607 Commits

Author SHA1 Message Date
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
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
victorfisac
f9277f2163 Merge remote-tracking branch 'refs/remotes/raysan5/master' 2017-03-06 09:47:08 +01:00
victorfisac
ce56fcb1ed Merge remote-tracking branch 'refs/remotes/raysan5/master' 2016-02-26 14:32:30 +01:00
928 changed files with 117465 additions and 3098804 deletions

56
.gitignore vendored
View File

@@ -6,13 +6,6 @@
*.swo
*~
# Ignore Android generated files and folders
src_android/obj/
templates/android_project/bin/
templates/android_project/obj/
templates/android_project/libs/
local.properties
# Ignore thumbnails created by windows
Thumbs.db
@@ -42,7 +35,7 @@ Thumbs.db
*.sbr
*.sdf
obj/
# [Rr]elease/
[R]elease/
[Rr]elease.win32/
_ReSharper*/
[Tt]est[Rr]esult*
@@ -89,22 +82,21 @@ xcschememanagement.plist
._.*
xcuserdata/
DerivedData/
*.dll
# external libraries DLLs
!src/external/glfw3/lib/win32/glfw3.dll
!src/external/openal_soft/lib/win32/OpenAL32.dll
# Visual Studio project
project/vs2015/*.db
project/vs2015/*.opendb
project/vs2015.UWP/packages
project/vs2015.UWP/*.db
!project/vs2015/raylib.sln
!project/vs2015/raylib/*.vcxproj
!project/vs2015/examples/*.vcxproj
!project/vs2015/external/glfw3/lib/win32/glfw3.dll
!project/vs2015/external/openal_soft/lib/win32/OpenAL32.dll
!project/vs2015/external/openal_soft/lib/win64/OpenAL32.dll
!project/vs2015/external/lua/lib/win32/lua53.dll
!project/vs2017/raylib.sln
!project/vs2017/raylib/*.vcxproj
!project/vs2017/examples/*.vcxproj
!project/vs2015.UWP/raylib/*.vcxproj
!project/vs2015.UWP/*.sln
!project/vs2015.UWP/raylib.App.UWP/*.vcxproj
# Web examples
docs/examples/web/*.html
@@ -119,12 +111,26 @@ docs/examples/web/*/*.html
!docs/examples/web/shaders/loader.html
!docs/examples/web/models/loader.html
# raylib release libs
src/libraylib.a
src/libraylib.bc
!release/android/armeabi-v7a/libraylib.a
!release/android/armeabi-v7a/libraylib.so
!release/linux/libraylib.a
!release/linux/libraylib.so
!release/rpi/libraylib.a
# CMake stuff
CMakeCache.txt
CMakeFiles
CMakeScripts
Testing
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

62
.travis.yml Normal file
View File

@@ -0,0 +1,62 @@
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
sudo: required
- os: osx
env: ARCH=universal
before_script:
before_install:
- if [ "$TRAVIS_OS_NAME" == "linux" ]; then
sudo apt-get install -y gcc-multilib
libasound2-dev:$ARCH
libxcursor-dev:$ARCH libxinerama-dev:$ARCH mesa-common-dev:$ARCH
libx11-dev:$ARCH libxrandr-dev:$ARCH libxi-dev:$ARCH
libgl1-mesa-dev:$ARCH libglu1-mesa-dev:$ARCH;
export RAYLIB_PACKAGE_SUFFIX="-Linux-$ARCH";
if [ "$ARCH" == "i386" ]; then export CFLAGS="-m32"; fi;
if [ "$ARCH" == "amd64" ]; then export CFLAGS="-m64"; fi;
if [ "$GLFW" == "SYSTEM" ]; then
wget 'http://ftp.de.debian.org/debian/pool/main/g/glfw3/libglfw3_3.2.1-1_amd64.deb';
wget 'http://ftp.de.debian.org/debian/pool/main/g/glfw3/libglfw3-dev_3.2.1-1_amd64.deb';
sudo dpkg -i libglfw3_3.2.1-1_amd64.deb libglfw3-dev_3.2.1-1_amd64.deb;
fi;
fi
- if [ "$TRAVIS_OS_NAME" == "osx" ]; then
export RAYLIB_PACKAGE_SUFFIX="-macOS";
if [ "$GLFW" == "SYSTEM" ]; then brew update; brew install glfw; fi;
fi
- "$CC --version"
script:
- mkdir build
- cd build
- cmake -DMACOS_FATLIB=ON -DSTATIC=ON -DSHARED=ON -DBUILD_EXAMPLES=ON -DBUILD_GAMES=ON -DUSE_EXTERNAL_GLFW=IF_POSSIBLE ..
- make VERBOSE=1
- make package
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

View File

@@ -1,7 +1,97 @@
changelog
---------
Current Release: raylib 1.7.0 (20 May 2017)
Current Release: raylib 1.8.0 (Oct 2017)
-----------------------------------------------
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)
@@ -36,14 +126,14 @@ other changes:
[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: 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] 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

61
CMakeLists.txt Executable file
View File

@@ -0,0 +1,61 @@
cmake_minimum_required(VERSION 3.0)
# 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 for run with ASAN)" OFF)
if(CMAKE_VERSION VERSION_LESS "3.1")
if(CMAKE_C_COMPILER_ID STREQUAL "GNU")
set(CMAKE_C_FLAGS "-std=gnu99 ${CMAKE_C_FLAGS}")
endif()
else()
set (CMAKE_C_STANDARD 99)
endif()
include(CheckCCompilerFlag)
function(add_if_flag_works flag)
CHECK_C_COMPILER_FLAG("${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 "works")
endif()
message(STATUS "Testing if ${flag} can be used -- ${outcome}")
endfunction()
add_if_flag_works(-Werror=pointer-arith CMAKE_C_FLAGS)
add_if_flag_works(-Werror=implicit-function-declaration CMAKE_C_FLAGS)
# src/external/jar_xm.h does shady stuff
add_if_flag_works(-fno-strict-aliasing CMAKE_C_FLAGS)
if (ENABLE_ASAN)
add_if_flag_works(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
add_if_flag_works(-fsanitize=address CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
endif()
if (ENABLE_UBSAN)
add_if_flag_works(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
add_if_flag_works(-fsanitize=undefined CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
endif()
if (ENABLE_MSAN)
add_if_flag_works(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
add_if_flag_works(-fsanitize=memory CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
endif()
if (ENABLE_MSAN AND ENABLE_ASAN)
MESSAGE(WARNING "Compiling with both AddressSanitizer and MemorySanitizer is not recommended")
endif()
add_subdirectory(src release)
if (${BUILD_EXAMPLES})
add_subdirectory(examples)
endif()
if (${BUILD_GAMES})
add_subdirectory(games)
endif()

128
CONTRIBUTING.md Normal file
View File

@@ -0,0 +1,128 @@
## Contributing to raylib
Hello contributors! Welcome to 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 LEARN 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 anything.
### 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.
### 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 C/C++ version (default)](https://github.com/raysan5/raylib)
- [raylib Lua binding](https://github.com/raysan5/raylib-lua)
- [raylib Go binding](https://github.com/gen2brain/raylib-go)
- [raylib Nim binding](https://gitlab.com/define-private-public/raylib-Nim)
- [raylib Crystal binding](https://gitlab.com/Zatherz/cray)
- [raylib Perl wrapper](https://metacpan.org/pod/Graphics::Raylib)
- raylib Pascal binding with custom IDE (closed-source)
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.
### 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 forum](http://forum.raylib.com/) - A good place for discussions or to ask for help.
- [raylib gitter](https://gitter.im/raylib) - 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 his help on OSX to solve High DPI display issue. Thanks Marcelo!
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for his amazing contribution with raylib Lua module, I just work over his code to implement [rlua](https://github.com/raysan5/raylib/blob/master/src/rlua.h)
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for his 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 adding meson support for Linux
- [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
- [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 continuus integration support for raylib (Travis and AppVeyor) and greatly improving build system.
- [SamNChiet](https://github.com/SamNChiet) for his work on UWP inputs implementation.
- [David Reid](https://github.com/mackron) for a complete review of audio module to support his amazing mini_al audio library.
- [Kai](https://github.com/questor) for multiple code reviews and improvements.
Please, if I forget someone in this list, excuse me and write me an email to remind me to add you!

View File

@@ -8,12 +8,12 @@ The following help is highly appreciated:
- C programming - Can you write / review / test / improve the code?
- Documentation / Tutorials / Example writters - Can you write some tutorial / example?
- Web Development - Can you help with the web? Can you setup a forum?
- Web Development - Can you help with the web? SEO, style, code writting: https://github.com/raysan5/raylib.com
- Porting to Linux, OSX, RaspberryPi, consoles... - Can you compile and test raylib on another systems?
- 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.html) or contributing with [raylib patreon](https://www.patreon.com/raysan5). It will really motivate to continue improving this project (and pay some bills… or some coffee).
with a small [donation](http://www.raylib.com/helpme.html) or contributing with [raylib patreon](https://www.patreon.com/raysan5). It will really motivate to continue improving this project...
raylib philosophy
------------------

View File

@@ -73,12 +73,12 @@ attached to 3d models or used as fullscreen postrocessing effects. A bunch of po
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).
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/develop/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs.
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/develop/src/raygui.h), the new IMGUI (Immediate Mode GUI) module offers a set of functions to create simple user interfaces,
[raygui](https://github.com/raysan5/raylib/blob/master/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.
@@ -91,18 +91,18 @@ 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.
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/develop/src/physac.h) physics module for basic 2D physics support. Still in development but already functional.
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/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.
[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/develop/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse.
[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`).
@@ -110,7 +110,7 @@ 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.
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.
@@ -122,7 +122,7 @@ 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/develop/examples/core_oculus_rift.c).
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.
@@ -130,15 +130,15 @@ New lighting system: added support for up to 8 configurable lights and 3 light t
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/develop/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/develop/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally 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/develop/examples/core_2d_camera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/develop/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
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/develop/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/develop/CHANGELOG) file for a more detailed list of changes.
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/develop/examples/rlgl_standalone.c) and [audio](https://github.com/raysan5/raylib/blob/develop/examples/audio_standalone.c) raylib modules as standalone libraries.
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.
@@ -149,7 +149,7 @@ On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new v
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/develop/src/audio.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/develop/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!
Completely redesigned [audio module](https://github.com/raysan5/raylib/blob/master/src/audio.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!
@@ -182,3 +182,23 @@ Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit a
And here it is another version of **raylib, a simple and easy-to-use library to learn 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.c) 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/rlgl.c) 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.

View File

@@ -27,7 +27,7 @@ applications, and to alter it and redistribute it freely, subject to the followi
fonts
------
The following fonts [provided with raylib](https://github.com/raysan5/raylib/tree/develop/examples/text/resources/fonts) 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)
@@ -41,9 +41,9 @@ The following fonts [provided with raylib](https://github.com/raysan5/raylib/tre
2d art
------
[scarfy spritesheet](https://github.com/raysan5/raylib/blob/develop/examples/textures/resources/scarfy.png) and [fudesumi image](https://github.com/raysan5/raylib/blob/develop/examples/textures/resources/fudesumi.png) have been created by [Eiden Marsal](https://www.artstation.com/artist/marshall_z) and licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
[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 licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
3d models
---------
[dwarf 3d model and textures](https://github.com/raysan5/raylib/tree/develop/examples/models/resources/model) have been created by David Moreno and licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
[dwarf 3d model and textures](https://github.com/raysan5/raylib/tree/master/examples/models/resources/model) have been created by David Moreno and licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)

View File

@@ -1,50 +1,56 @@
<img src="https://github.com/raysan5/raylib/blob/master/logo/logo256x256.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 learn 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.
raylib is highly inspired by Borland BGI graphics lib and by XNA framework.
raylib could be useful for prototyping, tools development, graphic applications, embedded systems and education.
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.html)
[![Build Status](https://travis-ci.org/raysan5/raylib.svg?branch=develop)](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)
[![Gitter](https://badges.gitter.im/Join%20Chat.svg)](https://gitter.im/raylib/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge)
[![Chat on Discord](https://img.shields.io/discord/308323056592486420.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
--------
* Written in plain C code (C99)
* Uses PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2)
* Written in plain C code (C99) in PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Outstanding texture formats support, including compressed formats (DXT, ETC, PVRT, ASTC)
* Basic 3d support for Geometrics, Models, Billboards, Heightmaps and Cubicmaps
* Flexible Materials system, supporting by default diffuse, normal and specular maps
* Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
* Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
* Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* Flexible Materials system, supporting classic maps and PBR maps
* Shaders support, including Model shaders and Postprocessing shaders
* Powerful math module for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
* 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, FLAC, XM, MOD)
* Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi** and **HTML5**
* VR stereo rendering support with configurable HMD device parameters
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
* Multiple platforms support: Windows, Linux, FreeBSD, MacOS, UWP, Android, Raspberry Pi, HTML5.
* VR stereo rendering with configurable HMD device parameters
* NO external dependencies, all required libraries included with raylib
* Complete bindings to LUA ([raylib-lua](https://github.com/raysan5/raylib-lua)) and Go ([raylib-go](https://github.com/gen2brain/raylib-go))
raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option I found for
multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, maintained, ...).
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 inside raylib in the form of [rglfw](https://github.com/raysan5/raylib/blob/master/src/rglfw.c) module, avoiding that way 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 [audio](https://github.com/raysan5/raylib/blob/master/src/audio.c) module, the amazing [mini_al](https://github.com/dr-soft/mini_al) audio library, single-file header-only and supporting multiple platforms and multiple audio backends.
raylib uses internally multiple single-file header-only libraries to support multiple 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.
*On Android, `native_app_glue module` (provided by Android NDK) and native Android libraries are used to manage window/context, inputs and activity life cycle.*
*On Raspberry Pi, Videocore API and EGL libraries are used for window/context management and raw inputs reading.*
building
--------
build and installation
----------------------
For detailed building instructions, check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
Binary releases for Windows, Linux and macOS are available at the [Github Releases](https://github.com/raysan5/raylib/releases) page. raylib is also available via multiple package managers on multiple OS distributions. For more info check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
To build raylib yourself, check out also the [raylib Wiki](https://github.com/raysan5/raylib/wiki) for detailed instructions.
raylib has been developed using exclusively two tools:
@@ -62,46 +68,12 @@ contact
* 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)
* 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 feel you can help, then, [helpme!](http://www.raylib.com/helpme.html)
acknowledgements
---------------
I believe that time is the most valuable resource and the following people have invested part of their time
contributing (in some way or another) to make raylib project better. Huge thanks!
- [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 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 his help on OSX to solve High DPI display issue. Thanks Marcelo!
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for his amazing contribution with raylib Lua module, I just work over his code to implement [rlua](https://github.com/raysan5/raylib/blob/master/src/rlua.h)
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for his 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
Please, if I forget someone in this list, excuse me and write me an email to remind me to add you!
license
-------

View File

@@ -4,15 +4,19 @@ roadmap
Current version of raylib is complete and functional but there is still a lot of room for improvement.
Here it is a wish-list with features and ideas to improve the library.
Note that [raylib source code](https://github.com/raysan5/raylib/tree/develop/src) has some *TODO* marks around code with pending things to review and improve. Check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
Note that [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has some *TODO* marks around code with pending things to review and improve. Check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
**raylib 1.x**
- [ ] Improved Materials system with PBR support
- [ ] Basic GPU stats sytem (memory, draws, time...)
- [ ] Improved custom file-format (.rres) and packaging tool
- [ ] Procedural image generation functions (spot, gradient, noise...)
- [ ] Procedural mesh generation functions (cube, cone, sphere...)
- [ ] Touch-based camera controls for Android
- [ ] Quaternions-based camera system
**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)
**raylib 1.7**
- [x] Support configuration flags

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% ..
- 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

@@ -1,156 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>page not found... :(</title>
<style>
::-moz-selection {
background: #b3d4fc;
text-shadow: none;
}
::selection {
background: #b3d4fc;
text-shadow: none;
}
html {
padding: 30px 10px;
font-size: 20px;
line-height: 1.4;
color: #737373;
background: #f0f0f0;
-webkit-text-size-adjust: 100%;
-ms-text-size-adjust: 100%;
}
html,
input {
font-family: "Helvetica Neue", Helvetica, Arial, sans-serif;
}
body {
max-width: 500px;
_width: 500px;
padding: 30px 20px 50px;
border: 1px solid #b3b3b3;
margin: 0 auto;
box-shadow: 0 1px 10px #a7a7a7, inset 0 1px 0 #fff;
background: #fcfcfc;
}
h1 {
margin: 0 10px;
font-size: 50px;
text-align: center;
}
h1 span {
color: #bbb;
}
h3 {
margin: 1.5em 0 0.5em;
}
p {
margin: 1em 0;
}
ul {
padding: 0 0 0 40px;
margin: 1em 0;
}
.container {
max-width: 380px;
_width: 380px;
margin: 0 auto;
}
/* google search */
#goog-fixurl ul {
list-style: none;
padding: 0;
margin: 0;
}
#goog-fixurl form {
margin: 0;
}
#goog-wm-qt,
#goog-wm-sb {
border: 1px solid #bbb;
font-size: 16px;
line-height: normal;
vertical-align: top;
color: #444;
border-radius: 2px;
}
#goog-wm-qt {
width: 220px;
height: 20px;
padding: 5px;
margin: 5px 10px 0 0;
box-shadow: inset 0 1px 1px #ccc;
}
#goog-wm-sb {
display: inline-block;
height: 32px;
padding: 0 10px;
margin: 5px 0 0;
white-space: nowrap;
cursor: pointer;
background-color: #f5f5f5;
background-image: -webkit-linear-gradient(rgba(255,255,255,0), #f1f1f1);
background-image: -moz-linear-gradient(rgba(255,255,255,0), #f1f1f1);
background-image: -ms-linear-gradient(rgba(255,255,255,0), #f1f1f1);
background-image: -o-linear-gradient(rgba(255,255,255,0), #f1f1f1);
-webkit-appearance: none;
-moz-appearance: none;
appearance: none;
*overflow: visible;
*display: inline;
*zoom: 1;
}
#goog-wm-sb:hover,
#goog-wm-sb:focus {
border-color: #aaa;
box-shadow: 0 1px 1px rgba(0, 0, 0, 0.1);
background-color: #f8f8f8;
}
#goog-wm-qt:hover,
#goog-wm-qt:focus {
border-color: #105cb6;
outline: 0;
color: #222;
}
input::-moz-focus-inner {
padding: 0;
border: 0;
}
</style>
</head>
<body>
<div class="container">
<h1>not found <span>:(</span></h1>
<p>Sorry, but the page you were trying to view does not exist.</p>
<p>It looks like this was the result of either:</p>
<ul>
<li>a mistyped address</li>
<li>an out-of-date link</li>
</ul>
<script>
var GOOG_FIXURL_LANG = (navigator.language || '').slice(0,2),GOOG_FIXURL_SITE = location.host;
</script>
<script src="//linkhelp.clients.google.com/tbproxy/lh/wm/fixurl.js"></script>
</div>
</body>
</html>

View File

@@ -1 +0,0 @@
www.raylib.com

View File

@@ -1,173 +0,0 @@
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<title>raylib - cheatsheet</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
<meta name="title" content="raylib - cheatsheet">
<meta name="description" content="raylib is a simple and easy-to-use library to learn videogames programming. Don't miss latest functions added to raylib... check raylib cheatsheet">
<meta name="keywords" content="raylib, videogames, programming, C, C++, library, learn, study, simple, easy, free, open source, raysan">
<meta name="viewport" content="width=device-width">
<!-- Facebook metatags for sharing -->
<meta property="og:title" content="raylib - cheatsheet"/>
<meta property="og:image" content="http://www.raylib.com/common/img/fb_raylib_logo.png"/>
<meta property="og:url" content="http://www.raylib.com" />
<meta property="og:site_name" content="raylib"/>
<meta property="og:description" content="don't miss latest functions added to raylib... check raylib cheatsheet"/>
<!-- Add jQuery library -->
<script type="text/javascript" src="http://code.jquery.com/jquery-latest.min.js"></script>
<!-- hightlight.js - Syntax highlighting for the Web -->
<link rel="stylesheet" href="http://cdnjs.cloudflare.com/ajax/libs/highlight.js/8.1/styles/docco.min.css">
<script src="http://cdnjs.cloudflare.com/ajax/libs/highlight.js/8.1/highlight.min.js"></script>
<style type="text/css">
@font-face {
font-family: 'grixel_acme_7_wide_xtnd';
src: url('../common/font/acme_7_wide_xtnd.eot');
src: url('../common/font/acme_7_wide_xtnd.eot?#iefix') format('embedded-opentype'),
url('../common/font/acme_7_wide_xtnd.woff') format('woff'),
url('../common/font/acme_7_wide_xtnd.ttf') format('truetype');
font-weight: normal;
font-style: normal;
font-size-adjust:0.49;
}
body{background-color:#f5f5f5;}
#fulldata{width: 1315px!important;}
.eximage img{ margin: 0 auto; border: 1px solid; border-color: black; width:770px; height:auto;}
pre code{ width: auto!important; border: 1px solid; border-color:#b0b0b0; width:758px; height:auto; }
.exdownbtn{width:250px; height:30px; float:left; position: relative; cursor:pointer; font-weight:bold; font-size:10px;
line-height:30px; text-align: center; border-width:5px; background-color:#e1e1e1; color:#5c5a5a;
border:4px solid #898888; font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial;}
.exdownbtn:hover{background-color:#f0d6d6; color:#c55757; border:4px solid #e66666;}
#core pre code{border:10px solid; border-color:#888888; background-color:#dbdbe1; }
#shapes pre code{border:10px solid; border-color:#e66666; background-color:#e9d0d6; }
#textures pre code{border:10px solid; border-color:#75a06d; background-color:#c3e4bf; }
#text pre code{border:10px solid; border-color:#52b296; background-color:#b9e9dd; }
#models pre code{border:10px solid; border-color:#5d9cbd; background-color:#b9d6e8; }
#shaders pre code{border:10px solid; border-color:#a864d2; background-color:#e0c6f1; }
#audio pre code{border:10px solid; border-color:#d3b157; background-color:#e5d7ae; }
#structs pre code{border:10px solid; border-color:#d2c9c6; background-color:#f8f8ff; height: 440px!important}
#colors pre code{border:10px solid; border-color:#c6d2c6; background-color:#e9f1f2; width:600px!important; }
#logo{width:128px; height:128px; float:left; position:relative; background-image:url(../common/img/raylib_logo.png);}
p{font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial; font-size:13px; line-height:24px;}
#header{position:relative; height:110px; width: 1000px;}
#title, #plinks, #version{position:relative; float:left; margin:0px; margin-left:10px; margin-top:10px;}
#plinks{color: gray;}
#plinks a, #copyright a{color: gray; text-decoration:none;}
#plinks a:hover{color: black;}
#version {margin-top: 23px;}
#pcore{margin-bottom:-12px; margin-left:12px; color:#5c5a5a;}
#pshapes{margin-bottom:-12px; margin-left:12px; color:#c55757;}
#ptextures{margin-bottom:-12px; margin-left:12px; color:#60815a;}
#ptext{margin-bottom:-12px; margin-left:12px; color:#377764;}
#pmodels{margin-bottom:-12px; margin-left:12px; color:#417794;}
#pshaders{margin-bottom:-12px; margin-left:12px; color:#a864d2;}
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<div id="header">
<a id="logo" href="http://www.raylib.com/index.html"></a>
<p id="title">[simple and easy-to-use library to learn videogames programming]</p>
<p id="plinks">[<a href="http://www.facebook.com/raylibgames" target="_blank">www.facebook.com/raylibgames</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>]</p>
<p id="version">v1.7.0 quick reference card</p>
</div>
<br>
<div id="fulldata">
<p id="pcore">module: core</p>
<div id="core"><pre><code class="cpp"></code></pre></div>
<p id="pshapes">module: shapes</p>
<div id="shapes"><pre><code class="cpp"></code></pre></div>
<p id="ptextures">module: textures</p>
<div id="textures"><pre><code class="cpp"></code></pre></div>
<p id="ptext">module: text</p>
<div id="text"><pre><code class="cpp"></code></pre></div>
<p id="pmodels">module: models</p>
<div id="models"><pre><code class="cpp"></code></pre></div>
<p id="pshaders">module: shaders (rlgl)</p>
<div id="shaders"><pre><code class="cpp"></code></pre></div>
<p id="paudio">module: audio</p>
<div id="audio"><pre><code class="cpp"></code></pre></div>
<div id="fullgroup">
<div id="leftgroup">
<p id="pstructs">structs</p>
<div id="structs"><pre><code class="cpp"></code></pre></div>
</div>
<p id="pcolors">colors</p>
<div id="colors"><pre><code class="cpp"></code></pre></div>
</div>
<p id="copyright">raylib quick reference card - Copyright (c) 2013-2017 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p>
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// Audio device management functions
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
bool IsAudioDeviceReady(void); // Check if audio device is ready
void SetMasterVolume(float volume); // Set master volume (listener)
// Wave/Sound loading/unloading functions
Wave LoadWave(const char *fileName); // Load wave data from file into RAM
Wave LoadWaveEx(float *data, int sampleCount, int sampleRate,
int sampleSize, int channels); // Load wave data from float array data (32bit)
Sound LoadSound(const char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
void UnloadWave(Wave wave); // Unload wave data
void UnloadSound(Sound sound); // Unload sound
// Wave/Sound management functions
void PlaySound(Sound sound); // Play a sound
void PauseSound(Sound sound); // Pause a sound
void ResumeSound(Sound sound); // Resume a paused sound
void StopSound(Sound sound); // Stop playing a sound
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
Wave WaveCopy(Wave wave); // Copy a wave to a new wave
void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
// Music management functions
Music LoadMusicStream(const char *fileName); // Load music stream from file
void UnloadMusicStream(Music music); // Unload music stream
void PlayMusicStream(Music music); // Start music playing
void UpdateMusicStream(Music music); // Updates buffers for music streaming
void StopMusicStream(Music music); // Stop music playing
void PauseMusicStream(Music music); // Pause music playing
void ResumeMusicStream(Music music); // Resume playing paused music
bool IsMusicPlaying(Music music); // Check if music is playing
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats)
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
unsigned int channels); // Init audio stream (to stream raw audio pcm data)
void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
void PlayAudioStream(AudioStream stream); // Play audio stream
void PauseAudioStream(AudioStream stream); // Pause audio stream
void ResumeAudioStream(AudioStream stream); // Resume audio stream
void StopAudioStream(AudioStream stream); // Stop audio stream

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// Custom raylib color palette for amazing visuals
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
#define GRAY (Color){ 130, 130, 130, 255 } // Gray
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
#define GOLD (Color){ 255, 203, 0, 255 } // Gold
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
#define PINK (Color){ 255, 109, 194, 255 } // Pink
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define GREEN (Color){ 0, 228, 48, 255 } // Green
#define LIME (Color){ 0, 158, 47, 255 } // Lime
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
#define BLUE (Color){ 0, 121, 241, 255 } // Blue
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
#define BROWN (Color){ 127, 106, 79, 255 } // Brown
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
#define WHITE (Color){ 255, 255, 255, 255 } // White
#define BLACK (Color){ 0, 0, 0, 255 } // Black
#define BLANK (Color){ 0, 0, 0, 0 } // Transparent
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
#define RAYWHITE (Color){ 245, 245, 245, 255 } // Ray White

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// Window-related functions
void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL)
void CloseWindow(void); // Close window and unload OpenGL context
bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
// Cursor-related functions
void ShowCursor(void); // Shows cursor
void HideCursor(void); // Hides cursor
bool IsCursorHidden(void); // Check if cursor is not visible
void EnableCursor(void); // Enables cursor (unlock cursor)
void DisableCursor(void); // Disables cursor (lock cursor)
// Drawing-related functions
void ClearBackground(Color color); // Set background color (framebuffer clear color)
void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
void End2dMode(void); // Ends 2D mode with custom camera
void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
void EndTextureMode(void); // Ends drawing to render texture
// Screen-space-related functions
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
// Timming-related functions
void SetTargetFPS(int fps); // Set target FPS (maximum)
int GetFPS(void); // Returns current FPS
float GetFrameTime(void); // Returns time in seconds for last frame drawn
// Color-related functions
int GetHexValue(Color color); // Returns hexadecimal value for a Color
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
float *ColorToFloat(Color color); // Converts Color to float array and normalizes
float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
// Misc. functions
void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
// Files management functions
bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
const char *GetWorkingDirectory(void); // Get current working directory
bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
bool IsFileDropped(void); // Check if a file has been dropped into window
char **GetDroppedFiles(int *count); // Get dropped files names
void ClearDroppedFiles(void); // Clear dropped files paths buffer
// Persistent storage management
void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
// Input-related functions: keyboard
bool IsKeyPressed(int key); // Detect if a key has been pressed once
bool IsKeyDown(int key); // Detect if a key is being pressed
bool IsKeyReleased(int key); // Detect if a key has been released once
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
int GetKeyPressed(void); // Get latest key pressed
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
const char *GetGamepadName(int gamepad); // Return gamepad internal name id
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
// Input-related functions: mouse
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
int GetMouseX(void); // Returns mouse position X
int GetMouseY(void); // Returns mouse position Y
Vector2 GetMousePosition(void); // Returns mouse position XY
void SetMousePosition(Vector2 position); // Set mouse position XY
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
// Input-related functions: touch
int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
// Gestures-related functions
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
int GetGestureDetected(void); // Get latest detected gesture
int GetTouchPointsCount(void); // Get touch points count
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
float GetGesturePinchAngle(void); // Get gesture pinch angle
// Camera-related functions
SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
void UpdateCamera(Camera *camera); // Update camera position for selected mode
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraMoveControls(int frontKey, int backKey,
int rightKey, int leftKey,
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)

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// Keyboard Function Keys
#define KEY_SPACE 32
#define KEY_ESCAPE 256
#define KEY_ENTER 257
#define KEY_BACKSPACE 259
#define KEY_RIGHT 262
#define KEY_LEFT 263
#define KEY_DOWN 264
#define KEY_UP 265
#define KEY_F1 290
#define KEY_F2 291
#define KEY_F3 292
#define KEY_F4 293
#define KEY_F5 294
#define KEY_F6 295
#define KEY_F7 296
#define KEY_F8 297
#define KEY_F9 298
#define KEY_F10 299
#define KEY_LEFT_SHIFT 340
#define KEY_LEFT_CONTROL 341
#define KEY_LEFT_ALT 342
#define KEY_RIGHT_SHIFT 344
#define KEY_RIGHT_CONTROL 345
#define KEY_RIGHT_ALT 346
// Mouse Buttons
#define MOUSE_LEFT_BUTTON 0
#define MOUSE_RIGHT_BUTTON 1
#define MOUSE_MIDDLE_BUTTON 2
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
#define GAMEPAD_PLAYER3 2
#define GAMEPAD_PLAYER4 3
// Gamepad Buttons
// NOTE: Adjusted for a PS3 USB Controller
#define GAMEPAD_BUTTON_A 2
#define GAMEPAD_BUTTON_B 1
#define GAMEPAD_BUTTON_X 3
#define GAMEPAD_BUTTON_Y 4
#define GAMEPAD_BUTTON_R1 7
#define GAMEPAD_BUTTON_R2 5
#define GAMEPAD_BUTTON_L1 6
#define GAMEPAD_BUTTON_L2 8
#define GAMEPAD_BUTTON_SELECT 9
#define GAMEPAD_BUTTON_START 10
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
#define GRAY (Color){ 130, 130, 130, 255 } // Gray
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
#define GOLD (Color){ 255, 203, 0, 255 } // Gold
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
#define PINK (Color){ 255, 109, 194, 255 } // Pink
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define GREEN (Color){ 0, 228, 48, 255 } // Green
#define LIME (Color){ 0, 158, 47, 255 } // Lime
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
#define BLUE (Color){ 0, 121, 241, 255 } // Blue
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
#define BROWN (Color){ 127, 106, 79, 255 } // Brown
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
#define WHITE (Color){ 255, 255, 255, 255 } // White
#define BLACK (Color){ 0, 0, 0, 255 } // Black
#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
#define RAYWHITE (Color){ 245, 245, 245, 255 } // Ray White (raylib logo)

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// Basic geometric 3D shapes drawing functions
void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis,
float rotationAngle, Color color); // Draw a circle in 3D world space
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
void DrawCubeTexture(Texture2D texture, Vector3 position, float width,
float height, float lenght, Color color); // Draw cube textured
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom,
float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom,
float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
// Model loading/unloading functions
Mesh LoadMesh(const char *fileName); // Load mesh from file
Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data
Model LoadModel(const char *fileName); // Load model from file
Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data
Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data
Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data
void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
// Material loading/unloading functions
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
void UnloadMaterial(Material material); // Unload material textures from VRAM
// Model drawing functions
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
float rotationAngle, Vector3 scale, Color tint); // Draw a model wires
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
// Collision detection functions
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere ex.
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)

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// Shader loading/unloading functions
char *LoadText(const char *fileName); // Load chars array from text file
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
// Shader access functions
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
// Shading beegin/end functions
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR control functions
void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
void CloseVrSimulator(void); // Close VR simulator for current device
bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
void ToggleVrMode(void); // Enable/Disable VR experience
void BeginVrDrawing(void); // Begin VR simulator stereo rendering
void EndVrDrawing(void); // End VR simulator stereo rendering

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@@ -1,33 +0,0 @@
// Basic shapes drawing functions
void DrawPixel(int posX, int posY, Color color); // Draw a pixel
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
// Basic shapes collision detection functions
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle

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struct Color; // Color type, RGBA (32bit)
struct Rectangle; // Rectangle type
struct Vector2; // Vector2 type
struct Vector3; // Vector3 type
struct Matrix; // Matrix type (OpenGL style 4x4)
struct Image; // Image type (multiple data formats supported)
// NOTE: Data stored in CPU memory (RAM)
struct Texture2D; // Texture2D type (multiple internal formats supported)
// NOTE: Data stored in GPU memory (VRAM)
struct RenderTexture2D; // RenderTexture2D type, for texture rendering
struct SpriteFont; // SpriteFont type, includes texture and chars data
struct Camera; // Camera type, defines 3d camera position/orientation
struct Camera2D; // Camera2D type, defines a 2d camera
struct Mesh; // Vertex data definning a mesh
struct Shader; // Shader type (generic shader)
struct Material; // Material type
struct Light; // Light type, defines light properties
struct Model; // Basic 3d Model type
struct Ray; // Ray type (useful for raycast)
struct RayHitInfo; // Raycast hit information
struct Wave; // Wave type, defines audio wave data
struct Sound; // Basic Sound source and buffer
struct Music; // Music type (file streaming from memory)
struct AudioStream; // Raw audio stream type

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@@ -1,19 +0,0 @@
// SpriteFont loading/unloading functions
SpriteFont GetDefaultFont(void); // Get the default SpriteFont
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
// Text drawing functions
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
int fontSize, int spacing, Color tint);
// Text misc. functions
int MeasureText(const char *text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
const char *SubText(const char *text, int position, int length); // Get a piece of a text string

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// Image/Texture2D data loading/unloading functions
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
// Image manipulation functions
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
int fontSize, int spacing, Color color); // Draw text (custom sprite font) within image
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
void ImageColorTint(Image *image, Color color); // Modify image color: tint
void ImageColorInvert(Image *image); // Modify image color: invert
void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
// Texture2D configuration functions
void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
// Texture2D drawing functions
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
float rotation, Color tint);

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#container .mix{ position: relative; display: none; }
#container .extext { top: 160px!important; width: 400px!important; }
#filter_menu { width: 820px; height: 80px; margin-left: 18px; }
.legendButton { padding:5px 15px; float:left; margin-left:10px; margin-right:10px; margin-bottom: 20px; }
#core { cursor:pointer; background-color:#e1e1e1; color:#5c5a5a; border:3px solid #898888; }
#shapes { cursor:pointer; background-color:#f0d6d6; color:#c55757; border:3px solid #e66666; }
#textures { cursor:pointer; background-color:#c8eabf; color:#60815a; border:3px solid #75a06d; }
#text { cursor:pointer; background-color:#bef0dd; color:#377764; border:3px solid #52b296; }
#models { cursor:pointer; background-color:#bedce8; color:#417794; border:3px solid #5d9cbd; }
#shaders { cursor:pointer; background-color:#e2c3f5; color:#a864d2; border:3px solid #a864d2; }
#audio { cursor:pointer; background-color:#ebddae; color:#8c7539; border:3px solid #d3b157; }
.core:hover { background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888; }
.shapes:hover { background-color:#f0d6d6; color:#c55757; border:4px solid #e66666; }
.textures:hover { background-color:#c8eabf; color:#60815a; border:4px solid #75a06d; }
.text:hover { background-color:#bef0dd; color:#377764; border:4px solid #52b296; }
.models:hover { background-color:#bedce8; color:#417794; border:4px solid #5d9cbd; }
.audio:hover { background-color:#ebddae; color:#8c7539; border:4px solid #d3b157; }
.fcore { border: 1px solid #898888; margin-left: 12px; }
.fshapes { border: 1px solid #e66666; margin-left: 12px; }
.ftextures { border: 1px solid #75a06d; margin-left: 12px; }
.ftext { border: 1px solid #52b296; margin-left: 12px; }
.fmodels { border: 1px solid #5d9cbd; margin-left: 12px; }
.fshaders { border: 1px solid #a864d2; margin-left: 12px; }
.faudio { border: 1px solid #d3b157; margin-left: 12px; }
.fcore p { color:#5c5a5a!important; }
.fshapes p { color:#c55757!important; }
.ftextures p { color:#60815a!important; }
.ftext p { color:#377764!important; }
.fmodels p { color:#417794!important; }
.fshaders p { color:#a864d2!important; }
.faudio p { color:#8c7539!important; }
#container .fcore a img, #container .fcore a { border: none; overflow: hidden; float: left; background-color: #e1e1e1; opacity: 1; }
#container .fcore a:hover { border: 10px solid #898888; }
#container .fcore a:hover img { margin: -10px; opacity: 0.4; }
#container .fshapes a img, #container .fshapes a { border: none; overflow: hidden; float: left; background-color: #f0d6d6; opacity: 1; }
#container .fshapes a:hover { border: 10px solid #e66666; }
#container .fshapes a:hover img { margin: -10px; opacity: 0.3; }
#container .ftextures a img, #container .ftextures a { border: none; overflow: hidden; float: left; background-color: #c8eabf; opacity: 1; }
#container .ftextures a:hover { border: 10px solid #75a06d; }
#container .ftextures a:hover img { margin: -10px; opacity: 0.3; }
#container .ftext a img, #container .ftext a { border: none; overflow: hidden; float: left; background-color: #bef0dd; opacity: 1; }
#container .ftext a:hover { border: 10px solid #52b296; }
#container .ftext a:hover img { margin: -10px; opacity: 0.3; }
#container .fmodels a img, #container .fmodels a { border: none; overflow: hidden; float: left; background-color: #bedce8; opacity: 1; }
#container .fmodels a:hover { border: 10px solid #5d9cbd; }
#container .fmodels a:hover img { margin: -10px; opacity: 0.3; }
#container .fshaders a img, #container .fshaders a { border: none; overflow: hidden; float: left; background-color: #e0c6f1; opacity: 1; }
#container .fshaders a:hover { border: 10px solid #a864d2; }
#container .fshaders a:hover img { margin: -10px; opacity: 0.3; }
#container .faudio a img, #container .faudio a { border: none; overflow: hidden; float: left; background-color: #ebddae; opacity: 1; }
#container .faudio a:hover { border: 10px solid #d3b157; }
#container .faudio a:hover img { margin: -10px; opacity: 0.3; }
#container .extext { position:absolute; top:140px; width:320px; text-align: center; display: none; }

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@@ -1,35 +0,0 @@
#container .mix{ position: relative; display: none; }
#container .extext { top: 160px!important; width: 400px!important; }
#filter_menu { width: 820px; height: 80px; margin-left: 18px; }
.legendButton { padding:5px 15px; float:left; margin-left:10px; margin-right:10px; margin-bottom: 20px; }
#sample { cursor:pointer; background-color:#e1e1e1; color:#5c5a5a; border:3px solid #898888; }
#game { cursor:pointer; background-color:#f0d6d6; color:#c55757; border:3px solid #e66666; }
#user { cursor:pointer; background-color:#bedce8; color:#417794; border:3px solid #5d9cbd; }
.sample:hover { background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888; }
.game:hover { background-color:#f0d6d6; color:#c55757; border:4px solid #e66666; }
.user:hover { background-color:#bedce8; color:#417794; border:4px solid #5d9cbd; }
.fsample { border: 1px solid #898888; margin-left: 12px; }
.fgame { border: 1px solid #e66666; margin-left: 12px; }
.fuser { border: 1px solid #5d9cbd; margin-left: 12px; }
.fsample p { color:#5c5a5a!important; }
.fgame p { color:#c55757!important; }
.fuser p { color:#417794!important; }
#container .fsample a img, #container .fsample a { border: none; overflow: hidden; float: left; background-color: #e1e1e1; opacity: 1; }
#container .fsample a:hover { border: 10px solid #898888; }
#container .fsample a:hover img { margin: -10px; opacity: 0.4; }
#container .fgame a img, #container .fgame a { border: none; overflow: hidden; float: left; background-color: #f0d6d6; opacity: 1; }
#container .fgame a:hover { border: 10px solid #e66666; }
#container .fgame a:hover img { margin: -10px; opacity: 0.3; }
#container .fuser a img, #container .fuser a { border: none; overflow: hidden; float: left; background-color: #bedce8; opacity: 1; }
#container .fuser a:hover { border: 10px solid #5d9cbd; }
#container .fuser a:hover img { margin: -10px; opacity: 0.3; }
#container .extext { position:absolute; top:140px; width:320px; text-align: center; display: none; }

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@@ -1,111 +0,0 @@
@font-face {
font-family: 'grixel_acme_7_wide_xtnd';
src: url('../font/acme_7_wide_xtnd.eot');
src: url('../font/acme_7_wide_xtnd.eot?#iefix') format('embedded-opentype'),
url('../font/acme_7_wide_xtnd.woff') format('woff'),
url('../font/acme_7_wide_xtnd.ttf') format('truetype');
font-weight: normal;
font-style: normal;
font-size-adjust:0.49;
}
::-webkit-scrollbar { width: 10px; height: 10px; }
::-webkit-scrollbar-button:start:decrement,
::-webkit-scrollbar-button:end:increment { display: block; height: 10px; }
::-webkit-scrollbar-button:vertical:increment { background-color: #fff; }
::-webkit-scrollbar-track-piece { background-color: #bdbdbd; }
::-webkit-scrollbar-thumb:vertical { height: 50px; background-color: #000000; }
::-webkit-scrollbar-thumb:horizontal { width: 50px; background-color: #000000; }
*{padding:0px; margin:0px; font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial; -moz-font-smoothing: none;-webkit-font-smoothing: none; line-height:24px;}
a{text-decoration: none; color:black;}
body{background-color:#f5f5f5;}
p a:hover{text-decoration: none; color:gray;}
.page{width:840px; margin:0 auto;}
.header{width:100%; float:left; position:relative; height:128px; font-size:10pt; margin-top:40px; margin-left:10px;}
.content{font-size:8pt; width:840px; padding:10px; padding-top:30px; float:left; position:relative; padding-bottom:50px;}
.footer{width:100%; float:left; position:relative; border-top:1px solid black; text-align: right; height:40px; padding-top:10px;}
.footer p a{color:#aaaaaa;}
.footer p a:hover{color:#444;}
.footer p { font-size:6pt; color:#aaaaaa; margin-top:-8px; }
.simplelink { font-weight: bold; color: #ff6060; }
/* font change for better reading... */
.content p, .content a, .content p strong, .content strong, .content .downloadText{font-family: Courier New, Verdana, Arial!important; font-size: medium; line-height: 200%; }
.downloadButtonInstaller { font-size: x-small; }
.list, .list strong {font-family: Courier New, Verdana, Arial!important; font-size: medium; line-height: 200%; }
#logo{width:128px; height:128px; float:left; position:relative; background-image:url(../img/raylib_logo.png);}
.menu{width:680px; height:39px; text-align:right; right:0px; bottom:7px; position:relative; float:left; margin-left: 30px;}
.menu a{padding:5px 20px; color:black; font-size:12pt; float:left; position:relative; border-bottom:1px solid black;}
.menu a:hover{margin-top:-20px; padding:15px 15px; background: rgb(254,255,255);
background: -moz-linear-gradient(top, rgba(245,245,245,1) 0%, rgba(224,224,224,1) 100%);
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgba(245,245,245,1)), color-stop(100%,rgba(224,224,224,1)));
background: -webkit-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: -o-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: -ms-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: linear-gradient(to bottom, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f5f5f5', endColorstr='#e0e0e0',GradientType=0 ); }
#active{
padding:5px 15px; color:#707070; font-size:12pt; float:left; position:relative; border-bottom:1px solid black;
margin-top:-20px; padding:15px 15px; background: rgb(254,255,255);
background: -moz-linear-gradient(top, rgba(245,245,245,1) 0%, rgba(224,224,224,1) 100%);
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgba(245,245,245,1)), color-stop(100%,rgba(224,224,224,1)));
background: -webkit-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: -o-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: -ms-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: linear-gradient(to bottom, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f5f5f5', endColorstr='#e0e0e0',GradientType=0 );
}
#social{ width:372px; height:50px; position:relative; float:right; margin-right:8px; margin-top:20px; margin-bottom:20px; }
#social a:hover{ background-position: 0 -36px;}
#youtube{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_youtube.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#handmade{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_handmade.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#twitch{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_twitch.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#patreon{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_patreon.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#itchio{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_itchio.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#reddit{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_reddit.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#freenode{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_freenode_irc.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#facebook{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_facebook.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#twitter{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_twitter.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#github{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_github.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
.list{margin-top:10px; margin-left:30px; display: inline-block}
#licensebox { width:808px; height:400px; border:12px solid; border-color:#d0d0d0; background-color:#e4e4e4;}
#licensebox p { font-size:12px; margin-top: 15px; margin-left: 10px;}
.licensepoint { margin-left: 25px!important;}
.downloadText{width:420px; height:40px; float:left; position:relative; margin-left:40px;}
.downloadButton{width:220px; height:35px; float:left; position: relative; cursor:pointer; font-weight: bold; line-height:35px; text-align: center; border-width:5px!important;}
.downloadButtonInstaller{width:460px; height:35px; position: relative; margin: auto auto; margin-top:20px!important; cursor:pointer; font-weight: bold; line-height:35px; text-align: center; border-width:5px!important;}
#btngit{background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888;}
#btngit:hover{background-color:#bedce8; color:#417794; border:4px solid #5d9cbd;}
#btnlib{background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888; margin-top: 15px;}
#btnlib:hover{background-color:#f0d6d6; color:#c55757; border:4px solid #e66666; margin-top: 15px;}
#btnmac{font-weight: normal; cursor:default; background-color:#f0f0f0; color:#5c5a5a; border:4px solid #d3d3d3;}
#newVersion{background-color:#f0d6d6; color:#e55757; border:1px solid #f66666; margin-top: 15px; margin-left: -5px; width:100%; height:30px; position: relative; margin: auto auto; line-height:30px; text-align: center;}
#raylib13{position:relative; background-color:#222222; color:#f5f5f5; width:100vw; left:calc(-52vw + 50%); padding:30px; text-align:center; margin: 10px;}
#basicgrid{width:580px; margin-left:60px; float:left; position:relative; text-align: center}
#advgrid{width:560px; margin-left:70px; float:left; position:relative; text-align: center}
.exampleBox{cursor:pointer; margin:15px 20px; width:54px; padding-right:2px; height:56px; border:4px solid black; display:inline-block; text-align: right; font-weight: bold; vertical-align: bottom;}
.exampleBox .in{display: table-cell; vertical-align: bottom; width:52px; height:56px;}
.specialBox{cursor:pointer; vertical-align: bottom; color:#818181; width:56px; height:58px; padding-right:2px; padding-top:4px; padding-left:4px; margin:15px 20px; display:inline-block; border:1px solid #b9b9b9; text-align:right;}
.specialBox .in{display: table-cell; vertical-align: bottom; width:52px; height:52px; border:1px solid #b9b9b9; margin-top:-5px;}
.specialBox:hover{ color: black; border:1px solid black; }
.specialBox .in:hover{ color: black; border:1px solid black; }
.boxintext{margin-bottom: 3px; margin-right: 2px; line-height:10px; font-size:6pt;}
.boxintextex{margin-bottom: 3px; margin-right: -2px; line-height:10px; font-size:6pt; width:54px!important; height:53px!important; font-weight: normal!important;}
.boxtodo{margin-bottom: 13px; margin-right: 7px;}
.help{font-size:8px; margin-left: 25px;}
#paypalbox{width:200px; height:50px; border:12px solid; border-color:#d0d0d0; background-color:#e4e4e4; margin:0 auto;}
#paypalform input {margin-top: 12px; margin-left: 50px;}
#forum{color: maroon;}
#itchioframe{display:block;text-align:center;}

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$(document).ready(function() {
// Init fancybox
$('.fancybox').fancybox();
var exampleName = [
'core_basic_window',
'core_input_keys',
'core_input_mouse',
'core_mouse_wheel',
'core_input_gamepad',
'core_random_values',
'core_color_select',
'core_drop_files',
'core_storage_values',
'core_gestures_detection',
'core_3d_mode',
'core_3d_picking',
'core_3d_camera_free',
'core_3d_camera_first_person',
'core_2d_camera',
'core_world_screen',
'core_vr_simulator',
'shapes_logo_raylib',
'shapes_basic_shapes',
'shapes_colors_palette',
'shapes_logo_raylib_anim',
'shapes_lines_bezier',
'textures_logo_raylib',
'textures_image_loading',
'textures_rectangle',
'textures_srcrec_dstrec',
'textures_to_image',
'textures_raw_data',
'textures_image_processing',
'textures_image_drawing',
'text_sprite_fonts',
'text_bmfont_ttf',
'text_raylib_fonts',
'text_format_text',
'text_writing_anim',
'text_ttf_loading',
'text_bmfont_unordered',
'text_input_box',
'models_geometric_shapes',
'models_box_collisions',
'models_billboard',
'models_obj_loading',
'models_heightmap',
'models_cubicmap',
'models_mesh_picking',
'shaders_model_shader',
'shaders_shapes_textures',
'shaders_custom_uniform',
'shaders_postprocessing',
'audio_sound_loading',
'audio_music_stream',
'audio_module_playing',
'audio_raw_stream'];
for (var i = 0; i < exampleName.length; i++)
{
var filterType = exampleName[i].substring(0, exampleName[i].indexOf("_"));
var exampleBase = exampleName[i].slice(exampleName[i].indexOf('_') + 1);
var exampleDesc = exampleBase.replace('_', ' ');
$('#container').append(
'<div class="mix f' + filterType + '">' +
'<a class="fancybox fancybox.iframe" href="examples/web/' + filterType + '/' + 'loader.html?name=' + exampleName[i] + '" title="' + exampleDesc + '">' +
'<img width="400" height="225" src="../examples/web/' + filterType + '/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc + '</p></div></a>' +
'</div>');
$('#container a .extext').hide();
}
// Instantiate MixItUp:
$('#container').mixItUp();
$("#container a").hover(
function(){ $(this).find(".extext").show(); },
function(){ $(this).find(".extext").hide(); });
/*
$("#container a img").hover(
function() { $(this).stop().animate({ opacity:0.6 }, 200, "easeOutQuad" ); },
function() { $(this).stop().animate({ opacity:0 }, 200, "easeOutQuad" ); }
)
*/
});

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$(document).ready(function() {
// Init fancybox
$('.fancybox').fancybox();
var exampleName = [
'sample_arkanoid',
'sample_missile_commander',
'sample_gorilas',
'sample_snake',
'sample_asteroids',
'sample_asteroids_survival',
'sample_pang',
'sample_space_invaders',
'sample_floppy',
'sample_tetris',
'game_drturtle',
'game_just_do',
'game_skully_escape',
'game_koala_seasons',
'game_light_my_ritual',
'game_wave_collector',
'user_raymario',
'user_crazyball',
'user_tictactoe',
'user_super_red_rope',
'user_taptojamp',
'user_funwithsat'];
var exampleDesc = [
'arkanoid',
'missile commander',
'gorilas',
'snake',
'asteroids',
'asteroids survival',
'pang',
'space invaders',
'floppy',
'tetris',
'Dr Turtle & Mr Gamera',
'JUST DO',
'Skully Escape',
'Koala Seasons',
'LIGHT MY RITUAL',
'Wave Collector',
'RayMario (Victor Fisac)',
'CrazyBall (Victor Fisac)',
'Tic-Tac-Toe (LelixSuper)',
'Super Red Rope Puzzles (Kurnic)',
'TapToJAmp (MarcMDE)',
'FunWithSATCollisions (MarcMDE)'];
for (var i = 0; i < exampleName.length; i++)
{
var filterType = exampleName[i].substring(0, exampleName[i].indexOf("_"));
var linkTag;
if (filterType == 'sample') linkTag = '<a class="fancybox fancybox.iframe" href="games/loader.html?name=' + exampleName[i] + '" title="' + exampleDesc[i] + '">';
else if (filterType == 'game') linkTag = '<a target="_blank" href="games/' + exampleName[i].substring(5) + '.html" title="' + exampleDesc[i] + '">';
else if (filterType == 'user')
{
switch (exampleName[i])
{
case 'user_raymario': linkTag = '<a target="_blank" href="https://github.com/victorfisac/RayMario" title="' + exampleDesc[i] + '">'; break;
case 'user_crazyball': linkTag = '<a target="_blank" href="https://github.com/victorfisac/CrazyBall" title="' + exampleDesc[i] + '">'; break;
case 'user_tictactoe': linkTag = '<a target="_blank" href="https://github.com/LelixSuper/TicTacToe" title="' + exampleDesc[i] + '">'; break;
case 'user_super_red_rope': linkTag = '<a target="_blank" href="https://kurnic.itch.io/super-red-rope-puzzles" title="' + exampleDesc[i] + '">'; break;
case 'user_taptojamp': linkTag = '<a target="_blank" href="http://marcmde.github.io/TapToJAmp_v2_0/" title="' + exampleDesc[i] + '">'; break;
case 'user_funwithsat': linkTag = '<a target="_blank" href="http://marcmde.github.io/FunWithSATCollisions_v_1_0_Browser/" title="' + exampleDesc[i] + '">'; break;
default: break;
}
/*
https://github.com/MarcMDE/TapToJump //http://marcmde.github.io/TapToJump_v1_0_Browser/
https://github.com/MarcMDE/TapToJAmp //http://marcmde.github.io/TapToJAmp_v2_0/
https://github.com/MarcMDE/FunWithSATCollisions //http://marcmde.github.io/FunWithSATCollisions_v_1_0_Browser/
https://kurnic.wordpress.com/portfolio/flappy-jetpack/
*/
}
$('#container').append(
'<div class="mix f' + filterType + '">' + linkTag +
'<img width="400" height="225" src="../games/img/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc[i] + '</p></div></a>' +
'</div>');
$('#container a .extext').hide();
}
// Instantiate MixItUp:
$('#container').mixItUp();
$("#container a").hover(
function(){ $(this).find(".extext").show(); },
function(){ $(this).find(".extext").hide(); });
/*
$("#container a img").hover(
function() { $(this).stop().animate({ opacity:0.6 }, 200, "easeOutQuad" ); },
function() { $(this).stop().animate({ opacity:0 }, 200, "easeOutQuad" ); }
)
*/
});

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#fancybox-buttons {
position: fixed;
left: 0;
width: 100%;
z-index: 8050;
}
#fancybox-buttons.top {
top: 10px;
}
#fancybox-buttons.bottom {
bottom: 10px;
}
#fancybox-buttons ul {
display: block;
width: 166px;
height: 30px;
margin: 0 auto;
padding: 0;
list-style: none;
border: 1px solid #111;
border-radius: 3px;
-webkit-box-shadow: inset 0 0 0 1px rgba(255,255,255,.05);
-moz-box-shadow: inset 0 0 0 1px rgba(255,255,255,.05);
box-shadow: inset 0 0 0 1px rgba(255,255,255,.05);
background: rgb(50,50,50);
background: -moz-linear-gradient(top, rgb(68,68,68) 0%, rgb(52,52,52) 50%, rgb(41,41,41) 50%, rgb(51,51,51) 100%);
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgb(68,68,68)), color-stop(50%,rgb(52,52,52)), color-stop(50%,rgb(41,41,41)), color-stop(100%,rgb(51,51,51)));
background: -webkit-linear-gradient(top, rgb(68,68,68) 0%,rgb(52,52,52) 50%,rgb(41,41,41) 50%,rgb(51,51,51) 100%);
background: -o-linear-gradient(top, rgb(68,68,68) 0%,rgb(52,52,52) 50%,rgb(41,41,41) 50%,rgb(51,51,51) 100%);
background: -ms-linear-gradient(top, rgb(68,68,68) 0%,rgb(52,52,52) 50%,rgb(41,41,41) 50%,rgb(51,51,51) 100%);
background: linear-gradient(top, rgb(68,68,68) 0%,rgb(52,52,52) 50%,rgb(41,41,41) 50%,rgb(51,51,51) 100%);
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#444444', endColorstr='#222222',GradientType=0 );
}
#fancybox-buttons ul li {
float: left;
margin: 0;
padding: 0;
}
#fancybox-buttons a {
display: block;
width: 30px;
height: 30px;
text-indent: -9999px;
background-color: transparent;
background-image: url('fancybox_buttons.png');
background-repeat: no-repeat;
outline: none;
opacity: 0.8;
}
#fancybox-buttons a:hover {
opacity: 1;
}
#fancybox-buttons a.btnPrev {
background-position: 5px 0;
}
#fancybox-buttons a.btnNext {
background-position: -33px 0;
border-right: 1px solid #3e3e3e;
}
#fancybox-buttons a.btnPlay {
background-position: 0 -30px;
}
#fancybox-buttons a.btnPlayOn {
background-position: -30px -30px;
}
#fancybox-buttons a.btnToggle {
background-position: 3px -60px;
border-left: 1px solid #111;
border-right: 1px solid #3e3e3e;
width: 35px
}
#fancybox-buttons a.btnToggleOn {
background-position: -27px -60px;
}
#fancybox-buttons a.btnClose {
border-left: 1px solid #111;
width: 35px;
background-position: -56px 0px;
}
#fancybox-buttons a.btnDisabled {
opacity : 0.4;
cursor: default;
}

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@@ -1,122 +0,0 @@
/*!
* Buttons helper for fancyBox
* version: 1.0.5 (Mon, 15 Oct 2012)
* @requires fancyBox v2.0 or later
*
* Usage:
* $(".fancybox").fancybox({
* helpers : {
* buttons: {
* position : 'top'
* }
* }
* });
*
*/
(function ($) {
//Shortcut for fancyBox object
var F = $.fancybox;
//Add helper object
F.helpers.buttons = {
defaults : {
skipSingle : false, // disables if gallery contains single image
position : 'top', // 'top' or 'bottom'
tpl : '<div id="fancybox-buttons"><ul><li><a class="btnPrev" title="Previous" href="javascript:;"></a></li><li><a class="btnPlay" title="Start slideshow" href="javascript:;"></a></li><li><a class="btnNext" title="Next" href="javascript:;"></a></li><li><a class="btnToggle" title="Toggle size" href="javascript:;"></a></li><li><a class="btnClose" title="Close" href="javascript:;"></a></li></ul></div>'
},
list : null,
buttons: null,
beforeLoad: function (opts, obj) {
//Remove self if gallery do not have at least two items
if (opts.skipSingle && obj.group.length < 2) {
obj.helpers.buttons = false;
obj.closeBtn = true;
return;
}
//Increase top margin to give space for buttons
obj.margin[ opts.position === 'bottom' ? 2 : 0 ] += 30;
},
onPlayStart: function () {
if (this.buttons) {
this.buttons.play.attr('title', 'Pause slideshow').addClass('btnPlayOn');
}
},
onPlayEnd: function () {
if (this.buttons) {
this.buttons.play.attr('title', 'Start slideshow').removeClass('btnPlayOn');
}
},
afterShow: function (opts, obj) {
var buttons = this.buttons;
if (!buttons) {
this.list = $(opts.tpl).addClass(opts.position).appendTo('body');
buttons = {
prev : this.list.find('.btnPrev').click( F.prev ),
next : this.list.find('.btnNext').click( F.next ),
play : this.list.find('.btnPlay').click( F.play ),
toggle : this.list.find('.btnToggle').click( F.toggle ),
close : this.list.find('.btnClose').click( F.close )
}
}
//Prev
if (obj.index > 0 || obj.loop) {
buttons.prev.removeClass('btnDisabled');
} else {
buttons.prev.addClass('btnDisabled');
}
//Next / Play
if (obj.loop || obj.index < obj.group.length - 1) {
buttons.next.removeClass('btnDisabled');
buttons.play.removeClass('btnDisabled');
} else {
buttons.next.addClass('btnDisabled');
buttons.play.addClass('btnDisabled');
}
this.buttons = buttons;
this.onUpdate(opts, obj);
},
onUpdate: function (opts, obj) {
var toggle;
if (!this.buttons) {
return;
}
toggle = this.buttons.toggle.removeClass('btnDisabled btnToggleOn');
//Size toggle button
if (obj.canShrink) {
toggle.addClass('btnToggleOn');
} else if (!obj.canExpand) {
toggle.addClass('btnDisabled');
}
},
beforeClose: function () {
if (this.list) {
this.list.remove();
}
this.list = null;
this.buttons = null;
}
};
}(jQuery));

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@@ -1,199 +0,0 @@
/*!
* Media helper for fancyBox
* version: 1.0.6 (Fri, 14 Jun 2013)
* @requires fancyBox v2.0 or later
*
* Usage:
* $(".fancybox").fancybox({
* helpers : {
* media: true
* }
* });
*
* Set custom URL parameters:
* $(".fancybox").fancybox({
* helpers : {
* media: {
* youtube : {
* params : {
* autoplay : 0
* }
* }
* }
* }
* });
*
* Or:
* $(".fancybox").fancybox({,
* helpers : {
* media: true
* },
* youtube : {
* autoplay: 0
* }
* });
*
* Supports:
*
* Youtube
* http://www.youtube.com/watch?v=opj24KnzrWo
* http://www.youtube.com/embed/opj24KnzrWo
* http://youtu.be/opj24KnzrWo
* http://www.youtube-nocookie.com/embed/opj24KnzrWo
* Vimeo
* http://vimeo.com/40648169
* http://vimeo.com/channels/staffpicks/38843628
* http://vimeo.com/groups/surrealism/videos/36516384
* http://player.vimeo.com/video/45074303
* Metacafe
* http://www.metacafe.com/watch/7635964/dr_seuss_the_lorax_movie_trailer/
* http://www.metacafe.com/watch/7635964/
* Dailymotion
* http://www.dailymotion.com/video/xoytqh_dr-seuss-the-lorax-premiere_people
* Twitvid
* http://twitvid.com/QY7MD
* Twitpic
* http://twitpic.com/7p93st
* Instagram
* http://instagr.am/p/IejkuUGxQn/
* http://instagram.com/p/IejkuUGxQn/
* Google maps
* http://maps.google.com/maps?q=Eiffel+Tower,+Avenue+Gustave+Eiffel,+Paris,+France&t=h&z=17
* http://maps.google.com/?ll=48.857995,2.294297&spn=0.007666,0.021136&t=m&z=16
* http://maps.google.com/?ll=48.859463,2.292626&spn=0.000965,0.002642&t=m&z=19&layer=c&cbll=48.859524,2.292532&panoid=YJ0lq28OOy3VT2IqIuVY0g&cbp=12,151.58,,0,-15.56
*/
(function ($) {
"use strict";
//Shortcut for fancyBox object
var F = $.fancybox,
format = function( url, rez, params ) {
params = params || '';
if ( $.type( params ) === "object" ) {
params = $.param(params, true);
}
$.each(rez, function(key, value) {
url = url.replace( '$' + key, value || '' );
});
if (params.length) {
url += ( url.indexOf('?') > 0 ? '&' : '?' ) + params;
}
return url;
};
//Add helper object
F.helpers.media = {
defaults : {
youtube : {
matcher : /(youtube\.com|youtu\.be|youtube-nocookie\.com)\/(watch\?v=|v\/|u\/|embed\/?)?(videoseries\?list=(.*)|[\w-]{11}|\?listType=(.*)&list=(.*)).*/i,
params : {
autoplay : 1,
autohide : 1,
fs : 1,
rel : 0,
hd : 1,
wmode : 'opaque',
enablejsapi : 1
},
type : 'iframe',
url : '//www.youtube.com/embed/$3'
},
vimeo : {
matcher : /(?:vimeo(?:pro)?.com)\/(?:[^\d]+)?(\d+)(?:.*)/,
params : {
autoplay : 1,
hd : 1,
show_title : 1,
show_byline : 1,
show_portrait : 0,
fullscreen : 1
},
type : 'iframe',
url : '//player.vimeo.com/video/$1'
},
metacafe : {
matcher : /metacafe.com\/(?:watch|fplayer)\/([\w\-]{1,10})/,
params : {
autoPlay : 'yes'
},
type : 'swf',
url : function( rez, params, obj ) {
obj.swf.flashVars = 'playerVars=' + $.param( params, true );
return '//www.metacafe.com/fplayer/' + rez[1] + '/.swf';
}
},
dailymotion : {
matcher : /dailymotion.com\/video\/(.*)\/?(.*)/,
params : {
additionalInfos : 0,
autoStart : 1
},
type : 'swf',
url : '//www.dailymotion.com/swf/video/$1'
},
twitvid : {
matcher : /twitvid\.com\/([a-zA-Z0-9_\-\?\=]+)/i,
params : {
autoplay : 0
},
type : 'iframe',
url : '//www.twitvid.com/embed.php?guid=$1'
},
twitpic : {
matcher : /twitpic\.com\/(?!(?:place|photos|events)\/)([a-zA-Z0-9\?\=\-]+)/i,
type : 'image',
url : '//twitpic.com/show/full/$1/'
},
instagram : {
matcher : /(instagr\.am|instagram\.com)\/p\/([a-zA-Z0-9_\-]+)\/?/i,
type : 'image',
url : '//$1/p/$2/media/?size=l'
},
google_maps : {
matcher : /maps\.google\.([a-z]{2,3}(\.[a-z]{2})?)\/(\?ll=|maps\?)(.*)/i,
type : 'iframe',
url : function( rez ) {
return '//maps.google.' + rez[1] + '/' + rez[3] + '' + rez[4] + '&output=' + (rez[4].indexOf('layer=c') > 0 ? 'svembed' : 'embed');
}
}
},
beforeLoad : function(opts, obj) {
var url = obj.href || '',
type = false,
what,
item,
rez,
params;
for (what in opts) {
if (opts.hasOwnProperty(what)) {
item = opts[ what ];
rez = url.match( item.matcher );
if (rez) {
type = item.type;
params = $.extend(true, {}, item.params, obj[ what ] || ($.isPlainObject(opts[ what ]) ? opts[ what ].params : null));
url = $.type( item.url ) === "function" ? item.url.call( this, rez, params, obj ) : format( item.url, rez, params );
break;
}
}
}
if (type) {
obj.href = url;
obj.type = type;
obj.autoHeight = false;
}
}
};
}(jQuery));

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@@ -1,55 +0,0 @@
#fancybox-thumbs {
position: fixed;
left: 0;
width: 100%;
overflow: hidden;
z-index: 8050;
}
#fancybox-thumbs.bottom {
bottom: 2px;
}
#fancybox-thumbs.top {
top: 2px;
}
#fancybox-thumbs ul {
position: relative;
list-style: none;
margin: 0;
padding: 0;
}
#fancybox-thumbs ul li {
float: left;
padding: 1px;
opacity: 0.5;
}
#fancybox-thumbs ul li.active {
opacity: 0.75;
padding: 0;
border: 1px solid #fff;
}
#fancybox-thumbs ul li:hover {
opacity: 1;
}
#fancybox-thumbs ul li a {
display: block;
position: relative;
overflow: hidden;
border: 1px solid #222;
background: #111;
outline: none;
}
#fancybox-thumbs ul li img {
display: block;
position: relative;
border: 0;
padding: 0;
max-width: none;
}

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@@ -1,162 +0,0 @@
/*!
* Thumbnail helper for fancyBox
* version: 1.0.7 (Mon, 01 Oct 2012)
* @requires fancyBox v2.0 or later
*
* Usage:
* $(".fancybox").fancybox({
* helpers : {
* thumbs: {
* width : 50,
* height : 50
* }
* }
* });
*
*/
(function ($) {
//Shortcut for fancyBox object
var F = $.fancybox;
//Add helper object
F.helpers.thumbs = {
defaults : {
width : 50, // thumbnail width
height : 50, // thumbnail height
position : 'bottom', // 'top' or 'bottom'
source : function ( item ) { // function to obtain the URL of the thumbnail image
var href;
if (item.element) {
href = $(item.element).find('img').attr('src');
}
if (!href && item.type === 'image' && item.href) {
href = item.href;
}
return href;
}
},
wrap : null,
list : null,
width : 0,
init: function (opts, obj) {
var that = this,
list,
thumbWidth = opts.width,
thumbHeight = opts.height,
thumbSource = opts.source;
//Build list structure
list = '';
for (var n = 0; n < obj.group.length; n++) {
list += '<li><a style="width:' + thumbWidth + 'px;height:' + thumbHeight + 'px;" href="javascript:jQuery.fancybox.jumpto(' + n + ');"></a></li>';
}
this.wrap = $('<div id="fancybox-thumbs"></div>').addClass(opts.position).appendTo('body');
this.list = $('<ul>' + list + '</ul>').appendTo(this.wrap);
//Load each thumbnail
$.each(obj.group, function (i) {
var href = thumbSource( obj.group[ i ] );
if (!href) {
return;
}
$("<img />").load(function () {
var width = this.width,
height = this.height,
widthRatio, heightRatio, parent;
if (!that.list || !width || !height) {
return;
}
//Calculate thumbnail width/height and center it
widthRatio = width / thumbWidth;
heightRatio = height / thumbHeight;
parent = that.list.children().eq(i).find('a');
if (widthRatio >= 1 && heightRatio >= 1) {
if (widthRatio > heightRatio) {
width = Math.floor(width / heightRatio);
height = thumbHeight;
} else {
width = thumbWidth;
height = Math.floor(height / widthRatio);
}
}
$(this).css({
width : width,
height : height,
top : Math.floor(thumbHeight / 2 - height / 2),
left : Math.floor(thumbWidth / 2 - width / 2)
});
parent.width(thumbWidth).height(thumbHeight);
$(this).hide().appendTo(parent).fadeIn(300);
}).attr('src', href);
});
//Set initial width
this.width = this.list.children().eq(0).outerWidth(true);
this.list.width(this.width * (obj.group.length + 1)).css('left', Math.floor($(window).width() * 0.5 - (obj.index * this.width + this.width * 0.5)));
},
beforeLoad: function (opts, obj) {
//Remove self if gallery do not have at least two items
if (obj.group.length < 2) {
obj.helpers.thumbs = false;
return;
}
//Increase bottom margin to give space for thumbs
obj.margin[ opts.position === 'top' ? 0 : 2 ] += ((opts.height) + 15);
},
afterShow: function (opts, obj) {
//Check if exists and create or update list
if (this.list) {
this.onUpdate(opts, obj);
} else {
this.init(opts, obj);
}
//Set active element
this.list.children().removeClass('active').eq(obj.index).addClass('active');
},
//Center list
onUpdate: function (opts, obj) {
if (this.list) {
this.list.stop(true).animate({
'left': Math.floor($(window).width() * 0.5 - (obj.index * this.width + this.width * 0.5))
}, 150);
}
},
beforeClose: function () {
if (this.wrap) {
this.wrap.remove();
}
this.wrap = null;
this.list = null;
this.width = 0;
}
}
}(jQuery));

View File

@@ -1,284 +0,0 @@
/*! fancyBox v2.1.5 fancyapps.com | fancyapps.com/fancybox/#license */
.fancybox-wrap,
.fancybox-skin,
.fancybox-outer,
.fancybox-inner,
.fancybox-image,
.fancybox-wrap iframe,
.fancybox-wrap object,
.fancybox-nav,
.fancybox-nav span,
.fancybox-tmp
{
padding: 0;
margin: 0;
border: 0;
outline: none;
vertical-align: top;
}
/* Ray: modified for raylib examples */
.fancybox-inner
{
overflow: hidden!important;
min-height: 520px!important;
}
/* Ray: modified for raylib examples */
.fancybox-wrap {
width: 860px!important;
}
.fancybox-wrap {
position: absolute;
top: 0;
left: 0;
z-index: 8020;
border: 4px solid;
}
.fancybox-skin {
position: relative;
background: #f9f9f9;
color: #444;
text-shadow: none;
}
.fancybox-opened {
z-index: 8030;
}
.fancybox-opened .fancybox-skin {
-webkit-box-shadow: 0 10px 25px rgba(0, 0, 0, 0.5);
-moz-box-shadow: 0 10px 25px rgba(0, 0, 0, 0.5);
box-shadow: 0 10px 25px rgba(0, 0, 0, 0.5);
}
.fancybox-outer, .fancybox-inner {
position: relative;
}
/* Ray: modified for raylib examples */
.fancybox-inner {
overflow: hidden;
width: 850px!important;
}
.fancybox-type-iframe .fancybox-inner {
-webkit-overflow-scrolling: touch;
}
.fancybox-error {
color: #444;
font: 14px/20px "Helvetica Neue",Helvetica,Arial,sans-serif;
margin: 0;
padding: 15px;
white-space: nowrap;
}
/* Ray: modified for raylib examples */
.fancybox-image, .fancybox-iframe {
display: block;
width: 830px;
height: 100%;
}
.fancybox-image {
max-width: 100%;
max-height: 100%;
}
#fancybox-loading, .fancybox-close, .fancybox-prev span, .fancybox-next span {
background-image: url('fancybox_sprite.png');
}
#fancybox-loading {
position: fixed;
top: 50%;
left: 50%;
margin-top: -22px;
margin-left: -22px;
background-position: 0 -108px;
opacity: 0.8;
cursor: pointer;
z-index: 8060;
}
#fancybox-loading div {
width: 44px;
height: 44px;
background: url('fancybox_loading.gif') center center no-repeat;
}
.fancybox-close {
position: absolute;
top: -18px;
right: -18px;
width: 36px;
height: 36px;
cursor: pointer;
z-index: 8040;
}
.fancybox-nav {
position: absolute;
top: 0;
width: 40%;
height: 100%;
cursor: pointer;
text-decoration: none;
background: transparent url('blank.gif'); /* helps IE */
-webkit-tap-highlight-color: rgba(0,0,0,0);
z-index: 8040;
}
.fancybox-prev {
left: 0;
}
.fancybox-next {
right: 0;
}
.fancybox-nav span {
position: absolute;
top: 50%;
width: 36px;
height: 34px;
margin-top: -18px;
cursor: pointer;
z-index: 8040;
visibility: hidden;
}
.fancybox-prev span {
left: 10px;
background-position: 0 -36px;
}
.fancybox-next span {
right: 10px;
background-position: 0 -72px;
}
.fancybox-nav:hover span {
visibility: visible;
}
.fancybox-tmp {
position: absolute;
top: -99999px;
left: -99999px;
visibility: hidden;
max-width: 99999px;
max-height: 99999px;
overflow: visible !important;
}
/* Overlay helper */
.fancybox-lock {
overflow: hidden !important;
width: auto;
}
.fancybox-lock body {
overflow: hidden !important;
}
.fancybox-lock-test {
overflow-y: hidden !important;
}
.fancybox-overlay {
position: absolute;
top: 0;
left: 0;
overflow: hidden;
display: none;
z-index: 8010;
background: url('fancybox_overlay.png');
}
.fancybox-overlay-fixed {
position: fixed;
bottom: 0;
right: 0;
}
.fancybox-lock .fancybox-overlay {
overflow: auto;
overflow-y: scroll;
}
/* Title helper */
.fancybox-title {
visibility: hidden;
font: normal 13px/20px "Helvetica Neue",Helvetica,Arial,sans-serif;
position: relative;
text-shadow: none;
z-index: 8050;
}
.fancybox-opened .fancybox-title {
visibility: visible;
}
.fancybox-title-float-wrap {
position: absolute;
bottom: 0;
right: 50%;
margin-bottom: -35px;
z-index: 8050;
text-align: center;
}
.fancybox-title-float-wrap .child {
display: inline-block;
margin-right: -100%;
padding: 2px 20px;
background: transparent; /* Fallback for web browsers that doesn't support RGBa */
background: rgba(0, 0, 0, 0.8);
text-shadow: 0 1px 2px #222;
color: #FFF;
font-size: 10px;
line-height: 24px;
white-space: nowrap;
}
.fancybox-title-outside-wrap {
position: relative;
margin-top: 10px;
color: #fff;
}
.fancybox-title-inside-wrap {
padding-top: 10px;
}
.fancybox-title-over-wrap {
position: absolute;
bottom: 0;
left: 0;
color: #fff;
padding: 10px;
background: #000;
background: rgba(0, 0, 0, .8);
}
/*Retina graphics!*/
@media only screen and (-webkit-min-device-pixel-ratio: 1.5),
only screen and (min--moz-device-pixel-ratio: 1.5),
only screen and (min-device-pixel-ratio: 1.5){
#fancybox-loading, .fancybox-close, .fancybox-prev span, .fancybox-next span {
background-image: url('fancybox_sprite@2x.png');
background-size: 44px 152px; /*The size of the normal image, half the size of the hi-res image*/
}
#fancybox-loading div {
background-image: url('fancybox_loading@2x.gif');
background-size: 24px 24px; /*The size of the normal image, half the size of the hi-res image*/
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,46 +0,0 @@
/*! fancyBox v2.1.5 fancyapps.com | fancyapps.com/fancybox/#license */
(function(r,G,f,v){var J=f("html"),n=f(r),p=f(G),b=f.fancybox=function(){b.open.apply(this,arguments)},I=navigator.userAgent.match(/msie/i),B=null,s=G.createTouch!==v,t=function(a){return a&&a.hasOwnProperty&&a instanceof f},q=function(a){return a&&"string"===f.type(a)},E=function(a){return q(a)&&0<a.indexOf("%")},l=function(a,d){var e=parseInt(a,10)||0;d&&E(a)&&(e*=b.getViewport()[d]/100);return Math.ceil(e)},w=function(a,b){return l(a,b)+"px"};f.extend(b,{version:"2.1.5",defaults:{padding:15,margin:20,
width:800,height:600,minWidth:100,minHeight:100,maxWidth:9999,maxHeight:9999,pixelRatio:1,autoSize:!0,autoHeight:!1,autoWidth:!1,autoResize:!0,autoCenter:!s,fitToView:!0,aspectRatio:!1,topRatio:0.5,leftRatio:0.5,scrolling:"auto",wrapCSS:"",arrows:!0,closeBtn:!0,closeClick:!1,nextClick:!1,mouseWheel:!0,autoPlay:!1,playSpeed:3E3,preload:3,modal:!1,loop:!0,ajax:{dataType:"html",headers:{"X-fancyBox":!0}},iframe:{scrolling:"auto",preload:!0},swf:{wmode:"transparent",allowfullscreen:"true",allowscriptaccess:"always"},
keys:{next:{13:"left",34:"up",39:"left",40:"up"},prev:{8:"right",33:"down",37:"right",38:"down"},close:[27],play:[32],toggle:[70]},direction:{next:"left",prev:"right"},scrollOutside:!0,index:0,type:null,href:null,content:null,title:null,tpl:{wrap:'<div class="fancybox-wrap" tabIndex="-1"><div class="fancybox-skin"><div class="fancybox-outer"><div class="fancybox-inner"></div></div></div></div>',image:'<img class="fancybox-image" src="{href}" alt="" />',iframe:'<iframe id="fancybox-frame{rnd}" name="fancybox-frame{rnd}" class="fancybox-iframe" frameborder="0" vspace="0" hspace="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen'+
(I?' allowtransparency="true"':"")+"></iframe>",error:'<p class="fancybox-error">The requested content cannot be loaded.<br/>Please try again later.</p>',closeBtn:'<a title="Close" class="fancybox-item fancybox-close" href="javascript:;"></a>',next:'<a title="Next" class="fancybox-nav fancybox-next" href="javascript:;"><span></span></a>',prev:'<a title="Previous" class="fancybox-nav fancybox-prev" href="javascript:;"><span></span></a>'},openEffect:"fade",openSpeed:250,openEasing:"swing",openOpacity:!0,
openMethod:"zoomIn",closeEffect:"fade",closeSpeed:250,closeEasing:"swing",closeOpacity:!0,closeMethod:"zoomOut",nextEffect:"elastic",nextSpeed:250,nextEasing:"swing",nextMethod:"changeIn",prevEffect:"elastic",prevSpeed:250,prevEasing:"swing",prevMethod:"changeOut",helpers:{overlay:!0,title:!0},onCancel:f.noop,beforeLoad:f.noop,afterLoad:f.noop,beforeShow:f.noop,afterShow:f.noop,beforeChange:f.noop,beforeClose:f.noop,afterClose:f.noop},group:{},opts:{},previous:null,coming:null,current:null,isActive:!1,
isOpen:!1,isOpened:!1,wrap:null,skin:null,outer:null,inner:null,player:{timer:null,isActive:!1},ajaxLoad:null,imgPreload:null,transitions:{},helpers:{},open:function(a,d){if(a&&(f.isPlainObject(d)||(d={}),!1!==b.close(!0)))return f.isArray(a)||(a=t(a)?f(a).get():[a]),f.each(a,function(e,c){var k={},g,h,j,m,l;"object"===f.type(c)&&(c.nodeType&&(c=f(c)),t(c)?(k={href:c.data("fancybox-href")||c.attr("href"),title:c.data("fancybox-title")||c.attr("title"),isDom:!0,element:c},f.metadata&&f.extend(!0,k,
c.metadata())):k=c);g=d.href||k.href||(q(c)?c:null);h=d.title!==v?d.title:k.title||"";m=(j=d.content||k.content)?"html":d.type||k.type;!m&&k.isDom&&(m=c.data("fancybox-type"),m||(m=(m=c.prop("class").match(/fancybox\.(\w+)/))?m[1]:null));q(g)&&(m||(b.isImage(g)?m="image":b.isSWF(g)?m="swf":"#"===g.charAt(0)?m="inline":q(c)&&(m="html",j=c)),"ajax"===m&&(l=g.split(/\s+/,2),g=l.shift(),l=l.shift()));j||("inline"===m?g?j=f(q(g)?g.replace(/.*(?=#[^\s]+$)/,""):g):k.isDom&&(j=c):"html"===m?j=g:!m&&(!g&&
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b._afterZoomOut(a))},close:function(a){b.cancel();!1!==b.trigger("beforeClose")&&(b.unbindEvents(),b.isActive&&(!b.isOpen||!0===a?(f(".fancybox-wrap").stop(!0).trigger("onReset").remove(),b._afterZoomOut()):(b.isOpen=b.isOpened=!1,b.isClosing=!0,f(".fancybox-item, .fancybox-nav").remove(),b.wrap.stop(!0,!0).removeClass("fancybox-opened"),b.transitions[b.current.closeMethod]())))},play:function(a){var d=function(){clearTimeout(b.player.timer)},e=function(){d();b.current&&b.player.isActive&&(b.player.timer=
setTimeout(b.next,b.current.playSpeed))},c=function(){d();p.unbind(".player");b.player.isActive=!1;b.trigger("onPlayEnd")};if(!0===a||!b.player.isActive&&!1!==a){if(b.current&&(b.current.loop||b.current.index<b.group.length-1))b.player.isActive=!0,p.bind({"onCancel.player beforeClose.player":c,"onUpdate.player":e,"beforeLoad.player":d}),e(),b.trigger("onPlayStart")}else c()},next:function(a){var d=b.current;d&&(q(a)||(a=d.direction.next),b.jumpto(d.index+1,a,"next"))},prev:function(a){var d=b.current;
d&&(q(a)||(a=d.direction.prev),b.jumpto(d.index-1,a,"prev"))},jumpto:function(a,d,e){var c=b.current;c&&(a=l(a),b.direction=d||c.direction[a>=c.index?"next":"prev"],b.router=e||"jumpto",c.loop&&(0>a&&(a=c.group.length+a%c.group.length),a%=c.group.length),c.group[a]!==v&&(b.cancel(),b._start(a)))},reposition:function(a,d){var e=b.current,c=e?e.wrap:null,k;c&&(k=b._getPosition(d),a&&"scroll"===a.type?(delete k.position,c.stop(!0,!0).animate(k,200)):(c.css(k),e.pos=f.extend({},e.dim,k)))},update:function(a){var d=
a&&a.type,e=!d||"orientationchange"===d;e&&(clearTimeout(B),B=null);b.isOpen&&!B&&(B=setTimeout(function(){var c=b.current;c&&!b.isClosing&&(b.wrap.removeClass("fancybox-tmp"),(e||"load"===d||"resize"===d&&c.autoResize)&&b._setDimension(),"scroll"===d&&c.canShrink||b.reposition(a),b.trigger("onUpdate"),B=null)},e&&!s?0:300))},toggle:function(a){b.isOpen&&(b.current.fitToView="boolean"===f.type(a)?a:!b.current.fitToView,s&&(b.wrap.removeAttr("style").addClass("fancybox-tmp"),b.trigger("onUpdate")),
b.update())},hideLoading:function(){p.unbind(".loading");f("#fancybox-loading").remove()},showLoading:function(){var a,d;b.hideLoading();a=f('<div id="fancybox-loading"><div></div></div>').click(b.cancel).appendTo("body");p.bind("keydown.loading",function(a){if(27===(a.which||a.keyCode))a.preventDefault(),b.cancel()});b.defaults.fixed||(d=b.getViewport(),a.css({position:"absolute",top:0.5*d.h+d.y,left:0.5*d.w+d.x}))},getViewport:function(){var a=b.current&&b.current.locked||!1,d={x:n.scrollLeft(),
y:n.scrollTop()};a?(d.w=a[0].clientWidth,d.h=a[0].clientHeight):(d.w=s&&r.innerWidth?r.innerWidth:n.width(),d.h=s&&r.innerHeight?r.innerHeight:n.height());return d},unbindEvents:function(){b.wrap&&t(b.wrap)&&b.wrap.unbind(".fb");p.unbind(".fb");n.unbind(".fb")},bindEvents:function(){var a=b.current,d;a&&(n.bind("orientationchange.fb"+(s?"":" resize.fb")+(a.autoCenter&&!a.locked?" scroll.fb":""),b.update),(d=a.keys)&&p.bind("keydown.fb",function(e){var c=e.which||e.keyCode,k=e.target||e.srcElement;
if(27===c&&b.coming)return!1;!e.ctrlKey&&(!e.altKey&&!e.shiftKey&&!e.metaKey&&(!k||!k.type&&!f(k).is("[contenteditable]")))&&f.each(d,function(d,k){if(1<a.group.length&&k[c]!==v)return b[d](k[c]),e.preventDefault(),!1;if(-1<f.inArray(c,k))return b[d](),e.preventDefault(),!1})}),f.fn.mousewheel&&a.mouseWheel&&b.wrap.bind("mousewheel.fb",function(d,c,k,g){for(var h=f(d.target||null),j=!1;h.length&&!j&&!h.is(".fancybox-skin")&&!h.is(".fancybox-wrap");)j=h[0]&&!(h[0].style.overflow&&"hidden"===h[0].style.overflow)&&
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mouseWheel:!1,keys:null,helpers:{overlay:{closeClick:!1}}});d.autoSize&&(d.autoWidth=d.autoHeight=!0);"auto"===d.width&&(d.autoWidth=!0);"auto"===d.height&&(d.autoHeight=!0);d.group=b.group;d.index=a;b.coming=d;if(!1===b.trigger("beforeLoad"))b.coming=null;else{c=d.type;e=d.href;if(!c)return b.coming=null,b.current&&b.router&&"jumpto"!==b.router?(b.current.index=a,b[b.router](b.direction)):!1;b.isActive=!0;if("image"===c||"swf"===c)d.autoHeight=d.autoWidth=!1,d.scrolling="visible";"image"===c&&(d.aspectRatio=
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this.onerror=null;b._error("image")};a.src=b.coming.href;!0!==a.complete&&b.showLoading()},_loadAjax:function(){var a=b.coming;b.showLoading();b.ajaxLoad=f.ajax(f.extend({},a.ajax,{url:a.href,error:function(a,e){b.coming&&"abort"!==e?b._error("ajax",a):b.hideLoading()},success:function(d,e){"success"===e&&(a.content=d,b._afterLoad())}}))},_loadIframe:function(){var a=b.coming,d=f(a.tpl.iframe.replace(/\{rnd\}/g,(new Date).getTime())).attr("scrolling",s?"auto":a.iframe.scrolling).attr("src",a.href);
f(a.wrap).bind("onReset",function(){try{f(this).find("iframe").hide().attr("src","//about:blank").end().empty()}catch(a){}});a.iframe.preload&&(b.showLoading(),d.one("load",function(){f(this).data("ready",1);s||f(this).bind("load.fb",b.update);f(this).parents(".fancybox-wrap").width("100%").removeClass("fancybox-tmp").show();b._afterLoad()}));a.content=d.appendTo(a.inner);a.iframe.preload||b._afterLoad()},_preloadImages:function(){var a=b.group,d=b.current,e=a.length,c=d.preload?Math.min(d.preload,
e-1):0,f,g;for(g=1;g<=c;g+=1)f=a[(d.index+g)%e],"image"===f.type&&f.href&&((new Image).src=f.href)},_afterLoad:function(){var a=b.coming,d=b.current,e,c,k,g,h;b.hideLoading();if(a&&!1!==b.isActive)if(!1===b.trigger("afterLoad",a,d))a.wrap.stop(!0).trigger("onReset").remove(),b.coming=null;else{d&&(b.trigger("beforeChange",d),d.wrap.stop(!0).removeClass("fancybox-opened").find(".fancybox-item, .fancybox-nav").remove());b.unbindEvents();e=a.content;c=a.type;k=a.scrolling;f.extend(b,{wrap:a.wrap,skin:a.skin,
outer:a.outer,inner:a.inner,current:a,previous:d});g=a.href;switch(c){case "inline":case "ajax":case "html":a.selector?e=f("<div>").html(e).find(a.selector):t(e)&&(e.data("fancybox-placeholder")||e.data("fancybox-placeholder",f('<div class="fancybox-placeholder"></div>').insertAfter(e).hide()),e=e.show().detach(),a.wrap.bind("onReset",function(){f(this).find(e).length&&e.hide().replaceAll(e.data("fancybox-placeholder")).data("fancybox-placeholder",!1)}));break;case "image":e=a.tpl.image.replace("{href}",
g);break;case "swf":e='<object id="fancybox-swf" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="100%" height="100%"><param name="movie" value="'+g+'"></param>',h="",f.each(a.swf,function(a,b){e+='<param name="'+a+'" value="'+b+'"></param>';h+=" "+a+'="'+b+'"'}),e+='<embed src="'+g+'" type="application/x-shockwave-flash" width="100%" height="100%"'+h+"></embed></object>"}(!t(e)||!e.parent().is(a.inner))&&a.inner.append(e);b.trigger("beforeShow");a.inner.css("overflow","yes"===k?"scroll":
"no"===k?"hidden":k);b._setDimension();b.reposition();b.isOpen=!1;b.coming=null;b.bindEvents();if(b.isOpened){if(d.prevMethod)b.transitions[d.prevMethod]()}else f(".fancybox-wrap").not(a.wrap).stop(!0).trigger("onReset").remove();b.transitions[b.isOpened?a.nextMethod:a.openMethod]();b._preloadImages()}},_setDimension:function(){var a=b.getViewport(),d=0,e=!1,c=!1,e=b.wrap,k=b.skin,g=b.inner,h=b.current,c=h.width,j=h.height,m=h.minWidth,u=h.minHeight,n=h.maxWidth,p=h.maxHeight,s=h.scrolling,q=h.scrollOutside?
h.scrollbarWidth:0,x=h.margin,y=l(x[1]+x[3]),r=l(x[0]+x[2]),v,z,t,C,A,F,B,D,H;e.add(k).add(g).width("auto").height("auto").removeClass("fancybox-tmp");x=l(k.outerWidth(!0)-k.width());v=l(k.outerHeight(!0)-k.height());z=y+x;t=r+v;C=E(c)?(a.w-z)*l(c)/100:c;A=E(j)?(a.h-t)*l(j)/100:j;if("iframe"===h.type){if(H=h.content,h.autoHeight&&1===H.data("ready"))try{H[0].contentWindow.document.location&&(g.width(C).height(9999),F=H.contents().find("body"),q&&F.css("overflow-x","hidden"),A=F.outerHeight(!0))}catch(G){}}else if(h.autoWidth||
h.autoHeight)g.addClass("fancybox-tmp"),h.autoWidth||g.width(C),h.autoHeight||g.height(A),h.autoWidth&&(C=g.width()),h.autoHeight&&(A=g.height()),g.removeClass("fancybox-tmp");c=l(C);j=l(A);D=C/A;m=l(E(m)?l(m,"w")-z:m);n=l(E(n)?l(n,"w")-z:n);u=l(E(u)?l(u,"h")-t:u);p=l(E(p)?l(p,"h")-t:p);F=n;B=p;h.fitToView&&(n=Math.min(a.w-z,n),p=Math.min(a.h-t,p));z=a.w-y;r=a.h-r;h.aspectRatio?(c>n&&(c=n,j=l(c/D)),j>p&&(j=p,c=l(j*D)),c<m&&(c=m,j=l(c/D)),j<u&&(j=u,c=l(j*D))):(c=Math.max(m,Math.min(c,n)),h.autoHeight&&
"iframe"!==h.type&&(g.width(c),j=g.height()),j=Math.max(u,Math.min(j,p)));if(h.fitToView)if(g.width(c).height(j),e.width(c+x),a=e.width(),y=e.height(),h.aspectRatio)for(;(a>z||y>r)&&(c>m&&j>u)&&!(19<d++);)j=Math.max(u,Math.min(p,j-10)),c=l(j*D),c<m&&(c=m,j=l(c/D)),c>n&&(c=n,j=l(c/D)),g.width(c).height(j),e.width(c+x),a=e.width(),y=e.height();else c=Math.max(m,Math.min(c,c-(a-z))),j=Math.max(u,Math.min(j,j-(y-r)));q&&("auto"===s&&j<A&&c+x+q<z)&&(c+=q);g.width(c).height(j);e.width(c+x);a=e.width();
y=e.height();e=(a>z||y>r)&&c>m&&j>u;c=h.aspectRatio?c<F&&j<B&&c<C&&j<A:(c<F||j<B)&&(c<C||j<A);f.extend(h,{dim:{width:w(a),height:w(y)},origWidth:C,origHeight:A,canShrink:e,canExpand:c,wPadding:x,hPadding:v,wrapSpace:y-k.outerHeight(!0),skinSpace:k.height()-j});!H&&(h.autoHeight&&j>u&&j<p&&!c)&&g.height("auto")},_getPosition:function(a){var d=b.current,e=b.getViewport(),c=d.margin,f=b.wrap.width()+c[1]+c[3],g=b.wrap.height()+c[0]+c[2],c={position:"absolute",top:c[0],left:c[3]};d.autoCenter&&d.fixed&&
!a&&g<=e.h&&f<=e.w?c.position="fixed":d.locked||(c.top+=e.y,c.left+=e.x);c.top=w(Math.max(c.top,c.top+(e.h-g)*d.topRatio));c.left=w(Math.max(c.left,c.left+(e.w-f)*d.leftRatio));return c},_afterZoomIn:function(){var a=b.current;a&&(b.isOpen=b.isOpened=!0,b.wrap.css("overflow","visible").addClass("fancybox-opened"),b.update(),(a.closeClick||a.nextClick&&1<b.group.length)&&b.inner.css("cursor","pointer").bind("click.fb",function(d){!f(d.target).is("a")&&!f(d.target).parent().is("a")&&(d.preventDefault(),
b[a.closeClick?"close":"next"]())}),a.closeBtn&&f(a.tpl.closeBtn).appendTo(b.skin).bind("click.fb",function(a){a.preventDefault();b.close()}),a.arrows&&1<b.group.length&&((a.loop||0<a.index)&&f(a.tpl.prev).appendTo(b.outer).bind("click.fb",b.prev),(a.loop||a.index<b.group.length-1)&&f(a.tpl.next).appendTo(b.outer).bind("click.fb",b.next)),b.trigger("afterShow"),!a.loop&&a.index===a.group.length-1?b.play(!1):b.opts.autoPlay&&!b.player.isActive&&(b.opts.autoPlay=!1,b.play()))},_afterZoomOut:function(a){a=
a||b.current;f(".fancybox-wrap").trigger("onReset").remove();f.extend(b,{group:{},opts:{},router:!1,current:null,isActive:!1,isOpened:!1,isOpen:!1,isClosing:!1,wrap:null,skin:null,outer:null,inner:null});b.trigger("afterClose",a)}});b.transitions={getOrigPosition:function(){var a=b.current,d=a.element,e=a.orig,c={},f=50,g=50,h=a.hPadding,j=a.wPadding,m=b.getViewport();!e&&(a.isDom&&d.is(":visible"))&&(e=d.find("img:first"),e.length||(e=d));t(e)?(c=e.offset(),e.is("img")&&(f=e.outerWidth(),g=e.outerHeight())):
(c.top=m.y+(m.h-g)*a.topRatio,c.left=m.x+(m.w-f)*a.leftRatio);if("fixed"===b.wrap.css("position")||a.locked)c.top-=m.y,c.left-=m.x;return c={top:w(c.top-h*a.topRatio),left:w(c.left-j*a.leftRatio),width:w(f+j),height:w(g+h)}},step:function(a,d){var e,c,f=d.prop;c=b.current;var g=c.wrapSpace,h=c.skinSpace;if("width"===f||"height"===f)e=d.end===d.start?1:(a-d.start)/(d.end-d.start),b.isClosing&&(e=1-e),c="width"===f?c.wPadding:c.hPadding,c=a-c,b.skin[f](l("width"===f?c:c-g*e)),b.inner[f](l("width"===
f?c:c-g*e-h*e))},zoomIn:function(){var a=b.current,d=a.pos,e=a.openEffect,c="elastic"===e,k=f.extend({opacity:1},d);delete k.position;c?(d=this.getOrigPosition(),a.openOpacity&&(d.opacity=0.1)):"fade"===e&&(d.opacity=0.1);b.wrap.css(d).animate(k,{duration:"none"===e?0:a.openSpeed,easing:a.openEasing,step:c?this.step:null,complete:b._afterZoomIn})},zoomOut:function(){var a=b.current,d=a.closeEffect,e="elastic"===d,c={opacity:0.1};e&&(c=this.getOrigPosition(),a.closeOpacity&&(c.opacity=0.1));b.wrap.animate(c,
{duration:"none"===d?0:a.closeSpeed,easing:a.closeEasing,step:e?this.step:null,complete:b._afterZoomOut})},changeIn:function(){var a=b.current,d=a.nextEffect,e=a.pos,c={opacity:1},f=b.direction,g;e.opacity=0.1;"elastic"===d&&(g="down"===f||"up"===f?"top":"left","down"===f||"right"===f?(e[g]=w(l(e[g])-200),c[g]="+=200px"):(e[g]=w(l(e[g])+200),c[g]="-=200px"));"none"===d?b._afterZoomIn():b.wrap.css(e).animate(c,{duration:a.nextSpeed,easing:a.nextEasing,complete:b._afterZoomIn})},changeOut:function(){var a=
b.previous,d=a.prevEffect,e={opacity:0.1},c=b.direction;"elastic"===d&&(e["down"===c||"up"===c?"top":"left"]=("up"===c||"left"===c?"-":"+")+"=200px");a.wrap.animate(e,{duration:"none"===d?0:a.prevSpeed,easing:a.prevEasing,complete:function(){f(this).trigger("onReset").remove()}})}};b.helpers.overlay={defaults:{closeClick:!0,speedOut:200,showEarly:!0,css:{},locked:!s,fixed:!0},overlay:null,fixed:!1,el:f("html"),create:function(a){a=f.extend({},this.defaults,a);this.overlay&&this.close();this.overlay=
f('<div class="fancybox-overlay"></div>').appendTo(b.coming?b.coming.parent:a.parent);this.fixed=!1;a.fixed&&b.defaults.fixed&&(this.overlay.addClass("fancybox-overlay-fixed"),this.fixed=!0)},open:function(a){var d=this;a=f.extend({},this.defaults,a);this.overlay?this.overlay.unbind(".overlay").width("auto").height("auto"):this.create(a);this.fixed||(n.bind("resize.overlay",f.proxy(this.update,this)),this.update());a.closeClick&&this.overlay.bind("click.overlay",function(a){if(f(a.target).hasClass("fancybox-overlay"))return b.isActive?
b.close():d.close(),!1});this.overlay.css(a.css).show()},close:function(){var a,b;n.unbind("resize.overlay");this.el.hasClass("fancybox-lock")&&(f(".fancybox-margin").removeClass("fancybox-margin"),a=n.scrollTop(),b=n.scrollLeft(),this.el.removeClass("fancybox-lock"),n.scrollTop(a).scrollLeft(b));f(".fancybox-overlay").remove().hide();f.extend(this,{overlay:null,fixed:!1})},update:function(){var a="100%",b;this.overlay.width(a).height("100%");I?(b=Math.max(G.documentElement.offsetWidth,G.body.offsetWidth),
p.width()>b&&(a=p.width())):p.width()>n.width()&&(a=p.width());this.overlay.width(a).height(p.height())},onReady:function(a,b){var e=this.overlay;f(".fancybox-overlay").stop(!0,!0);e||this.create(a);a.locked&&(this.fixed&&b.fixed)&&(e||(this.margin=p.height()>n.height()?f("html").css("margin-right").replace("px",""):!1),b.locked=this.overlay.append(b.wrap),b.fixed=!1);!0===a.showEarly&&this.beforeShow.apply(this,arguments)},beforeShow:function(a,b){var e,c;b.locked&&(!1!==this.margin&&(f("*").filter(function(){return"fixed"===
f(this).css("position")&&!f(this).hasClass("fancybox-overlay")&&!f(this).hasClass("fancybox-wrap")}).addClass("fancybox-margin"),this.el.addClass("fancybox-margin")),e=n.scrollTop(),c=n.scrollLeft(),this.el.addClass("fancybox-lock"),n.scrollTop(e).scrollLeft(c));this.open(a)},onUpdate:function(){this.fixed||this.update()},afterClose:function(a){this.overlay&&!b.coming&&this.overlay.fadeOut(a.speedOut,f.proxy(this.close,this))}};b.helpers.title={defaults:{type:"float",position:"bottom"},beforeShow:function(a){var d=
b.current,e=d.title,c=a.type;f.isFunction(e)&&(e=e.call(d.element,d));if(q(e)&&""!==f.trim(e)){d=f('<div class="fancybox-title fancybox-title-'+c+'-wrap">'+e+"</div>");switch(c){case "inside":c=b.skin;break;case "outside":c=b.wrap;break;case "over":c=b.inner;break;default:c=b.skin,d.appendTo("body"),I&&d.width(d.width()),d.wrapInner('<span class="child"></span>'),b.current.margin[2]+=Math.abs(l(d.css("margin-bottom")))}d["top"===a.position?"prependTo":"appendTo"](c)}}};f.fn.fancybox=function(a){var d,
e=f(this),c=this.selector||"",k=function(g){var h=f(this).blur(),j=d,k,l;!g.ctrlKey&&(!g.altKey&&!g.shiftKey&&!g.metaKey)&&!h.is(".fancybox-wrap")&&(k=a.groupAttr||"data-fancybox-group",l=h.attr(k),l||(k="rel",l=h.get(0)[k]),l&&(""!==l&&"nofollow"!==l)&&(h=c.length?f(c):e,h=h.filter("["+k+'="'+l+'"]'),j=h.index(this)),a.index=j,!1!==b.open(h,a)&&g.preventDefault())};a=a||{};d=a.index||0;!c||!1===a.live?e.unbind("click.fb-start").bind("click.fb-start",k):p.undelegate(c,"click.fb-start").delegate(c+
":not('.fancybox-item, .fancybox-nav')","click.fb-start",k);this.filter("[data-fancybox-start=1]").trigger("click");return this};p.ready(function(){var a,d;f.scrollbarWidth===v&&(f.scrollbarWidth=function(){var a=f('<div style="width:50px;height:50px;overflow:auto"><div/></div>').appendTo("body"),b=a.children(),b=b.innerWidth()-b.height(99).innerWidth();a.remove();return b});if(f.support.fixedPosition===v){a=f.support;d=f('<div style="position:fixed;top:20px;"></div>').appendTo("body");var e=20===
d[0].offsetTop||15===d[0].offsetTop;d.remove();a.fixedPosition=e}f.extend(b.defaults,{scrollbarWidth:f.scrollbarWidth(),fixed:f.support.fixedPosition,parent:f("body")});a=f(r).width();J.addClass("fancybox-lock-test");d=f(r).width();J.removeClass("fancybox-lock-test");f("<style type='text/css'>.fancybox-margin{margin-right:"+(d-a)+"px;}</style>").appendTo("head")})})(window,document,jQuery);

View File

@@ -1,205 +0,0 @@
/*
* jQuery Easing v1.3 - http://gsgd.co.uk/sandbox/jquery/easing/
*
* Uses the built in easing capabilities added In jQuery 1.1
* to offer multiple easing options
*
* TERMS OF USE - jQuery Easing
*
* Open source under the BSD License.
*
* Copyright © 2008 George McGinley Smith
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
* 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.
*
* Neither the name of the author nor the names of 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 OWNER 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.
*
*/
// t: current time, b: begInnIng value, c: change In value, d: duration
jQuery.easing['jswing'] = jQuery.easing['swing'];
jQuery.extend( jQuery.easing,
{
def: 'easeOutQuad',
swing: function (x, t, b, c, d) {
//alert(jQuery.easing.default);
return jQuery.easing[jQuery.easing.def](x, t, b, c, d);
},
easeInQuad: function (x, t, b, c, d) {
return c*(t/=d)*t + b;
},
easeOutQuad: function (x, t, b, c, d) {
return -c *(t/=d)*(t-2) + b;
},
easeInOutQuad: function (x, t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t + b;
return -c/2 * ((--t)*(t-2) - 1) + b;
},
easeInCubic: function (x, t, b, c, d) {
return c*(t/=d)*t*t + b;
},
easeOutCubic: function (x, t, b, c, d) {
return c*((t=t/d-1)*t*t + 1) + b;
},
easeInOutCubic: function (x, t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t*t + b;
return c/2*((t-=2)*t*t + 2) + b;
},
easeInQuart: function (x, t, b, c, d) {
return c*(t/=d)*t*t*t + b;
},
easeOutQuart: function (x, t, b, c, d) {
return -c * ((t=t/d-1)*t*t*t - 1) + b;
},
easeInOutQuart: function (x, t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t*t*t + b;
return -c/2 * ((t-=2)*t*t*t - 2) + b;
},
easeInQuint: function (x, t, b, c, d) {
return c*(t/=d)*t*t*t*t + b;
},
easeOutQuint: function (x, t, b, c, d) {
return c*((t=t/d-1)*t*t*t*t + 1) + b;
},
easeInOutQuint: function (x, t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t*t*t*t + b;
return c/2*((t-=2)*t*t*t*t + 2) + b;
},
easeInSine: function (x, t, b, c, d) {
return -c * Math.cos(t/d * (Math.PI/2)) + c + b;
},
easeOutSine: function (x, t, b, c, d) {
return c * Math.sin(t/d * (Math.PI/2)) + b;
},
easeInOutSine: function (x, t, b, c, d) {
return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b;
},
easeInExpo: function (x, t, b, c, d) {
return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b;
},
easeOutExpo: function (x, t, b, c, d) {
return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b;
},
easeInOutExpo: function (x, t, b, c, d) {
if (t==0) return b;
if (t==d) return b+c;
if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b;
return c/2 * (-Math.pow(2, -10 * --t) + 2) + b;
},
easeInCirc: function (x, t, b, c, d) {
return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b;
},
easeOutCirc: function (x, t, b, c, d) {
return c * Math.sqrt(1 - (t=t/d-1)*t) + b;
},
easeInOutCirc: function (x, t, b, c, d) {
if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b;
return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b;
},
easeInElastic: function (x, t, b, c, d) {
var s=1.70158;var p=0;var a=c;
if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var s = p/(2*Math.PI) * Math.asin (c/a);
return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
},
easeOutElastic: function (x, t, b, c, d) {
var s=1.70158;var p=0;var a=c;
if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var s = p/(2*Math.PI) * Math.asin (c/a);
return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b;
},
easeInOutElastic: function (x, t, b, c, d) {
var s=1.70158;var p=0;var a=c;
if (t==0) return b; if ((t/=d/2)==2) return b+c; if (!p) p=d*(.3*1.5);
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var s = p/(2*Math.PI) * Math.asin (c/a);
if (t < 1) return -.5*(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
return a*Math.pow(2,-10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )*.5 + c + b;
},
easeInBack: function (x, t, b, c, d, s) {
if (s == undefined) s = 1.70158;
return c*(t/=d)*t*((s+1)*t - s) + b;
},
easeOutBack: function (x, t, b, c, d, s) {
if (s == undefined) s = 1.70158;
return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
},
easeInOutBack: function (x, t, b, c, d, s) {
if (s == undefined) s = 1.70158;
if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b;
return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b;
},
easeInBounce: function (x, t, b, c, d) {
return c - jQuery.easing.easeOutBounce (x, d-t, 0, c, d) + b;
},
easeOutBounce: function (x, t, b, c, d) {
if ((t/=d) < (1/2.75)) {
return c*(7.5625*t*t) + b;
} else if (t < (2/2.75)) {
return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b;
} else if (t < (2.5/2.75)) {
return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b;
} else {
return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b;
}
},
easeInOutBounce: function (x, t, b, c, d) {
if (t < d/2) return jQuery.easing.easeInBounce (x, t*2, 0, c, d) * .5 + b;
return jQuery.easing.easeOutBounce (x, t*2-d, 0, c, d) * .5 + c*.5 + b;
}
});
/*
*
* TERMS OF USE - EASING EQUATIONS
*
* Open source under the BSD License.
*
* Copyright © 2001 Robert Penner
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
* 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.
*
* Neither the name of the author nor the names of 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 OWNER 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.
*
*/

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@@ -1,8 +0,0 @@
/*!
* jQuery Mousewheel 3.1.13
*
* Copyright 2015 jQuery Foundation and other contributors
* Released under the MIT license.
* http://jquery.org/license
*/
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/*******************************************************************************************
*
* 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()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
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];
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/mini1111.xm");
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;
}

View File

@@ -1,93 +0,0 @@
/*******************************************************************************************
*
* raylib [audio] example - Music playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
InitAudioDevice(); // Initialize audio device
Music music = LoadMusicStream("resources/guitar_noodling.ogg");
PlayMusicStream(music);
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(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Get timePlayed scaled to bar dimensions (400 pixels)
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
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();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,114 +0,0 @@
/*******************************************************************************************
*
* raylib [audio] example - Raw audio streaming
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: sinf()
#define MAX_SAMPLES 22050
#define MAX_SAMPLES_PER_UPDATE 4096
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
InitAudioDevice(); // Initialize audio device
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
AudioStream stream = InitAudioStream(22050, 16, 1);
// Generate samples data from sine wave
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
// TODO: Review data generation, it seems data is discontinued for loop,
// for that reason, there is a clip everytime audio stream is looped...
for (int i = 0; i < MAX_SAMPLES; i++)
{
data[i] = (short)(sinf(((2*PI*(float)i)/2)*DEG2RAD)*32000);
}
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
int totalSamples = MAX_SAMPLES;
int samplesLeft = totalSamples;
Vector2 position = { 0, 0 };
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Refill audio stream if required
// NOTE: Every update we check if stream data has been already consumed and we update
// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
if (IsAudioBufferProcessed(stream))
{
int numSamples = 0;
if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
else numSamples = samplesLeft;
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
samplesLeft -= numSamples;
// Reset samples feeding (loop audio)
if (samplesLeft <= 0) samplesLeft = totalSamples;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
// NOTE: Draw a part of the sine wave (only screen width, proportional values)
for (int i = 0; i < GetScreenWidth(); i++)
{
position.x = i;
position.y = 250 + 50*data[i]/32000;
DrawPixelV(position, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
free(data); // Unload sine wave data
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,67 +0,0 @@
/*******************************************************************************************
*
* raylib [audio] example - Sound loading and playing
*
* NOTE: This example requires OpenAL Soft library installed
*
* 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 [audio] example - sound loading and playing");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
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();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,139 +0,0 @@
/*******************************************************************************************
*
* 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()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Rectangle player = { 400, 280, 40, 40 };
Rectangle buildings[MAX_BUILDINGS];
Color buildColors[MAX_BUILDINGS];
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;
camera.target = (Vector2){ player.x + 20, player.y + 20 };
camera.offset = (Vector2){ 0, 0 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// 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);
Begin2dMode(camera);
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
DrawRectangleRec(player, RED);
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN);
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN);
End2dMode();
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;
}

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@@ -1,92 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - 3d camera first person
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_COLUMNS 20
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
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 = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 1.8f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
// Generates some random columns
float heights[MAX_COLUMNS];
Vector3 positions[MAX_COLUMNS];
Color colors[MAX_COLUMNS];
for (int i = 0; i < MAX_COLUMNS; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
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
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
// Draw some cubes around
for (int i = 0; i < MAX_COLUMNS; i++)
{
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
End3dMode();
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();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,82 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Initialize 3d camera free
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera;
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
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
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();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,72 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Initialize 3d 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)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
// Define the camera to look into our 3d world
Camera camera;
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
Vector3 cubePosition = { 0.0f, 0.0f, 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
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,104 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Picking in 3d mode
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
// Define the camera to look into our 3d world
Camera camera;
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
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray; // Picking line ray
bool collision = false;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
// NOTE: This function is NOT WORKING properly!
ray = GetMouseRay(GetMousePosition(), camera);
// 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 }});
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
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();
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);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,54 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* Welcome to 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()
{
// 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;
}

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@@ -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 = 450;
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 = 60 + 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;
}

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@@ -1,76 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Windows drop files
*
* This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
int count = 0;
char **droppedFiles = { 0 };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsFileDropped())
{
droppedFiles = GetDroppedFiles(&count);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (count == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
else
{
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
for (int i = 0; i < count; i++)
{
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
}
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClearDroppedFiles(); // Clear internal buffers
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,115 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - 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)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <string.h>
#define MAX_GESTURE_STRINGS 20
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection");
Vector2 touchPosition = { 0, 0 };
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
int gesturesCount = 0;
char gestureStrings[MAX_GESTURE_STRINGS][32];
int currentGesture = GESTURE_NONE;
int lastGesture = GESTURE_NONE;
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
lastGesture = currentGesture;
currentGesture = GetGestureDetected();
touchPosition = GetTouchPosition(0);
if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE))
{
if (currentGesture != lastGesture)
{
// Store gesture string
switch (currentGesture)
{
case GESTURE_TAP: strcpy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
case GESTURE_DOUBLETAP: strcpy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
case GESTURE_HOLD: strcpy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
case GESTURE_DRAG: strcpy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
case GESTURE_SWIPE_RIGHT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
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;
}
gesturesCount++;
// Reset gestures strings
if (gesturesCount >= MAX_GESTURE_STRINGS)
{
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
gesturesCount = 0;
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangleRec(touchArea, GRAY);
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
for (int i = 0; i < gesturesCount; i++)
{
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
}
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}

View File

@@ -1,194 +0,0 @@
/*******************************************************************************************
*
* 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 1.6 (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"
// 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()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
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);
//--------------------------------------------------------------------------------------
// 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_XBOX_BUTTON_HOME)) DrawCircle(394, 89, 19, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_START)) DrawCircle(436, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_SELECT)) DrawCircle(352, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_X)) DrawCircle(501, 151, 15, BLUE);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_A)) DrawCircle(536, 187, 15, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_B)) DrawCircle(572, 151, 15, MAROON);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_Y)) 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_XBOX_BUTTON_UP)) DrawRectangle(317, 202, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
// Draw buttons: left-right back
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LB)) DrawCircle(259, 61, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RB)) 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_XBOX_AXIS_LEFT_X)*20),
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_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_XBOX_AXIS_RIGHT_X)*20),
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_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_XBOX_AXIS_LT))/2.0f)*70), RED);
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT))/2.0f)*70), RED);
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)), 10, 40, 10, BLACK);
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)), 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_PS3_BUTTON_PS)) DrawCircle(396, 222, 13, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SELECT)) DrawRectangle(328, 170, 32, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_START)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_TRIANGLE)) DrawCircle(557, 144, 13, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CIRCLE)) DrawCircle(586, 173, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CROSS)) DrawCircle(557, 203, 13, VIOLET);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SQUARE)) 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_PS3_BUTTON_UP)) DrawRectangle(225, 132, 24, 29, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
// Draw buttons: left-right back buttons
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_L1)) DrawCircle(239, 82, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_R1)) 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_PS3_AXIS_LEFT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_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_PS3_AXIS_RIGHT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_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_PS3_AXIS_L2))/2.0f)*70), RED);
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_R2))/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;
}

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@@ -1,59 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Keyboard input
*
* 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 - keyboard input");
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// 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;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
DrawCircleV(ballPosition, 50, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,61 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Mouse input
*
* 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 - mouse input");
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = DARKBLUE;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, 40, ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,58 +0,0 @@
/*******************************************************************************************
*
* raylib [core] examples - Mouse wheel
*
* 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)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel");
int boxPositionY = screenHeight/2 - 40;
int scrollSpeed = 4; // Scrolling speed in pixels
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
boxPositionY -= (GetMouseWheelMove()*scrollSpeed);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,65 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Generate random values
*
* This example has been created using raylib 1.1 (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 - generate random values");
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
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
// Every two seconds (120 frames) a new random value is generated
if (((framesCounter/120)%2) == 1)
{
randValue = GetRandomValue(-8, 5);
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Storage save/load values
*
* 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)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
// NOTE: Storage positions must start with 0, directly related to file memory layout
typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
int score = 0;
int hiscore = 0;
int framesCounter = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_R))
{
score = GetRandomValue(1000, 2000);
hiscore = GetRandomValue(2000, 4000);
}
if (IsKeyPressed(KEY_ENTER))
{
StorageSaveValue(STORAGE_SCORE, score);
StorageSaveValue(STORAGE_HISCORE, hiscore);
}
else if (IsKeyPressed(KEY_SPACE))
{
// NOTE: If requested position could not be found, value 0 is returned
score = StorageLoadValue(STORAGE_SCORE);
hiscore = StorageLoadValue(STORAGE_HISCORE);
}
framesCounter++;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* 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"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1080;
int screenHeight = 600;
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator (Oculus Rift CV1 parameters)
// Define the camera to look into our 3d world
Camera camera;
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
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();
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(40, 1.0f);
End3dMode();
EndVrDrawing();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseVrSimulator(); // Close VR simulator
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - World to screen
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera = {{ 10.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
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();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,121 +0,0 @@
/*******************************************************************************************
*
* raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// 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 }, 45.0f };
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
Color playerColor = GREEN;
Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
float enemySphereSize = 1.5f;
bool collision = 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
//----------------------------------------------------------------------------------
// Move player
if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f;
else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f;
else if (IsKeyDown(KEY_DOWN)) playerPosition.z += 0.2f;
else if (IsKeyDown(KEY_UP)) playerPosition.z -= 0.2f;
collision = false;
// Check collisions player vs enemy-box
if (CheckCollisionBoxes(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
(BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
enemyBoxPos.y - enemyBoxSize.y/2,
enemyBoxPos.z - enemyBoxSize.z/2 },
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
// Check collisions player vs enemy-sphere
if (CheckCollisionBoxSphere(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
enemySpherePos, enemySphereSize)) collision = true;
if (collision) playerColor = RED;
else playerColor = GREEN;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
// Draw enemy-box
DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY);
// Draw enemy-sphere
DrawSphere(enemySpherePos, enemySphereSize, GRAY);
DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY);
// Draw player
DrawCubeV(playerPosition, playerSize, playerColor);
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("Move player with cursors to collide", 220, 40, 20, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -1,85 +0,0 @@
/*******************************************************************************************
*
* raylib [models] example - Cubicmap loading and drawing
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
Model map = LoadCubicmap(image); // Load cubicmap model (generate model from image)
// NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
map.material.texDiffuse = texture; // Set map diffuse texture
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(map, mapPosition, 1.0f, WHITE);
End3dMode();
DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
DrawText("cubicmap image used to", 658, 90, 10, GRAY);
DrawText("generate map 3d model", 658, 104, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(cubicmap); // Unload cubicmap texture
UnloadTexture(texture); // Unload map texture
UnloadModel(map); // Unload map model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,80 +0,0 @@
/*******************************************************************************************
*
* raylib [models] example - Heightmap loading and drawing
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size
map.material.texDiffuse = texture; // Set map diffuse texture
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!)
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
// NOTE: Model is scaled to 1/4 of its original size (128x128 units)
DrawModel(map, mapPosition, 1.0f, RED);
DrawGrid(20, 1.0f);
End3dMode();
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(map); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,195 +0,0 @@
/*******************************************************************************************
*
* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example contributed by Joel Davis (@joeld42)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define FLT_MAX 3.40282347E+38F // Maximum value of a float, defined in <float.h>
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Ray ray; // Picking ray
Model tower = LoadModel("resources/tower.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture
tower.material.texDiffuse = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);
bool hitMeshBBox = false;
bool hitTriangle = false;
// Test triangle
Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
Vector3 bary = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
// Display information about closest hit
RayHitInfo nearestHit;
char *hitObjectName = "None";
nearestHit.distance = FLT_MAX;
nearestHit.hit = false;
Color cursorColor = WHITE;
// Get ray and test against ground, triangle, and mesh
ray = GetMouseRay(GetMousePosition(), camera);
// Check ray collision aginst ground plane
RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
{
nearestHit = groundHitInfo;
cursorColor = GREEN;
hitObjectName = "Ground";
}
// Check ray collision against test triangle
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
{
nearestHit = triHitInfo;
cursorColor = PURPLE;
hitObjectName = "Triangle";
bary = VectorBarycenter(nearestHit.hitPosition, ta, tb, tc);
hitTriangle = true;
}
else hitTriangle = false;
RayHitInfo meshHitInfo;
// Check ray collision against bounding box first, before trying the full ray-mesh test
if (CheckCollisionRayBox(ray, towerBBox))
{
hitMeshBBox = true;
// Check ray collision against mesh
meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
{
nearestHit = meshHitInfo;
cursorColor = ORANGE;
hitObjectName = "Mesh";
}
} hitMeshBBox = false;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
// Draw the tower
DrawModel(tower, towerPos, 1.0, WHITE);
// Draw the test triangle
DrawLine3D(ta, tb, PURPLE);
DrawLine3D(tb, tc, PURPLE);
DrawLine3D(tc, ta, PURPLE);
// Draw the mesh bbox if we hit it
if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
// If we hit something, draw the cursor at the hit point
if (nearestHit.hit)
{
DrawCube(nearestHit.hitPosition, 0.3, 0.3, 0.3, cursorColor);
DrawCubeWires(nearestHit.hitPosition, 0.3, 0.3, 0.3, RED);
Vector3 normalEnd;
normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
DrawLine3D(nearestHit.hitPosition, normalEnd, RED);
}
DrawRay(ray, MAROON);
DrawGrid(100, 1.0f);
End3dMode();
// Draw some debug GUI text
DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
if (nearestHit.hit)
{
int ypos = 70;
DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
nearestHit.hitPosition.x,
nearestHit.hitPosition.y,
nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK);
DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
nearestHit.hitNormal.x,
nearestHit.hitNormal.y,
nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK);
if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
}
DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(tower); // Unload model
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,75 +0,0 @@
/*******************************************************************************************
*
* raylib [models] example - Load and draw a 3d model (OBJ)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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);
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
DrawGizmo(position); // Draw gizmo
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,128 +0,0 @@
/*******************************************************************************************
*
* Physac - Physics demo
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo");
SetTargetFPS(60);
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor rectangle physics body
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
// Create obstacle circle physics body
PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed('R')) // Reset physics input
{
ResetPhysics();
floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
floor->enabled = false;
circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
circle->enabled = false;
}
// Physics body creation inputs
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
// Destroy falling physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = bodiesCount - 1; i >= 0; i--)
{
PhysicsBody body = GetPhysicsBody(i);
if (body != NULL && (body->position.y > screenHeight*2)) DestroyPhysicsBody(body);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody body = GetPhysicsBody(i);
if (body != NULL)
{
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
}
DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE);
DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
DrawText("Press 'R' to reset example", 10, 40, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -1,143 +0,0 @@
/*******************************************************************************************
*
* Physac - Physics friction
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction");
SetTargetFPS(60);
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor rectangle physics body
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight*0.8f }, 10, 80, 10);
wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
// Create left ramp physics body
PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, screenHeight - 5 }, 250, 250, 10);
rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
// Create right ramp physics body
PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 25, screenHeight - 5 }, 250, 250, 10);
rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
// Create dynamic physics bodies
PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10);
bodyA->staticFriction = 0.1f;
bodyA->dynamicFriction = 0.1f;
SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10);
bodyB->staticFriction = 1;
bodyB->dynamicFriction = 1;
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed('R')) // Reset physics input
{
// Reset dynamic physics bodies position, velocity and rotation
bodyA->position = (Vector2){ 35, screenHeight*0.6f };
bodyA->velocity = (Vector2){ 0, 0 };
bodyA->angularVelocity = 0;
SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f };
bodyB->velocity = (Vector2){ 0, 0 };
bodyB->angularVelocity = 0;
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody body = GetPhysicsBody(i);
if (body != NULL)
{
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
}
DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2, 75, 30, WHITE);
DrawText("0.1", bodyA->position.x - MeasureText("0.1", 20)/2, bodyA->position.y - 7, 20, WHITE);
DrawText("1", bodyB->position.x - MeasureText("1", 20)/2, bodyB->position.y - 7, 20, WHITE);
DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -1,129 +0,0 @@
/*******************************************************************************************
*
* Physac - Physics movement
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
#define VELOCITY 0.5f
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
SetTargetFPS(60);
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor and walls rectangle physics body
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
// Disable dynamics to floor and walls physics bodies
floor->enabled = false;
platformLeft->enabled = false;
platformRight->enabled = false;
wallLeft->enabled = false;
wallRight->enabled = false;
// Create movement physics body
PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed('R')) // Reset physics input
{
// Reset movement physics body position, velocity and rotation
body->position = (Vector2){ screenWidth/2, screenHeight/2 };
body->velocity = (Vector2){ 0, 0 };
SetPhysicsBodyRotation(body, 0);
}
// Horizontal movement input
if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
// Vertical movement input checking if player physics body is grounded
if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody body = GetPhysicsBody(i);
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
DrawText("Press 'R' to reset example", 10, 30, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,122 +0,0 @@
/*******************************************************************************************
*
* Physac - Physics restitution
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics restitution");
SetTargetFPS(60);
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor rectangle physics body
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
floor->restitution = 1;
// Create circles physics body
PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10);
circleA->restitution = 0;
PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10);
circleB->restitution = 0.5f;
PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10);
circleC->restitution = 1;
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed('R')) // Reset physics input
{
// Reset circles physics bodies position and velocity
circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 };
circleA->velocity = (Vector2){ 0, 0 };
circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 };
circleB->velocity = (Vector2){ 0, 0 };
circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 };
circleC->velocity = (Vector2){ 0, 0 };
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody body = GetPhysicsBody(i);
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE);
DrawText("0", circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE);
DrawText("0.5", circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE);
DrawText("1", circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE);
DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,114 +0,0 @@
/*******************************************************************************************
*
* Physac - Body shatter
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
SetTargetFPS(60);
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
SetPhysicsGravity(0, 0);
// Create random polygon physics body to shatter
PhysicsBody body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed('R')) // Reset physics input
{
ResetPhysics();
// Create random polygon physics body to shatter
body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
}
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
{
// Note: some values need to be stored in variables due to asynchronous changes during main thread
int count = GetPhysicsBodiesCount();
for (int i = count - 1; i >= 0; i--)
{
PhysicsBody currentBody = GetPhysicsBody(i);
if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass);
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody currentBody = GetPhysicsBody(i);
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(currentBody, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,121 +0,0 @@
/*******************************************************************************************
*
* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/swirl.fs"); // Load postpro shader
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
int swirlCenterLoc = GetShaderLocation(shader, "center");
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Vector2 mousePosition = GetMousePosition();
swirlCenter[0] = mousePosition.x;
swirlCenter[1] = screenHeight - mousePosition.y;
// Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2);
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,93 +0,0 @@
/*******************************************************************************************
*
* raylib [shaders] example - Apply a shader to a 3d model
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs"); // Load model shader
dwarf.material.shader = shader; // Set shader effect to 3d model
dwarf.material.texDiffuse = texture; // Bind texture to model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText(FormatText("Camera position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
DrawText(FormatText("Camera target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -1,180 +0,0 @@
/*******************************************************************************************
*
* raylib [shaders] example - Apply a postprocessing shader to a scene
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs"
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs"
#endif
#define MAX_POSTPRO_SHADERS 12
typedef enum {
FX_GRAYSCALE = 0,
FX_POSTERIZATION,
FX_DREAM_VISION,
FX_PIXELIZER,
FX_CROSS_HATCHING,
FX_CROSS_STITCHING,
FX_PREDATOR_VIEW,
FX_SCANLINES,
FX_FISHEYE,
FX_SOBEL,
FX_BLOOM,
FX_BLUR,
//FX_FXAA
} PostproShader;
static const char *postproShaderText[] = {
"GRAYSCALE",
"POSTERIZATION",
"DREAM_VISION",
"PIXELIZER",
"CROSS_HATCHING",
"CROSS_STITCHING",
"PREDATOR_VIEW",
"SCANLINES",
"FISHEYE",
"SOBEL",
"BLOOM",
"BLUR",
//"FXAA"
};
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load all postpro shaders
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
// NOTE 2: We load the correct shader depending on GLSL version
Shader shaders[MAX_POSTPRO_SHADERS];
shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
int currentShader = FX_GRAYSCALE;
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsKeyPressed(KEY_RIGHT)) currentShader++;
else if (IsKeyPressed(KEY_LEFT)) currentShader--;
if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
// Render previously generated texture using selected postpro shader
BeginShaderMode(shaders[currentShader]);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
DrawText("< >", 540, 10, 30, DARKBLUE);
DrawFPS(700, 15);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload all postpro shaders
for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,109 +0,0 @@
/*******************************************************************************************
*
* raylib [shaders] example - Apply a shader to some shape or texture
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Start drawing with default shader
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
DrawCircle(80, 120, 35, DARKBLUE);
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
DrawCircleLines(80, 340, 80, DARKBLUE);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
// Activate our default shader for next drawings
EndShaderMode();
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
DrawTriangle((Vector2){430, 80},
(Vector2){430 - 60, 150},
(Vector2){430 + 60, 150}, VIOLET);
DrawTriangleLines((Vector2){430, 160},
(Vector2){430 - 20, 230},
(Vector2){430 + 20, 230}, DARKBLUE);
DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
// Activate our default shader for next drawings
EndShaderMode();
DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -1,72 +0,0 @@
/*******************************************************************************************
*
* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
*
* 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 [shapes] example - basic shapes drawing");
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("some basic shapes available on raylib", 20, 20, 20, DARKGRAY);
DrawLine(18, 42, screenWidth - 18, 42, BLACK);
DrawCircle(screenWidth/4, 120, 35, DARKBLUE);
DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE);
DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE);
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
DrawRectangleGradient(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE);
DrawTriangle((Vector2){screenWidth/4*3, 80},
(Vector2){screenWidth/4*3 - 60, 150},
(Vector2){screenWidth/4*3 + 60, 150}, VIOLET);
DrawTriangleLines((Vector2){screenWidth/4*3, 160},
(Vector2){screenWidth/4*3 - 20, 230},
(Vector2){screenWidth/4*3 + 20, 230}, DARKBLUE);
DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -1,97 +0,0 @@
/*******************************************************************************************
*
* raylib [shapes] example - Draw raylib custom color palette
*
* 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 [shapes] example - raylib color palette");
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("raylib color palette", 28, 42, 20, BLACK);
DrawRectangle(26, 80, 100, 100, DARKGRAY);
DrawRectangle(26, 188, 100, 100, GRAY);
DrawRectangle(26, 296, 100, 100, LIGHTGRAY);
DrawRectangle(134, 80, 100, 100, MAROON);
DrawRectangle(134, 188, 100, 100, RED);
DrawRectangle(134, 296, 100, 100, PINK);
DrawRectangle(242, 80, 100, 100, ORANGE);
DrawRectangle(242, 188, 100, 100, GOLD);
DrawRectangle(242, 296, 100, 100, YELLOW);
DrawRectangle(350, 80, 100, 100, DARKGREEN);
DrawRectangle(350, 188, 100, 100, LIME);
DrawRectangle(350, 296, 100, 100, GREEN);
DrawRectangle(458, 80, 100, 100, DARKBLUE);
DrawRectangle(458, 188, 100, 100, BLUE);
DrawRectangle(458, 296, 100, 100, SKYBLUE);
DrawRectangle(566, 80, 100, 100, DARKPURPLE);
DrawRectangle(566, 188, 100, 100, VIOLET);
DrawRectangle(566, 296, 100, 100, PURPLE);
DrawRectangle(674, 80, 100, 100, DARKBROWN);
DrawRectangle(674, 188, 100, 100, BROWN);
DrawRectangle(674, 296, 100, 100, BEIGE);
DrawText("DARKGRAY", 65, 166, 10, BLACK);
DrawText("GRAY", 93, 274, 10, BLACK);
DrawText("LIGHTGRAY", 61, 382, 10, BLACK);
DrawText("MAROON", 186, 166, 10, BLACK);
DrawText("RED", 208, 274, 10, BLACK);
DrawText("PINK", 204, 382, 10, BLACK);
DrawText("ORANGE", 295, 166, 10, BLACK);
DrawText("GOLD", 310, 274, 10, BLACK);
DrawText("YELLOW", 300, 382, 10, BLACK);
DrawText("DARKGREEN", 382, 166, 10, BLACK);
DrawText("LIME", 420, 274, 10, BLACK);
DrawText("GREEN", 410, 382, 10, BLACK);
DrawText("DARKBLUE", 498, 166, 10, BLACK);
DrawText("BLUE", 526, 274, 10, BLACK);
DrawText("SKYBLUE", 505, 382, 10, BLACK);
DrawText("DARKPURPLE", 592, 166, 10, BLACK);
DrawText("VIOLET", 621, 274, 10, BLACK);
DrawText("PURPLE", 620, 382, 10, BLACK);
DrawText("DARKBROWN", 705, 166, 10, BLACK);
DrawText("BROWN", 733, 274, 10, BLACK);
DrawText("BEIGE", 737, 382, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -1,59 +0,0 @@
/*******************************************************************************************
*
* raylib [shapes] example - Cubic-bezier lines
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
Vector2 start = { 0, 0 };
Vector2 end = { screenWidth, screenHeight };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) start = GetMousePosition();
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) end = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
DrawLineBezier(start, end, 2.0f, RED);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -1,56 +0,0 @@
/*******************************************************************************************
*
* raylib [shapes] example - Draw raylib logo using basic shapes
*
* 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 [shapes] example - raylib logo using shapes");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK);
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE);
DrawText("raylib", screenWidth/2 - 44, screenHeight/2 + 48, 50, BLACK);
DrawText("this is NOT a texture!", 350, 370, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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