(), fclose(), fputc(), fwrite(), printf(), fprintf(), funopen()
#include <time.h> // Required for: time_t, tm, time(), localtime(), strftime()
// Custom logging funtion
void LogCustom(int msgType, const char *text, va_list args)
{
char timeStr[64] = { 0 };
time_t now = time(NULL);
struct tm *tm_info = localtime(&now);
strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
printf("[%s] ", timeStr);
switch (msgType)
{
case LOG_INFO: printf("[INFO] : "); break;
case LOG_ERROR: printf("[ERROR]: "); break;
case LOG_WARNING: printf("[WARN] : "); break;
case LOG_DEBUG: printf("[DEBUG]: "); break;
default: break;
}
vprintf(text, args);
printf("\n");
}
int main(int argc, char* argv[])
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// First thing we do is setting our custom logger to ensure everything raylib logs
// will use our own logger instead of its internal one
SetTraceLogCallback(LogCustom);
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
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
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

View File

@@ -13,19 +13,19 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
int count = 0;
char **droppedFiles;
char **droppedFiles = { 0 };
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop

View File

Before

Width:  |  Height:  |  Size: 4.6 KiB

After

Width:  |  Height:  |  Size: 4.6 KiB

View File

@@ -0,0 +1,194 @@
/*******************************************************************************************
*
* raylib [core] example - Gamepad input
*
* 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
* Check raylib.h for buttons configuration
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
// NOTE: Gamepad name ID depends on drivers and OS
#if defined(PLATFORM_RPI)
#define XBOX360_NAME_ID "Microsoft X-Box 360 pad"
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
#else
#define XBOX360_NAME_ID "Xbox 360 Controller"
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
#endif
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
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
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{
DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
{
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
// Draw buttons: xbox home
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
// Draw buttons: d-pad
DrawRectangle(317, 202, 19, 71, BLACK);
DrawRectangle(293, 228, 69, 19, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
// Draw buttons: left-right back
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
// Draw axis: left joystick
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
// Draw axis: right joystick
DrawCircle(461, 237, 38, BLACK);
DrawCircle(461, 237, 33, LIGHTGRAY);
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY);
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
}
else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
{
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
// Draw buttons: ps
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK);
// Draw buttons: d-pad
DrawRectangle(225, 132, 24, 84, BLACK);
DrawRectangle(195, 161, 84, 25, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
// Draw buttons: left-right back buttons
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
// Draw axis: left joystick
DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY);
DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
// Draw axis: right joystick
DrawCircle(475, 255, 35, BLACK);
DrawCircle(475, 255, 31, LIGHTGRAY);
DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY);
DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
}
else
{
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
// TODO: Draw generic gamepad
}
DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
{
DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
}
if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
}
else
{
DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texPs3Pad);
UnloadTexture(texXboxPad);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 37 KiB

View File

@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] example - Gestures Detection
* raylib [core] example - Input Gestures Detection
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@@ -14,14 +14,14 @@
#define MAX_GESTURE_STRINGS 20
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection");
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
Vector2 touchPosition = { 0, 0 };
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
@@ -34,7 +34,7 @@ int main()
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
SetTargetFPS(30);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -43,12 +43,11 @@ int main()
// Update
//----------------------------------------------------------------------------------
lastGesture = currentGesture;
currentGesture = GetGestureDetected();
touchPosition = GetTouchPosition(0);
if (CheckCollisionPointRec(touchPosition, touchArea) && IsGestureDetected())
if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE))
{
currentGesture = GetGestureType();
if (currentGesture != lastGesture)
{
// Store gesture string
@@ -62,6 +61,8 @@ int main()
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
case GESTURE_PINCH_IN: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
default: break;
}
@@ -76,7 +77,6 @@ int main()
}
}
}
else currentGesture = GESTURE_NONE;
//----------------------------------------------------------------------------------
// Draw

View File

Before

Width:  |  Height:  |  Size: 19 KiB

After

Width:  |  Height:  |  Size: 19 KiB

View File

@@ -11,18 +11,18 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
SetTargetFPS(60); // Set target frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -30,10 +30,10 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8f;
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8f;
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8f;
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8f;
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f;
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f;
if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f;
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f;
//----------------------------------------------------------------------------------
// Draw

View File

Before

Width:  |  Height:  |  Size: 10 KiB

After

Width:  |  Height:  |  Size: 10 KiB

View File

@@ -11,19 +11,19 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = DARKBLUE;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

View File

@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] examples - Mouse wheel
* raylib [core] examples - Mouse wheel input
*
* This test has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@@ -11,19 +11,19 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel");
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
int boxPositionY = screenHeight/2 - 40;
int scrollSpeed = 4; // Scrolling speed in pixels
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop

View File

Before

Width:  |  Height:  |  Size: 15 KiB

After

Width:  |  Height:  |  Size: 15 KiB

View File

@@ -0,0 +1,89 @@
/*******************************************************************************************
*
* raylib [core] example - Input multitouch
*
* This example has been created using raylib 2.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = BEIGE;
int touchCounter = 0;
Vector2 touchPosition = { 0.0f };
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
//----------------------------------------------------------------------------------
ballPosition = GetMousePosition();
ballColor = BEIGE;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
if (touchCounter > 0) touchCounter--;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Multitouch
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
{
touchPosition = GetTouchPosition(i); // Get the touch point
if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
{
// Draw circle and touch index number
DrawCircleV(touchPosition, 34, ORANGE);
DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
}
}
// Draw the normal mouse location
DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

View File

@@ -0,0 +1,147 @@
/*******************************************************************************************
*
* raylib example - loading thread
*
* NOTE: This example requires linking with pthreads library,
* on MinGW, it can be accomplished passing -static parameter to compiler
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "pthread.h" // POSIX style threads management
#include <stdatomic.h> // C11 atomic data types
#include <time.h> // Required for: clock()
// Using C11 atomics for synchronization
// NOTE: A plain bool (or any plain data type for that matter) can't be used for inter-thread synchronization
static atomic_bool dataLoaded = ATOMIC_VAR_INIT(false); // Data Loaded completion indicator
static void *LoadDataThread(void *arg); // Loading data thread function declaration
static int dataProgress = 0; // Data progress accumulator
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
pthread_t threadId; // Loading data thread id
enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING;
int framesCounter = 0;
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
//----------------------------------------------------------------------------------
switch (state)
{
case STATE_WAITING:
{
if (IsKeyPressed(KEY_ENTER))
{
int error = pthread_create(&threadId, NULL, &LoadDataThread, NULL);
if (error != 0) TraceLog(LOG_ERROR, "Error creating loading thread");
else TraceLog(LOG_INFO, "Loading thread initialized successfully");
state = STATE_LOADING;
}
} break;
case STATE_LOADING:
{
framesCounter++;
if (atomic_load(&dataLoaded))
{
framesCounter = 0;
state = STATE_FINISHED;
}
} break;
case STATE_FINISHED:
{
if (IsKeyPressed(KEY_ENTER))
{
// Reset everything to launch again
atomic_store(&dataLoaded, false);
dataProgress = 0;
state = STATE_WAITING;
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch (state)
{
case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
case STATE_LOADING:
{
DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
} break;
case STATE_FINISHED:
{
DrawRectangle(150, 200, 500, 60, LIME);
DrawText("DATA LOADED!", 250, 210, 40, GREEN);
} break;
default: break;
}
DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Loading data thread function definition
static void *LoadDataThread(void *arg)
{
int timeCounter = 0; // Time counted in ms
clock_t prevTime = clock(); // Previous time
// We simulate data loading with a time counter for 5 seconds
while (timeCounter < 5000)
{
clock_t currentTime = clock() - prevTime;
timeCounter = currentTime*1000/CLOCKS_PER_SEC;
// We accumulate time over a global variable to be used in
// main thread as a progress bar
dataProgress = timeCounter/10;
}
// When data has finished loading, we set global variable
atomic_store(&dataLoaded, true);
return NULL;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

View File

@@ -11,20 +11,20 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
int framesCounter = 0; // Variable used to count frames
int framesCounter = 0; // Variable used to count frames
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop

View File

Before

Width:  |  Height:  |  Size: 15 KiB

After

Width:  |  Height:  |  Size: 15 KiB

View File

@@ -14,21 +14,20 @@
// NOTE: Storage positions must start with 0, directly related to file memory layout
typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
int score = 0;
int hiscore = 0;
int framesCounter = 0;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop

View File

Before

Width:  |  Height:  |  Size: 16 KiB

After

Width:  |  Height:  |  Size: 16 KiB

View File

@@ -0,0 +1,123 @@
/*******************************************************************************************
*
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
*
* 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"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
// Init VR simulator (Oculus Rift CV1 parameters)
InitVrSimulator();
VrDeviceInfo hmd = { 0 }; // VR device parameters (head-mounted-device)
// Oculus Rift CV1 parameters for simulator
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
hmd.vResolution = 1200; // HMD vertical resolution in pixels
hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders.
// Following parameters are an approximation to distortion stereo rendering but results differ from actual device.
hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
// Distortion shader (uses device lens distortion and chroma)
Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION));
SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 60.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera (simulator mode)
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginVrDrawing();
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(40, 1.0f);
EndMode3D();
EndVrDrawing();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(distortion); // Unload distortion shader
CloseVrSimulator(); // Close VR simulator
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 173 KiB

View File

@@ -0,0 +1,90 @@
/*******************************************************************************************
*
* raylib [core] example - window scale letterbox
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define max(a, b) ((a)>(b)? (a) : (b))
#define min(a, b) ((a)<(b)? (a) : (b))
int main(void)
{
const int windowWidth = 800;
const int windowHeight = 450;
// Enable config flags for resizable window and vertical synchro
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
SetWindowMinSize(320, 240);
int gameScreenWidth = 640;
int gameScreenHeight = 480;
// Render texture initialization
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
Color colors[10] = { 0 };
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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
//----------------------------------------------------------------------------------
// Compute required framebuffer scaling
float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
if (IsKeyPressed(KEY_SPACE))
{
// Recalculate random colors for the bars
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
// Draw everything in the render texture
BeginTextureMode(target);
ClearBackground(RAYWHITE); // Clear render texture background color
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
DrawText("You can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
EndTextureMode();
// Draw RenderTexture2D to window, properly scaled
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
EndDrawing();
//--------------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

View File

@@ -11,25 +11,27 @@
#include "raylib.h"
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
Vector2 cubeScreenPosition;
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -39,10 +41,10 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
UpdateCamera(&camera); // Update camera
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
//----------------------------------------------------------------------------------
// Draw
@@ -51,19 +53,18 @@ int main()
ClearBackground(RAYWHITE);
Begin3dMode(camera);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
EndMode3D();
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

View File

@@ -0,0 +1,52 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
uniform vec2 scale = vec2(0.25, 0.45);
uniform vec2 scaleIn = vec2(4, 2.2222);
uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);
uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
void main()
{
// Compute lens distortion
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq);
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
vec2 tcBlue = lensCenter + scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
{
// Set black fragment for everything outside the lens border
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
// Compute color chroma aberration
float blue = texture2D(texture0, tcBlue).b;
vec2 tcGreen = lensCenter + scale*theta1;
float green = texture2D(texture0, tcGreen).g;
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
vec2 tcRed = lensCenter + scale*thetaRed;
float red = texture2D(texture0, tcRed).r;
gl_FragColor = vec4(red, green, blue, 1.0);
}
}

View File

@@ -0,0 +1,53 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
uniform vec2 scale = vec2(0.25, 0.45);
uniform vec2 scaleIn = vec2(4, 2.2222);
uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);
uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
void main()
{
// Compute lens distortion
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq);
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
vec2 tcBlue = lensCenter + scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
{
// Set black fragment for everything outside the lens border
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
// Compute color chroma aberration
float blue = texture(texture0, tcBlue).b;
vec2 tcGreen = lensCenter + scale*theta1;
float green = texture(texture0, tcGreen).g;
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
vec2 tcRed = lensCenter + scale*thetaRed;
float red = texture(texture0, tcRed).r;
finalColor = vec4(red, green, blue, 1.0);
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 19 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 25 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 24 KiB

View File

@@ -1,94 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Color selection by mouse (collision detection)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 400;
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
Color colors[21] = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
GREEN, SKYBLUE, PURPLE, BEIGE };
Rectangle colorsRecs[21]; // Rectangles array
// Fills colorsRecs data (for every rectangle)
for (int i = 0; i < 21; i++)
{
colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
colorsRecs[i].y = 40 + 100*(i/7) + 10*(i/7);
colorsRecs[i].width = 100;
colorsRecs[i].height = 100;
}
bool selected[21] = { false }; // Selected rectangles indicator
Vector2 mousePoint;
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
//----------------------------------------------------------------------------------
mousePoint = GetMousePosition();
for (int i = 0; i < 21; i++) // Iterate along all the rectangles
{
if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
{
colors[i].a = 120;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selected[i] = !selected[i];
}
else colors[i].a = 255;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < 21; i++) // Draw all rectangles
{
DrawRectangleRec(colorsRecs[i], colors[i]);
// Draw four rectangles around selected rectangle
if (selected[i])
{
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 100, 10, RAYWHITE); // Square top rectangle
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 10, 100, RAYWHITE); // Square left rectangle
DrawRectangle(colorsRecs[i].x + 90, colorsRecs[i].y, 10, 100, RAYWHITE); // Square right rectangle
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 14 KiB

View File

@@ -1,72 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Gamepad input
*
* NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with Xbox 360 gamepad, check raylib.h for buttons configuration
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
Vector2 gamepadMovement = { 0.0f, 0.0f };
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{
gamepadMovement = GetGamepadMovement(GAMEPAD_PLAYER1);
ballPosition.x += gamepadMovement.x;
ballPosition.y -= gamepadMovement.y;
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
{
ballPosition.x = (float)screenWidth/2;
ballPosition.y = (float)screenHeight/2;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY);
DrawCircleV(ballPosition, 50, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 10 KiB

Some files were not shown because too many files have changed in this diff Show More