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8444c3f705 |
1
.github/ISSUE_TEMPLATE/config.yml
vendored
Normal file
@@ -0,0 +1 @@
|
||||
blank_issues_enabled: false
|
12
.github/ISSUE_TEMPLATE/new-issue-template.md
vendored
@@ -7,6 +7,16 @@ assignees: ''
|
||||
|
||||
---
|
||||
|
||||
**WARNING: Please, read this note carefully before submitting a new issue:**
|
||||
|
||||
It is important to realise that **this is NOT A SUPPORT FORUM**, this is for reproducible BUGS with raylib ONLY.
|
||||
|
||||
There are lots of generous and helpful people ready to help you out on [raylib Discord forum](https://discord.gg/raylib) or [raylib reddit](https://www.reddit.com/r/raylib/).
|
||||
|
||||
Remember that asking for support questions here actively takes developer time away from improving raylib.
|
||||
|
||||
---
|
||||
|
||||
Please, before submitting a new issue verify and check:
|
||||
|
||||
- [ ] I tested it on latest raylib version from master branch
|
||||
@@ -15,7 +25,7 @@ Please, before submitting a new issue verify and check:
|
||||
|
||||
### Issue description
|
||||
|
||||
*Briefly describe the issue you are experiencing (or the feature you want to see added to raylib). Tell us what you were trying to do and what happened instead. Remember, this is not the best place to ask questions. For questions, go to [raylib Discord server](https://discord.gg/VkzNHUE).*
|
||||
*Briefly describe the issue you are experiencing (or the feature you want to see added to raylib). Tell us what you were trying to do and what happened instead. Remember, this is not the best place to ask questions. For questions, go to [raylib Discord server](https://discord.gg/raylib).*
|
||||
|
||||
### Environment
|
||||
|
||||
|
87
.github/workflows/android.yml
vendored
Normal file
@@ -0,0 +1,87 @@
|
||||
name: Android
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
workflow_dispatch:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/android.yml'
|
||||
pull_request:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/android.yml'
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: windows-latest
|
||||
strategy:
|
||||
fail-fast: false
|
||||
max-parallel: 1
|
||||
matrix:
|
||||
ARCH: ["arm64", "x86_64"]
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_android_api29_${{ matrix.ARCH }}
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_android_api29_${{ matrix.ARCH }}" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
cd ${{ env.RELEASE_NAME }}
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../..
|
||||
|
||||
# Generating static + shared library for 64bit arquitectures and API version 29
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ matrix.ARCH }} ANDROID_API_VERSION=29 ANDROID_NDK="C:\PROGRA~2\Android\android-sdk\ndk-bundle" RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
|
||||
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ matrix.ARCH }} ANDROID_API_VERSION=29 ANDROID_NDK="C:\PROGRA~2\Android\android-sdk\ndk-bundle" RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
shell: cmd
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
|
||||
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||
cd build
|
||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: actions/upload-release-asset@v1.0.1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ github.event.release.upload_url }}
|
||||
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_content_type: application/gzip
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
30
.github/workflows/cd_src_release.yml
vendored
@@ -1,30 +0,0 @@
|
||||
name: CD - Source Build & Release - Linux
|
||||
|
||||
# Trigger the workflow on release publish
|
||||
on:
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@master
|
||||
|
||||
# TODO: Build project and zip generated files
|
||||
- name: Build project
|
||||
id: build_project
|
||||
run: |
|
||||
zip raylib.zip README.md
|
||||
|
||||
- name: Upload Release Asset
|
||||
id: upload-release-asset
|
||||
uses: actions/upload-release-asset@v1.0.1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ github.event.release.upload_url }} # This pulls from the CREATE RELEASE step above, referencing it's ID to get its outputs object, which include a `upload_url`. See this blog post for more info: https://jasonet.co/posts/new-features-of-github-actions/#passing-data-to-future-steps
|
||||
asset_path: ./raylib.zip
|
||||
asset_name: raylib.zip
|
||||
asset_content_type: application/zip
|
18
.github/workflows/ci_src_examples_linux.yml
vendored
@@ -1,18 +0,0 @@
|
||||
name: CI - Source & Examples - Linux
|
||||
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@master
|
||||
- name: apt-update
|
||||
run: sudo apt-get update -qq
|
||||
- name: apt get glfw
|
||||
run: sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev
|
||||
- name: make src
|
||||
run: cd src && make PLATFORM=PLATFORM_DESKTOP
|
||||
- name: make examples
|
||||
run: cd examples && make PLATFORM=PLATFORM_DESKTOP
|
13
.github/workflows/ci_src_examples_macos.yml
vendored
@@ -1,13 +0,0 @@
|
||||
name: CI - Source & Examples - macOS
|
||||
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: macos-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
- name: make src
|
||||
run: cd src && make PLATFORM=PLATFORM_DESKTOP
|
||||
- name: make examples
|
||||
run: cd examples && make PLATFORM=PLATFORM_DESKTOP
|
64
.github/workflows/ci_src_examples_win.yml
vendored
@@ -1,64 +0,0 @@
|
||||
name: CI - Source & Examples - Windows
|
||||
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: windows-latest
|
||||
strategy:
|
||||
fail-fast: false
|
||||
max-parallel: 1
|
||||
matrix:
|
||||
compiler: [mingw, msvc16]
|
||||
bits: [32, 64]
|
||||
include:
|
||||
- compiler: mingw
|
||||
bits: 32
|
||||
CFLAGS: -m32
|
||||
GENERATOR: "MinGW Makefiles"
|
||||
- compiler: mingw
|
||||
bits: 64
|
||||
CFLAGS: -m64
|
||||
GENERATOR: "MinGW Makefiles"
|
||||
- compiler: msvc16
|
||||
bits: 32
|
||||
GENERATOR: "Visual Studio 16 2019"
|
||||
ARCH: "-A Win32"
|
||||
- compiler: msvc16
|
||||
bits: 64
|
||||
GENERATOR: "Visual Studio 16 2019"
|
||||
ARCH: "-A x64"
|
||||
|
||||
env:
|
||||
CFLAGS: ${{ matrix.CFLAGS }}
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
mkdir build
|
||||
cd build
|
||||
|
||||
# Trying to solve an issue with CMake and Chocolatey for MinGW
|
||||
- run: cmake -E remove c:\ProgramData\chocolatey\bin\cpack.exe
|
||||
if: matrix.compiler == 'mingw'
|
||||
|
||||
# Setup MSBuild.exe path if required
|
||||
- uses: warrenbuckley/Setup-MSBuild@v1
|
||||
if: matrix.compiler == 'msvc16'
|
||||
|
||||
- name: Build MinGW Project
|
||||
run: |
|
||||
cd ../raylib/src
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc
|
||||
if: matrix.compiler == 'mingw'
|
||||
|
||||
- name: Setup CMake Project
|
||||
run: cmake -G "${{ matrix.GENERATOR }}" ${{ matrix.ARCH }} -DCMAKE_SH="CMAKE_SH-NOTFOUND" -DSTATIC=ON -DSHARED=ON -DBUILD_EXAMPLES=ON -DBUILD_GAMES=OFF -DINCLUDE_EVERYTHING=ON ../raylib
|
||||
if: matrix.compiler == 'msvc16'
|
||||
|
||||
- name: Build raylib Source & Examples
|
||||
run: cmake --build . --target install
|
||||
if: matrix.compiler == 'msvc16'
|
108
.github/workflows/cmake.yml
vendored
Normal file
@@ -0,0 +1,108 @@
|
||||
name: CMakeBuilds
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/cmake.yml'
|
||||
- 'CMakeList.txt'
|
||||
- 'CMakeOptions.txt'
|
||||
- 'cmake/**'
|
||||
pull_request:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/cmake.yml'
|
||||
- 'CMakeList.txt'
|
||||
- 'CMakeOptions.txt'
|
||||
- 'cmake/**'
|
||||
|
||||
env:
|
||||
# Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.)
|
||||
BUILD_TYPE: Release
|
||||
|
||||
jobs:
|
||||
build_windows:
|
||||
name: Windows Build
|
||||
# The CMake configure and build commands are platform agnostic and should work equally
|
||||
# well on Windows or Mac. You can convert this to a matrix build if you need
|
||||
# cross-platform coverage.
|
||||
# See: https://docs.github.com/en/free-pro-team@latest/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
|
||||
runs-on: windows-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
|
||||
- name: Create Build Environment
|
||||
# Some projects don't allow in-source building, so create a separate build directory
|
||||
# We'll use this as our working directory for all subsequent commands
|
||||
run: cmake -E make_directory ${{github.workspace}}/build
|
||||
|
||||
- name: Configure CMake
|
||||
# Use a bash shell so we can use the same syntax for environment variable
|
||||
# access regardless of the host operating system
|
||||
shell: powershell
|
||||
working-directory: ${{github.workspace}}/build
|
||||
# Note the current convention is to use the -S and -B options here to specify source
|
||||
# and build directories, but this is only available with CMake 3.13 and higher.
|
||||
# The CMake binaries on the Github Actions machines are (as of this writing) 3.12
|
||||
run: cmake $env:GITHUB_WORKSPACE -DCMAKE_BUILD_TYPE=$env:BUILD_TYPE -DPLATFORM=Desktop
|
||||
|
||||
- name: Build
|
||||
working-directory: ${{github.workspace}}/build
|
||||
shell: powershell
|
||||
# Execute the build. You can specify a specific target with "--target <NAME>"
|
||||
run: cmake --build . --config $env:BUILD_TYPE
|
||||
|
||||
- name: Test
|
||||
working-directory: ${{github.workspace}}/build
|
||||
shell: powershell
|
||||
# Execute tests defined by the CMake configuration.
|
||||
# See https://cmake.org/cmake/help/latest/manual/ctest.1.html for more detail
|
||||
run: ctest -C $env:BUILD_TYPE
|
||||
|
||||
build_linux:
|
||||
name: Linux Build
|
||||
# The CMake configure and build commands are platform agnostic and should work equally
|
||||
# well on Windows or Mac. You can convert this to a matrix build if you need
|
||||
# cross-platform coverage.
|
||||
# See: https://docs.github.com/en/free-pro-team@latest/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
|
||||
- name: Create Build Environment
|
||||
# Some projects don't allow in-source building, so create a separate build directory
|
||||
# We'll use this as our working directory for all subsequent commands
|
||||
run: cmake -E make_directory ${{github.workspace}}/build
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install gcc-multilib
|
||||
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev
|
||||
- name: Configure CMake
|
||||
# Use a bash shell so we can use the same syntax for environment variable
|
||||
# access regardless of the host operating system
|
||||
shell: bash
|
||||
working-directory: ${{github.workspace}}/build
|
||||
# Note the current convention is to use the -S and -B options here to specify source
|
||||
# and build directories, but this is only available with CMake 3.13 and higher.
|
||||
# The CMake binaries on the Github Actions machines are (as of this writing) 3.12
|
||||
run: cmake $GITHUB_WORKSPACE -DCMAKE_BUILD_TYPE=$BUILD_TYPE -DPLATFORM=Desktop
|
||||
|
||||
- name: Build
|
||||
working-directory: ${{github.workspace}}/build
|
||||
shell: bash
|
||||
# Execute the build. You can specify a specific target with "--target <NAME>"
|
||||
run: cmake --build . --config $BUILD_TYPE
|
||||
|
||||
- name: Test
|
||||
working-directory: ${{github.workspace}}/build
|
||||
shell: bash
|
||||
# Execute tests defined by the CMake configuration.
|
||||
# See https://cmake.org/cmake/help/latest/manual/ctest.1.html for more detail
|
||||
run: ctest -C $BUILD_TYPE
|
106
.github/workflows/linux.yml
vendored
Normal file
@@ -0,0 +1,106 @@
|
||||
name: Linux
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/linux.yml'
|
||||
pull_request:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/linux.yml'
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
strategy:
|
||||
fail-fast: false
|
||||
max-parallel: 1
|
||||
matrix:
|
||||
bits: [32, 64]
|
||||
include:
|
||||
- bits: 32
|
||||
ARCH: "i386"
|
||||
ARCH_NAME: "i386"
|
||||
COMPILER_PATH: "/user/bin"
|
||||
- bits: 64
|
||||
ARCH: "x86_64"
|
||||
ARCH_NAME: "amd64"
|
||||
COMPILER_PATH: "/user/bin"
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_linux_${{ matrix.ARCH_NAME }}
|
||||
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@master
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_linux_${{ matrix.ARCH_NAME }}" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install gcc-multilib
|
||||
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
cd ${{ env.RELEASE_NAME }}
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../../../raylib
|
||||
# ${{ matrix.ARCH }}-linux-gnu-gcc -v
|
||||
|
||||
# TODO: Support 32bit (i386) shared library building
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-m32" -B
|
||||
# make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
if: matrix.bits == 32
|
||||
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
if: matrix.bits == 64
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
|
||||
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||
cd build
|
||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: actions/upload-release-asset@v1.0.1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ github.event.release.upload_url }}
|
||||
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_content_type: application/gzip
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
39
.github/workflows/linux_examples.yml
vendored
Normal file
@@ -0,0 +1,39 @@
|
||||
name: Linux Examples
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/linux_examples.yml'
|
||||
pull_request:
|
||||
branches: [ master ]
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/linux_examples.yml'
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@v2
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev
|
||||
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC
|
||||
cd ..
|
||||
|
||||
- name: Build Examples
|
||||
run: |
|
||||
cd examples
|
||||
make PLATFORM=PLATFORM_DESKTOP -B
|
||||
cd ..
|
91
.github/workflows/macos.yml
vendored
Normal file
@@ -0,0 +1,91 @@
|
||||
name: macOS
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/macos.yml'
|
||||
pull_request:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/macos.yml'
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: macos-latest
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_macos
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_macos" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
cd ${{ env.RELEASE_NAME }}
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../..
|
||||
|
||||
# Generating static + shared library, note that i386 architecture is deprecated
|
||||
# Defining GL_SILENCE_DEPRECATION because OpenGL is deprecated on macOS
|
||||
# TODO: Support Universal ARCH libraries (build arm64 + x86_64 and merge)
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
clang --version
|
||||
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B
|
||||
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_x86_64 CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
|
||||
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_arm64 CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" -B
|
||||
# lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.a libraylib_x86_64.a libraylib_arm64.a
|
||||
make clean
|
||||
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B
|
||||
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_x86_64 CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B
|
||||
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_arm64 CFLAGS="-target i686-apple-macos -DGL_SILENCE_DEPRECATION" -B
|
||||
# lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.3.1.0.dylib libraylib_x86_64.3.1.0.dylib libraylib_arm64.3.1.0.dylib
|
||||
# cp -v ./libraylib_arm64.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.dylib
|
||||
# cp -v ./libraylib_arm64.310.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.310.dylib
|
||||
cd ..
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
|
||||
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||
cd build
|
||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: actions/upload-release-asset@v1.0.1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ github.event.release.upload_url }}
|
||||
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_content_type: application/gzip
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
86
.github/workflows/webassembly.yml
vendored
Normal file
@@ -0,0 +1,86 @@
|
||||
name: WebAssembly
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/webassembly.yml'
|
||||
pull_request:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/webassembly.yml'
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: windows-latest
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_webassembly
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
- name: Setup emsdk
|
||||
uses: mymindstorm/setup-emsdk@v9
|
||||
with:
|
||||
version: 2.0.0
|
||||
actions-cache-folder: 'emsdk-cache'
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_webassembly" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
cd ${{ env.RELEASE_NAME }}
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../..
|
||||
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
emcc -v
|
||||
make PLATFORM=PLATFORM_WEB EMSDK_PATH="D:/a/raylib/raylib/emsdk-cache/emsdk-master" RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
|
||||
copy /Y .\src\raymath.h .\build\${{ env.RELEASE_NAME }}\include\raymath.h
|
||||
copy /Y .\src\rlgl.h .\build\${{ env.RELEASE_NAME }}\include\rlgl.h
|
||||
copy /Y .\src\extras\raygui.h .\build\${{ env.RELEASE_NAME }}\include\raygui.h
|
||||
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
|
||||
copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
|
||||
cd build
|
||||
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
|
||||
dir
|
||||
shell: cmd
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: actions/upload-release-asset@v1.0.1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ github.event.release.upload_url }}
|
||||
asset_path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
asset_name: ${{ env.RELEASE_NAME }}.zip
|
||||
asset_content_type: application/zip
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
130
.github/workflows/windows.yml
vendored
Normal file
@@ -0,0 +1,130 @@
|
||||
name: Windows
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/windows.yml'
|
||||
pull_request:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/windows.yml'
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: windows-latest
|
||||
strategy:
|
||||
fail-fast: false
|
||||
max-parallel: 1
|
||||
matrix:
|
||||
compiler: [mingw-w64, msvc16]
|
||||
bits: [32, 64]
|
||||
include:
|
||||
- compiler: mingw-w64
|
||||
bits: 32
|
||||
ARCH: "i686"
|
||||
COMPILER_PATH: "C:\\msys64\\mingw32\\bin"
|
||||
WINDRES_ARCH: pe-i386
|
||||
- compiler: mingw-w64
|
||||
bits: 64
|
||||
ARCH: "x86_64"
|
||||
COMPILER_PATH: "C:\\msys64\\mingw64\\bin"
|
||||
WINDRES_ARCH: pe-x86-64
|
||||
- compiler: msvc16
|
||||
bits: 32
|
||||
ARCH: "x86"
|
||||
VSARCHPATH: "Win32"
|
||||
- compiler: msvc16
|
||||
bits: 64
|
||||
ARCH: "x64"
|
||||
VSARCHPATH: "x64"
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_win${{ matrix.bits }}_${{ matrix.compiler }}
|
||||
GNUTARGET: default
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_win${{ matrix.bits }}_${{ matrix.compiler }}" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
dir
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
cd ${{ env.RELEASE_NAME }}
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../../../raylib
|
||||
|
||||
# Setup MSBuild.exe path if required
|
||||
- name: Setup MSBuild
|
||||
uses: microsoft/setup-msbuild@v1.0.2
|
||||
if: matrix.compiler == 'msvc16'
|
||||
|
||||
- name: Build Library (MinGW-w64)
|
||||
run: |
|
||||
cd src
|
||||
set PATH=%PATH%;${{ matrix.COMPILER_PATH }}
|
||||
${{ matrix.ARCH }}-w64-mingw32-gcc.exe --version
|
||||
${{ matrix.COMPILER_PATH }}/windres.exe --version
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=${{ matrix.ARCH }}-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
|
||||
${{ matrix.COMPILER_PATH }}/windres.exe -i raylib.dll.rc -o raylib.dll.rc.data -O coff --target=${{ matrix.WINDRES_ARCH }}
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=${{ matrix.ARCH }}-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
shell: cmd
|
||||
if: matrix.compiler == 'mingw-w64'
|
||||
|
||||
- name: Build Library (MSVC16)
|
||||
run: |
|
||||
cd projects/VS2019
|
||||
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release /property:Platform=${{ matrix.ARCH }}
|
||||
copy /Y .\build\raylib\bin\${{ matrix.VSARCHPATH }}\Release\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.lib
|
||||
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release.DLL /property:Platform=${{ matrix.ARCH }}
|
||||
copy /Y .\build\raylib\bin\${{ matrix.VSARCHPATH }}\Release.DLL\raylib.dll .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.dll
|
||||
copy /Y .\build\raylib\bin\${{ matrix.VSARCHPATH }}\Release.DLL\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylibdll.lib
|
||||
cd ../..
|
||||
shell: cmd
|
||||
if: matrix.compiler == 'msvc16'
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
|
||||
copy /Y .\src\raymath.h .\build\${{ env.RELEASE_NAME }}\include\raymath.h
|
||||
copy /Y .\src\rlgl.h .\build\${{ env.RELEASE_NAME }}\include\rlgl.h
|
||||
copy /Y .\src\extras\raygui.h .\build\${{ env.RELEASE_NAME }}\include\raygui.h
|
||||
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
|
||||
copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
|
||||
cd build
|
||||
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
|
||||
dir
|
||||
shell: cmd
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: actions/upload-release-asset@v1.0.1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ github.event.release.upload_url }}
|
||||
asset_path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
asset_name: ${{ env.RELEASE_NAME }}.zip
|
||||
asset_content_type: application/zip
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
33
.github/workflows/windows_examples.yml
vendored
Normal file
@@ -0,0 +1,33 @@
|
||||
name: Windows Examples
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/windows_examples.yml'
|
||||
pull_request:
|
||||
branches: [ master ]
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/windows_examples.yml'
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: windows-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
|
||||
- name: Add MSBuild to PATH
|
||||
uses: microsoft/setup-msbuild@v1
|
||||
|
||||
- name: Build Library (MSVC16)
|
||||
run: |
|
||||
cd projects/VS2019
|
||||
msbuild.exe raylib.sln /property:Configuration=Release /property:Platform=x86
|
||||
cd ../..
|
||||
shell: cmd
|
||||
|
48
.gitignore
vendored
@@ -34,13 +34,10 @@ Thumbs.db
|
||||
|
||||
[Bb]in
|
||||
[Dd]ebug/
|
||||
[Dd]ebug.win32/
|
||||
[Dd]ebug.DLL/
|
||||
*.sbr
|
||||
*.sdf
|
||||
obj/
|
||||
[R]elease/
|
||||
[Rr]elease.win32/
|
||||
_ReSharper*/
|
||||
[Tt]est[Rr]esult*
|
||||
ipch/
|
||||
@@ -48,6 +45,7 @@ ipch/
|
||||
*.db
|
||||
*.opendb
|
||||
packages/
|
||||
!examples/models/resources/models/obj/
|
||||
|
||||
# Ignore compiled binaries
|
||||
*.o
|
||||
@@ -55,31 +53,13 @@ packages/
|
||||
*.a
|
||||
*.bc
|
||||
*.so
|
||||
*.so.*
|
||||
|
||||
# Ignore all examples files
|
||||
examples/*
|
||||
# Unignore all examples dirs
|
||||
!examples/*/
|
||||
# Unignore all examples files with extension
|
||||
!examples/*.c
|
||||
!examples/*.lua
|
||||
!examples/*.png
|
||||
# Unignore examples Makefile
|
||||
!examples/Makefile
|
||||
!examples/Makefile.Android
|
||||
!examples/raylib_compile_execute.bat
|
||||
!examples/raylib_makefile_example.bat
|
||||
|
||||
# Ignore all games files
|
||||
games/*
|
||||
# Unignore all games dirs
|
||||
!games/*/
|
||||
# Unignore all games files with extension
|
||||
!games/*.c
|
||||
!games/*.png
|
||||
# Unignore games makefile
|
||||
!games/Makefile
|
||||
!games/Makefile.Android
|
||||
# Ignore wasm data in examples/
|
||||
examples/**/*.wasm
|
||||
examples/**/*.data
|
||||
examples/**/*.js
|
||||
examples/**/*.html
|
||||
|
||||
# Ignore files build by xcode
|
||||
*.mode*v*
|
||||
@@ -97,25 +77,27 @@ DerivedData/
|
||||
|
||||
# Jetbrains project
|
||||
.idea/
|
||||
cmake-build-debug/
|
||||
cmake-build-*/
|
||||
|
||||
# CMake stuff
|
||||
CMakeCache.txt
|
||||
CMakeFiles
|
||||
CMakeScripts
|
||||
Testing
|
||||
TestingIfSymlinkWorks
|
||||
cmake_install.cmake
|
||||
install_manifest.txt
|
||||
compile_commands.json
|
||||
CTestTestfile.cmake
|
||||
build
|
||||
|
||||
# Unignore These makefiles...
|
||||
!examples/CMakeLists.txt
|
||||
!games/CMakeLists.txt
|
||||
|
||||
# Ignore GNU global tags
|
||||
GPATH
|
||||
GRTAGS
|
||||
GTAGS
|
||||
|
||||
# Zig programming language
|
||||
zig-cache/
|
||||
zig-out/
|
||||
build/
|
||||
build-*/
|
||||
docgen_tmp/
|
||||
|
166
.travis.yml
@@ -1,166 +0,0 @@
|
||||
language: c
|
||||
dist: trusty
|
||||
|
||||
git:
|
||||
depth: 3
|
||||
|
||||
# TODO we could use a 32 bit Docker container for running true 32-bit tests
|
||||
services:
|
||||
- docker
|
||||
|
||||
matrix:
|
||||
include:
|
||||
- os: linux
|
||||
env: ARCH=i386
|
||||
sudo: required
|
||||
- os: linux
|
||||
env: ARCH=amd64 INSTALL_GLFW=YES USE_EXTERNAL_GLFW=OFF
|
||||
sudo: required
|
||||
- os: linux
|
||||
env: ARCH=amd64 INSTALL_GLFW=YES STATIC=OFF RELEASE=NO
|
||||
sudo: required
|
||||
- os: linux
|
||||
env: WAYLAND=ON ARCH=amd64 RELEASE=NO
|
||||
sudo: required
|
||||
addons:
|
||||
apt:
|
||||
packages:
|
||||
- libwayland-dev
|
||||
- libxkbcommon-dev
|
||||
- libegl1-mesa-dev
|
||||
- os: osx
|
||||
env: ARCH=universal
|
||||
- os: osx
|
||||
osx_image: xcode9.4
|
||||
env: ARCH=universal SHARED=OFF RELEASE=NO
|
||||
- os: linux
|
||||
env: ARCH=arm64-android RELEASE=NO
|
||||
sudo: required
|
||||
- os: linux
|
||||
env: ARCH=arm32-android RELEASE=NO
|
||||
sudo: required
|
||||
- os: linux
|
||||
env: ARCH=html5 RELEASE=NO
|
||||
sudo: required
|
||||
- os: windows
|
||||
compiler: gcc
|
||||
env: ARCH=i386 SHARED=OFF RELEASE=NO
|
||||
|
||||
before_script:
|
||||
|
||||
before_install:
|
||||
- if [ -z "$USE_EXTERNAL_GLFW" ]; then export USE_EXTERNAL_GLFW=IF_POSSIBLE; fi
|
||||
- if [ -z "$SHARED" ]; then export SHARED=ON ; fi
|
||||
- if [ -z "$STATIC" ]; then export STATIC=ON ; fi
|
||||
- if [[ "$INSTALL_GLFW" == "YES" && "$USE_EXTERNAL_GLFW" != "OFF" ]]; then
|
||||
export DONT_TEST=1;
|
||||
fi
|
||||
- if [ "$TRAVIS_OS_NAME" == "linux" ]; then
|
||||
if [[ "$ARCH" == *-android ]]; then
|
||||
export DONT_TEST=1;
|
||||
export RAYLIB_PACKAGE_SUFFIX="-Android-arm64";
|
||||
wget https://dl.google.com/android/repository/android-ndk-r17-linux-x86_64.zip;
|
||||
unzip -qq android-ndk*.zip;
|
||||
if [[ "$ARCH" == arm64-* ]]; then
|
||||
export RAYLIB_PACKAGE_SUFFIX="-Android-arm64";
|
||||
TOOLCHAIN_ARCH=arm64;
|
||||
PREFIX=aarch64-linux-android-;
|
||||
else
|
||||
export RAYLIB_PACKAGE_SUFFIX="-Android-arm32";
|
||||
TOOLCHAIN_ARCH=arm;
|
||||
PREFIX=arm-linux-androideabi-;
|
||||
fi;
|
||||
android-ndk*/build/tools/make_standalone_toolchain.py --arch $TOOLCHAIN_ARCH --api 21 --install-dir /tmp/android-toolchain;
|
||||
export PATH=/tmp/android-toolchain/bin:$PATH;
|
||||
export CC=${PREFIX}clang;
|
||||
export CXX=${PREFIX}clang++;
|
||||
export CMAKE_ARCH_ARGS='-DPLATFORM=Android';
|
||||
elif [ "$ARCH" == "html5" ]; then
|
||||
export DONT_TEST=1;
|
||||
export RAYLIB_PACKAGE_SUFFIX="-html5";
|
||||
docker run --privileged=true -dit --name emscripten -v $(pwd):/src trzeci/emscripten:sdk-incoming-64bit bash;
|
||||
export CMAKE_ARCH_ARGS='-DPLATFORM=Web -DCMAKE_TOOLCHAIN_FILE=../cmake/emscripten.cmake';
|
||||
RUNNER='docker exec -it emscripten cmake -E chdir build';
|
||||
else
|
||||
sudo apt-get install -y gcc-multilib
|
||||
libasound2-dev:$ARCH
|
||||
libxcursor-dev:$ARCH libxinerama-dev:$ARCH mesa-common-dev:$ARCH
|
||||
libx11-dev:$ARCH libxrandr-dev:$ARCH libxrandr2:$ARCH libxi-dev:$ARCH
|
||||
libgl1-mesa-dev:$ARCH libglu1-mesa-dev:$ARCH;
|
||||
|
||||
if [ "$OPENAL" == "ON" ]; then sudo apt-get install -y libopenal-dev; fi;
|
||||
if [ "$ARCH" == "i386" ]; then export CMAKE_ARCH_ARGS='-DCMAKE_C_FLAGS=-m32 -DCMAKE_SYSTEM_LIBRARY_PATH=/usr/lib/i386-linux-gnu -DSUPPORT_FILEFORMAT_FLAC=OFF'; fi;
|
||||
|
||||
export RAYLIB_PACKAGE_SUFFIX="-Linux-$ARCH";
|
||||
if [ "$INSTALL_GLFW" == "YES" ]; then
|
||||
pushd src/external/glfw;
|
||||
cmake . -DGLFW_BUILD_DOCS=OFF
|
||||
-DGLFW_BUILD_TESTS=OFF
|
||||
-DGLFW_BUILD_EXAMPLES=OFF
|
||||
-DGLFW_INSTALL=ON
|
||||
-DBUILD_SHARED_LIBS=ON
|
||||
-DGLFW_USE_WAYLAND=$WAYLAND;
|
||||
make;
|
||||
sudo make install;
|
||||
popd;
|
||||
fi;
|
||||
fi;
|
||||
fi
|
||||
- if [ "$TRAVIS_OS_NAME" == "osx" ]; then
|
||||
export RAYLIB_PACKAGE_SUFFIX="-macOS";
|
||||
if [ "$INSTALL_GLFW" == "YES" ]; then brew update; brew install glfw; fi;
|
||||
fi
|
||||
- if [ "$TRAVIS_OS_NAME" == "windows" ]; then
|
||||
export DONT_TEST=1;
|
||||
export RAYLIB_PACKAGE_SUFFIX="-windows";
|
||||
export CMAKE_ARCH_ARGS='-DPLATFORM=Desktop';
|
||||
fi
|
||||
- mkdir build
|
||||
- $RUNNER $CC --version
|
||||
|
||||
script:
|
||||
- cd build
|
||||
- if test -n "$WAYLAND"; then
|
||||
wget https://mirrors.edge.kernel.org/ubuntu/pool/universe/e/extra-cmake-modules/extra-cmake-modules_5.44.0-0ubuntu1_amd64.deb;
|
||||
sudo apt-get clean;
|
||||
sudo apt-get update;
|
||||
sudo apt-get install dpkg;
|
||||
sudo dpkg -i extra-cmake-modules_5.44.0-0ubuntu1_amd64.deb;
|
||||
git clone git://anongit.freedesktop.org/wayland/wayland-protocols;
|
||||
pushd wayland-protocols;
|
||||
git checkout 1.15 && ./autogen.sh --prefix=/usr && make && sudo make install;
|
||||
popd;
|
||||
fi
|
||||
- $RUNNER cmake $CMAKE_ARCH_ARGS
|
||||
-DMACOS_FATLIB=ON
|
||||
-DSTATIC=$STATIC -DSHARED=$SHARED
|
||||
-DBUILD_EXAMPLES=ON -DBUILD_GAMES=ON
|
||||
-DUSE_EXTERNAL_GLFW=$USE_EXTERNAL_GLFW
|
||||
-DUSE_WAYLAND=$WAYLAND
|
||||
-DINCLUDE_EVERYTHING=ON
|
||||
-DCMAKE_VERBOSE_MAKEFILE:BOOL=ON
|
||||
..
|
||||
- $RUNNER cmake --build . --target
|
||||
- if [ "$RELEASE" != "NO" ]; then $RUNNER cmake --build . --target package; fi
|
||||
- if [ -n "$RUNNER" ]; then
|
||||
sudo $RUNNER cmake --build . --target install;
|
||||
else
|
||||
$(which sudo) $RUNNER "$(which cmake)" --build . --target install;
|
||||
fi
|
||||
- if [ ! "$DONT_TEST" ]; then
|
||||
pkg-config --static --libs raylib;
|
||||
nm -g release/libraylib.a | grep glfwGetProcAddress || (echo "libraylib.a doesn't contain GLFW symbols! Aborting..." && false);
|
||||
ctest --output-on-failure;
|
||||
fi
|
||||
|
||||
deploy:
|
||||
provider: releases
|
||||
api_key:
|
||||
secure: LvqUIAN/3dJul+Ra2iK3tSaNG5IwsNMmGIwVMy0DK5IBCxiQPBc9pWGiE30RTBPt6Z+N4BhMEE8DtUl+vnISlMoHWNIIhF2zwC66hs/F7zY7qEITMRSmfiLcqxQysknFOnJB06CATgXcFqlEo9j+t4abrG/f3qcb92J4O2uNz336Au2myTx93Q5MxbyA7KiUuEutFnb2dWiPCY4d+sGeXEfsiD2R7aj/8MaWOkoGdZVrTkI9juMgvpImkjQBArvqdjUMeT3MsRrwgOIq5v2GFV9dOl8k1WzPeT8B2JHh00ed/o1/wuFq/cLLOxtYo2+Pv3+xatOrlexoX0WkDm7C9/L1W5U4rLexU3CQ9mMBmHPnp6k/WXZ5QXEE4uUF0+LpN3XlIXzFpdZmZiVV8VLxg2WvyncMmivYiu7/MTkyfZxyKkzwl7sZZslzHA9kOGedGaN7b7/2B77OFHoQK8lKfdFml7jJnarh+89nenNZYMab0E8qkOJOyb2bYlDTa0/2nyxGiyymYgq6YHLNrDbhqB/1LzdgzjMliQ8ri5q9Ux2vjfcqOzhfAmcwFwnY/D6yXJWYi0DWpHZdpKl3du6dYDrypW91/yDWbwiJ/YhrE7ZunzrcB6GH/QkbuzWxdCth39rQAHih8DG01co/K3Gvi4yGjvIH5tFUpyEolMnpMiA=
|
||||
file_glob: true
|
||||
file: raylib-*.tar.gz
|
||||
skip_cleanup: true
|
||||
on:
|
||||
repo: raysan5/raylib
|
||||
branch: master
|
||||
tags: true
|
188
BINDINGS.md
@@ -1,75 +1,123 @@
|
||||
## raylib bindings
|
||||
# raylib bindings and wrappers
|
||||
|
||||
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:
|
||||
Some people ported raylib to other languages in form of bindings or wrappers to the library. Here it is alist with all the ports available. Feel free to send a PR if you know of any binding/wrapper not in this list.
|
||||
|
||||
| name | language | repo |
|
||||
|:------------------:|:--------------:|----------------------------------------------------------------------|
|
||||
| raylib | C | https://github.com/raysan5/raylib |
|
||||
| raylib-cpp | C++ | https://github.com/robloach/raylib-cpp |
|
||||
| Raylib-cs | C# | https://github.com/ChrisDill/Raylib-cs |
|
||||
| RaylibSharp | C# | https://github.com/TheLumaio/RaylibSharp |
|
||||
| RaylibFS | F# | https://github.com/dallinbeutler/RaylibFS |
|
||||
| raylib_d | D | https://github.com/0xFireball/raylib_d |
|
||||
| raylib-d | D | https://github.com/onroundit/raylib-d |
|
||||
| raylib-go | Go | https://github.com/gen2brain/raylib-go |
|
||||
| raylib-goplus | Go | https://github.com/Lachee/raylib-goplus |
|
||||
| raylib-rs | Rust | https://github.com/deltaphc/raylib-rs |
|
||||
| raylib-lua | Lua | https://github.com/raysan5/raylib-lua |
|
||||
| raylib-lua-ffi | Lua | https://github.com/raysan5/raylib/issues/693 |
|
||||
| raylib-lua-sol | Lua | https://github.com/RobLoach/raylib-lua-sol |
|
||||
| raylib-lua (raylua)| Lua | https://github.com/TSnake41/raylib-lua |
|
||||
| raylib-luamore | Lua | https://github.com/HDPLocust/raylib-luamore |
|
||||
| raylib-nelua | Nelua | https://github.com/Andre-LA/raylib-nelua-mirror |
|
||||
| raylib-Nim | Nim | https://gitlab.com/define-private-public/raylib-Nim |
|
||||
| raylib-nim | Nim | https://github.com/Skrylar/raylib-nim |
|
||||
| raylib-haskell | Haskell | https://github.com/DevJac/raylib-haskell |
|
||||
| raylib-cr | Crystal | https://github.com/AregevDev/raylib-cr |
|
||||
| cray | Crystal | https://gitlab.com/Zatherz/cray |
|
||||
| cray | Crystal | https://github.com/tapgg/cray |
|
||||
| raylib-pascal | Pascal | https://github.com/drezgames/raylib-pascal |
|
||||
| raylib-pas | Pascal | https://github.com/tazdij/raylib-pas |
|
||||
| Graphics-Raylib | Perl | https://github.com/athreef/Graphics-Raylib |
|
||||
| raylib-ruby-ffi | Ruby | https://github.com/D3nX/raylib-ruby-ffi |
|
||||
| raylib-ruby | Ruby | https://github.com/a0/raylib-ruby |
|
||||
| raylib-mruby | mruby | https://github.com/lihaochen910/raylib-mruby |
|
||||
| raylib-py | Python | https://github.com/overdev/raylib-py |
|
||||
| raylib-python-cffi | Python | https://github.com/electronstudio/raylib-python-cffi |
|
||||
| raylib-java | Java | https://github.com/XoanaIO/raylib-java |
|
||||
| node-raylib | Node.js | https://github.com/RobLoach/node-raylib |
|
||||
| QuickJS-raylib | QuickJS | https://github.com/sntg-p/QuickJS-raylib |
|
||||
| raylib-js | JavaScript | https://github.com/RobLoach/raylib-js |
|
||||
| raylib-chaiscript | ChaiScript | https://github.com/RobLoach/raylib-chaiscript |
|
||||
| raylib-squirrel | Squirrel | https://github.com/RobLoach/raylib-squirrel |
|
||||
| racket-raylib-2d | Racket | https://github.com/arvyy/racket-raylib-2d |
|
||||
| raylib-php | PHP | https://github.com/joseph-montanez/raylib-php |
|
||||
| raylib-php-ffi | PHP | https://github.com/oraoto/raylib-php-ffi |
|
||||
| raylib-phpcpp | PHP | https://github.com/oraoto/raylib-phpcpp |
|
||||
| raylib-factor | Factor | https://github.com/Silverbeard00/raylib-factor |
|
||||
| raylib-haxe | Haxe | https://github.com/ibilon/raylib-haxe |
|
||||
| ringraylib | Ring | https://github.com/ringpackages/ringraylib |
|
||||
| cl-raylib | Common Lisp | https://github.com/longlene/cl-raylib |
|
||||
| raylib-scm | Chicken Scheme | https://github.com/yashrk/raylib-scm |
|
||||
| raylib-chibi | Chibi-Scheme | https://github.com/VincentToups/raylib-chibi |
|
||||
| Euraylib | Euphoria | https://github.com/gAndy50/Euraylib |
|
||||
| raylib-wren | Wren | https://github.com/TSnake41/raylib-wren |
|
||||
| raylib-odin | Odin | https://github.com/kevinw/raylib-odin |
|
||||
| raylib-zig | Zig | https://github.com/G3bE/raylib-zig |
|
||||
| ray.zig | Zig | https://github.com/BitPuffin/zig-raylib-experiments |
|
||||
| raylib-Ada | Ada | https://github.com/mimo/raylib-Ada |
|
||||
| jaylib | Janet | https://github.com/janet-lang/jaylib |
|
||||
| raykit | Kit | https://github.com/Gamerfiend/raykit |
|
||||
| vraylib | V | https://github.com/MajorHard/vraylib |
|
||||
| ray.mod | BlitzMax | https://github.com/bmx-ng/ray.mod |
|
||||
| raylib-mosaic | Mosaic | https://github.com/pluckyporcupine/raylib-mosaic |
|
||||
| raylib-xdpw | XD Pascal | https://github.com/vtereshkov/raylib-xdpw |
|
||||
| raylib-carp | Carp | https://github.com/pluckyporcupine/raylib-carp |
|
||||
| raylib-fb | FreeBasic | https://github.com/IchMagBier/raylib-fb |
|
||||
| raylib-ats2 | ATS2 | https://github.com/mephistopheles-8/raylib-ats2 |
|
||||
| raylib.cbl | COBOL | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
|
||||
|
||||
Missing some language? Check the [bindings not yet in this list](https://gist.github.com/raysan5/5764cc5b885183f523fce47f098f3d9b#bindings-not-yet-in-the-official-list) or create a new binding! :)
|
||||
### Language Bindings
|
||||
|
||||
| name | raylib version | language | repo |
|
||||
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
|
||||
| raylib | **3.7** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | https://github.com/raysan5/raylib |
|
||||
| Raylib-cs | 3.7 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/ChrisDill/Raylib-cs |
|
||||
| raylib-boo | 3.7 | [Boo](http://boo-language.github.io/) | https://github.com/Rabios/raylib-boo |
|
||||
| dray | 3.5 | [D](https://dlang.org/) | https://github.com/xdrie/dray |
|
||||
| raylib-go | 4.0-dev | [Go](https://golang.org/) | https://github.com/gen2brain/raylib-go |
|
||||
| raylib-rs | 3.5 | [Rust](https://www.rust-lang.org/) | https://github.com/deltaphc/raylib-rs |
|
||||
| raylib-lua | 3.7 | [Lua](http://www.lua.org/) | https://github.com/TSnake41/raylib-lua |
|
||||
| raylua | 3.7 | [Lua](http://www.lua.org/) | https://github.com/Rabios/raylua |
|
||||
| nelua-raylib | 3.7 | [nelua](https://nelua.io/) | https://github.com/AKDev21/nelua-raylib |
|
||||
| NimraylibNow! | 3.7 | [Nim](https://nim-lang.org/) | https://github.com/greenfork/nimraylib_now |
|
||||
| raylib-Forever | auto | [Nim](https://nim-lang.org/) | https://github.com/Guevara-chan/Raylib-Forever |
|
||||
| Ray4Laz | 3.7 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/GuvaCode/Ray4Laz |
|
||||
| pyraylib | 3.7 | [Python](https://www.python.org/) | https://github.com/Ho011/pyraylib |
|
||||
| raylib-python-cffi | 3.7 | [Python](https://www.python.org/) | https://github.com/electronstudio/raylib-python-cffi |
|
||||
| jaylib | 3.7 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/electronstudio/jaylib/ |
|
||||
| node-raylib | 3.5 | [Node.js](https://nodejs.org/en/) | https://github.com/RobLoach/node-raylib |
|
||||
| raylib-v7 | 3.5 | [JavaScript (v7)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/Rabios/raylib-v7 |
|
||||
| raylib-php | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/joseph-montanez/raylib-php |
|
||||
| raylib-phpcpp | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-phpcpp |
|
||||
| raylib-factor | 3.5 | [Factor](https://factorcode.org/) | https://github.com/ArnautDaniel/raylib-factor |
|
||||
| gforth-raylib | 3.5 | [Gforth](https://gforth.org/) | https://github.com/ArnautDaniel/gforth-raylib |
|
||||
| hxRaylib | 3.7 | [Haxe](https://haxe.org/) | https://github.com/ForeignSasquatch/hxRaylib |
|
||||
| raylib-wren | 3.7 | [Wren](http://wren.io/) | https://github.com/TSnake41/raylib-wren |
|
||||
| raylib_odin_bindings | 4.0-dev | [Odin](https://odin-lang.org/) | https://github.com/Deathbat2190/raylib_odin_bindings |
|
||||
| raylib-odin | 3.7| [Odin](https://odin-lang.org/) | https://github.com/odin-lang/Odin/tree/master/vendor/raylib |
|
||||
| raylib.v | 3.7 | [V](https://vlang.io/) | https://github.com/irishgreencitrus/raylib.v |
|
||||
| raylib-ocaml | 3.7 | [OCaml](https://ocaml.org/) | https://github.com/tjammer/raylib-ocaml |
|
||||
| raylib-swift | 3.7 | [Swift](https://swift.org/) | https://github.com/STREGAsGate/Raylib |
|
||||
| hb-raylib | 3.5 | [Harbour](https://harbour.github.io) | https://github.com/MarcosLeonardoMendezGerencir/hb-raylib |
|
||||
| Relib | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | https://github.com/RedCubeDev-ByteSpace/Relib |
|
||||
| rayex | 3.7 | [elixir](https://elixir-lang.org/) | https://github.com/shiryel/rayex |
|
||||
| kaylib | 3.7 | [Kotlin/native](https://kotlinlang.org) | https://github.com/electronstudio/kaylib |
|
||||
| dlang_raylib | 3.7 | [D](https://dlang.org) | https://github.com/rc-05/dlang_raylib |
|
||||
|
||||
### Utility Wrapers
|
||||
These are utility wrappers for specific languages, they are not required to use raylib in the language but may adapt the raylib API to be more inline with the language's pardigm.
|
||||
| name | raylib version | language | repo |
|
||||
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
|
||||
| raylib-cpp | 3.7 | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | https://github.com/robloach/raylib-cpp |
|
||||
|
||||
### Older or Unmaintained Language Bindings
|
||||
These are older raylib bindings that are more than 2 versions old or have not been maintained.
|
||||
| name | raylib version | language | repo |
|
||||
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
|
||||
| raylib-cppsharp | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/phxvyper/raylib-cppsharp |
|
||||
| RaylibFS | 2.5 | [F#](https://fsharp.org/) | https://github.com/dallinbeutler/RaylibFS |
|
||||
| raylib_d | 2.5 | [D](https://dlang.org/) | https://github.com/Sepheus/raylib_d |
|
||||
| bindbc-raylib | 3.0 | [D](https://dlang.org/) | https://github.com/o3o/bindbc-raylib |
|
||||
| go-raylib | 3.5 | [Go](https://golang.org/) | https://github.com/chunqian/go-raylib |
|
||||
| raylib-goplus | 2.6-dev | [Go](https://golang.org/) | https://github.com/Lachee/raylib-goplus |
|
||||
| ray-go | 2.6-dev | [Go](https://golang.org/) | https://github.com/hecate-tech/ray-go |
|
||||
| raylib-luamore | 3.0 | [Lua](http://www.lua.org/) | https://github.com/HDPLocust/raylib-luamore |
|
||||
| LuaJIT-Raylib | 2.6 | [Lua](http://www.lua.org/) | https://github.com/Bambofy/LuaJIT-Raylib |
|
||||
| raylib-lua-sol | 2.5 | [Lua](http://www.lua.org/) | https://github.com/RobLoach/raylib-lua-sol |
|
||||
| raylib-lua-ffi | 2.0 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib/issues/693 |
|
||||
| raylib-lua | 1.7 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib-lua |
|
||||
| raylib-nelua | 3.0 | [Nelua](https://nelua.io/) | https://github.com/Andre-LA/raylib-nelua |
|
||||
| raylib-nim | 2.0 | [Nim](https://nim-lang.org/) | https://github.com/Skrylar/raylib-nim |
|
||||
| raylib-Nim | 1.7 | [Nim](https://nim-lang.org/) | https://gitlab.com/define-private-public/raylib-Nim |
|
||||
| nim-raylib | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/tomc1998/nim-raylib |
|
||||
| raylib-haskell | 2.0 | [Haskell](https://www.haskell.org/) | https://github.com/DevJac/raylib-haskell |
|
||||
| raylib-cr | 2.5-dev | [Crystal](https://crystal-lang.org/) | https://github.com/AregevDev/raylib-cr |
|
||||
| raylib.cr | 2.0 | [Crystal](https://crystal-lang.org/) | https://github.com/sam0x17/raylib.cr |
|
||||
| cray | 1.8 | [Crystal](https://crystal-lang.org/) | https://gitlab.com/Zatherz/cray |
|
||||
| raylib-pas | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/tazdij/raylib-pas |
|
||||
| raylib-pascal | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/drezgames/raylib-pascal |
|
||||
| Graphics-Raylib | 1.4 | [Perl](https://www.perl.org/) | https://github.com/athreef/Graphics-Raylib |
|
||||
| raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby |
|
||||
| raylib-ruby-ffi | 2.0 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi |
|
||||
| raylib-mruby | 2.5-dev | [mruby](https://github.com/mruby/mruby) | https://github.com/lihaochen910/raylib-mruby |
|
||||
| raylib-py-ctbg | 2.6 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py-ctbg |
|
||||
| raylib-py | 2.0 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py |
|
||||
| raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java |
|
||||
| raylib-j | 3.5 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/CreedVI/Raylib-J |
|
||||
| clj-raylib | 3.0 | [Clojure](https://clojure.org/) | https://github.com/lsevero/clj-raylib |
|
||||
| QuickJS-raylib | 3.0 | [QuickJS](https://bellard.org/quickjs/) | https://github.com/sntg-p/QuickJS-raylib |
|
||||
| raylib-duktape | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/RobLoach/raylib-duktape |
|
||||
| raylib-chaiscript | 2.6 | [ChaiScript](http://chaiscript.com/) | https://github.com/RobLoach/raylib-chaiscript |
|
||||
| raylib-squirrel | 2.5 | [Squirrel](http://www.squirrel-lang.org/) | https://github.com/RobLoach/raylib-squirrel |
|
||||
| racket-raylib-2d | 2.5 | [Racket](https://racket-lang.org/) | https://github.com/arvyy/racket-raylib-2d |
|
||||
| raylib-php-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi |
|
||||
| raylib-haxe | 2.4 | [Haxe](https://haxe.org/) | https://github.com/ibilon/raylib-haxe |
|
||||
| ringraylib | 2.6 | [Ring](http://ring-lang.sourceforge.net/) | https://github.com/ringpackages/ringraylib |
|
||||
| cl-raylib | 3.0 | [Common Lisp](https://common-lisp.net/) | https://github.com/longlene/cl-raylib |
|
||||
| raylib-scm | 2.5 | [Chicken Scheme](https://www.call-cc.org/) | https://github.com/yashrk/raylib-scm |
|
||||
| raylib-chibi | 2.5 | [Chibi-Scheme](https://github.com/ashinn/chibi-scheme) | https://github.com/VincentToups/raylib-chibi |
|
||||
| raylib-gambit-scheme | 3.1-dev | [Gambit Scheme](https://github.com/gambit/gambit) | https://github.com/georgjz/raylib-gambit-scheme |
|
||||
| Euraylib | 3.0 | [Euphoria](https://openeuphoria.org/) | https://github.com/gAndy50/Euraylib |
|
||||
| raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin |
|
||||
| vraylib | 3.5 | [V](https://vlang.io/) | https://github.com/waotzi/vraylib |
|
||||
| raylib-zig | 3.0 | [Zig](https://ziglang.org/) | https://github.com/Not-Nik/raylib-zig |
|
||||
| raylib-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kevinw/raylib-jai |
|
||||
| ray.zig | 2.5 | [Zig](https://ziglang.org/) | https://github.com/BitPuffin/zig-raylib-experiments |
|
||||
| raylib-Ada | 3.0 | [Ada](https://www.adacore.com/about-ada) | https://github.com/mimo/raylib-Ada |
|
||||
| jaylib | 3.0 | [Janet](https://janet-lang.org/) | https://github.com/janet-lang/jaylib |
|
||||
| raykit | ? | [Kit](https://www.kitlang.org/) | https://github.com/Gamerfiend/raykit |
|
||||
| ray.mod | 3.0 | [BlitzMax](https://blitzmax.org/) | https://github.com/bmx-ng/ray.mod |
|
||||
| raylib-mosaic | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) | https://github.com/pluckyporcupine/raylib-mosaic |
|
||||
| raylib-xdpw | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) | https://github.com/vtereshkov/raylib-xdpw |
|
||||
| raylib-carp | 3.0 | [Carp](https://github.com/carp-lang/Carp) | https://github.com/pluckyporcupine/raylib-carp |
|
||||
| raylib-fb | 3.0 | [FreeBasic](https://www.freebasic.net/) | https://github.com/IchMagBier/raylib-fb |
|
||||
| raylib-purebasic | 3.0 | [PureBasic](https://www.purebasic.com/) | https://github.com/D-a-n-i-l-o/raylib-purebasic |
|
||||
| raylib-smallBasic | 3.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
|
||||
| raylib-ats2 | 3.0 | [ATS2](http://www.ats-lang.org/) | https://github.com/mephistopheles-8/raylib-ats2 |
|
||||
| raylib-beef | 3.0 | [Beef](https://www.beeflang.org/) | https://github.com/M0n7y5/raylib-beef |
|
||||
| raylib-never | 3.0 | [Never](https://github.com/never-lang/never) | https://github.com/never-lang/raylib-never |
|
||||
| raylib.cbl | 2.0 | [COBOL](https://en.wikipedia.org/wiki/COBOL) | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
|
||||
|
||||
|
||||
|
||||
Missing some language or wrapper? Feel free to create a new one! :)
|
||||
|
||||
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.
|
||||
Let me know if you're writing a new binding for raylib, I will list it here!
|
||||
|
420
CHANGELOG
@@ -1,7 +1,425 @@
|
||||
changelog
|
||||
---------
|
||||
|
||||
Current Release: raylib 3.0.0 (01 April 2020)
|
||||
Current Release: raylib 4.0.0 (05 November 2021)
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
Release: raylib 4.0 - 8th Anniversary Edition (05 November 2021)
|
||||
-------------------------------------------------------------------------
|
||||
KEY CHANGES:
|
||||
- Naming consistency and coherency: Complete review of the library: sintax, naming, comments, decriptions, logs...
|
||||
- Event Automation System: Support for input events recording and automatic re-playing, useful for automated testing and more!
|
||||
- Custom game-loop control: Intended for advance users that want to control the events polling and the timming mechanisms
|
||||
- rlgl 4.0: Completely decoupling from platform layer and raylib, intended for standalone usage as single-file header-only
|
||||
- raymath 1.5: Complete review following new conventions, to make it more portable and self-contained
|
||||
- raygui 3.0: Complete review and official new release, more portable and self-contained, intended for tools development
|
||||
- raylib_parser: New tool to parse raylib.h and extract all required info into custom output formats (TXT, XML, JSON...)
|
||||
- Zig and Odin official support
|
||||
|
||||
Detailed changes:
|
||||
[core] ADDED: Support canvas resizing on web (#1840) by @skylersaleh
|
||||
[core] ADDED: GetMouseDelta() (#1832) by @adricoin2010
|
||||
[core] ADDED: Support additional mouse buttons (#1753) by @lambertwang
|
||||
[core] ADDED: SetRandomSeed() (#1994) by @TommiSinivuo
|
||||
[core] ADDED: GetTouchPointId() #1972
|
||||
[core] ADDED: EncodeDataBase64() and DecodeDataBase64()
|
||||
[core] REMOVED: PLATFORM_UWP, difficult to maintain
|
||||
[core] REMOVED: IsGamepadName()
|
||||
[core] RENAMED: SwapBuffers() to SwapScreenBuffer()
|
||||
[core] RENAMED: Wait() to WaitTime()
|
||||
[core] RENAMED: RayHitInfo to RayCollision (#1781)
|
||||
[core] RENAMED: GetRayCollisionGround() to GetRayCollisionQuad() (#1781)
|
||||
[core] REVIEWED: Support mouse wheel on x-axis (#1948)
|
||||
[core] REVIEWED: DisableCursor() on web by registering an empty mouse click event function in emscripten (#1900) by @grenappels
|
||||
[core] REVIEWED: LoadShader() and default locations and descriptions
|
||||
[core] REVIEWED: LoadShaderFromMemory() (#1851) by @Ruminant
|
||||
[core] REVIEWED: WaitTime(), avoid global variables dependency to make the function is self-contained (#1841)
|
||||
[core] REVIEWED: SetWindowSize() to work on web (#1847) by @nikki93
|
||||
[core] REVIEWED: Raspberry RPI/DRM keyboard blocking render loop (#1879) @luizpestana
|
||||
[core] REVIEWED: Android multi-touch (#1869) by @humbe
|
||||
[core] REVIEWED: Implemented GetGamepadName() for emscripten by @nbarkhina
|
||||
[core] REVIEWED: HighDPI support (#1987) by @ArnaudValensi
|
||||
[core] REVIEWED: KeyCallback(), register keys independently of the actions
|
||||
[rlgl] ADDED: GRAPHIC_API_OPENGL_43
|
||||
[rlgl] ADDED: rlUpdateVertexBufferElements() (#1915)
|
||||
[rlgl] ADDED: rlActiveDrawBuffers() (#1911)
|
||||
[rlgl] ADDED: rlEnableColorBlend()/rlDisableColorBlend()
|
||||
[rlgl] ADDED: rlGetPixelFormatName()
|
||||
[rlgl] REVIEWED: rlUpdateVertexBuffer (#1914) by @630Studios
|
||||
[rlgl] REVIEWED: rlDrawVertexArrayElements() (#1891)
|
||||
[rlgl] REVIEWED: Wrong normal matrix calculation (#1870)
|
||||
[raymath] ADDED: Vector3Angle()
|
||||
[raymath] REVIEWED: QuaternionFromAxisAngle() (#1892)
|
||||
[raymath] REVIEWED: QuaternionToMatrix() returning transposed result. (#1793) by @object71
|
||||
[shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang
|
||||
[shapes] ADDED: DrawLineBezierCubic() (#2021) by @SAOMDVN
|
||||
[textures] ADDED: GetImageColor() #2024
|
||||
[textures] REMOVED: GenImagePerlinNoise()
|
||||
[textures] RENAMED: GetTextureData() to LoadImageFromTexture()
|
||||
[textures] RENAMED: GetScreenData() to LoadImageFromScreen()
|
||||
[textures] REVIEWED: ExportImage() to use SaveFileData() (#1779)
|
||||
[textures] REVIEWED: LoadImageAnim() #2005
|
||||
[text] ADDED: Security check in case of not valid font
|
||||
[text] ADDED: `GetGlyphInfo()` to get glyph info for a specific codepoint
|
||||
[text] ADDED: `GetGlyphAtlasRec()` to get glyph rectangle within the generated font atlas
|
||||
[text] ADDED: DrawTextPro() with text rotation support, WARNING: DrawTextPro() requires including `rlgl.h`, before it was only dependant on `textures` module.
|
||||
[text] ADDED: UnloadCodepoints() to safely free loaded codepoints
|
||||
[text] REMOVED: DrawTextRec() and DrawTextRecEx(), moved to example, those functions could be very specific depending on user needs so it's better to give the user the full source in case of special requirements instead of allowing a function with +10 input parameters.
|
||||
[text] RENAMED: struct `CharInfo` to `GlyphInfo`, actually that's the correct naming for the data contained. It contains the character glyph metrics and the glyph image; in the past it also contained rectangle within the font atlas but that data has been moved to `Font` struct directly, so, `GlyphInfo` is a more correct name.
|
||||
[text] RENAMED: `CodepointToUtf8()` to `CodepointToUTF8()`, capitalization of UTF-8 is the correct form, it would also require de hyphen but it can be omitted in this case.
|
||||
[text] RENAMED: `TextToUtf8()` to `TextCodepointsToUTF8` for consistency and more detail on the functionality.
|
||||
[text] RENAMED: GetCodepoints() to LoadCodepoints(), now codepoint array data is loaded dynamically instead of reusing a limited static buffer.
|
||||
[text] RENAMED: GetNextCodepoint() to GetCodepoint()
|
||||
[models] ADDED: MagikaVoxel VOX models loading
|
||||
[models] ADDED: GenMeshCone() (#1903)
|
||||
[models] ADDED: GetModelBoundingBox()
|
||||
[models] ADDED: DrawBillboardPro() (#1759) by @nobytesgiven
|
||||
[models] ADDED: DrawCubeTextureRec() (#2001) by @tdgroot
|
||||
[models] ADDED: DrawCylinderEx() and DrawCylinderWiresEx() (#2049) by @Horrowind
|
||||
[models] REMOVED: DrawBillboardEx()
|
||||
[models] RENAMED: MeshBoundingBox() to GetMeshBoundingBox()
|
||||
[models] RENAMED: MeshTangents() to GenMeshTangents()
|
||||
[models] RENAMED: MeshBinormals() to GenMeshBinormals()
|
||||
[models] REVIEWED: GenMeshTangents() (#1877) by @630Studios
|
||||
[models] REVIEWED: CheckCollisionBoxSphere() by @Crydsch
|
||||
[models] REVIEWED: GetRayCollisionQuad() by @Crydsch
|
||||
[models] REVIEWED: LoadGLTF(), fixed missing transformations and nonroot skinning by @MrDiver
|
||||
[models] REVIEWED: LoadGLTF(), rewriten from scratch, removed animations support (broken)
|
||||
[models] REVIEWED: Decouple DrawMesh() and DrawMeshInstanced() (#1958)
|
||||
[models] REVIEWED: Support vertex color attribute for GLTF and IQM (#1790) by @object71
|
||||
[models] REVIEWED: DrawBillboardPro() (#1941) by @GithubPrankster
|
||||
[models] REDESIGNED: Major review of glTF loading functionality (#1849) by @object71
|
||||
[audio] ADDED: SeekMusicStream() (#2006) by @GithubPrankster
|
||||
[audio] REMOVED: GetAudioStreamBufferSizeDefault()
|
||||
[audio] RENAMED: InitAudioStream() to LoadAudioStream()
|
||||
[audio] RENAMED: CloseAudioStream() to UnloadAudioStream()
|
||||
[audio] RENAMED: IsMusicPlaying() to IsMusicStreamPlaying()
|
||||
[audio] REVIEWED: ExportWaveAsCode()
|
||||
[audio] REDESIGNED: Use frameCount on audio instead of sampleCount
|
||||
[utils] REVIEWED: exit() on LOG_FATAL instead of LOG_ERROR (#1796)
|
||||
[examples] ADDED: core_custom_frame_control
|
||||
[examples] ADDED: core_basic_screen_manager
|
||||
[examples] ADDED: core_split_screen (#1806) by @JeffM2501
|
||||
[examples] ADDED: core_smooth_pixelperfect (#1771) by @NotManyIdeasDev
|
||||
[examples] ADDED: shaders_texture_outline (#1883) by @GoldenThumbs
|
||||
[examples] ADDED: models_loading_vox (#1940) by @procfxgen
|
||||
[examples] ADDED: rlgl_compute_shader by @TSnake41 (#2088)
|
||||
[examples] REMOVED: models_material_pbr
|
||||
[examples] REMOVED: models_gltf_animation
|
||||
[examples] REVIEWED: core_3d_picking
|
||||
[examples] REVIEWED: core_input_mouse
|
||||
[examples] REVIEWED: core_vr_simulator, RenderTexture usage
|
||||
[examples] REVIEWED: core_window_letterbox, RenderTexture usage
|
||||
[examples] REVIEWED: shapes_basic_shapes
|
||||
[examples] REVIEWED: shapes_logo_raylib_anim
|
||||
[examples] REVIEWED: textures_to_image
|
||||
[examples] REVIEWED: text_rectangle_bounds
|
||||
[examples] REVIEWED: text_unicode
|
||||
[examples] REVIEWED: text_draw_3d
|
||||
[examples] REVIEWED: models_loading
|
||||
[examples] REVIEWED: models_skybox (#1792) (#1778)
|
||||
[examples] REVIEWED: models_mesh_picking
|
||||
[examples] REVIEWED: models_yaw_pitch_roll
|
||||
[examples] REVIEWED: models_rlgl_solar_system
|
||||
[examples] REVIEWED: shaders_custom_uniform, RenderTexture usage
|
||||
[examples] REVIEWED: shaders_eratosthenes, RenderTexture usage
|
||||
[examples] REVIEWED: shaders_julia_set, RenderTexture usage
|
||||
[examples] REVIEWED: shaders_postprocessing, RenderTexture usage
|
||||
[examples] REVIEWED: shaders_basic_lighting, simplified (#1865)
|
||||
[examples] REVIEWED: audio_raw_stream.c
|
||||
[examples] REVIEWED: raudio_standalone
|
||||
[examples] REVIEWED: raylib_opengl_interop
|
||||
[examples] REVIEWED: rlgl_standalone.c
|
||||
[examples] REVIEWED: Resources licenses
|
||||
[examples] REVIEWED: models resources reorganization
|
||||
[templates] REMOVED: Moved to a separate repo: https://github.com/raysan5/raylib-game-template
|
||||
[build] ADDED: Zig build file (#2014) by @TommiSinivuo
|
||||
[build] ADDED: Android VS2019 solution (#2013) by @Kronka
|
||||
[build] REMOVED: VS2017 project, outdated
|
||||
[build] RENAMED: All raylib modules prefixed with 'r' (core -> rcore)
|
||||
[build] RENAMED: SUPPORT_MOUSE_CURSOR_NATIVE to SUPPORT_MOUSE_CURSOR_POINT
|
||||
[build] REVIEWED: examples/examples_template.c
|
||||
[build] REVIEWED: Makefile to latest Emscripten SDK r23
|
||||
[build] REVIEWED: Makefile for latest Android NDK r32 LTS
|
||||
[build] REVIEWED: raylib resource files
|
||||
[build] Moved some extra raylib libraries to /extras/ directory
|
||||
[*] UPDATED: Multiple bindings to latest version
|
||||
[*] UPDATED: Most external libraries to latest versions (except GLFW)
|
||||
[*] Multiple code improvements and fixes by multiple contributors!
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
Release: raylib 3.7 (26 April 2021)
|
||||
-------------------------------------------------------------------------
|
||||
KEY CHANGES:
|
||||
- [rlgl] REDESIGNED: Greater abstraction level, some functionality moved to core module
|
||||
- [rlgl] REVIEWED: Instancing and stereo rendering
|
||||
- [core] REDESIGNED: VR simulator, fbo/shader exposed to user
|
||||
- [utils] ADDED: File access callbacks system
|
||||
- [models] ADDED: glTF animations support (#1551) by @object71
|
||||
- [audio] ADDED: Music streaming support from memory (#1606) by @nezvers
|
||||
- [*] RENAMED: enum types and enum values for consistency
|
||||
|
||||
Detailed changes:
|
||||
[core] ADDED: LoadVrStereoConfig()
|
||||
[core] ADDED: UnloadVrStereoConfig()
|
||||
[core] ADDED: BeginVrStereoMode()
|
||||
[core] ADDED: EndVrStereoMode()
|
||||
[core] ADDED: GetCurrentMonitor() (#1485) by @object71
|
||||
[core] ADDED: SetGamepadMappings() (#1506)
|
||||
[core] RENAMED: struct Camera: camera.type to camera.projection
|
||||
[core] RENAMED: LoadShaderCode() to LoadShaderFromMemory() (#1690)
|
||||
[core] RENAMED: SetMatrixProjection() to rlSetMatrixProjection()
|
||||
[core] RENAMED: SetMatrixModelview() to rlSetMatrixModelview()
|
||||
[core] RENAMED: GetMatrixModelview() to rlGetMatrixModelview()
|
||||
[core] RENAMED: GetMatrixProjection() to rlGetMatrixProjection()
|
||||
[core] RENAMED: GetShaderDefault() to rlGetShaderDefault()
|
||||
[core] RENAMED: GetTextureDefault() to rlGetTextureDefault()
|
||||
[core] REMOVED: GetShapesTexture()
|
||||
[core] REMOVED: GetShapesTextureRec()
|
||||
[core] REMOVED: GetMouseCursor()
|
||||
[core] REMOVED: SetTraceLogExit()
|
||||
[core] REVIEWED: GetFileName() and GetDirectoryPath() (#1534) by @gilzoide
|
||||
[core] REVIEWED: Wait() to support FreeBSD (#1618)
|
||||
[core] REVIEWED: HighDPI support on macOS retina (#1510)
|
||||
[core] REDESIGNED: GetFileExtension(), includes the .dot
|
||||
[core] REDESIGNED: IsFileExtension(), includes the .dot
|
||||
[core] REDESIGNED: Compresion API to use sdefl/sinfl libs
|
||||
[rlgl] ADDED: SUPPORT_GL_DETAILS_INFO config flag
|
||||
[rlgl] REMOVED: GenTexture*() functions (#721)
|
||||
[rlgl] REVIEWED: rlLoadShaderDefault()
|
||||
[rlgl] REDESIGNED: rlLoadExtensions(), more details exposed
|
||||
[raymath] REVIEWED: QuaternionFromEuler() (#1651)
|
||||
[raymath] REVIEWED: MatrixRotateZYX() (#1642)
|
||||
[shapes] ADDED: DrawLineBezierQuad() (#1468) by @epsilon-phase
|
||||
[shapes] ADDED: CheckCollisionLines()
|
||||
[shapes] ADDED: CheckCollisionPointLine() by @mkupiec1
|
||||
[shapes] REVIEWED: CheckCollisionPointTriangle() by @mkupiec1
|
||||
[shapes] REDESIGNED: SetShapesTexture()
|
||||
[shapes] REDESIGNED: DrawCircleSector(), to use float params
|
||||
[shapes] REDESIGNED: DrawCircleSectorLines(), to use float params
|
||||
[shapes] REDESIGNED: DrawRing(), to use float params
|
||||
[shapes] REDESIGNED: DrawRingLines(), to use float params
|
||||
[textures] ADDED: DrawTexturePoly() and example (#1677) by @chriscamacho
|
||||
[textures] ADDED: UnloadImageColors() for allocs consistency
|
||||
[textures] RENAMED: GetImageData() to LoadImageColors()
|
||||
[textures] REVIEWED: ImageClearBackground() and ImageDrawRectangleRec() (#1487) by @JeffM2501
|
||||
[textures] REVIEWED: DrawTexturePro() and DrawRectanglePro() transformations (#1632) by @ChrisDill
|
||||
[text] REDESIGNED: DrawFPS()
|
||||
[models] ADDED: UploadMesh() (#1529)
|
||||
[models] ADDED: UpdateMeshBuffer()
|
||||
[models] ADDED: DrawMesh()
|
||||
[models] ADDED: DrawMeshInstanced()
|
||||
[models] ADDED: UnloadModelAnimations() (#1648) by @object71
|
||||
[models] REMOVED: DrawGizmo()
|
||||
[models] REMOVED: LoadMeshes()
|
||||
[models] REMOVED: MeshNormalsSmooth()
|
||||
[models] REVIEWED: DrawLine3D() (#1643)
|
||||
[audio] REVIEWED: Multichannel sound system (#1548)
|
||||
[audio] REVIEWED: jar_xm library (#1701) by @jmorel33
|
||||
[utils] ADDED: SetLoadFileDataCallback()
|
||||
[utils] ADDED: SetSaveFileDataCallback()
|
||||
[utils] ADDED: SetLoadFileTextCallback()
|
||||
[utils] ADDED: SetSaveFileTextCallback()
|
||||
[examples] ADDED: text_draw_3d (#1689) by @Demizdor
|
||||
[examples] ADDED: textures_poly (#1677) by @chriscamacho
|
||||
[examples] ADDED: models_gltf_model (#1551) by @object71
|
||||
[examples] RENAMED: shaders_rlgl_mesh_instanced to shaders_mesh_intancing
|
||||
[examples] REDESIGNED: shaders_rlgl_mesh_instanced by @moliad
|
||||
[examples] REDESIGNED: core_vr_simulator
|
||||
[examples] REDESIGNED: models_yaw_pitch_roll
|
||||
[build] ADDED: Config flag: SUPPORT_STANDARD_FILEIO
|
||||
[build] ADDED: Config flag: SUPPORT_WINMM_HIGHRES_TIMER (#1641)
|
||||
[build] ADDED: Config flag: SUPPORT_GL_DETAILS_INFO
|
||||
[build] ADDED: Examples projects to VS2019 solution
|
||||
[build] REVIEWED: Makefile to support PLATFORM_RPI (#1580)
|
||||
[build] REVIEWED: Multiple typecast warnings by @JeffM2501
|
||||
[build] REDESIGNED: VS2019 project build paths
|
||||
[build] REDESIGNED: CMake build system by @object71
|
||||
[*] RENAMED: Several functions parameters for consistency
|
||||
[*] UPDATED: Multiple bindings to latest version
|
||||
[*] UPDATED: All external libraries to latest versions
|
||||
[*] Multiple code improvements and fixes by multiple contributors!
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
Release: raylib 3.5 - 7th Anniversary Edition (25 December 2020)
|
||||
-------------------------------------------------------------------------
|
||||
KEY CHANGES:
|
||||
- [core] ADDED: PLATFORM_DRM to support RPI4 and other devices (#1388) by @kernelkinetic
|
||||
- [core] REDESIGNED: Window states management system through FLAGS
|
||||
- [rlgl] ADDED: RenderBatch type and related functions to allow custom batching (internal only)
|
||||
- [rlgl] REDESIGNED: Framebuffers API to support multiple attachment types (#721)
|
||||
- [textures] REDESIGNED: Image*() functions, big performance improvements (software rendering)
|
||||
- [*] REVIEWED: Multiple functions to replace file accesses by memory accesses
|
||||
- [*] ADDED: GitHub Actions CI to support multiple raylib build configurations
|
||||
|
||||
Detailed changes:
|
||||
[core] ADDED: SetWindowState() / ClearWindowState() -> New flags added!
|
||||
[core] ADDED: IsWindowFocused()
|
||||
[core] ADDED: GetWindowScaleDPI()
|
||||
[core] ADDED: GetMonitorRefreshRate() (#1289) by @Shylie
|
||||
[core] ADDED: IsCursorOnScreen() (#1262) by @ChrisDill
|
||||
[core] ADDED: SetMouseCursor() and GetMouseCursor() for standard Desktop cursors (#1407) by @chances
|
||||
[core] REMOVED: struct RenderTexture2D: depthTexture variable
|
||||
[core] REMOVED: HideWindow() / UnhideWindow() -> Use SetWindowState()
|
||||
[core] REMOVED: DecorateWindow() / UndecorateWindow() -> Use SetWindowState()
|
||||
[core] RENAMED: GetExtension() to GetFileExtension()
|
||||
[core] REVIEWED: Several structs to reduce size and padding
|
||||
[core] REVIEWED: struct Texture maps to Texture2D and TextureCubemap
|
||||
[core] REVIEWED: ToggleFullscreen() (#1287)
|
||||
[core] REVIEWED: InitWindow(), support empty title for window (#1323)
|
||||
[core] REVIEWED: RPI: Mouse movements are bound to the screen resolution (#1392) (#1410) by @kernelkinetic
|
||||
[core] REVIEWED: GetPrevDirectoryPath() fixes on Unix-like systems (#1246) by @ivan-cx
|
||||
[core] REPLACED: rgif.h by msf_gif.h for automatic gif recording
|
||||
[core] REDESIGNED: GetMouseWheelMove() to return float movement for precise scrolling (#1397) by @Doy-lee
|
||||
[core] REDESIGNED: GetKeyPressed(), and added GetCharPressed() (#1336)
|
||||
[core] UWP rework with improvements (#1231) by @Rover656
|
||||
[core] Gamepad axis bug fixes and improvement (#1228) by @mmalecot
|
||||
[core] Updated joystick mappings with latest version of gamecontrollerdb (#1381) by @coderoth
|
||||
[rlgl] Corrected issue with OpenGL 1.1 support
|
||||
[rlgl] ADDED: rlDrawMeshInstanced() (#1318) by @seanpringle
|
||||
[rlgl] ADDED: rlCheckErrors (#1321) by @seanpringle
|
||||
[rlgl] ADDED: BLEND_SET blending mode (#1251) by @RandomErrorMessage
|
||||
[rlgl] ADDED: rlSetLineWidth(), rlGetLineWidth(), rlEnableSmoothLines(), rlDisableSmoothLines() (#1457) by @JeffM2501
|
||||
[rlgl] RENAMED: rlUnproject() to Vector3Unproject() [raymath]
|
||||
[rlgl] REVIEWED: Replace rlglDraw() calls by DrawRenderBatch() internal calls
|
||||
[rlgl] REVIEWED: GenTextureCubemap(), use rlgl functionality only
|
||||
[rlgl] REVIEWED: rlFramebufferAttach() to support texture layers
|
||||
[rlgl] REVIEWED: GenDrawCube() and GenDrawQuad()
|
||||
[rlgl] REVIEWED: Issues with vertex batch overflow (#1223)
|
||||
[rlgl] REVIEWED: rlUpdateTexture(), issue with offsets
|
||||
[rlgl] REDESIGNED: GenTexture*() to use the new fbo API (#721)
|
||||
[raymath] ADDED: Normalize() and Remap() functions (#1247) by @NoorWachid
|
||||
[raymath] ADDED: Vector2Reflect() (#1400) by @daniel-junior-dube
|
||||
[raymath] ADDED: Vector2LengthSqr() and Vector3LengthSqr() (#1248) by @ThePituLegend
|
||||
[raymath] ADDED: Vector2MoveTowards() function (#1233) by @anatagawa
|
||||
[raymath] REVIEWED: Some functions consistency (#1197) by @Not-Nik
|
||||
[raymath] REVIEWED: QuaternionFromVector3ToVector3() (#1263) by @jvocaturo
|
||||
[raymath] REVIEWED: MatrixLookAt(), optimized (#1442) by @RandomErrorMessage
|
||||
[shapes] ADDED: CheckCollisionLines(), by @Elkantor
|
||||
[text] Avoid [textures] functions dependencies
|
||||
[text] ADDED: Config flag: SUPPORT_TEXT_MANIPULATION
|
||||
[text] ADDED: LoadFontFromMemory() (TTF only) (#1327)
|
||||
[text] ADDED: UnloadFontData()
|
||||
[text] RENAMED: FormatText() -> TextFormat()
|
||||
[text] REVIEWED: Font struct, added charsPadding (#1432)
|
||||
[text] REVIEWED: TextJoin()
|
||||
[text] REVIEWED: TextReplace() (#1172)
|
||||
[text] REVIEWED: LoadBMFont() to load data from memory (#1232)
|
||||
[text] REVIEWED: GenImageFontAtlas(), fixed offset (#1171)
|
||||
[text] REDESIGNED: LoadFontData(), reviewed input parameters
|
||||
[text] REDESIGNED: LoadFontDefault(), some code simplifications
|
||||
[text] REDESIGNED: LoadFontFromImage(), avoid LoadImageEx()
|
||||
[text] REDESIGNED: LoadFontData(), avoid GenImageColor(), ImageFormat()
|
||||
[text] REDESIGNED: LoadBMFont(), avoid ImageCopy(), ImageFormat(), ImageAlphaMask()
|
||||
[textures] Move Color functions from [core] to [textures] module
|
||||
[textures] ADDED: ColorAlphaBlend()
|
||||
[textures] ADDED: GetPixelColor()
|
||||
[textures] ADDED: SetPixelColor()
|
||||
[textures] ADDED: LoadImageFromMemory() (#1327)
|
||||
[textures] ADDED: LoadImageAnim() to load animated sequence of images
|
||||
[textures] ADDED: DrawTextureTiled() (#1291) - @Demizdor
|
||||
[textures] ADDED: UpdateTextureRec()
|
||||
[textures] ADDED: UnloadImageColors(), UnloadImagePalette(), UnloadWaveSamples()
|
||||
[textures] REMOVED: Config flag: SUPPORT_IMAGE_DRAWING
|
||||
[textures] REMOVED: LoadImageEx()
|
||||
[textures] REMOVED: LoadImagePro()
|
||||
[textures] REMOVED: GetImageDataNormalized(), not exposed in the API
|
||||
[textures] RENAMED: ImageExtractPalette() to GetImagePalette()
|
||||
[textures] RENAMED: Fade() to ColorAlpha(), added #define for compatibility
|
||||
[textures] RENAMED: GetImageData() -> LoadImageColors()
|
||||
[textures] RENAMED: GetImagePalette() -> LoadImagePalette()
|
||||
[textures] RENAMED: GetWaveData() -> LoadWaveSamples()
|
||||
[textures] REVIEWED: GetPixelDataSize() to consider compressed data properly
|
||||
[textures] REVIEWED: GetTextureData(), allow retrieving 32bit float data
|
||||
[textures] REVIEWED: ImageDrawText*() params order
|
||||
[textures] REVIEWED: ColorAlphaBlend(), support tint color
|
||||
[textures] REVIEWED: ColorAlphaBlend(), integers-version, optimized (#1218)
|
||||
[textures] REVIEWED: ImageDraw(), consider negative source offset properly (#1283)
|
||||
[textures] REVIEWED: ImageDraw(), optimizations test (#1218)
|
||||
[textures] REVIEWED: ImageResizeCanvas(), optimization (#1218)
|
||||
[textures] REVIEWED: ExportImage(), optimized
|
||||
[textures] REVIEWED: ImageAlphaPremultiply(), optimization
|
||||
[textures] REVIEWED: ImageAlphaClear(), minor optimization
|
||||
[textures] REVIEWED: ImageToPOT(), renamed parameter
|
||||
[textures] REVIEWED: ImageCrop() (#1218)
|
||||
[textures] REVIEWED: ImageToPOT() (#1218)
|
||||
[textures] REVIEWED: ImageAlphaCrop() (#1218)
|
||||
[textures] REVIEWED: ExportImage(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageCrop(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageRotateCCW(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageRotateCW(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageFlipHorizontal(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageFlipVertical(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageResizeCanvas(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageDrawPixel(), optimized
|
||||
[textures] REDESIGNED: ImageDrawLine(), optimized
|
||||
[textures] REDESIGNED: ImageDraw(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageResize(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageFromImage(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageDraw(), optimization (#1218)
|
||||
[textures] REDESIGNED: ImageAlphaClear(), optimized (#1218)
|
||||
[textures] REDESIGNED: ExportImageAsCode() to use memory buffer (#1232)
|
||||
[textures] REDESIGNED: ColorFromHSV()
|
||||
[models] ADDED: DrawTriangle3D() and DrawTriangleStrip3D()
|
||||
[models] ADDED: UnloadModelKeepMeshes()
|
||||
[models] REVIEWED: LoadModel(), avoid loading texcoords and normals from model if not existent
|
||||
[models] REVIEWED: GenMeshCubicmap(), added comments and simplification
|
||||
[models] REVIEWED: GenMeshCubicmap(), fixed generated normals (#1244) by @GoldenThumbs
|
||||
[models] REVIEWED: GenMeshPoly(), fixed buffer overflow (#1269) by @frithrah
|
||||
[models] REVIEWED: LoadOBJ(): Allow for multiple materials in obj files (#1408) by @chriscamacho and @codifies
|
||||
[models] REVIEWED: LoadIQM() materials loading (#1227) by @sikor666
|
||||
[models] REVIEWED: LoadGLTF() to read from memory buffer
|
||||
[models] REVIEWED: UpdateMesh(), fix extra memory allocated when updating color buffer (#1271) by @4yn
|
||||
[models] REVIEWED: MeshNormalsSmooth() (#1317) by @seanpringle
|
||||
[models] REVIEWED: DrawGrid() (#1417)
|
||||
[models] REDESIGNED: ExportMesh() to use memory buffer (#1232)
|
||||
[models] REDESIGNED: LoadIQM() and LoadModelAnimations() to use memory buffers
|
||||
[audio] ADDED: LoadWaveFromMemory() (#1327)
|
||||
[audio] REMOVED: SetMusicLoopCount()
|
||||
[audio] REVIEWED: Several functions, sampleCount vs frameCount (#1423)
|
||||
[audio] REVIEWED: SaveWAV() to use memory write insted of file
|
||||
[audio] REVIEWED: LoadMusicStream(), support WAV music streaming (#1198)
|
||||
[audio] REVIEWED: Support multiple WAV sampleSize for MusicStream (#1340)
|
||||
[audio] REVIEWED: SetAudioBufferPitch()
|
||||
[audio] REDESIGNED: Audio looping system
|
||||
[audio] REDESIGNED: LoadSound(): Use memory loading (WAV, OGG, MP3, FLAC) (#1312)
|
||||
[audio] REDESIGNED: ExportWaveAsCode() to use memory buffers
|
||||
[utils] ADDED: MemAlloc() / MemFree() (#1440)
|
||||
[utils] ADDED: UnloadFileData() / UnloadFileText()
|
||||
[utils] REVIEWED: android_fopen() to support SDCard access
|
||||
[utils] REDESIGNED: SaveFile*() functions to expose file access results (#1420)
|
||||
[rmem] REVIEWED: MemPool and other allocators optimization (#1211) by @assyrianic
|
||||
[examples] ADDED: core/core_window_flags
|
||||
[examples] ADDED: core/core_quat_conversion by @chriscamacho and @codifies
|
||||
[examples] ADDED: textures/textures_blend_modes (#1261) by @accidentalrebel
|
||||
[examples] ADDED: textures/textures_draw_tiled (#1291) by @Demizdor
|
||||
[examples] ADDED: shaders/shaders_hot_reloading (#1198)
|
||||
[examples] ADDED: shaders/shaders_rlgl_mesh_instanced (#1318) by @seanpringle
|
||||
[examples] ADDED: shaders/shaders_multi_sampler2d
|
||||
[examples] ADDED: others/embedded_files_loading
|
||||
[examples] REVIEWED: textures/textures_raw_data (#1286)
|
||||
[examples] REVIEWED: textures/textures_sprite_explosion, replace resources
|
||||
[examples] REVIEWED: textures/textures_particles_blending, replace resources
|
||||
[examples] REVIEWED: textures/textures_image_processing, support mouse
|
||||
[examples] REVIEWED: models/models_skybox to work on OpenGL ES 2.0
|
||||
[examples] REVIEWED: audio/resources, use open license resources
|
||||
[examples] REVIEWED: others/raudio_standalone.c
|
||||
[build] ADDED: New config.h configuration options exposing multiple #define values
|
||||
[build] REMOVED: ANGLE VS2017 template project
|
||||
[build] REVIEWED: All MSVC compile warnings
|
||||
[build] Updated Makefile for web (#1332) by @rfaile313
|
||||
[build] Updated build pipelines to use latest emscripten and Android NDK
|
||||
[build] Updated emscriptem build script to generate .a on WebAssembly
|
||||
[build] Updated Android build for Linux, supporting ANDROID_NDK at compile time by @branlix3000
|
||||
[build] Updated VSCode project template tasks
|
||||
[build] Updated VS2017.UWP project template by @Rover656
|
||||
[build] Updated Android build pipeline
|
||||
[build] REMOVED: AppVeyor and Travis CI build systems
|
||||
[*] Moved raysan5/raylib/games to independent repo: raysan5/raylib-games
|
||||
[*] Replaced several examples resources with more open licensed alternatives
|
||||
[*] Updated BINDINGS.md with NEW bindings and added raylib version binding!
|
||||
[*] Updated all external libraries to latest versions
|
||||
[*] Multiple code improvements and small fixes
|
||||
|
||||
-----------------------------------------------
|
||||
Release: raylib 3.0 (01 April 2020)
|
||||
|
57
CMakeLists.txt
Normal file → Executable file
@@ -1,54 +1,33 @@
|
||||
cmake_minimum_required(VERSION 3.0)
|
||||
project(raylib)
|
||||
|
||||
# Directory for easier includes
|
||||
# Anywhere you see include(...) you can check <root>/cmake for that file
|
||||
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
|
||||
|
||||
# Config options
|
||||
option(BUILD_EXAMPLES "Build the examples." ON)
|
||||
option(BUILD_GAMES "Build the example games." ON)
|
||||
option(ENABLE_ASAN "Enable AddressSanitizer (ASAN) for debugging (degrades performance)" OFF)
|
||||
option(ENABLE_UBSAN "Enable UndefinedBehaviorSanitizer (UBSan) for debugging" OFF)
|
||||
option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended to run with ASAN)" OFF)
|
||||
|
||||
if(CMAKE_VERSION VERSION_LESS "3.1")
|
||||
if(CMAKE_C_COMPILER_ID STREQUAL "GNU")
|
||||
set(CMAKE_C_FLAGS "-std=gnu99 ${CMAKE_C_FLAGS}")
|
||||
endif()
|
||||
# RAYLIB_IS_MAIN determines whether the project is being used from root
|
||||
# or if it is added as a dependency (through add_subdirectory for example).
|
||||
if ("${CMAKE_SOURCE_DIR}" STREQUAL "${CMAKE_CURRENT_SOURCE_DIR}")
|
||||
set(RAYLIB_IS_MAIN TRUE)
|
||||
else()
|
||||
set (CMAKE_C_STANDARD 99)
|
||||
set(RAYLIB_IS_MAIN FALSE)
|
||||
endif()
|
||||
|
||||
include(AddIfFlagCompiles)
|
||||
add_if_flag_compiles(-Werror=pointer-arith CMAKE_C_FLAGS)
|
||||
add_if_flag_compiles(-Werror=implicit-function-declaration CMAKE_C_FLAGS)
|
||||
# src/external/jar_xm.h does shady stuff
|
||||
add_if_flag_compiles(-fno-strict-aliasing CMAKE_C_FLAGS)
|
||||
# Sets compiler flags and language standard
|
||||
include(CompilerFlags)
|
||||
|
||||
include(CheckFileSystemSymlinkSupport)
|
||||
# Registers build options that are exposed to cmake
|
||||
include(CMakeOptions.txt)
|
||||
|
||||
if (ENABLE_ASAN)
|
||||
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
add_if_flag_compiles(-fsanitize=address CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
endif()
|
||||
if (ENABLE_UBSAN)
|
||||
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
add_if_flag_compiles(-fsanitize=undefined CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
endif()
|
||||
if (ENABLE_MSAN)
|
||||
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
add_if_flag_compiles(-fsanitize=memory CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
endif()
|
||||
# Enforces a few environment and compiler configurations
|
||||
include(BuildOptions)
|
||||
|
||||
if (ENABLE_MSAN AND ENABLE_ASAN)
|
||||
MESSAGE(WARNING "Compiling with both AddressSanitizer and MemorySanitizer is not recommended")
|
||||
endif()
|
||||
|
||||
add_subdirectory(src)
|
||||
# Main sources directory (the second parameter sets the output directory name to raylib)
|
||||
add_subdirectory(src raylib)
|
||||
|
||||
if (${BUILD_EXAMPLES})
|
||||
MESSAGE(STATUS "Building examples is enabled")
|
||||
add_subdirectory(examples)
|
||||
endif()
|
||||
|
||||
if (${BUILD_GAMES})
|
||||
add_subdirectory(games)
|
||||
endif()
|
||||
|
||||
enable_testing()
|
||||
|
87
CMakeOptions.txt
Normal file
@@ -0,0 +1,87 @@
|
||||
### Config options ###
|
||||
include(CMakeDependentOption)
|
||||
include(EnumOption)
|
||||
|
||||
enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM" "Platform to build for.")
|
||||
|
||||
enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0" "Force a specific OpenGL Version?")
|
||||
|
||||
# Configuration options
|
||||
option(BUILD_EXAMPLES "Build the examples." ${RAYLIB_IS_MAIN})
|
||||
option(CUSTOMIZE_BUILD "Show options for customizing your Raylib library build." OFF)
|
||||
option(ENABLE_ASAN "Enable AddressSanitizer (ASAN) for debugging (degrades performance)" OFF)
|
||||
option(ENABLE_UBSAN "Enable UndefinedBehaviorSanitizer (UBSan) for debugging" OFF)
|
||||
option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended to run with ASAN)" OFF)
|
||||
|
||||
# Shared library is always PIC. Static library should be PIC too if linked into a shared library
|
||||
option(WITH_PIC "Compile static library as position-independent code" OFF)
|
||||
option(BUILD_SHARED_LIBS "Build raylib as a shared library" OFF)
|
||||
option(MACOS_FATLIB "Build fat library for both i386 and x86_64 on macOS" OFF)
|
||||
cmake_dependent_option(USE_AUDIO "Build raylib with audio module" ON CUSTOMIZE_BUILD ON)
|
||||
|
||||
enum_option(USE_EXTERNAL_GLFW "OFF;IF_POSSIBLE;ON" "Link raylib against system GLFW instead of embedded one")
|
||||
if(UNIX AND NOT APPLE)
|
||||
option(USE_WAYLAND "Use Wayland for window creation" OFF)
|
||||
endif()
|
||||
|
||||
option(INCLUDE_EVERYTHING "Include everything disabled by default (for CI usage" OFF)
|
||||
set(OFF ${INCLUDE_EVERYTHING} CACHE INTERNAL "Replace any OFF by default with \${OFF} to have it covered by this option")
|
||||
|
||||
# rcore.c
|
||||
cmake_dependent_option(SUPPORT_CAMERA_SYSTEM "Provide camera module (rcamera.h) with multiple predefined cameras: free, 1st/3rd person, orbital" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_GESTURES_SYSTEM "Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_MOUSE_GESTURES "Mouse gestures are directly mapped like touches and processed by gestures system" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_SSH_KEYBOARD_RPI "Reconfigure standard input to receive key inputs, works with SSH connection" OFF CUSTOMIZE_BUILD OFF)
|
||||
cmake_dependent_option(SUPPORT_DEFAULT_FONT "Default font is loaded on window initialization to be available for the user to render simple text. If enabled, uses external module functions to load default raylib font (module: text)" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_SCREEN_CAPTURE "Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_GIF_RECORDING "Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_BUSY_WAIT_LOOP "Use busy wait loop for timing sync instead of a high-resolution timer" OFF CUSTOMIZE_BUILD OFF)
|
||||
cmake_dependent_option(SUPPORT_EVENTS_WAITING "Wait for events passively (sleeping while no events) instead of polling them actively every frame" OFF CUSTOMIZE_BUILD OFF)
|
||||
cmake_dependent_option(SUPPORT_WINMM_HIGHRES_TIMER "Setting a higher resolution can improve the accuracy of time-out intervals in wait functions" OFF CUSTOMIZE_BUILD OFF)
|
||||
cmake_dependent_option(SUPPORT_DATA_STORAGE "Support for persistent data storage" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_COMPRESSION_API "Support for compression API" ON CUSTOMIZE_BUILD ON)
|
||||
|
||||
# rshapes.c
|
||||
cmake_dependent_option(SUPPORT_QUADS_DRAW_MODE "Use QUADS instead of TRIANGLES for drawing when possible. Some lines-based shapes could still use lines" ON CUSTOMIZE_BUILD ON)
|
||||
|
||||
# rtextures.c
|
||||
cmake_dependent_option(SUPPORT_IMAGE_EXPORT "Support image exporting to file" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_IMAGE_GENERATION "Support procedural image generation functionality (gradient, spot, perlin-noise, cellular)" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_IMAGE_MANIPULATION "Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop... If not defined only three image editing functions supported: ImageFormat(), ImageAlphaMask(), ImageToPOT()" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_PNG "Support loading PNG as textures" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_DDS "Support loading DDS as textures" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_HDR "Support loading HDR as textures" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_KTX "Support loading KTX as textures" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_ASTC "Support loading ASTC as textures" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_BMP "Support loading BMP as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_TGA "Support loading TGA as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_JPG "Support loading JPG as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_GIF "Support loading GIF as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_PSD "Support loading PSD as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_PKM "Support loading PKM as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_PVR "Support loading PVR as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||
|
||||
# rtext.c
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_FNT "Support loading fonts in FNT format" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_TTF "Support loading font in TTF/OTF format" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_TEXT_MANIPULATION "Support text manipulation functions" ON CUSTOMIZE_BUILD ON)
|
||||
|
||||
# rmodels.c
|
||||
cmake_dependent_option(SUPPORT_MESH_GENERATION "Support procedural mesh generation functions, uses external par_shapes.h library. NOTE: Some generated meshes DO NOT include generated texture coordinates" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_OBJ "Support loading OBJ file format" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_MTL "Support loading MTL file format" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_IQM "Support loading IQM file format" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_GLTF "Support loading GLTF file format" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_VOX "Support loading VOX file format" ON CUSTOMIZE_BUILD ON)
|
||||
|
||||
# raudio.c
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_WAV "Support loading WAV for sound" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_OGG "Support loading OGG for sound" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_XM "Support loading XM for sound" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_MOD "Support loading MOD for sound" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_MP3 "Support loading MP3 for sound" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_FLAC "Support loading FLAC for sound" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||
|
||||
# utils.c
|
||||
cmake_dependent_option(SUPPORT_STANDARD_FILEIO "Support standard file io library (stdio.h)" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_TRACELOG "Show TraceLog() output messages. NOTE: By default LOG_DEBUG traces not shown" ON CUSTOMIZE_BUILD ON)
|
@@ -4,22 +4,22 @@ Hello contributors! Welcome to raylib!
|
||||
|
||||
Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
|
||||
|
||||
- C programming - Can you write/review/test/improve the code?
|
||||
- Documentation/Tutorials/Example - Can you write some tutorial/example?
|
||||
- Porting to other platforms - Can you port and compile raylib on other systems?
|
||||
- Web Development - Can you help [with the website](https://github.com/raysan5/raylib.com)?
|
||||
- Testing - Can you find some bugs in raylib?
|
||||
- `C programming` - Can you write/review/test/improve the code?
|
||||
- `Documentation/Tutorials/Example` - Can you write some tutorial/example?
|
||||
- `Porting to other platforms` - Can you port/adapt/compile raylib on other systems?
|
||||
- `Web Development` - Can you help [with the website](https://github.com/raysan5/raylib.com)?
|
||||
- `Testing` - Can you find some bugs in raylib?
|
||||
|
||||
This document contains a set of guidelines to contribute to the project. These are mostly guidelines, not rules.
|
||||
Use your best judgement, and feel free to propose changes to this document in a pull request.
|
||||
|
||||
### raylib philosophy
|
||||
|
||||
- raylib is a tool to enjoy videogames programming, every single function in raylib should be a tutorial on itself.
|
||||
- raylib is **SIMPLE** and **EASY-TO-USE**, I tried to keep it compact with a small set of functions, if a function is too complex or is not clearly useful, better not including it.
|
||||
- raylib is a tool to **ENJOY** videogames programming, every function in raylib is designed as a mini-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, better not including it.
|
||||
- raylib is open source and free; educators and institutions can use this tool to **TEACH** videogames programming completely for free.
|
||||
- raylib is collaborative; contribution of tutorials / code examples / bug fixes / code comments are highly appreciated.
|
||||
- raylib's license (and its external libs respective licenses) allow using it on commercial projects.
|
||||
- raylib's license (and its external libs respective licenses) allow using raylib on commercial projects.
|
||||
|
||||
### Some interesting reads to start with
|
||||
|
||||
@@ -40,9 +40,9 @@ to make it easier for students/users 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
|
||||
> `Learn by reading code and examples`
|
||||
|
||||
For detailed information on building raylib and examples, please see [raylib Wiki](https://github.com/raysan5/raylib/wiki).
|
||||
For detailed information on building raylib and examples, please check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
|
||||
|
||||
### Opening new Issues
|
||||
|
||||
@@ -68,69 +68,9 @@ To open new issue for raylib (bug, enhancement, discussion...), just try to foll
|
||||
If you have any doubt, don't hesitate to [contact me](mailto:ray@raylib.com)!.
|
||||
You can write me a direct mail but you can also contact me on the following networks:
|
||||
|
||||
- [raylib reddit](https://www.reddit.com/r/raylib/) - A good place for discussions or to ask for help.
|
||||
- [raylib Discord](https://discord.gg/VkzNHUE) - A direct communication channel for project discussions.
|
||||
- [raylib Discord](https://discord.gg/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 reddit](https://www.reddit.com/r/raylib/) - A good place for discussions or to ask for help.
|
||||
- [raylib web](http://www.raylib.com/) - On top-right corner there is a bunch of networks where you can find me.
|
||||
|
||||
Thank you very much for your time! :)
|
||||
|
||||
----
|
||||
|
||||
Here is a list of raylib contributors, these people have invested part of their time
|
||||
contributing (in some way or another) to make the raylib project better. Huge thanks to all of them!
|
||||
|
||||
- [Zopokx](https://github.com/Zopokx) for testing the web.
|
||||
- [Elendow](http://www.elendow.com) for testing and helping on web development.
|
||||
- Victor Dual for implementing and testing 3D shapes functions.
|
||||
- Marc Palau for implementing and testing 3D shapes functions and contribute on camera and gestures modules.
|
||||
- Kevin Gato for improving texture internal formats support and helping on raygui development.
|
||||
- Daniel Nicolas for improving texture internal formats support and helping on raygui development.
|
||||
- Marc Agüera for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||
- [Sergio Martinez](https://github.com/anidealgift) for helping on raygui development and tools development (raygui_styler).
|
||||
- [Victor Fisac](https://github.com/victorfisac) for developing physics raylib module (physac) and implementing PBR materials and lighting systems... among multiple other improvements and multiple tools and games.
|
||||
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
- [procedural](https://github.com/procedural) for testing raylib on Linux, correcting some bugs and adding several mouse functions.
|
||||
- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
|
||||
- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
|
||||
- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
|
||||
- [Marcelo Paez](https://github.com/paezao) for helping on OSX High DPI display issue.
|
||||
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for an amazing contribution to raylib Lua module.
|
||||
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for improvements on OBJ object loading.
|
||||
- [RDR8](https://github.com/RDR8) for helping with Linux build improvements.
|
||||
- [Saggi Mizrahi](https://github.com/ficoos) for multiple fixes on Linux and audio system.
|
||||
- [Daniel Lemos](https://github.com/xspager) for fixing issues on Linux games building.
|
||||
- [Joel Davis](https://github.com/joeld42) for adding raycast picking utilities and a [great example](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_picking.c)
|
||||
- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support.
|
||||
- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain.
|
||||
- [Michael Vetter](https://github.com/jubalh) for improvements on build system and his work on Suse Linux package... and multiple fixes!
|
||||
- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions, shaders work and some fixes.
|
||||
- [Benjamin Summerton](https://github.com/define-private-public) for improving OSX building and his amazing work on CMake build sytem.
|
||||
- [MartinFX](https://github.com/Martinfx) for adding compilation support for FreeBSD OS and derivatives.
|
||||
- [Ahmad Fatoum](https://github.com/a3f) for implementing CI support for raylib (Travis and AppVeyor) and great improvements on build system.
|
||||
- [SamNChiet](https://github.com/SamNChiet) for a greatly improved UWP input implementation.
|
||||
- [David Reid](https://github.com/mackron) for a complete review of audio module to support his amazing miniaudio library.
|
||||
- [Kai](https://github.com/questor) for multiple code reviews and improvements.
|
||||
- [Max Danielsson](https://github.com/autious) for adding support for orthographic 3d camera projection
|
||||
- [Lumaio](https://github.com/TheLumaio) for his great work on GBuffers and GetCollisionRayModel().
|
||||
- [Jonas Daeyaert](https://github.com/culacant) for an amazing work on IQM animated models support.
|
||||
- [Seth Archambault](https://github.com/SethArchambault) for the work on Android Gamepad support (SNES model).
|
||||
- [D3nX](https://github.com/D3nX) for adding Code::Blocks project template.
|
||||
- [Jak Barnes](https://github.com/Syphonx) for a great work on `rnet`, new raylib network module
|
||||
- [Vlad Adrian](https://github.com/Demizdor) for an amazing work on Unicode support, new shapes functions and raygui.
|
||||
- [Reece Mackie](https://github.com/Rover656) for a great work on improving UWP support
|
||||
- [flashback-fx](flashback-fx) for improving easings library and example
|
||||
- [Jorge A. Gomes](https://github.com/overdev) for adding nine-patch textures support and example
|
||||
- [Berni8k](https://github.com/Berni8k) for improving Raspberry Pi input system, using evdev
|
||||
- [Wilhem Barbier](https://github.com/wbrbr) for implementing glTF loading support and solving several issues
|
||||
- [Marco Lizza](https://github.com/MarcoLizza) for improving logging system and multiple issues
|
||||
- [Anata](https://github.com/anatagawa) for creating amazing examples and contributing with them
|
||||
- [Narice](https://github.com/narice) made easings.h includable as standalone header
|
||||
- [Eric J.](https://github.com/ProfJski) for shaders_eratosthenes example contribution
|
||||
- [PompPenguin](https://github.com/PompPenguin) for reviewing 3rd person camera
|
||||
- [Mohamed Shazan](https://github.com/msmshazan) for adding support for ANGLE graphics backend
|
||||
|
||||
Please, if I forget someone in this list, excuse me and send me a PR!
|
||||
|
63
CONTRIBUTORS.md
Normal file
@@ -0,0 +1,63 @@
|
||||
### WARNING: This file is unmaintained! This list of contributors is uncomplete!
|
||||
|
||||
### Check CHANGELOG for some of the contributors details or just the official contributors list of the repo
|
||||
|
||||
---
|
||||
|
||||
Here is a list of raylib contributors, these people have invested part of their time
|
||||
contributing (in some way or another) to make the raylib project better. Huge thanks to all of them!
|
||||
|
||||
- [Zopokx](https://github.com/Zopokx) for testing the web.
|
||||
- [Elendow](http://www.elendow.com) for testing and helping on web development.
|
||||
- Victor Dual for implementing and testing 3D shapes functions.
|
||||
- Marc Palau for implementing and testing 3D shapes functions and contribute on camera and gestures modules.
|
||||
- Kevin Gato for improving texture internal formats support and helping on raygui development.
|
||||
- Daniel Nicolas for improving texture internal formats support and helping on raygui development.
|
||||
- Marc Agüera for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||
- [Sergio Martinez](https://github.com/anidealgift) for helping on raygui development and tools development (raygui_styler).
|
||||
- [Victor Fisac](https://github.com/victorfisac) for developing physics raylib module (physac) and implementing PBR materials and lighting systems... among multiple other improvements and multiple tools and games.
|
||||
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
- [procedural](https://github.com/procedural) for testing raylib on Linux, correcting some bugs and adding several mouse functions.
|
||||
- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
|
||||
- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
|
||||
- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
|
||||
- [Marcelo Paez](https://github.com/paezao) for helping on OSX High DPI display issue.
|
||||
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for an amazing contribution to raylib Lua module.
|
||||
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for improvements on OBJ object loading.
|
||||
- [RDR8](https://github.com/RDR8) for helping with Linux build improvements.
|
||||
- [Saggi Mizrahi](https://github.com/ficoos) for multiple fixes on Linux and audio system.
|
||||
- [Daniel Lemos](https://github.com/xspager) for fixing issues on Linux games building.
|
||||
- [Joel Davis](https://github.com/joeld42) for adding raycast picking utilities and a [great example](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_picking.c)
|
||||
- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support.
|
||||
- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain.
|
||||
- [Michael Vetter](https://github.com/jubalh) for improvements on build system and his work on Suse Linux package... and multiple fixes!
|
||||
- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions, shaders work and some fixes.
|
||||
- [Benjamin Summerton](https://github.com/define-private-public) for improving OSX building and his amazing work on CMake build sytem.
|
||||
- [MartinFX](https://github.com/Martinfx) for adding compilation support for FreeBSD OS and derivatives.
|
||||
- [Ahmad Fatoum](https://github.com/a3f) for implementing CI support for raylib (Travis and AppVeyor) and great improvements on build system.
|
||||
- [SamNChiet](https://github.com/SamNChiet) for a greatly improved UWP input implementation.
|
||||
- [David Reid](https://github.com/mackron) for a complete review of audio module to support his amazing miniaudio library.
|
||||
- [Kai](https://github.com/questor) for multiple code reviews and improvements.
|
||||
- [Max Danielsson](https://github.com/autious) for adding support for orthographic 3d camera projection
|
||||
- [Lumaio](https://github.com/TheLumaio) for his great work on GBuffers and GetCollisionRayModel().
|
||||
- [Jonas Daeyaert](https://github.com/culacant) for an amazing work on IQM animated models support.
|
||||
- [Seth Archambault](https://github.com/SethArchambault) for the work on Android Gamepad support (SNES model).
|
||||
- [D3nX](https://github.com/D3nX) for adding Code::Blocks project template.
|
||||
- [Jak Barnes](https://github.com/Syphonx) for a great work on `rnet`, new raylib network module
|
||||
- [Vlad Adrian](https://github.com/Demizdor) for an amazing work on Unicode support, new shapes functions and raygui.
|
||||
- [Reece Mackie](https://github.com/Rover656) for a great work on improving UWP support
|
||||
- [flashback-fx](flashback-fx) for improving easings library and example
|
||||
- [Jorge A. Gomes](https://github.com/overdev) for adding nine-patch textures support and example
|
||||
- [Berni8k](https://github.com/Berni8k) for improving Raspberry Pi input system, using evdev
|
||||
- [Wilhem Barbier](https://github.com/wbrbr) for implementing glTF loading support and solving several issues
|
||||
- [Marco Lizza](https://github.com/MarcoLizza) for improving logging system and multiple issues
|
||||
- [Anata](https://github.com/anatagawa) for creating amazing examples and contributing with them
|
||||
- [Narice](https://github.com/narice) made easings.h includable as standalone header
|
||||
- [Eric J.](https://github.com/ProfJski) for shaders_eratosthenes example contribution
|
||||
- [PompPenguin](https://github.com/PompPenguin) for reviewing 3rd person camera
|
||||
- [Mohamed Shazan](https://github.com/msmshazan) for adding support for ANGLE graphics backend
|
||||
|
||||
Please, if I forget someone in this list, excuse me and send me a PR!
|
95
CONVENTIONS.md
Normal file
@@ -0,0 +1,95 @@
|
||||
## C Coding Style Conventions
|
||||
|
||||
Here it is a list with some of the code conventions used by raylib:
|
||||
|
||||
Code element | Convention | Example
|
||||
--- | :---: | ---
|
||||
Defines | ALL_CAPS | `#define PLATFORM_DESKTOP`
|
||||
Macros | ALL_CAPS | `#define MIN(a,b) (((a)<(b))?(a):(b))`
|
||||
Variables | lowerCase | `int screenWidth = 0;`, `float targetFrameTime = 0.016f;`
|
||||
Local variables | lowerCase | `Vector2 playerPosition = { 0 };`
|
||||
Global variables | lowerCase | `bool windowReady = false;`
|
||||
Constants | lowerCase | `const int maxValue = 8;`
|
||||
Pointers | MyType *pointer | `Texture2D *array = NULL;`
|
||||
float values | always x.xf | `float gravity = 10.0f`
|
||||
Operators | value1*value2 | `int product = value*6;`
|
||||
Operators | value1/value2 | `int division = value/4;`
|
||||
Operators | value1 + value2 | `int sum = value + 10;`
|
||||
Operators | value1 - value2 | `int res = value - 5;`
|
||||
Enum | TitleCase | `enum TextureFormat`
|
||||
Enum members | ALL_CAPS | `PIXELFORMAT_UNCOMPRESSED_R8G8B8`
|
||||
Struct | TitleCase | `struct Texture2D`, `struct Material`
|
||||
Struct members |lowerCase | `texture.width`, `color.r`
|
||||
Functions | TitleCase | `InitWindow()`, `LoadImageFromMemory()`
|
||||
Functions params | lowerCase | `width`, `height`
|
||||
Ternary Operator | (condition)? result1 : result2 | `printf("Value is 0: %s", (value == 0)? "yes" : "no");`
|
||||
|
||||
Some other conventions to follow:
|
||||
- **ALWAYS** initialize all defined variables.
|
||||
- **Do not use TABS**, use 4 spaces instead.
|
||||
- Avoid trailing spaces, please, avoid them
|
||||
- Control flow statements always are followed **by a space**:
|
||||
```c
|
||||
if (condition) value = 0;
|
||||
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_VALUES; i++) printf("%i", i);
|
||||
|
||||
// Be careful with the switch formatting!
|
||||
switch (value)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
|
||||
} break;
|
||||
case 2: break;
|
||||
default: break;
|
||||
}
|
||||
```
|
||||
- All conditions checks are **always between parenthesis** but not boolean values:
|
||||
```c
|
||||
if ((value > 1) && (value < 50) && valueActive))
|
||||
{
|
||||
|
||||
}
|
||||
```
|
||||
- When dealing with braces or curly brackets, open-close them in aligned mode:
|
||||
```c
|
||||
void SomeFunction()
|
||||
{
|
||||
// TODO: Do something here!
|
||||
}
|
||||
```
|
||||
|
||||
**If proposing new functions, please try to use a clear naming for function-name and functions-parameters, in case of doubt, open an issue for discussion.**
|
||||
|
||||
## Files and Directories Naming Conventions
|
||||
|
||||
- Directories will be named using `snake_case`: `resources/models`, `resources/fonts`
|
||||
|
||||
- Files will be named using `snake_case`: `main_title.png`, `cubicmap.png`, `sound.wav`
|
||||
|
||||
_NOTE: Avoid any space or special character in the files/dir naming!_
|
||||
|
||||
## Games/Examples Directories Organization Conventions
|
||||
|
||||
- Data files should be organized by context and usage in the game, think about the loading requirements for data and put all the resources that need to be loaded at the same time together.
|
||||
- Use descriptive names for the files, it would be perfect if just reading the name of the file, it was possible to know what is that file and where fits in the game.
|
||||
- Here it is an example, note that some resources require to be loaded all at once while other require to be loaded only at initialization (gui, font).
|
||||
|
||||
```
|
||||
resources/audio/fx/long_jump.wav
|
||||
resources/audio/music/main_theme.ogg
|
||||
resources/screens/logo/logo.png
|
||||
resources/screens/title/title.png
|
||||
resources/screens/gameplay/background.png
|
||||
resources/characters/player.png
|
||||
resources/characters/enemy_slime.png
|
||||
resources/common/font_arial.ttf
|
||||
resources/common/gui.png
|
||||
```
|
||||
|
120
HISTORY.md
@@ -33,7 +33,7 @@ Lots of code changes and lot of testing have concluded in this amazing new rayli
|
||||
notes on raylib 1.2
|
||||
-------------------
|
||||
|
||||
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
|
||||
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/rcore.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
|
||||
|
||||
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the users. On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input system has been written from scratch.
|
||||
|
||||
@@ -54,9 +54,9 @@ On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This
|
||||
|
||||
- Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
|
||||
|
||||
- A brand new [camera](https://github.com/raysan5/raylib/blob/master/src/camera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person). Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c).
|
||||
- A brand new [camera](https://github.com/raysan5/raylib/blob/master/src/rcamera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person). Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c).
|
||||
|
||||
- New [gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs.
|
||||
- New [gestures](https://github.com/raysan5/raylib/blob/master/src/rgestures.h) module simplifies gestures detection on Android and HTML5 programs.
|
||||
|
||||
- [raygui](https://github.com/raysan5/raylib/blob/master/src/raygui.h), the new immediate-mode GUI module offers a set of functions to create simple user interfaces, primary intended for tools development. It's still in experimental state but already fully functional.
|
||||
|
||||
@@ -77,7 +77,7 @@ On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For
|
||||
|
||||
- [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
|
||||
|
||||
- [gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
|
||||
- [gestures](https://github.com/raysan5/raylib/blob/master/src/rgestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
|
||||
|
||||
- Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`). Gamepad support has also been added (experimental).
|
||||
|
||||
@@ -106,7 +106,7 @@ On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new
|
||||
|
||||
- Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
|
||||
|
||||
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/master/examples/core_2d_camera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/master/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
|
||||
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/master/examples/core_2d_rcamera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/master/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
|
||||
|
||||
This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) file for a more detailed list of changes.
|
||||
|
||||
@@ -249,8 +249,116 @@ After **10 months of intense development**, new raylib version is ready. Despite
|
||||
|
||||
- New **GitHub Actions CI** system has been implemented for Windows, Linux and macOS code and examples compilation on every new commit or PR to make sure library keeps stable and usable with no breaking bugs.
|
||||
|
||||
Note that only key changes are listed here but there is way more! About **30 new functions**, multiple functions reviewed, bindings to [+40 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md) and great samples/demos/tutorials [created by the community](https://discord.gg/VkzNHUE), including raylib integration with [Spine](https://github.com/WEREMSOFT/spine-raylib-runtimes), [Unity](https://unitycoder.com/blog/2019/12/09/using-raylib-dll-in-unity/), [Tiled](https://github.com/OnACoffeeBreak/raylib_tiled_import_with_tmx), [Nuklear](http://bedroomcoders.co.uk/implementing-a-3d-gui-with-raylib/), [enet](https://github.com/nxrighthere/NetDynamics) and [more](https://github.com/raysan5/raylib/issues/1079)!
|
||||
Note that only key changes are listed here but there is way more! About **30 new functions**, multiple functions reviewed, bindings to [+40 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md) and great samples/demos/tutorials [created by the community](https://discord.gg/raylib), including raylib integration with [Spine](https://github.com/WEREMSOFT/spine-raylib-runtimes), [Unity](https://unitycoder.com/blog/2019/12/09/using-raylib-dll-in-unity/), [Tiled](https://github.com/OnACoffeeBreak/raylib_tiled_import_with_tmx), [Nuklear](http://bedroomcoders.co.uk/implementing-a-3d-gui-with-raylib/), [enet](https://github.com/nxrighthere/NetDynamics) and [more](https://github.com/raysan5/raylib/issues/1079)!
|
||||
|
||||
It has been **10 months of improvements** to create the best raylib ever.
|
||||
|
||||
Welcome to **raylib 3.0**.
|
||||
|
||||
notes on raylib 3.5 - 7th Anniversary Edition
|
||||
---------------------------------------------
|
||||
|
||||
It's December 25th... this crazy 2020 is about to finish and finally the holidays gave me some time to put a new version of raylib. It's been **9 months since last release** and last November raylib become 7 years old... I was not able to release this new version back then but here it is. Many changes and improvements have happened in those months and, even, last August, raylib was awarded with an [Epic Megagrant](https://www.unrealengine.com/en-US/blog/epic-megagrants-fall-2020-update)! Bindings list kept growing to [+50 programming languages](BINDINGS.md) and some new platforms have been supported. Let's see this new version details:
|
||||
|
||||
First, some general numbers of this new update:
|
||||
|
||||
- **+650** commits since previous RELEASE
|
||||
- **+30** functions ADDED (for a TOTAL of **475**!)
|
||||
- **+90** functions REVIEWED/REDESIGNED
|
||||
- **+30** contributors (for a TOTAL of **170**!)
|
||||
- **+8** new examples (for a TOTAL of **+120**!)
|
||||
|
||||
Here the list with some highlights for `raylib 3.5`.
|
||||
|
||||
- NEW **Platform** supported: **Raspberry Pi 4 native mode** (no X11 windows) through [DRM](https://en.wikipedia.org/wiki/Direct_Rendering_Manager) subsystem and GBM API. Actually this is a really interesting improvement because it opens the door to raylib to support other embedded platforms (Odroid, GameShell, NanoPi...). Also worth mentioning the un-official homebrew ports of raylib for [PS4](https://github.com/orbisdev/orbisdev-orbisGl2) and [PSVita](https://github.com/psp2dev/raylib4Vita).
|
||||
|
||||
- NEW **configuration options** exposed: For custom raylib builds, `config.h` now exposes **more than 150 flags and defines** to build raylib with only the desired features, for example, it allows to build a minimal raylib library in just some KB removing all external data filetypes supported, very useful to generate **small executables or embedded devices**.
|
||||
|
||||
- NEW **automatic GIF recording** feature: Actually, automatic GIF recording (**CTRL+F12**) for any raylib application has been available for some versions but this feature was really slow and low-performant using an old gif library with many file-accesses. It has been replaced by a **high-performant alternative** (`msf_gif.h`) that operates directly on memory... and actually works very well! Try it out!
|
||||
|
||||
- NEW **RenderBatch** system: `rlgl` module has been redesigned to support custom **render batches** to allow grouping draw calls as desired, previous implementation just had one default render batch. This feature has not been exposed to raylib API yet but it can be used by advance users dealing with `rlgl` directly. For example, multiple `RenderBatch` can be created for 2D sprites and 3D geometry independently.
|
||||
|
||||
- NEW **Framebuffer** system: `rlgl` module now exposes an API for custom **Framebuffer attachments** (including cubemaps!). raylib `RenderTexture` is a basic use-case, just allowing color and depth textures, but this new API allows the creation of more advance Framebuffers with multiple attachments, like the **G-Buffers**. `GenTexture*()` functions have been redesigned to use this new API.
|
||||
|
||||
- Improved **software rendering**: raylib `Image*()` API is intended for software rendering, for those cases when **no GPU or no Window is available**. Those functions operate directly with **multi-format** pixel data on RAM and they have been completely redesigned to be way faster, specially for small resolutions and retro-gaming. Low-end embedded devices like **microcontrollers with custom displays** could benefit of this raylib functionality!
|
||||
|
||||
- File **loading from memory**: Multiple functions have been redesigned to load data from memory buffers **instead of directly accessing the files**, now all raylib file loading/saving goes through a couple of functions that load data into memory. This feature allows **custom virtual-file-systems** and it gives more control to the user to access data already loaded in memory (i.e. images, fonts, sounds...).
|
||||
|
||||
- NEW **Window states** management system: raylib `core` module has been redesigned to support Window **state check and setup more easily** and also **before/after Window initialization**, `SetConfigFlags()` has been reviewed and `SetWindowState()` has been added to control Window minification, maximization, hidding, focusing, topmost and more.
|
||||
|
||||
- NEW **GitHub Actions** CI/CD system: Previous CI implementation has been reviewed and improved a lot to support **multiple build configurations** (platforms, compilers, static/shared build) and also an **automatic deploy system** has been implemented to automatically attach the diferent generated artifacts to every new release. As the system seems to work very good, previous CI platforms (AppVeyor/TravisCI) have been removed.
|
||||
|
||||
A part of those changes, many new functions have been added, some redundant functions removed and many functions have been reviewed for consistency with the full API (function name, parameters name and order, code formatting...). Again, this release represents is a **great improvement for raylib and marks the way forward** for the library. Make sure to check [CHANGELOG](CHANGELOG) for details! Hope you enjoy it!
|
||||
|
||||
Happy holidays! :)
|
||||
|
||||
notes on raylib 3.7
|
||||
-------------------
|
||||
|
||||
April 2021, it's been about 4 months since last raylib release and here it is already a new one, this time with a bunch of internal redesigns and improvements. Surprisingly, on April the 8th I was awarded for a second time with the [Google Open Source Peer Bonus Award](https://opensource.googleblog.com/2021/04/announcing-first-group-of-google-open-source-peer-bonus-winners.html) for my contribution to open source world with raylib and it seems the library is getting some traction, what a better moment for a new release? Let's see what can be found in this new version:
|
||||
|
||||
Let's start with some numbers:
|
||||
|
||||
- **+100** closed issues (for a TOTAL of **+900**!)
|
||||
- **+400** commits since previous RELEASE
|
||||
- **+50** functions ADDED (**+30** of them to rlgl API)
|
||||
- **+30** functions REVIEWED/REDESIGNED
|
||||
- **+40** new contributors (for a TOTAL of **+210**!)
|
||||
|
||||
Highlights for `raylib 3.7`:
|
||||
|
||||
- **REDESIGNED: `rlgl` module for greater abstraction level**. This suppose an **important change in raylib architecture**, now `rlgl` functionality is self-contained in the module and used by higher-level layers (specially by `core` module), those upper layers are the ones that expose functionality to the main API when required, for example the `Shaders`, `Mesh` and `Materials` functionality. Multiple `rlgl` functions have been renamed for consistency, in this case, following the `rl*()` prefix convention. Functions have also been reorganized internally by categories and `GenTexture*()` functions have been removed from the library and moved to [`models_material_pbr`](https://github.com/raysan5/raylib/blob/master/examples/models/models_material_pbr.c) example.
|
||||
|
||||
- **REDESIGNED: VR simulator and stereo rendering mechanism**. A **brand new API** has been added, more comprehensive and better integrated with raylib, the **new stereo rendering** can be combined with `RenderTexture` and `Shader` API allowing the user to **manage fbo and distortion shader directly**. Also, the new rendering mechanism supports **instancing on stereo rendering**! Check the updated [`core_vr_simulator`](https://github.com/raysan5/raylib/blob/master/examples/core/core_vr_simulator.c) example for reference!
|
||||
|
||||
- **ADDED: New file access callbacks system**. Several new callback functions have been added to the API to allow custom file loaders. A [nice example](https://github.com/RobLoach/raylib-physfs) it's the **raylib integration with a virtual file system** [PhysFS](https://icculus.org/physfs/).
|
||||
|
||||
- **ADDED: glTF animations support**. glTF is the preferred models file format to be used with raylib and along the addition of a models animation API on latest raylib versions, now animations support for glTF format has come to raylib, thanks for this great contribution to [Hristo Stamenov](@object71)
|
||||
|
||||
- **ADDED: Music streaming support from memory**. raylib has been adding the `Load*FromMemory()` option to all its supported file formats but **music streaming** was not supported yet... until now. Thanks to this great contribution by [Agnis "NeZvērs" Aldiņš](@nezvers), now raylib supports music streamming from memory data for all supported file formats: WAV, OGG, MP3, FLAC, XM and MOD.
|
||||
|
||||
- **RENAMED: enums values for consistency**. Most raylib enums names and values names have been renamed for consistency, now all value names start with the type of data they represent. It increases clarity and readability when using those values and also **improves overall library consistency**.
|
||||
|
||||
Beside those key changes, many functions have been reviewed with improvements and bug fixes, many of them contributed by the community! Thanks! And again, this release sets a **new milestone for raylib library**. Make sure to check [CHANGELOG](CHANGELOG) for detailed list of changes! Hope you enjoy this new raylib installment!
|
||||
|
||||
Happy **gamedev/tools/graphics** programming! :)
|
||||
|
||||
notes on raylib 4.0 - 8th Anniversary Edition
|
||||
---------------------------------------------
|
||||
|
||||
It's been about 6 months since last raylib release and it's been **8 years since I started with this project**, what an adventure! It's time for a new release: `raylib 4.0`, **the biggest release ever** and an inflexion point for the library. Many hours have been put in this release to make it special, **many library details have been polished**: syntax, naming conventions, code comments, functions descriptions, log outputs... Almost all the issues have been closed (only 3 remain open at the moment of this writing) and some amazing new features have been added. I expect this **`raylib 4.0`** to be a long term version (LTS), stable and complete enough for any new graphic/game/tool application development.
|
||||
|
||||
Let's start with some numbers:
|
||||
|
||||
- **+130** closed issues (for a TOTAL of **+1030**!)
|
||||
- **+550** commits since previous RELEASE
|
||||
- **+20** functions ADDED to raylib API
|
||||
- **+60** functions ADDED to rlgl API
|
||||
- **+40** functions RENAMED/REVIEWED/REDESIGNED
|
||||
- **+60** new contributors (for a TOTAL of **+275**!)
|
||||
|
||||
Highlights for `raylib 4.0`:
|
||||
|
||||
- **Naming consistency and coherency**: `raylib` API has been completely reviewed to be consistent on naming conventions for data structures and functions, comments and descriptions have been reviewed, also the sintax of many symbols for consistency; some functions and structs have been renamed (i.e. `struct CharInfo` to `struct GlyphInfo`). Output log messages have been also improved to show more info to the users. Several articles have been writen in this process: [raylib_syntax analysis](https://github.com/raysan5/raylib/wiki/raylib-syntax-analysis) and [raylib API usage analysis](https://gist.github.com/raysan5/7c0c9fff1b6c19af24bb4a51b7383f1e). In general, a big polishment of the library to make it more consistent and coherent.
|
||||
|
||||
- **Event Automation System**: This new _experimental_ feature has been added for future usage, it allows to **record input events and re-play them automatically**. This feature could be very useful to automatize examples testing but also for tutorials with assited game playing, in-game cinematics, speedruns, AI playing and more! Note this feature is still experimental.
|
||||
|
||||
- **Custom game-loop control**: As requested by some advance users, **the game-loop control can be exposed** compiling raylib with the config flag: `SUPPORT_CUSTOM_FRAME_CONTROL`. It's intended for advance users that want to control the events polling and also the timming mechanisms of their games.
|
||||
|
||||
- [**`rlgl 4.0`**](https://github.com/raysan5/raylib/blob/master/src/rlgl.h): This module has been completely **decoupled from platform layer** and raylib, now `rlgl` single-file header-only library only depends on the multiple OpenGL backends supported, even the dependency on `raymath` has been removed. Additionally, **support for OpenGL 4.3** has been added, supporting compute shaders and Shader Storage Buffer Objects (SSBO). Now `rlgl` can be used as a complete standalone portable library to wrap several OpenGL version and providing **a simple and easy-to-use pseudo-OpenGL immediate-mode API**.
|
||||
|
||||
- [**`raymath 1.5`**](https://github.com/raysan5/raylib/blob/master/src/raymath.h): This module has been reviewed and some new conventions have been adopted to make it **more portable and self-contained**:
|
||||
- Functions are self-contained, no function use other raymath function inside, required code is directly re-implemented
|
||||
- Functions input parameters are always received by value
|
||||
- Functions use always a "result" variable for return
|
||||
- Angles are always in radians (`DEG2RAD`/`RAD2DEG` macros provided for convenience)
|
||||
|
||||
- [**`raygui 3.0`**](https://github.com/raysan5/raygui): The **official raylib immediate-mode gui library** (included in `raylib/src/extras`) has been updated to a new version, embedding the icons collection and adding mulstiple improvements. It has been simplified and constrained for a better focus on its task: provide a simple and easy-to-use immediate-mode-gui library for small tools development.
|
||||
|
||||
- [**`raylib_parser`**](https://github.com/raysan5/raylib/tree/master/parser): Added **new tool to parse `raylib.h`** and tokenize its enums, structs and functions, extracting all required info (name, params, descriptions...) into custom output formats (TXT, XML, JSON...) for further processing. This tool is specially useful to **automatize bindings generation**. Hopefully, this tool will make life easier to binding creators to update their bindings for raylib 4.0 or adding new ones!
|
||||
|
||||
- **Zig and Odin official support for raylib**: Those two new amazing programming languages are officially supporting raylib, `Zig` lists raylib as an [official example for C interoperatibility](https://ziglang.org/learn/samples/#c-interoperability) and Odin [officially supports raylib as a vendor library](https://github.com/odin-lang/Odin/tree/master/vendor/raylib). Both languages also have several bingings to raylib. Additionally, Zig build system supported has been added to compile raylib library and examples.
|
||||
|
||||
Those are some of the key features for this new release but actually there is way more! **Support for `VOX` ([MagikaVoxel](https://ephtracy.github.io/)) 3d model format** has been added, **new [raylib_game_template](https://github.com/raysan5/raylib-game-template)** repo shared, **new `EncodeDataBase64()` and `DecodeDataBase64()` functions** added, **improved HiDPI support**, new `DrawTextPro()` with support for text rotations, completely **reviewed `glTF` models loading**, added **`SeekMusicStream()` for music seeking**, many new examples and +20 examples reviewed... **hundreds of improvements and bug fixes**! Make sure to check [CHANGELOG](CHANGELOG) for a detailed list of changes!
|
||||
|
||||
Undoubtely, **this is the best raylib ever**. Enjoy gamedev/tools/graphics programming! :)
|
||||
|
2
LICENSE
@@ -1,4 +1,4 @@
|
||||
Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
|
||||
Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
|
||||
|
||||
This software is provided "as-is", without any express or implied warranty. In no event
|
||||
will the authors be held liable for any damages arising from the use of this software.
|
||||
|
122
README.md
@@ -1,84 +1,89 @@
|
||||
<img align="left" src="https://github.com/raysan5/raylib/blob/master/logo/raylib_256x256.png" width=256>
|
||||
<img align="left" src="https://github.com/raysan5/raylib/blob/master/logo/raylib_logo_animation.gif" width="288px">
|
||||
|
||||
**raylib is a simple and easy-to-use library to enjoy videogames programming.**
|
||||
|
||||
raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's specially well suited for prototyping, tooling, graphical applications, embedded systems and education.
|
||||
|
||||
*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no auto-debugging... just coding in the most pure spartan-programmers way.*
|
||||
*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.*
|
||||
|
||||
Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
|
||||
|
||||
---
|
||||
|
||||
<br>
|
||||
|
||||
[](https://github.com/raysan5/raylib/graphs/contributors)
|
||||
[](https://github.com/raysan5/raylib/releases)
|
||||
[](https://github.com/raysan5/raylib/commits/master)
|
||||
[](https://github.com/raysan5/raylib/commits/master)
|
||||
[](LICENSE)
|
||||
|
||||
[](https://discord.gg/VkzNHUE)
|
||||
[](https://discord.gg/raylib)
|
||||
[](https://github.com/raysan5/raylib/stargazers)
|
||||
[](https://twitter.com/raysan5)
|
||||
[](https://www.reddit.com/r/raylib/)
|
||||
|
||||
[](https://travis-ci.org/raysan5/raylib)
|
||||
[)](https://ci.appveyor.com/project/raysan5/raylib)
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3AWindows)
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3ALinux)
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3AmacOS)
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3AAndroid)
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3AWebAssembly)
|
||||
|
||||
[](https://github.com/raysan5/raylib/actions)
|
||||
[](https://github.com/raysan5/raylib/actions)
|
||||
[](https://github.com/raysan5/raylib/actions)
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3ACMakeBuilds)
|
||||
[](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml)
|
||||
[](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml)
|
||||
|
||||
features
|
||||
--------
|
||||
- **NO external dependencies**, all required libraries are bundled into raylib
|
||||
- Multiple platforms supported: **Windows, Linux, MacOS, Android, HTML5... and more!**
|
||||
- **NO external dependencies**, all required libraries are [bundled into raylib](https://github.com/raysan5/raylib/tree/master/src/external)
|
||||
- Multiple platforms supported: **Windows, Linux, MacOS, RPI, Android, HTML5... and more!**
|
||||
- Written in plain C code (C99) in PascalCase/camelCase notation
|
||||
- Hardware accelerated with OpenGL (**1.1, 2.1, 3.3 or ES 2.0**)
|
||||
- Hardware accelerated with OpenGL (**1.1, 2.1, 3.3, 4.3 or ES 2.0**)
|
||||
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
|
||||
- Multiple **Fonts** formats supported (TTF, XNA fonts, AngelCode fonts)
|
||||
- Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
|
||||
- Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC)
|
||||
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
|
||||
- Flexible Materials system, supporting classic maps and **PBR maps**
|
||||
- **Animated 3D models** supported (skeletal bones animation)
|
||||
- **Animated 3D models** supported (skeletal bones animation) (IQM)
|
||||
- Shaders support, including model and **postprocessing** shaders.
|
||||
- **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h)
|
||||
- Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
|
||||
- **VR stereo rendering** support with configurable HMD device parameters
|
||||
- Huge examples collection with [+115 code examples](https://github.com/raysan5/raylib/tree/master/examples)!
|
||||
- Bindings to [+40 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
|
||||
- Free and open source.
|
||||
- Huge examples collection with [+120 code examples](https://github.com/raysan5/raylib/tree/master/examples)!
|
||||
- Bindings to [+50 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
|
||||
- **Free and open source**.
|
||||
|
||||
raylib uses on its [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module the outstanding [GLFW3](http://www.glfw.org/) library, embedded in the form of [rglfw](https://github.com/raysan5/raylib/blob/master/src/rglfw.c) module, to avoid external dependencies.
|
||||
basic example
|
||||
--------------
|
||||
This is a basic raylib example, it creates a window and it draws the text `"Congrats! You created your first window!"` in the middle of the screen. Check this example [running live on web here](https://www.raylib.com/examples/core/loader.html?name=core_basic_window).
|
||||
```c
|
||||
#include "raylib.h"
|
||||
|
||||
raylib uses on its [raudio](https://github.com/raysan5/raylib/blob/master/src/raudio.c) module, the amazing [miniaudio](https://github.com/dr-soft/miniaudio) library to support multiple platforms and multiple audio backends.
|
||||
int main(void)
|
||||
{
|
||||
InitWindow(800, 450, "raylib [core] example - basic window");
|
||||
|
||||
raylib uses internally several single-file header-only libraries to support different fileformats loading and saving, all those libraries are embedded with raylib and available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib Wiki](https://github.com/raysan5/raylib/wiki/raylib-dependencies) for a detailed list.
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
*On Android platform, `native_app_glue` module (provided by Android NDK) and native Android libraries are used to manage window/context, inputs and activity life cycle.*
|
||||
CloseWindow();
|
||||
|
||||
*On Raspberry Pi platform (native mode), `Videocore API` and `EGL` libraries are used for window/context management. Inputs are processed using `evdev` Linux libraries*
|
||||
|
||||
*On Web platform, raylib uses `emscripten` provided libraries for several input events management, specially noticeable the touch events support.*
|
||||
return 0;
|
||||
}
|
||||
```
|
||||
|
||||
build and installation
|
||||
----------------------
|
||||
|
||||
raylib binary releases for Windows, Linux and macOS are available at the [Github Releases page](https://github.com/raysan5/raylib/releases).
|
||||
raylib binary releases for Windows, Linux, macOS, Android and HTML5 are available at the [Github Releases page](https://github.com/raysan5/raylib/releases).
|
||||
|
||||
raylib is also available via multiple [package managers](https://github.com/raysan5/raylib/issues/613) on multiple OS distributions.
|
||||
|
||||
#### Installing and building raylib via vcpkg
|
||||
|
||||
You can download and install raylib using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager:
|
||||
|
||||
git clone https://github.com/Microsoft/vcpkg.git
|
||||
cd vcpkg
|
||||
./bootstrap-vcpkg.sh
|
||||
./vcpkg integrate install
|
||||
vcpkg install raylib
|
||||
|
||||
*The raylib port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.*
|
||||
|
||||
#### Building raylib on multiple platforms
|
||||
#### Installing and building raylib on multiple platforms
|
||||
|
||||
[raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms.
|
||||
|
||||
@@ -89,12 +94,11 @@ You can download and install raylib using the [vcpkg](https://github.com/Microso
|
||||
- [Working on Raspberry Pi](https://github.com/raysan5/raylib/wiki/Working-on-Raspberry-Pi)
|
||||
- [Working for Android](https://github.com/raysan5/raylib/wiki/Working-for-Android)
|
||||
- [Working for Web (HTML5)](https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5))
|
||||
- [Working for UWP (Universal Window Platform)](https://github.com/raysan5/raylib/wiki/Working-for-UWP)
|
||||
- [Working anywhere with CMake](https://github.com/raysan5/raylib/wiki/Working-with-CMake)
|
||||
|
||||
*Note that Wiki is open for edit, if you find some issue while building raylib for your target platform, feel free to edit the Wiki or open and issue related to it.*
|
||||
|
||||
#### Using raylib with multiple IDEs
|
||||
#### Setup raylib with multiple IDEs
|
||||
|
||||
raylib has been developed on Windows platform using [Notepad++](https://notepad-plus-plus.org/) and [MinGW GCC](http://mingw-w64.org/doku.php) compiler but it can be used with other IDEs on multiple platforms.
|
||||
|
||||
@@ -102,20 +106,36 @@ raylib has been developed on Windows platform using [Notepad++](https://notepad-
|
||||
|
||||
*Note that there are lots of IDEs supported, some of the provided templates could require some review, please, if you find some issue with some template or you think they could be improved, feel free to send a PR or open a related issue.*
|
||||
|
||||
contact
|
||||
-------
|
||||
learning and docs
|
||||
------------------
|
||||
|
||||
* Webpage: [http://www.raylib.com](http://www.raylib.com)
|
||||
* Discord: [https://discord.gg/raylib](https://discord.gg/VkzNHUE)
|
||||
* Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
|
||||
* Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
|
||||
* Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
|
||||
* Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
|
||||
* YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/channel/UC8WIBkhYb5sBNqXO1mZ7WSQ)
|
||||
raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library and a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.
|
||||
|
||||
If you are using raylib and enjoying it, please, join our [Discord server](https://discord.gg/VkzNHUE) and let us know! :)
|
||||
Some additional documentation about raylib design can be found in raylib GitHub Wiki. Here the more relevant links:
|
||||
|
||||
- [raylib cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html)
|
||||
- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
|
||||
- [raylib library design](https://github.com/raysan5/raylib/wiki)
|
||||
- [raylib examples collection](https://github.com/raysan5/raylib/tree/master/examples)
|
||||
- [raylib games collection](https://github.com/raysan5/raylib-games)
|
||||
|
||||
|
||||
contact and networks
|
||||
---------------------
|
||||
|
||||
raylib is present in several networks and raylib community is growing everyday. If you are using raylib and enjoying it, feel free to join us in any of these networks. The most active network is our [Discord server](https://discord.gg/raylib)! :)
|
||||
|
||||
- Webpage: [http://www.raylib.com](http://www.raylib.com)
|
||||
- Discord: [https://discord.gg/raylib](https://discord.gg/raylib)
|
||||
- Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
|
||||
- Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
|
||||
- Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
|
||||
- Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
|
||||
- YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/c/raylib)
|
||||
|
||||
license
|
||||
-------
|
||||
|
||||
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE.md) for further details.
|
||||
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE) for further details.
|
||||
|
||||
raylib uses internally some libraries for window/graphics/inputs management and also to support different fileformats loading, all those libraries are embedded with and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies LICENSES](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on raylib Wiki for details.
|
||||
|
32
ROADMAP.md
@@ -1,21 +1,33 @@
|
||||
roadmap
|
||||
-------
|
||||
# raylib roadmap
|
||||
|
||||
Here it is a wish-list with features and ideas to improve the library. Note that features listed here are quite high-level and could be long term additions for the library. Current version of raylib is complete and functional but there is a lot of room for improvement.
|
||||
Here it is a wish-list with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements of ideas:
|
||||
|
||||
[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 also [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
|
||||
- [GitHub Issues](https://github.com/raysan5/raylib/issues) has several open issues for possible improvements or bugs to fix.
|
||||
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
|
||||
- [raylib wishlist](https://github.com/raysan5/raylib/discussions/1502) is open to everyone to ask for improvements, feel free to check and comment.
|
||||
|
||||
**raylib 3.x**
|
||||
- [ ] Network module (UDP): `rnet` ([info](https://github.com/raysan5/raylib/issues/753))
|
||||
- [ ] Custom raylib resource packer: `rres` ([info](https://github.com/raysan5/rres))
|
||||
- [ ] Basic CPU/GPU stats system (memory, draws, time...)
|
||||
- [ ] Continuous Deployment using GitHub Actions
|
||||
_Current version of raylib is complete and functional but, as always, there is lot of room for improvement._
|
||||
|
||||
**raylib 4.x**
|
||||
- [ ] Redesign camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143))
|
||||
- [ ] Redesign gestures system, improve touch inputs management
|
||||
- [ ] Better documentation and improved examples
|
||||
- [ ] Focus on HTML5 and embedded platforms
|
||||
- [ ] Additional support libraries: [raygui](https://github.com/raysan5/raygui), [rres](https://github.com/raysan5/rres)...
|
||||
|
||||
**raylib 4.0**
|
||||
- [x] Improved consistency and coherency in raylib API
|
||||
- [x] Continuous Deployment using GitHub Actions
|
||||
- [x] rlgl improvements for standalone usage (avoid raylib coupling)
|
||||
- Basic CPU/GPU stats system (memory, draws, time...) ([#1295](https://github.com/raysan5/raylib/issues/1295)) - _DISCARDED_
|
||||
- Software rendering backend (avoiding OpenGL) ([#1370](https://github.com/raysan5/raylib/issues/1370)) - _DISCARDED_
|
||||
- Network module (UDP): `rnet` ([#753](https://github.com/raysan5/raylib/issues/753)) - _DISCARDED_ - Use [nbnet](https://github.com/nathhB/nbnet).
|
||||
|
||||
**raylib 3.0**
|
||||
- [x] Custom memory allocators support
|
||||
- [x] Global variables moved to global context
|
||||
- [x] Optimize data structures for pass-by-value
|
||||
- [x] Trace log messages redesign ([info](https://github.com/raysan5/raylib/issues/1065))
|
||||
- [x] Trace log messages redesign ([#1065](https://github.com/raysan5/raylib/issues/1065))
|
||||
- [x] Continuous Integration using GitHub Actions
|
||||
|
||||
**raylib 2.5**
|
||||
|
69
SPONSORS.md
@@ -1,13 +1,68 @@
|
||||
The following people has contributed with a generous donation to the raylib project.
|
||||
## raylib GitHub Sponsors
|
||||
|
||||
## 🥇 Gold Contributors
|
||||
### Current raylib GitHub Sponsors (raylib 4.0 release)
|
||||
|
||||
...
|
||||
The following people are currently [**sponsoring raylib**](https://github.com/sponsors/raysan5) with a generous donation to allow improving and growing the project!
|
||||
|
||||
## 🥈 Silver Contributors
|
||||
- Eric J. ([@ProfJski](https://github.com/ProfJski))
|
||||
- Zach Geis ([@zacgeis](https://github.com/zacgeis))
|
||||
- minirop ([@minirop](https://github.com/minirop))
|
||||
- Daniel Gómez ([@Koocachookies](https://github.com/Koocachookies))
|
||||
- Marc Agüera ([@maguera93](https://github.com/maguera93))
|
||||
- Robin Mattheussen ([@romatthe](https://github.com/romatthe))
|
||||
- Grant Haywood ([@cinterloper](https://github.com/cinterloper))
|
||||
- Terry Nguyen ([@terrehbyte](https://github.com/terrehbyte))
|
||||
- Tommi Sinivuo ([@TommiSinivuo](https://github.com/TommiSinivuo))
|
||||
- Richard Urbanec ([@Poryg1](https://github.com/Poryg1))
|
||||
- pmgl ([@pmgl](https://github.com/pmgl))
|
||||
- cob ([@majorcob](https://github.com/majorcob))
|
||||
- Samuel Batista ([@gamedevsam](https://github.com/gamedevsam))
|
||||
- Merlyn Morgan-Graham ([@kavika13](https://github.com/kavika13))
|
||||
- linus ([@hochbaum](https://github.com/hochbaum))
|
||||
- Níckolas Daniel da Silva ([@nawarian](https://github.com/nawarian) - [thephp.website](https://thephp.website/))
|
||||
- kenzie ([@sme-ek](https://github.com/sme-ek))
|
||||
- Allan Regush ([@AllanRegush](https://github.com/AllanRegush))
|
||||
- Jeffery Myers ([@JeffM2501](https://github.com/ProfJski))
|
||||
- Ryan Roden-Corrent ([@rcorre](https://github.com/ProfJski))
|
||||
- michaelfiber ([@michaelfiber](https://github.com/ProfJski))
|
||||
- Nikhilesh S ([@nikki93](https://github.com/ProfJski))
|
||||
- kevinabraun ([@kevinabraun](https://github.com/ProfJski))
|
||||
- Matthew Owens ([@MatthewOwens](https://github.com/ProfJski))
|
||||
- Tim Eilers ([@eilerstim](https://github.com/ProfJski))
|
||||
|
||||
...
|
||||
### Past raylib GitHub Sponsors
|
||||
|
||||
## 🥉 Bronze Contributors
|
||||
The following people has **sponsored raylib** in the past, allowing the project to reach current amazing state.
|
||||
|
||||
- Jonathan Johnson ([@ecton](https://github.com/ecton))
|
||||
- Rudy Faile ([@rfaile313](https://github.com/rfaile313)) - https://rudyfaile.com/
|
||||
- frithrah ([@frithrah](https://github.com/frithrah))
|
||||
- Jens Pitkänen ([@neonmoe](https://github.com/neonmoe))
|
||||
- Rahul Nair ([@rahulunair](https://github.com/rahulunair))
|
||||
- albatros-hmd ([@albatros-hmd](https://github.com/albatros-hmd))
|
||||
- Benjamin Stigsen ([@BenStigsen](https://github.com/BenStigsen))
|
||||
- Louis Johnson ([@louisgjohnson](https://github.com/louisgjohnson))
|
||||
- Dani Martin ([@danimartin82](https://github.com/danimartin82))
|
||||
- Joakim Wennergren ([@joakimwennergren](https://github.com/joakimwennergren))
|
||||
- Alexandre Chêne ([@kooparse](https://github.com/kooparse))
|
||||
- daddio69 ([@daddio69](https://github.com/daddio69))
|
||||
- James Ghawaly ([@jghawaly](https://github.com/jghawaly))
|
||||
- jack ([@Jack-Ji](https://github.com/Jack-Ji))
|
||||
- Guido Offermans ([@jghawaly](https://github.com/GuidoOffermans))
|
||||
- devdad ([@devdad](https://github.com/devdad))
|
||||
- Pau Fernández ([@pauek](https://github.com/pauek))
|
||||
- Sergio ([@anidealgift](https://github.com/anidealgift))
|
||||
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
|
||||
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
|
||||
- Shylie ([@Shylie](https://github.com/Shylie))
|
||||
- Livio Dal Maso ([@Humeur](https://github.com/Humeur))
|
||||
- Diego Vaccher ([@denny0754](https://github.com/denny0754))
|
||||
- Ricardo Alcantara ([@ricardoalcantara](https://github.com/ricardoalcantara))
|
||||
- Toby4213 ([@Toby4213](https://github.com/Toby4213))
|
||||
|
||||
### Notes for Current/Past raylib Sponsor
|
||||
|
||||
- If you are not on the list, feel free to send a PR to be added (if desired).
|
||||
- If you want your personal webpage or project listed, feel free to send a PR to be added.
|
||||
- If you prefer not to be in this list, feel free to send a PR to be remove.
|
||||
|
||||
...
|
||||
|
65
appveyor.yml
@@ -1,65 +0,0 @@
|
||||
#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% -DCMAKE_BUILD_TYPE=Release -DSTATIC=ON -DSHARED=ON -DBUILD_EXAMPLES=%examples% -DBUILD_GAMES=%examples% -DINCLUDE_EVERYTHING=ON ..
|
||||
- cmake --build . --target install
|
||||
|
||||
after_build:
|
||||
- cmake --build . --target package
|
||||
|
||||
before_test:
|
||||
|
||||
test_script:
|
||||
|
||||
artifacts:
|
||||
- path: 'build\*.zip'
|
||||
|
||||
deploy:
|
||||
- provider: GitHub
|
||||
auth_token:
|
||||
secure: OxKnnT3tlkPl9365cOO84rDWU4UkHIYJc0D3r3Tv7rB3HaR2BBhlhCnl7g3nuOJy
|
||||
artifact: /.*\.zip/
|
||||
draft: false
|
||||
prerelease: false
|
||||
force_update: true
|
||||
on:
|
||||
branch: master
|
||||
appveyor_repo_tag: true # deploy on tag push only
|
18
cmake/BuildOptions.cmake
Normal file
@@ -0,0 +1,18 @@
|
||||
if(${PLATFORM} MATCHES "Desktop" AND APPLE)
|
||||
if(MACOS_FATLIB)
|
||||
if (CMAKE_OSX_ARCHITECTURES)
|
||||
message(FATAL_ERROR "User supplied -DCMAKE_OSX_ARCHITECTURES overrides -DMACOS_FATLIB=ON")
|
||||
else()
|
||||
set(CMAKE_OSX_ARCHITECTURES "x86_64;i386")
|
||||
endif()
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# This helps support the case where emsdk toolchain file is used
|
||||
# either by setting it with -DCMAKE_TOOLCHAIN_FILE=<path_to_emsdk>/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake
|
||||
# or by using "emcmake cmake -B build -S ." as described in https://emscripten.org/docs/compiling/Building-Projects.html
|
||||
if(EMSCRIPTEN)
|
||||
SET(PLATFORM Web CACHE STRING "Forcing PLATFORM_WEB because EMSCRIPTEN was detected")
|
||||
endif()
|
||||
|
||||
# vim: ft=cmake
|
@@ -1,43 +0,0 @@
|
||||
# Set a default build type if none was specified
|
||||
set(default_build_type "Release")
|
||||
if(EXISTS "${CMAKE_SOURCE_DIR}/.git")
|
||||
set(default_build_type "Debug")
|
||||
endif()
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
|
||||
message(STATUS "Setting build type to '${default_build_type}' as none was specified.")
|
||||
set(CMAKE_BUILD_TYPE "${default_build_type}" CACHE
|
||||
STRING "Choose the type of build." FORCE)
|
||||
# Set the possible values of build type for cmake-gui
|
||||
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS "Debug" "Release"
|
||||
"MinSizeRel" "RelWithDebInfo")
|
||||
endif()
|
||||
|
||||
# Taken from the https://github.com/OpenChemistry/tomviz project
|
||||
# Copyright (c) 2014-2017, Kitware, Inc.
|
||||
# All rights reserved.
|
||||
#
|
||||
# Redistribution and use in source and binary forms, with or without
|
||||
# modification, are permitted provided that the following conditions are met:
|
||||
#
|
||||
# 1. Redistributions of source code must retain the above copyright notice, this
|
||||
# list of conditions and the following disclaimer.
|
||||
#
|
||||
# 2. Redistributions in binary form must reproduce the above copyright notice,
|
||||
# this list of conditions and the following disclaimer in the documentation
|
||||
# and/or other materials provided with the distribution.
|
||||
#
|
||||
# 3. Neither the name of the copyright holder nor the names of its contributors
|
||||
# may be used to endorse or promote products derived from this software
|
||||
# without specific prior written permission.
|
||||
#
|
||||
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
# ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
# WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
# DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
|
||||
# FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
# DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
# SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
|
||||
# TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
# THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
@@ -1,13 +0,0 @@
|
||||
# Populates a ${FILESYSTEM_LACKS_SYMLINKS} variable
|
||||
message(STATUS "Testing if file system supports symlinks")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND} -E create_symlink CMakeLists.txt "${CMAKE_CURRENT_BINARY_DIR}/TestingIfSymlinkWorks"
|
||||
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
|
||||
RESULT_VARIABLE FILESYSTEM_LACKS_SYMLINKS
|
||||
)
|
||||
If (FILESYSTEM_LACKS_SYMLINKS)
|
||||
message(STATUS "Testing if file system supports symlinks -- unsupported")
|
||||
else()
|
||||
message(STATUS "Testing if file system supports symlinks -- supported")
|
||||
endif()
|
||||
|
110
cmake/CompileDefinitions.cmake
Normal file
@@ -0,0 +1,110 @@
|
||||
# Adding compile definitions
|
||||
target_compile_definitions("raylib" PUBLIC "${PLATFORM_CPP}")
|
||||
target_compile_definitions("raylib" PUBLIC "${GRAPHICS}")
|
||||
|
||||
function(define_if target variable)
|
||||
if (${${variable}})
|
||||
target_compile_definitions(${target} PUBLIC "${variable}")
|
||||
endif ()
|
||||
endfunction()
|
||||
|
||||
if (${CUSTOMIZE_BUILD})
|
||||
target_compile_definitions("raylib" PUBLIC EXTERNAL_CONFIG_FLAGS)
|
||||
define_if("raylib" SUPPORT_CAMERA_SYSTEM)
|
||||
define_if("raylib" SUPPORT_GESTURES_SYSTEM)
|
||||
define_if("raylib" SUPPORT_MOUSE_GESTURES)
|
||||
define_if("raylib" SUPPORT_SSH_KEYBOARD_RPI)
|
||||
define_if("raylib" SUPPORT_BUSY_WAIT_LOOP)
|
||||
define_if("raylib" SUPPORT_EVENTS_WAITING)
|
||||
define_if("raylib" SUPPORT_SCREEN_CAPTURE)
|
||||
define_if("raylib" SUPPORT_GIF_RECORDING)
|
||||
define_if("raylib" SUPPORT_HIGH_DPI)
|
||||
define_if("raylib" SUPPORT_COMPRESSION_API)
|
||||
define_if("raylib" SUPPORT_DATA_STORAGE)
|
||||
define_if("raylib" SUPPORT_VR_SIMULATOR)
|
||||
define_if("raylib" SUPPORT_FONT_TEXTURE)
|
||||
define_if("raylib" SUPPORT_QUADS_DRAW_MODE)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_PNG)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_DDS)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_HDR)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_KTX)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_ASTC)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_BMP)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_TGA)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_JPG)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_GIF)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_PSD)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_PKM)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_PVR)
|
||||
define_if("raylib" ORT_IMAGE_EXPORT)
|
||||
define_if("raylib" SUPPORT_IMAGE_MANIPULATION)
|
||||
define_if("raylib" SUPPORT_IMAGE_GENERATION)
|
||||
define_if("raylib" SUPPORT_DEFAULT_FONT)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_FNT)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_TTF)
|
||||
define_if("raylib" SUPPORT_TEXT_MANIPULATION)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_OBJ)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_MTL)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_IQM)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_GLTF)
|
||||
define_if("raylib" SUPPORT_MESH_GENERATION)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_WAV)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_OGG)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_XM)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_MOD)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_FLAC)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_MP3)
|
||||
define_if("raylib" SUPPORT_STANDARD_FILEIO)
|
||||
define_if("raylib" SUPPORT_TRACELOG)
|
||||
define_if("raylib" SUPPORT_COMPRESSION_API)
|
||||
|
||||
|
||||
if (UNIX AND NOT APPLE)
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=4096")
|
||||
else ()
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=512")
|
||||
endif ()
|
||||
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPADS=4")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPAD_AXIS=8")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPAD_BUTTONS=32")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_TOUCH_POINTS=10")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_KEY_PRESSED_QUEUE=16")
|
||||
|
||||
target_compile_definitions("raylib" PUBLIC "STORAGE_DATA_FILE=\"storage.data\"")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_KEY_PRESSED_QUEUE=16")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_DECOMPRESSION_SIZE=64")
|
||||
|
||||
if (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_33" OR ${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_11")
|
||||
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_BUFFER_ELEMENTS=8192")
|
||||
elseif (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_ES2")
|
||||
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_BUFFER_ELEMENTS=2048")
|
||||
endif ()
|
||||
|
||||
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_DRAWCALLS=256")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_MATRIX_STACK_SIZE=32")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_SHADER_LOCATIONS=32")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_MATERIAL_MAPS=12")
|
||||
target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_NEAR=0.01")
|
||||
target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_FAR=1000.0")
|
||||
|
||||
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_POSITION=\"vertexPosition\"")
|
||||
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD=\"vertexTexCoord\"")
|
||||
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_NORMAL=\"vertexNormal\"")
|
||||
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_COLOR=\"vertexColor\"")
|
||||
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TANGENT=\"vertexTangent\"")
|
||||
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2=\"vertexTexCoord2\"")
|
||||
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_TEXT_BUFFER_LENGTH=1024")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_TEXT_UNICODE_CHARS=512")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_TEXTSPLIT_COUNT=128")
|
||||
|
||||
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_FORMAT=ma_format_f32")
|
||||
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_CHANNELS=2")
|
||||
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_SAMPLE_RATE=44100")
|
||||
target_compile_definitions("raylib" PUBLIC "DEFAULT_AUDIO_BUFFER_SIZE=4096")
|
||||
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_TRACELOG_MSG_LENGTH=128")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_UWP_MESSAGES=512")
|
||||
endif ()
|
||||
|
79
cmake/CompilerFlags.cmake
Normal file
@@ -0,0 +1,79 @@
|
||||
include(AddIfFlagCompiles)
|
||||
|
||||
# Makes +/- operations on void pointers be considered an error
|
||||
# https://gcc.gnu.org/onlinedocs/gcc/Pointer-Arith.html
|
||||
add_if_flag_compiles(-Werror=pointer-arith CMAKE_C_FLAGS)
|
||||
|
||||
# Generates error whenever a function is used before being declared
|
||||
# https://gcc.gnu.org/onlinedocs/gcc-4.0.1/gcc/Warning-Options.html
|
||||
add_if_flag_compiles(-Werror=implicit-function-declaration CMAKE_C_FLAGS)
|
||||
|
||||
# Allows some casting of pointers without generating a warning
|
||||
add_if_flag_compiles(-fno-strict-aliasing CMAKE_C_FLAGS)
|
||||
|
||||
if (ENABLE_MSAN AND ENABLE_ASAN)
|
||||
# MSAN and ASAN both work on memory - ASAN does more things
|
||||
MESSAGE(WARNING "Compiling with both AddressSanitizer and MemorySanitizer is not recommended")
|
||||
endif()
|
||||
|
||||
if (ENABLE_ASAN)
|
||||
|
||||
# If enabled it would generate errors/warnings for all kinds of memory errors
|
||||
# (like returning a stack variable by reference)
|
||||
# https://clang.llvm.org/docs/AddressSanitizer.html
|
||||
|
||||
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
add_if_flag_compiles(-fsanitize=address CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
|
||||
endif()
|
||||
|
||||
if (ENABLE_UBSAN)
|
||||
|
||||
# If enabled this will generate errors for undefined behavior points
|
||||
# (like adding +1 to the maximum int value)
|
||||
# https://clang.llvm.org/docs/UndefinedBehaviorSanitizer.html
|
||||
|
||||
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
add_if_flag_compiles(-fsanitize=undefined CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
|
||||
endif()
|
||||
|
||||
if (ENABLE_MSAN)
|
||||
|
||||
# If enabled this will generate warnings for places where uninitialized memory is used
|
||||
# https://clang.llvm.org/docs/MemorySanitizer.html
|
||||
|
||||
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
add_if_flag_compiles(-fsanitize=memory CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
|
||||
endif()
|
||||
|
||||
if(CMAKE_VERSION VERSION_LESS "3.1")
|
||||
if(CMAKE_C_COMPILER_ID STREQUAL "GNU")
|
||||
add_if_flag_compiles(-std=gnu99 CMAKE_C_FLAGS)
|
||||
endif()
|
||||
else()
|
||||
set (CMAKE_C_STANDARD 99)
|
||||
endif()
|
||||
|
||||
if(${PLATFORM} MATCHES "Android")
|
||||
|
||||
# If enabled will remove dead code during the linking process
|
||||
# https://gcc.gnu.org/onlinedocs/gnat_ugn/Compilation-options.html
|
||||
add_if_flag_compiles(-ffunction-sections CMAKE_C_FLAGS)
|
||||
|
||||
# If enabled will generate some exception data (usually disabled for C programs)
|
||||
# https://gcc.gnu.org/onlinedocs/gcc-4.2.4/gcc/Code-Gen-Options.html
|
||||
add_if_flag_compiles(-funwind-tables CMAKE_C_FLAGS)
|
||||
|
||||
# If enabled adds stack protection guards around functions that allocate memory
|
||||
# https://www.keil.com/support/man/docs/armclang_ref/armclang_ref_cjh1548250046139.htm
|
||||
add_if_flag_compiles(-fstack-protector-strong CMAKE_C_FLAGS)
|
||||
|
||||
# Marks that the library will not be compiled with an executable stack
|
||||
add_if_flag_compiles(-Wa,--noexecstack CMAKE_C_FLAGS)
|
||||
|
||||
# Do not expand symbolic links or resolve paths like "/./" or "/../", etc.
|
||||
# https://gcc.gnu.org/onlinedocs/gcc/Directory-Options.html
|
||||
add_if_flag_compiles(-no-canonical-prefixes CMAKE_C_FLAGS)
|
||||
endif()
|
34
cmake/GlfwImport.cmake
Normal file
@@ -0,0 +1,34 @@
|
||||
|
||||
if(USE_EXTERNAL_GLFW STREQUAL "ON")
|
||||
find_package(glfw3 3.3.3 REQUIRED)
|
||||
elseif(USE_EXTERNAL_GLFW STREQUAL "IF_POSSIBLE")
|
||||
find_package(glfw3 3.3.3 QUIET)
|
||||
endif()
|
||||
if (glfw3_FOUND)
|
||||
set(LIBS_PRIVATE ${LIBS_PRIVATE} glfw)
|
||||
endif()
|
||||
|
||||
# Explicitly check against "ON", because USE_EXTERNAL_GLFW is a tristate option
|
||||
# Also adding only on desktop (web also uses glfw but it is more limited and is added using an emcc linker flag)
|
||||
if(NOT glfw3_FOUND AND NOT USE_EXTERNAL_GLFW STREQUAL "ON" AND "${PLATFORM}" MATCHES "Desktop")
|
||||
MESSAGE(STATUS "Using raylib's GLFW")
|
||||
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
|
||||
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
|
||||
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
|
||||
set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
|
||||
set(GLFW_USE_WAYLAND ${USE_WAYLAND} CACHE BOOL "" FORCE)
|
||||
|
||||
set(WAS_SHARED ${BUILD_SHARED_LIBS})
|
||||
set(BUILD_SHARED_LIBS OFF CACHE BOOL " " FORCE)
|
||||
|
||||
add_subdirectory(external/glfw)
|
||||
|
||||
set(BUILD_SHARED_LIBS ${WAS_SHARED} CACHE BOOL " " FORCE)
|
||||
unset(WAS_SHARED)
|
||||
|
||||
list(APPEND raylib_sources $<TARGET_OBJECTS:glfw>)
|
||||
include_directories(BEFORE SYSTEM external/glfw/include)
|
||||
else()
|
||||
MESSAGE(STATUS "Using external GLFW")
|
||||
set(GLFW_PKG_DEPS glfw3)
|
||||
endif()
|
29
cmake/InstallConfigurations.cmake
Normal file
@@ -0,0 +1,29 @@
|
||||
install(
|
||||
TARGETS raylib EXPORT raylib-targets
|
||||
ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}"
|
||||
LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}"
|
||||
RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}"
|
||||
PUBLIC_HEADER DESTINATION "${CMAKE_INSTALL_INCLUDEDIR}"
|
||||
)
|
||||
|
||||
# PKG_CONFIG_LIBS_PRIVATE is used in raylib.pc.in
|
||||
if (NOT BUILD_SHARED_LIBS)
|
||||
include(LibraryPathToLinkerFlags)
|
||||
library_path_to_linker_flags(__PKG_CONFIG_LIBS_PRIVATE "${LIBS_PRIVATE}")
|
||||
set(PKG_CONFIG_LIBS_PRIVATE ${__PKG_CONFIG_LIBS_PRIVATE} ${GLFW_PKG_LIBS})
|
||||
string(REPLACE ";" " " PKG_CONFIG_LIBS_PRIVATE "${PKG_CONFIG_LIBS_PRIVATE}")
|
||||
elseif (BUILD_SHARED_LIBS)
|
||||
set(PKG_CONFIG_LIBS_EXTRA "")
|
||||
endif ()
|
||||
|
||||
join_paths(libdir_for_pc_file "\${exec_prefix}" "${CMAKE_INSTALL_LIBDIR}")
|
||||
join_paths(includedir_for_pc_file "\${prefix}" "${CMAKE_INSTALL_INCLUDEDIR}")
|
||||
configure_file(../raylib.pc.in raylib.pc @ONLY)
|
||||
configure_file(../cmake/raylib-config-version.cmake raylib-config-version.cmake @ONLY)
|
||||
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib.pc DESTINATION "${CMAKE_INSTALL_LIBDIR}/pkgconfig")
|
||||
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib-config-version.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib")
|
||||
install(FILES ${PROJECT_SOURCE_DIR}/../cmake/raylib-config.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib")
|
||||
|
||||
# populates raylib_{FOUND, INCLUDE_DIRS, LIBRARIES, LDFLAGS, DEFINITIONS}
|
||||
include(PopulateConfigVariablesLocally)
|
||||
populate_config_variables_locally(raylib)
|
26
cmake/JoinPaths.cmake
Normal file
@@ -0,0 +1,26 @@
|
||||
# This module provides function for joining paths
|
||||
# known from most languages
|
||||
#
|
||||
# Original license:
|
||||
# SPDX-License-Identifier: (MIT OR CC0-1.0)
|
||||
# Explicit permission given to distribute this module under
|
||||
# the terms of the project as described in /LICENSE.rst.
|
||||
# Copyright 2020 Jan Tojnar
|
||||
# https://github.com/jtojnar/cmake-snips
|
||||
#
|
||||
# Modelled after Python’s os.path.join
|
||||
# https://docs.python.org/3.7/library/os.path.html#os.path.join
|
||||
# Windows not supported
|
||||
function(join_paths joined_path first_path_segment)
|
||||
set(temp_path "${first_path_segment}")
|
||||
foreach(current_segment IN LISTS ARGN)
|
||||
if(NOT ("${current_segment}" STREQUAL ""))
|
||||
if(IS_ABSOLUTE "${current_segment}")
|
||||
set(temp_path "${current_segment}")
|
||||
else()
|
||||
set(temp_path "${temp_path}/${current_segment}")
|
||||
endif()
|
||||
endif()
|
||||
endforeach()
|
||||
set(${joined_path} "${temp_path}" PARENT_SCOPE)
|
||||
endfunction()
|
108
cmake/LibraryConfigurations.cmake
Normal file
@@ -0,0 +1,108 @@
|
||||
if (${PLATFORM} MATCHES "Desktop")
|
||||
set(PLATFORM_CPP "PLATFORM_DESKTOP")
|
||||
|
||||
if (APPLE)
|
||||
# Need to force OpenGL 3.3 on OS X
|
||||
# See: https://github.com/raysan5/raylib/issues/341
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
|
||||
find_library(OPENGL_LIBRARY OpenGL)
|
||||
set(LIBS_PRIVATE ${OPENGL_LIBRARY})
|
||||
link_libraries("${LIBS_PRIVATE}")
|
||||
if (NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
|
||||
add_definitions(-DGL_SILENCE_DEPRECATION)
|
||||
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
|
||||
endif ()
|
||||
elseif (WIN32)
|
||||
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
|
||||
find_package(OpenGL QUIET)
|
||||
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} winmm)
|
||||
else ()
|
||||
find_library(pthread NAMES pthread)
|
||||
find_package(OpenGL QUIET)
|
||||
if ("${OPENGL_LIBRARIES}" STREQUAL "")
|
||||
set(OPENGL_LIBRARIES "GL")
|
||||
endif ()
|
||||
|
||||
if ("${CMAKE_SYSTEM_NAME}" MATCHES "(Net|Open)BSD")
|
||||
find_library(OSS_LIBRARY ossaudio)
|
||||
endif ()
|
||||
|
||||
set(LIBS_PRIVATE m pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY})
|
||||
endif ()
|
||||
|
||||
elseif (${PLATFORM} MATCHES "Web")
|
||||
set(PLATFORM_CPP "PLATFORM_WEB")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 --profiling")
|
||||
set(CMAKE_STATIC_LIBRARY_SUFFIX ".a")
|
||||
|
||||
elseif (${PLATFORM} MATCHES "Android")
|
||||
set(PLATFORM_CPP "PLATFORM_ANDROID")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
|
||||
|
||||
add_definitions(-DANDROID -D__ANDROID_API__=21)
|
||||
include_directories(external/android/native_app_glue)
|
||||
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--exclude-libs,libatomic.a -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -uANativeActivity_onCreate")
|
||||
|
||||
find_library(OPENGL_LIBRARY OpenGL)
|
||||
set(LIBS_PRIVATE m log android EGL GLESv2 OpenSLES atomic c)
|
||||
|
||||
elseif (${PLATFORM} MATCHES "Raspberry Pi")
|
||||
set(PLATFORM_CPP "PLATFORM_RPI")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||
|
||||
add_definitions(-D_DEFAULT_SOURCE)
|
||||
|
||||
find_library(GLESV2 brcmGLESv2 HINTS /opt/vc/lib)
|
||||
find_library(EGL brcmEGL HINTS /opt/vc/lib)
|
||||
find_library(BCMHOST bcm_host HINTS /opt/vc/lib)
|
||||
include_directories(/opt/vc/include /opt/vc/include/interface/vmcs_host/linux /opt/vc/include/interface/vcos/pthreads)
|
||||
link_directories(/opt/vc/lib)
|
||||
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${BCMHOST} pthread rt m dl)
|
||||
|
||||
elseif (${PLATFORM} MATCHES "DRM")
|
||||
set(PLATFORM_CPP "PLATFORM_DRM")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||
|
||||
add_definitions(-D_DEFAULT_SOURCE)
|
||||
add_definitions(-DEGL_NO_X11)
|
||||
add_definitions(-DPLATFORM_DRM)
|
||||
|
||||
find_library(GLESV2 GLESv2)
|
||||
find_library(EGL EGL)
|
||||
find_library(DRM drm)
|
||||
find_library(GBM gbm)
|
||||
|
||||
if (NOT CMAKE_CROSSCOMPILING)
|
||||
include_directories(/usr/include/libdrm)
|
||||
endif ()
|
||||
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} pthread m dl)
|
||||
|
||||
endif ()
|
||||
|
||||
if (${OPENGL_VERSION})
|
||||
set(${SUGGESTED_GRAPHICS} "${GRAPHICS}")
|
||||
if (${OPENGL_VERSION} MATCHES "3.3")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
|
||||
elseif (${OPENGL_VERSION} MATCHES "2.1")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_21")
|
||||
elseif (${OPENGL_VERSION} MATCHES "1.1")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_11")
|
||||
elseif (${OPENGL_VERSION} MATCHES "ES 2.0")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||
endif ()
|
||||
if ("${SUGGESTED_GRAPHICS}" AND NOT "${SUGGESTED_GRAPHICS}" STREQUAL "${GRAPHICS}")
|
||||
message(WARNING "You are overriding the suggested GRAPHICS=${SUGGESTED_GRAPHICS} with ${GRAPHICS}! This may fail")
|
||||
endif ()
|
||||
endif ()
|
||||
|
||||
if (NOT GRAPHICS)
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
|
||||
endif ()
|
||||
|
||||
set(LIBS_PRIVATE ${LIBS_PRIVATE} ${OPENAL_LIBRARY})
|
||||
|
||||
if (${PLATFORM} MATCHES "Desktop")
|
||||
set(LIBS_PRIVATE ${LIBS_PRIVATE} glfw)
|
||||
endif ()
|
13
cmake/PackConfigurations.cmake
Normal file
@@ -0,0 +1,13 @@
|
||||
# Packaging
|
||||
SET(CPACK_PACKAGE_NAME "raylib")
|
||||
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Simple and easy-to-use library to enjoy videogames programming")
|
||||
SET(CPACK_PACKAGE_VERSION "${PROJECT_VERSION}")
|
||||
SET(CPACK_PACKAGE_VERSION_MAJOR "${PROJECT_VERSION_MAJOR}")
|
||||
SET(CPACK_PACKAGE_VERSION_MINOR "${PROJECT_VERSION_MINOR}")
|
||||
SET(CPACK_PACKAGE_VERSION_PATCH "${PROJECT_VERSION_PATCH}")
|
||||
SET(CPACK_PACKAGE_DESCRIPTION_FILE "${PROJECT_SOURCE_DIR}/../README.md")
|
||||
SET(CPACK_RESOURCE_FILE_WELCOME "${PROJECT_SOURCE_DIR}/../README.md")
|
||||
SET(CPACK_RESOURCE_FILE_LICENSE "${PROJECT_SOURCE_DIR}/../LICENSE")
|
||||
SET(CPACK_PACKAGE_FILE_NAME "raylib-${PROJECT_VERSION}$ENV{RAYLIB_PACKAGE_SUFFIX}")
|
||||
SET(CPACK_GENERATOR "ZIP;TGZ") # Remove this, if you want the NSIS installer on Windows
|
||||
include(CPack)
|
@@ -1,15 +0,0 @@
|
||||
SET(CMAKE_SYSTEM_NAME Linux)
|
||||
|
||||
SET(CMAKE_C_COMPILER emcc)
|
||||
SET(CMAKE_CXX_COMPILER em++)
|
||||
if(NOT DEFINED CMAKE_AR)
|
||||
find_program(CMAKE_AR NAMES emar)
|
||||
endif()
|
||||
if(NOT DEFINED CMAKE_RANLIB)
|
||||
find_program(CMAKE_RANLIB NAMES emranlib)
|
||||
endif()
|
||||
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE BOTH)
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY)
|
@@ -1,21 +0,0 @@
|
||||
#!/bin/sh
|
||||
# Test if including/linking/running an installed raylib works
|
||||
|
||||
set -x
|
||||
export LD_RUN_PATH=/usr/local/lib
|
||||
|
||||
CFLAGS="-Wall -Wextra -Werror $CFLAGS"
|
||||
if [ "$ARCH" = "i386" ]; then
|
||||
CFLAGS="-m32 $CLFAGS"
|
||||
fi
|
||||
|
||||
cat << EOF | ${CC:-cc} -otest -xc - $(pkg-config --libs --cflags $@ raylib.pc) $CFLAGS && exec ./test
|
||||
#include <stdlib.h>
|
||||
#include <raylib.h>
|
||||
|
||||
int main(void)
|
||||
{
|
||||
int num = GetRandomValue(42, 1337);
|
||||
return 42 <= num && num <= 1337 ? EXIT_SUCCESS : EXIT_FAILURE;
|
||||
}
|
||||
EOF
|
@@ -1,138 +1,139 @@
|
||||
# Setup the project and settings
|
||||
project(examples)
|
||||
|
||||
# Get the sources together
|
||||
set(example_dirs audio core models others shaders shapes text textures)
|
||||
# Directories that contain examples
|
||||
set(example_dirs
|
||||
audio
|
||||
core
|
||||
models
|
||||
others
|
||||
shaders
|
||||
shapes
|
||||
text
|
||||
textures
|
||||
)
|
||||
|
||||
# Next few lines will check for existence of symbols or header files
|
||||
# They are needed for the physac example and threads examples
|
||||
set(CMAKE_REQUIRED_DEFINITIONS -D_POSIX_C_SOURCE=199309L)
|
||||
include(CheckSymbolExists)
|
||||
check_symbol_exists(CLOCK_MONOTONIC time.h HAVE_CLOCK_MONOTONIC)
|
||||
check_symbol_exists(QueryPerformanceCounter windows.h HAVE_QPC)
|
||||
include(CheckSymbolExists)
|
||||
check_symbol_exists(CLOCK_MONOTONIC time.h HAVE_CLOCK_MONOTONIC)
|
||||
check_symbol_exists(QueryPerformanceCounter windows.h HAVE_QPC)
|
||||
set(CMAKE_REQUIRED_DEFINITIONS)
|
||||
if(HAVE_QPC OR HAVE_CLOCK_MONOTONIC)
|
||||
set(example_dirs ${example_dirs} physac)
|
||||
endif()
|
||||
|
||||
set(example_sources)
|
||||
set(example_resources)
|
||||
foreach(example_dir ${example_dirs})
|
||||
# Get the .c files
|
||||
file(GLOB sources ${example_dir}/*.c)
|
||||
list(APPEND example_sources ${sources})
|
||||
|
||||
# Any any resources
|
||||
file(GLOB resources ${example_dir}/resources/*)
|
||||
list(APPEND example_resources ${resources})
|
||||
endforeach()
|
||||
|
||||
if (APPLE AND NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
|
||||
add_definitions(-DGL_SILENCE_DEPRECATION)
|
||||
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
|
||||
endif()
|
||||
set(OUTPUT_EXT)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||
if (HAVE_QPC OR HAVE_CLOCK_MONOTONIC)
|
||||
set(example_dirs ${example_dirs} physac)
|
||||
endif ()
|
||||
|
||||
include(CheckIncludeFile)
|
||||
CHECK_INCLUDE_FILE("stdatomic.h" HAVE_STDATOMIC_H)
|
||||
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
|
||||
find_package(Threads)
|
||||
if (CMAKE_USE_PTHREADS_INIT AND HAVE_STDATOMIC_H)
|
||||
add_if_flag_compiles("-std=c11" CMAKE_C_FLAGS)
|
||||
if(THREADS_HAVE_PTHREAD_ARG)
|
||||
add_if_flag_compiles("-pthread" CMAKE_C_FLAGS)
|
||||
endif()
|
||||
if(CMAKE_THREAD_LIBS_INIT)
|
||||
link_libraries("${CMAKE_THREAD_LIBS_INIT}")
|
||||
endif()
|
||||
else()
|
||||
# Items requiring pthreads
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_loading_thread.c)
|
||||
endif()
|
||||
add_if_flag_compiles("-std=c11" CMAKE_C_FLAGS)
|
||||
if (THREADS_HAVE_PTHREAD_ARG)
|
||||
add_if_flag_compiles("-pthread" CMAKE_C_FLAGS)
|
||||
endif ()
|
||||
if (CMAKE_THREAD_LIBS_INIT)
|
||||
link_libraries("${CMAKE_THREAD_LIBS_INIT}")
|
||||
endif ()
|
||||
endif ()
|
||||
|
||||
if (APPLE AND NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
|
||||
add_definitions(-DGL_SILENCE_DEPRECATION)
|
||||
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
|
||||
endif ()
|
||||
|
||||
if(${PLATFORM} MATCHES "Android")
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_picking.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_vr_simulator.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_free.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_first_person.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_world_screen.c)
|
||||
# Collect all source files and resource files
|
||||
# into a CMake variable
|
||||
set(example_sources)
|
||||
set(example_resources)
|
||||
foreach (example_dir ${example_dirs})
|
||||
# Get the .c files
|
||||
file(GLOB sources ${example_dir}/*.c)
|
||||
list(APPEND example_sources ${sources})
|
||||
|
||||
# Any any resources
|
||||
file(GLOB resources ${example_dir}/resources/*)
|
||||
list(APPEND example_resources ${resources})
|
||||
endforeach ()
|
||||
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_material_pbr.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_cubicmap.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_skybox.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_generation.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_heightmap.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_billboard.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_solar_system.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_full_solar_system.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_solar_system.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_obj_viewer.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_animation.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_first_person_maze.c)
|
||||
if(NOT CMAKE_USE_PTHREADS_INIT OR NOT HAVE_STDATOMIC_H)
|
||||
# Items requiring pthreads
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_loading_thread.c)
|
||||
endif ()
|
||||
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c)
|
||||
if (${PLATFORM} MATCHES "Android")
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_picking.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_vr_simulator.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_free.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_first_person.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_world_screen.c)
|
||||
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_cubicmap.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_skybox.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_generation.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_heightmap.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_billboard.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_solar_system.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_full_solar_system.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_solar_system.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_obj_viewer.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_animation.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_first_person_maze.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_magicavoxel_loading.c)
|
||||
|
||||
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c)
|
||||
|
||||
elseif(${PLATFORM} MATCHES "Web")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1")
|
||||
# Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s ALLOW_MEMORY_GROWTH=1 --no-heap-copy")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
|
||||
set(OUTPUT_EXT ".html")
|
||||
|
||||
# Remove the -rdynamic flag because otherwise emscripten
|
||||
# does not generate HTML+JS+WASM files, only a non-working
|
||||
# and fat HTML
|
||||
string(REPLACE "-rdynamic" "" CMAKE_SHARED_LIBRARY_LINK_C_FLAGS ${CMAKE_SHARED_LIBRARY_LINK_C_FLAGS})
|
||||
endif()
|
||||
elseif (${PLATFORM} MATCHES "Web")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY")
|
||||
# Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s ALLOW_MEMORY_GROWTH=1 --no-heap-copy")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
|
||||
set(CMAKE_EXECUTABLE_SUFFIX ".html")
|
||||
|
||||
# Remove the -rdynamic flag because otherwise emscripten
|
||||
# does not generate HTML+JS+WASM files, only a non-working
|
||||
# and fat HTML
|
||||
string(REPLACE "-rdynamic" "" CMAKE_SHARED_LIBRARY_LINK_C_FLAGS "${CMAKE_SHARED_LIBRARY_LINK_C_FLAGS}")
|
||||
endif ()
|
||||
|
||||
include_directories(BEFORE SYSTEM others/external/include)
|
||||
|
||||
if (NOT TARGET raylib)
|
||||
find_package(raylib 2.0 REQUIRED)
|
||||
endif()
|
||||
find_package(raylib 2.0 REQUIRED)
|
||||
endif ()
|
||||
|
||||
# Do each example
|
||||
foreach(example_source ${example_sources})
|
||||
# Create the basename for the example
|
||||
get_filename_component(example_name ${example_source} NAME)
|
||||
string(REPLACE ".c" "${OUTPUT_EXT}" example_name ${example_name})
|
||||
|
||||
# Setup the example
|
||||
add_executable(${example_name} ${example_source})
|
||||
|
||||
target_link_libraries(${example_name} raylib)
|
||||
|
||||
string(REGEX MATCH ".*/.*/" resources_dir ${example_source})
|
||||
string(APPEND resources_dir "resources")
|
||||
|
||||
if(${PLATFORM} MATCHES "Web" AND EXISTS ${resources_dir})
|
||||
# The local resources path needs to be mapped to /resources virtual path
|
||||
string(APPEND resources_dir "@resources")
|
||||
set_target_properties(${example_name} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}")
|
||||
endif()
|
||||
endforeach()
|
||||
|
||||
if (${PLATFORM} MATCHES "Desktop")
|
||||
# rlgl_standalone can't be linked with raylib because of duplicate rlgl symbols
|
||||
foreach (example_source "others/rlgl_standalone.c")
|
||||
foreach (example_source ${example_sources})
|
||||
# Create the basename for the example
|
||||
get_filename_component(example_name ${example_source} NAME)
|
||||
string(REPLACE ".c" "${OUTPUT_EXT}" example_name ${example_name})
|
||||
string(REPLACE ".c" "" example_name ${example_name})
|
||||
|
||||
# Setup the example
|
||||
add_executable(${example_name} ${example_source})
|
||||
add_dependencies(${example_name} raylib)
|
||||
target_link_libraries(${example_name} ${raylib_LDFLAGS})
|
||||
target_include_directories(${example_name} PRIVATE ${raylib_INCLUDE_DIRS})
|
||||
|
||||
endforeach()
|
||||
endif()
|
||||
|
||||
target_link_libraries(${example_name} raylib)
|
||||
|
||||
string(REGEX MATCH ".*/.*/" resources_dir ${example_source})
|
||||
string(APPEND resources_dir "resources")
|
||||
|
||||
if (${PLATFORM} MATCHES "Web" AND EXISTS ${resources_dir})
|
||||
# The local resources path needs to be mapped to /resources virtual path
|
||||
string(APPEND resources_dir "@resources")
|
||||
set_target_properties(${example_name} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}")
|
||||
endif ()
|
||||
endforeach ()
|
||||
|
||||
# Copy all of the resource files to the destination
|
||||
file(COPY ${example_resources} DESTINATION "resources/")
|
||||
|
@@ -2,7 +2,7 @@
|
||||
#
|
||||
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
|
||||
#
|
||||
# Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
@@ -25,8 +25,7 @@
|
||||
|
||||
# Define required raylib variables
|
||||
PROJECT_NAME ?= raylib_examples
|
||||
RAYLIB_VERSION ?= 3.0.0
|
||||
RAYLIB_API_VERSION ?= 3
|
||||
RAYLIB_VERSION ?= 4.0.0
|
||||
RAYLIB_PATH ?= ..
|
||||
|
||||
# Define default options
|
||||
@@ -96,6 +95,12 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
PLATFORM_OS=LINUX
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
UNAMEOS=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
endif
|
||||
endif
|
||||
|
||||
# RAYLIB_PATH adjustment for different platforms.
|
||||
# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
|
||||
@@ -110,7 +115,10 @@ endif
|
||||
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
|
||||
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_PATH ?= /home/pi/raylib
|
||||
RAYLIB_PATH ?= /home/pi/raylib
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
RAYLIB_PATH ?= /home/pi/raylib
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
@@ -118,8 +126,8 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
EMSDK_PATH ?= C:/emsdk
|
||||
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
|
||||
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
|
||||
PYTHON_PATH = $(EMSDK_PATH)/python/3.7.4_64bit
|
||||
NODE_PATH = $(EMSDK_PATH)/node/12.9.1_64bit/bin
|
||||
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
|
||||
NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
|
||||
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
|
||||
endif
|
||||
|
||||
@@ -169,14 +177,20 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CC = emcc
|
||||
endif
|
||||
|
||||
# Define default make program: Mingw32-make
|
||||
MAKE = mingw32-make
|
||||
# Define default make program
|
||||
MAKE = make
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
MAKE = make
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
|
||||
# Define compiler flags:
|
||||
# -O1 defines optimization level
|
||||
@@ -187,7 +201,7 @@ endif
|
||||
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
|
||||
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
|
||||
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
|
||||
CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
|
||||
CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
|
||||
|
||||
ifeq ($(BUILD_MODE),DEBUG)
|
||||
CFLAGS += -g
|
||||
@@ -196,7 +210,7 @@ ifeq ($(BUILD_MODE),DEBUG)
|
||||
endif
|
||||
else
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS += -O3
|
||||
CFLAGS += -Os
|
||||
else
|
||||
CFLAGS += -s -O1
|
||||
endif
|
||||
@@ -218,36 +232,13 @@ endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS += -std=gnu99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# -Os # size optimization
|
||||
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||
# -s USE_GLFW=3 # Use glfw3 library (context/input management)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
# -s WASM=0 # disable Web Assembly, emitted by default
|
||||
# -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
|
||||
# -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
|
||||
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||
# --profiling # include information for code profiling
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# --preload-file resources # specify a resources folder for data compilation
|
||||
CFLAGS += -s USE_GLFW=3 -s FORCE_FILESYSTEM=1 -s ASYNCIFY --preload-file $(dir $<)resources@resources
|
||||
|
||||
# NOTE: Simple raylib examples are compiled to be interpreter by emterpreter, that way,
|
||||
# we can compile same code for ALL platforms with no change required, but, working on bigger
|
||||
# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
|
||||
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
|
||||
|
||||
# Define a custom shell .html and output extension
|
||||
CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
|
||||
EXT = .html
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
CFLAGS += -std=gnu99 -DEGL_NO_X11
|
||||
endif
|
||||
|
||||
# Define include paths for required headers
|
||||
# NOTE: Several external required libraries (stb and others)
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
|
||||
|
||||
# Define additional directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
@@ -256,15 +247,17 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
# DRM required libraries
|
||||
INCLUDE_PATHS += -I/usr/include/libdrm
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# Consider -L$(RAYLIB_H_INSTALL_PATH)
|
||||
INCLUDE_PATHS += -I/usr/local/include
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Reset everything.
|
||||
# Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
|
||||
INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
|
||||
INCLUDE_PATHS += -I$(RAYLIB_H_INSTALL_PATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
@@ -274,7 +267,7 @@ LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resource file contains windows executable icon and properties
|
||||
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
|
||||
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
ifeq ($(BUILD_MODE), RELEASE)
|
||||
LDFLAGS += -Wl,--subsystem,windows
|
||||
@@ -287,10 +280,35 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Reset everything.
|
||||
# Precedence: immediately local, installed version, raysan5 provided libs
|
||||
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
|
||||
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# -Os # size optimization
|
||||
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||
# -s USE_GLFW=3 # Use glfw3 library (context/input management)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
# -s WASM=0 # disable Web Assembly, emitted by default
|
||||
# -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||
# --profiling # include information for code profiling
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# --preload-file resources # specify a resources folder for data compilation
|
||||
# --source-map-base # allow debugging in browser with source map
|
||||
LDFLAGS += -s USE_GLFW=3 -s ASYNCIFY -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 --preload-file $(dir $<)resources@resources
|
||||
|
||||
# NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
|
||||
# we can compile same code for ALL platforms with no change required, but, working on bigger
|
||||
# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
|
||||
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
|
||||
|
||||
# Define a custom shell .html and output extension
|
||||
LDFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
|
||||
EXT = .html
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LDFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
@@ -327,7 +345,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# Libraries for OSX 10.9 desktop compiling
|
||||
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
|
||||
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
|
||||
@@ -347,14 +365,20 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
# Libraries for DRM compiling
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
|
||||
endif
|
||||
|
||||
# Define all object files required
|
||||
CORE = \
|
||||
core/core_basic_window \
|
||||
core/core_basic_screen_manager \
|
||||
core/core_input_keys \
|
||||
core/core_input_mouse \
|
||||
core/core_input_mouse_wheel \
|
||||
@@ -375,7 +399,12 @@ CORE = \
|
||||
core/core_scissor_test \
|
||||
core/core_storage_values \
|
||||
core/core_vr_simulator \
|
||||
core/core_loading_thread
|
||||
core/core_loading_thread \
|
||||
core/core_quat_conversion \
|
||||
core/core_window_flags \
|
||||
core/core_split_screen \
|
||||
core/core_smooth_pixelperfect \
|
||||
core/core_custom_frame_control
|
||||
|
||||
SHAPES = \
|
||||
shapes/shapes_basic_shapes \
|
||||
@@ -393,7 +422,7 @@ SHAPES = \
|
||||
shapes/shapes_draw_ring \
|
||||
shapes/shapes_draw_circle_sector \
|
||||
shapes/shapes_draw_rectangle_rounded
|
||||
|
||||
|
||||
TEXTURES = \
|
||||
textures/textures_logo_raylib \
|
||||
textures/textures_mouse_painting \
|
||||
@@ -411,8 +440,11 @@ TEXTURES = \
|
||||
textures/textures_background_scrolling \
|
||||
textures/textures_sprite_button \
|
||||
textures/textures_sprite_explosion \
|
||||
textures/textures_bunnymark
|
||||
|
||||
textures/textures_bunnymark \
|
||||
textures/textures_blend_modes \
|
||||
textures/textures_draw_tiled \
|
||||
textures/textures_polygon
|
||||
|
||||
TEXT = \
|
||||
text/text_raylib_fonts \
|
||||
text/text_font_spritefont \
|
||||
@@ -423,8 +455,9 @@ TEXT = \
|
||||
text/text_input_box \
|
||||
text/text_writing_anim \
|
||||
text/text_rectangle_bounds \
|
||||
text/text_unicode
|
||||
|
||||
text/text_unicode \
|
||||
text/text_draw_3d
|
||||
|
||||
MODELS = \
|
||||
models/models_animation \
|
||||
models/models_billboard \
|
||||
@@ -432,17 +465,18 @@ MODELS = \
|
||||
models/models_cubicmap \
|
||||
models/models_first_person_maze \
|
||||
models/models_geometric_shapes \
|
||||
models/models_material_pbr \
|
||||
models/models_mesh_generation \
|
||||
models/models_mesh_picking \
|
||||
models/models_loading \
|
||||
models/models_loading_vox \
|
||||
models/models_loading_gltf \
|
||||
models/models_orthographic_projection \
|
||||
models/models_rlgl_solar_system \
|
||||
models/models_skybox \
|
||||
models/models_yaw_pitch_roll \
|
||||
models/models_heightmap \
|
||||
models/models_waving_cubes
|
||||
|
||||
|
||||
SHADERS = \
|
||||
shaders/shaders_model_shader \
|
||||
shaders/shaders_shapes_textures \
|
||||
@@ -452,20 +486,24 @@ SHADERS = \
|
||||
shaders/shaders_raymarching \
|
||||
shaders/shaders_texture_drawing \
|
||||
shaders/shaders_texture_waves \
|
||||
shaders/shaders_texture_outline \
|
||||
shaders/shaders_julia_set \
|
||||
shaders/shaders_eratosthenes \
|
||||
shaders/shaders_basic_lighting \
|
||||
shaders/shaders_fog \
|
||||
shaders/shaders_simple_mask \
|
||||
shaders/shaders_spotlight
|
||||
|
||||
shaders/shaders_spotlight \
|
||||
shaders/shaders_hot_reloading \
|
||||
shaders/shaders_mesh_instancing \
|
||||
shaders/shaders_multi_sample2d
|
||||
|
||||
AUDIO = \
|
||||
audio/audio_module_playing \
|
||||
audio/audio_music_stream \
|
||||
audio/audio_raw_stream \
|
||||
audio/audio_sound_loading \
|
||||
audio/audio_multichannel_sound
|
||||
|
||||
|
||||
PHYSICS = \
|
||||
physics/physics_demo \
|
||||
physics/physics_friction \
|
||||
@@ -481,8 +519,8 @@ all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSI
|
||||
|
||||
core: $(CORE)
|
||||
shapes: $(SHAPES)
|
||||
text: $(TEXT)
|
||||
textures: $(TEXTURES)
|
||||
text: $(TEXT)
|
||||
models: $(MODELS)
|
||||
shaders: $(SHADERS)
|
||||
audio: $(AUDIO)
|
||||
@@ -516,6 +554,10 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
del *.o *.html *.js
|
||||
endif
|
||||
|
@@ -2,7 +2,7 @@
|
||||
#
|
||||
# raylib makefile for Android project (APK building)
|
||||
#
|
||||
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
@@ -27,54 +27,79 @@ RAYLIB_PATH ?= ..\..
|
||||
|
||||
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
|
||||
# Starting in 2019 using ARM64 is mandatory for published apps,
|
||||
# and minimum required target API is Android 9 (API level 28)
|
||||
ANDROID_ARCH ?= ARM
|
||||
ANDROID_API_VERSION = 28
|
||||
# Starting on August 2020, minimum required target API is Android 10 (API level 29)
|
||||
ANDROID_ARCH ?= ARM64
|
||||
ANDROID_API_VERSION = 29
|
||||
|
||||
# Android required path variables
|
||||
# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
|
||||
ifeq ($(OS),Windows_NT)
|
||||
ANDROID_NDK = C:/android-ndk
|
||||
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
|
||||
else
|
||||
ANDROID_NDK ?= /usr/lib/android/ndk
|
||||
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
|
||||
endif
|
||||
|
||||
ifeq ($(ANDROID_ARCH),ARM)
|
||||
ANDROID_ARCH_NAME = armeabi-v7a
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),ARM64)
|
||||
ANDROID_ARCH_NAME = arm64-v8a
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),x86)
|
||||
ANDROID_ARCH_NAME = i686
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),x86_64)
|
||||
ANDROID_ARCH_NAME = x86_64
|
||||
endif
|
||||
|
||||
# Required path variables
|
||||
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
|
||||
JAVA_HOME ?= C:/open-jdk
|
||||
ANDROID_HOME = C:/android-sdk
|
||||
ANDROID_TOOLCHAIN = C:/android-ndk-r21/toolchains/llvm/prebuilt/windows-x86_64
|
||||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3
|
||||
ANDROID_HOME ?= C:/android-sdk
|
||||
ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
|
||||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||
|
||||
# Android project configuration variables
|
||||
PROJECT_NAME ?= raylib_game
|
||||
PROJECT_LIBRARY_NAME ?= main
|
||||
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
|
||||
PROJECT_BUILD_ID ?= android
|
||||
PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
|
||||
PROJECT_RESOURCES_PATH ?= resources
|
||||
PROJECT_SOURCE_FILES ?= raylib_game.c
|
||||
NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
|
||||
|
||||
# Some source files are placed in directories, when compiling to some
|
||||
# output directory other than source, that directory must pre-exist.
|
||||
# Here we get a list of required folders that need to be created on
|
||||
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
|
||||
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
|
||||
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
|
||||
|
||||
# Android app configuration variables
|
||||
APP_LABEL_NAME ?= rGame
|
||||
APP_COMPANY_NAME ?= raylib
|
||||
APP_PRODUCT_NAME ?= rgame
|
||||
APP_VERSION_CODE ?= 1
|
||||
APP_VERSION_NAME ?= 1.0
|
||||
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png
|
||||
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
|
||||
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
|
||||
APP_LABEL_NAME ?= rGame
|
||||
APP_COMPANY_NAME ?= raylib
|
||||
APP_PRODUCT_NAME ?= rgame
|
||||
APP_VERSION_CODE ?= 1
|
||||
APP_VERSION_NAME ?= 1.0
|
||||
APP_ICON_LDPI ?= $(RAYLIB_PATH)/logo/raylib_36x36.png
|
||||
APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png
|
||||
APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png
|
||||
APP_SCREEN_ORIENTATION ?= landscape
|
||||
APP_KEYSTORE_PASS ?= raylib
|
||||
APP_KEYSTORE_PASS ?= raylib
|
||||
|
||||
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
|
||||
# Library path for libraylib.a/libraylib.so
|
||||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
|
||||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src
|
||||
|
||||
# Define copy command depending on OS
|
||||
ifeq ($(OS),Windows_NT)
|
||||
COPY_COMMAND ?= copy /Y
|
||||
else
|
||||
COPY_COMMAND ?= cp -f
|
||||
endif
|
||||
|
||||
# Shared libs must be added to APK if required
|
||||
# NOTE: Generated NativeLoader.java automatically load those libraries
|
||||
@@ -91,6 +116,14 @@ ifeq ($(ANDROID_ARCH),ARM64)
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),x86)
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),x86_64)
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
|
||||
endif
|
||||
|
||||
# Compiler flags for arquitecture
|
||||
ifeq ($(ANDROID_ARCH),ARM)
|
||||
@@ -107,7 +140,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical
|
||||
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
|
||||
|
||||
# Paths containing required header files
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
|
||||
|
||||
# Linker options
|
||||
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
|
||||
@@ -137,13 +170,15 @@ all: create_temp_project_dirs \
|
||||
compile_project_class \
|
||||
compile_project_class_dex \
|
||||
create_project_apk_package \
|
||||
sign_project_apk_package \
|
||||
zipalign_project_apk_package
|
||||
zipalign_project_apk_package \
|
||||
sign_project_apk_package
|
||||
|
||||
# Create required temp directories for APK building
|
||||
create_temp_project_dirs:
|
||||
ifeq ($(OS),Windows_NT)
|
||||
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj\src
|
||||
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
|
||||
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
|
||||
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
|
||||
@@ -159,36 +194,62 @@ create_temp_project_dirs:
|
||||
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
|
||||
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
|
||||
else
|
||||
mkdir -p $(PROJECT_BUILD_PATH)
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/obj
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/obj/src
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/src
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/src/com
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/lib
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/bin
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/res
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-ldpi
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/res/values
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/assets
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/obj/screens
|
||||
endif
|
||||
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
|
||||
|
||||
define create_dir
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
|
||||
mkdir -p $(PROJECT_BUILD_PATH)/obj/$(1)
|
||||
endef
|
||||
|
||||
# Copy required shared libs for integration into APK
|
||||
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
|
||||
copy_project_required_libs:
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
|
||||
$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.so $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.so
|
||||
endif
|
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
|
||||
$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.a $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.a
|
||||
endif
|
||||
|
||||
# Copy project required resources: strings.xml, icon.png, assets
|
||||
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
|
||||
# TODO: Review xcopy usage, it can not be found in some systems!
|
||||
copy_project_resources:
|
||||
copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
|
||||
copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
|
||||
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
|
||||
$(COPY_COMMAND) $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png
|
||||
$(COPY_COMMAND) $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png
|
||||
$(COPY_COMMAND) $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png
|
||||
ifeq ($(OS),Windows_NT)
|
||||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
|
||||
else
|
||||
@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
@echo "<resources><string name=\"app_name\">$(APP_LABEL_NAME)</string></resources>" >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
@[ -d "$(PROJECT_RESOURCES_PATH)" ] || cp -rf $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
|
||||
endif
|
||||
|
||||
# Generate NativeLoader.java to load required shared libraries
|
||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||
generate_loader_script:
|
||||
ifeq ($(OS),Windows_NT)
|
||||
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@@ -199,10 +260,23 @@ endif
|
||||
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
else
|
||||
@echo "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo "" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo "public class NativeLoader extends android.app.NativeActivity {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo " static {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
@echo " System.loadLibrary(\"raylib\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
endif
|
||||
@echo " System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo " }" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo "}" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
endif
|
||||
|
||||
# Generate AndroidManifest.xml with all the required options
|
||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||
generate_android_manifest:
|
||||
ifeq ($(OS),Windows_NT)
|
||||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@@ -223,11 +297,37 @@ generate_android_manifest:
|
||||
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
else
|
||||
@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo "<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " package=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)\" " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " android:versionCode=\"$(APP_VERSION_CODE)\" android:versionName=\"$(APP_VERSION_NAME)\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " <uses-sdk android:minSdkVersion=\"$(ANDROID_API_VERSION)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " <uses-feature android:glEsVersion=\"0x00020000\" android:required=\"true\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " <application android:allowBackup=\"false\" android:label=\"@string/app_name\" android:icon=\"@drawable/icon\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " <activity android:name=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " android:theme=\"@android:style/Theme.NoTitleBar.Fullscreen\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " android:configChanges=\"orientation|keyboardHidden|screenSize\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " android:screenOrientation=\"$(APP_SCREEN_ORIENTATION)\" android:launchMode=\"singleTask\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " android:clearTaskOnLaunch=\"true\">" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " <meta-data android:name=\"android.app.lib_name\" android:value=\"$(PROJECT_LIBRARY_NAME)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " <intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " <action android:name=\"android.intent.action.MAIN\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " <category android:name=\"android.intent.category.LAUNCHER\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " </intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " </activity>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo " </application>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo "</manifest>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
endif
|
||||
|
||||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||
generate_apk_keystore:
|
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
ifeq ($(OS),Windows_NT)
|
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
else
|
||||
@[ -f "$(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore" ] || $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
endif
|
||||
|
||||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
||||
@@ -236,7 +336,7 @@ config_project_package:
|
||||
|
||||
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
|
||||
compile_native_app_glue:
|
||||
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
||||
$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
||||
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
|
||||
|
||||
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
|
||||
@@ -250,7 +350,7 @@ $(PROJECT_BUILD_PATH)/obj/%.o:%.c
|
||||
|
||||
# Compile project .java code into .class (Java bytecode)
|
||||
compile_project_class:
|
||||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -d $(PROJECT_BUILD_PATH)/obj $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Compile .class files into Dalvik executable bytecode (.dex)
|
||||
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
||||
@@ -288,7 +388,7 @@ logcat:
|
||||
|
||||
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
|
||||
deploy:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
@@ -296,6 +396,10 @@ deploy:
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
ifeq ($(OS),Windows_NT)
|
||||
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
||||
rmdir $(PROJECT_BUILD_PATH) /s /q
|
||||
else
|
||||
rm -r $(PROJECT_BUILD_PATH)
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
1053
examples/Makefile.Web
Normal file
@@ -1,3 +1,21 @@
|
||||
## Building the Examples
|
||||
|
||||
The examples assume you have already built the `raylib` library in `../src`.
|
||||
|
||||
### With GNU make
|
||||
|
||||
- `make` builds all examples
|
||||
- `make [module]` builds all examples for a particular module (e.g `make core`)
|
||||
|
||||
### With Zig
|
||||
|
||||
The [Zig](https://ziglang.org/) toolchain can compile `C` and `C++` in addition to `Zig`.
|
||||
You may find it easier to use than other toolchains, especially when it comes to cross-compiling.
|
||||
|
||||
- `zig build` to compile all examples
|
||||
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||
|
||||
## EXAMPLES LIST
|
||||
|
||||
### category: core
|
||||
@@ -20,14 +38,16 @@ Examples using raylib core platform functionality like window creation, inputs,
|
||||
| 12 | [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="200"> | ray | |
|
||||
| 13 | [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="200"> | ray | |
|
||||
| 14 | [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="200"> | ray | |
|
||||
| 15 | [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="200"> | [Pablo Marcos](https://github.com/pamarcos) | |
|
||||
| 15 | [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="200"> | [Pablo Marcos](https://github.com/pamarcos) | |
|
||||
| 16 | [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="200"> | [Anata](https://github.com/anatagawa) | |
|
||||
| 17 | [core_drop_files](core/core_drop_files.c) | <img src="core/core_drop_files.png" alt="core_drop_files" width="200"> | ray | |
|
||||
| 18 | [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="200"> | ray | |
|
||||
| 19 | [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="200"> | ray | |
|
||||
| 20 | [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="200"> | ray | |
|
||||
| 21 | [core_loading_thread](core/core_loading_thread.c) | <img src="core/core_loading_thread.png" alt="core_loading_thread" width="200"> | ray | ⭐️ |
|
||||
| 22 | [core_scissor_test](core/core_scissor_test.c) | <img src="core/core_scissor_test.png" alt="core_scissor_test" width="200"> | [Chris Dill](https://github.com/MysteriousSpace) | ⭐️ |
|
||||
| 19 | [core_scissor_test](core/core_scissor_test.c) | <img src="core/core_scissor_test.png" alt="core_scissor_test" width="200"> | [Chris Dill](https://github.com/MysteriousSpace) | |
|
||||
| 20 | [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="200"> | ray | |
|
||||
| 21 | [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="200"> | ray | ⭐️ |
|
||||
| 22 | [core_loading_thread](core/core_loading_thread.c) | <img src="core/core_loading_thread.png" alt="core_loading_thread" width="200"> | ray | |
|
||||
| 23 | [core/core_quat_conversion](core/core_quat_conversion.c) | <img src="core/core_quat_conversion.png" alt="core_quat_conversion" width="200"> | [Chris Camacho](https://github.com/codifies) | |
|
||||
| 24 | [core/core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="200"> | ray | |
|
||||
|
||||
### category: shapes
|
||||
|
||||
@@ -35,21 +55,48 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
||||
|
||||
| ## | example | image | developer | new |
|
||||
|----|----------|--------|:----------:|:---:|
|
||||
| 23 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="200"> | ray | |
|
||||
| 24 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="200"> | ray | ⭐️ |
|
||||
| 25 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="200"> | ray | |
|
||||
| 26 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="200"> | ray | |
|
||||
| 27 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="200"> | ray | |
|
||||
| 28 | [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | <img src="shapes/shapes_rectangle_scaling.png" alt="shapes_rectangle_scaling" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
| 29 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="200"> | ray | |
|
||||
| 30 | [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="200"> | ray | ⭐️ |
|
||||
| 31 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="200"> | ray | ⭐️ |
|
||||
| 32 | [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | <img src="shapes/shapes_easings_ball_anim.png" alt="shapes_easings_ball_anim" width="200"> | ray | ⭐️ |
|
||||
| 33 | [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | <img src="shapes/shapes_easings_box_anim.png" alt="shapes_easings_box_anim" width="200"> | ray | ⭐️ |
|
||||
| 34 | [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | <img src="shapes/shapes_easings_rectangle_array.png" alt="shapes_easings_rectangle_array" width="200"> | ray | ⭐️ |
|
||||
| 35 | [shapes_draw_ring](shapes/shapes_draw_ring.c) | <img src="shapes/shapes_draw_ring.png" alt="shapes_draw_ring" width="200"> | [Vlad Adrian](https://github.com/demizdor) | ⭐️ |
|
||||
| 36 | [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | <img src="shapes/shapes_draw_circle_sector.png" alt="shapes_draw_circle_sector" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
| 37 | [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | <img src="shapes/shapes_draw_rectangle_rounded.png" alt="shapes_draw_rectangle_rounded" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
| 25 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="200"> | ray | |
|
||||
| 26 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="200"> | ray | |
|
||||
| 27 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="200"> | ray | |
|
||||
| 28 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="200"> | ray | |
|
||||
| 29 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="200"> | ray | |
|
||||
| 30 | [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | <img src="shapes/shapes_rectangle_scaling.png" alt="shapes_rectangle_scaling" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
| 31 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="200"> | ray | |
|
||||
| 32 | [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="200"> | ray | |
|
||||
| 33 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="200"> | ray | |
|
||||
| 34 | [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | <img src="shapes/shapes_easings_ball_anim.png" alt="shapes_easings_ball_anim" width="200"> | ray | |
|
||||
| 35 | [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | <img src="shapes/shapes_easings_box_anim.png" alt="shapes_easings_box_anim" width="200"> | ray | |
|
||||
| 36 | [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | <img src="shapes/shapes_easings_rectangle_array.png" alt="shapes_easings_rectangle_array" width="200"> | ray | |
|
||||
| 37 | [shapes_draw_ring](shapes/shapes_draw_ring.c) | <img src="shapes/shapes_draw_ring.png" alt="shapes_draw_ring" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
| 38 | [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | <img src="shapes/shapes_draw_circle_sector.png" alt="shapes_draw_circle_sector" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
| 39 | [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | <img src="shapes/shapes_draw_rectangle_rounded.png" alt="shapes_draw_rectangle_rounded" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
|
||||
### category: textures
|
||||
|
||||
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/textures.c) module.
|
||||
|
||||
| ## | example | image | developer | new |
|
||||
|----|---------------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------|:------------------------------------------------:|:---:|
|
||||
| 40 | [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="200"> | ray | |
|
||||
| 41 | [textures_rectangle](textures/textures_rectangle.c) | <img src="textures/textures_rectangle.png" alt="textures_rectangle" width="200"> | ray | |
|
||||
| 42 | [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="200"> | ray | |
|
||||
| 43 | [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="200"> | ray | |
|
||||
| 44 | [textures_image_generation](textures/textures_image_generation.c) | <img src="textures/textures_image_generation.png" alt="textures_image_generation" width="200"> | ray | |
|
||||
| 45 | [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" width="200"> | ray | |
|
||||
| 46 | [textures_image_processing](textures/textures_image_processing.c) | <img src="textures/textures_image_processing.png" alt="textures_image_processing" width="200"> | ray | |
|
||||
| 47 | [textures_image_text](textures/textures_image_text.c) | <img src="textures/textures_image_text.png" alt="textures_image_text" width="200"> | ray | |
|
||||
| 48 | [textures_to_image](textures/textures_to_image.c) | <img src="textures/textures_to_image.png" alt="textures_to_image" width="200"> | ray | |
|
||||
| 49 | [textures_raw_data](textures/textures_raw_data.c) | <img src="textures/textures_raw_data.png" alt="textures_raw_data" width="200"> | ray | |
|
||||
| 50 | [textures_particles_blending](textures/textures_particles_blending.c) | <img src="textures/textures_particles_blending.png" alt="textures_particles_blending" width="200"> | ray | |
|
||||
| 51 | [textures_npatch_drawing](textures/textures_npatch_drawing.c) | <img src="textures/textures_npatch_drawing.png" alt="textures_npatch_drawing" width="200"> | [Jorge A. Gomes](https://github.com/overdev) | |
|
||||
| 52 | [textures_background_scrolling](textures/textures_background_scrolling.c) | <img src="textures/textures_background_scrolling.png" alt="textures_background_scrolling" width="200"> | ray | |
|
||||
| 53 | [textures_sprite_button](textures/textures_sprite_button.c) | <img src="textures/textures_sprite_button.png" alt="textures_sprite_button" width="200"> | ray | |
|
||||
| 54 | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | <img src="textures/textures_sprite_explosion.png" alt="textures_sprite_explosion" width="200"> | ray | |
|
||||
| 55 | [textures_bunnymark](textures/textures_bunnymark.c) | <img src="textures/textures_bunnymark.png" alt="textures_bunnymark" width="200"> | ray | |
|
||||
| 56 | [textures_mouse_painting](textures/textures_mouse_painting.c) | <img src="textures/textures_mouse_painting.png" alt="textures_mouse_painting" width="200"> | [Chris Dill](https://github.com/MysteriousSpace) | |
|
||||
| 57 | [textures_blend_modes](textures/textures_blend_modes.c) | <img src="textures/textures_blend_modes.png" alt="textures_blend_modes" width="200"> | [Karlo Licudine](https://github.com/accidentalrebel) | |
|
||||
| 58 | [textures_draw_tiled](textures/textures_draw_tiled.c) | <img src="textures/textures_draw_tiled.png" alt="textures_draw_tiled" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
| -- | [textures_poly](textures/textures_poly.c) | <img src="textures/textures_poly.png" alt="textures_poly" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
|
||||
|
||||
### category: text
|
||||
|
||||
@@ -57,65 +104,41 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
||||
|
||||
| ## | example | image | developer | new |
|
||||
|----|----------|--------|:----------:|:---:|
|
||||
| 38 | [text_raylib_fonts](text/text_raylib_fonts.c) | <img src="text/text_raylib_fonts.png" alt="text_raylib_fonts" width="200"> | ray | |
|
||||
| 39 | [text_font_spritefont](text/text_font_spritefont.c) | <img src="text/text_font_spritefont.png" alt="text_font_spritefont" width="200"> | ray | |
|
||||
| 40 | [text_font_filters](text/text_font_filters.c) | <img src="text/text_font_filters.png" alt="text_font_filters" width="200"> | ray | |
|
||||
| 41 | [text_font_loading](text/text_font_loading.c) | <img src="text/text_font_loading.png" alt="text_font_loading" width="200"> | ray | |
|
||||
| 42 | [text_font_sdf](text/text_font_sdf.c) | <img src="text/text_font_sdf.png" alt="text_font_sdf" width="200"> | ray | ⭐️ |
|
||||
| 43 | [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="200"> | ray | |
|
||||
| 44 | [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="200"> | ray | |
|
||||
| 45 | [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="200"> | ray | |
|
||||
| 46 | [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
| 47 | [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
|
||||
### category: textures
|
||||
|
||||
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/textures.c) module.
|
||||
|
||||
| ## | example | image | developer | new |
|
||||
|----|----------|--------|:----------:|:---:|
|
||||
| 48 | [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="200"> | ray | |
|
||||
| 49 | [textures_rectangle](textures/textures_rectangle.c) | <img src="textures/textures_rectangle.png" alt="textures_rectangle" width="200"> | ray | |
|
||||
| 50 | [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="200"> | ray | |
|
||||
| 51 | [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="200"> | ray | |
|
||||
| 52 | [textures_image_generation](textures/textures_image_generation.c) | <img src="textures/textures_image_generation.png" alt="textures_image_generation" width="200"> | ray | |
|
||||
| 53 | [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" width="200"> | ray | |
|
||||
| 54 | [textures_image_processing](textures/textures_image_processing.c) | <img src="textures/textures_image_processing.png" alt="textures_image_processing" width="200"> | ray | |
|
||||
| 55 | [textures_image_text](textures/textures_image_text.c) | <img src="textures/textures_image_text.png" alt="textures_image_text" width="200"> | ray | ⭐️ |
|
||||
| 56 | [textures_to_image](textures/textures_to_image.c) | <img src="textures/textures_to_image.png" alt="textures_to_image" width="200"> | ray | |
|
||||
| 57 | [textures_raw_data](textures/textures_raw_data.c) | <img src="textures/textures_raw_data.png" alt="textures_raw_data" width="200"> | ray | |
|
||||
| 58 | [textures_particles_blending](textures/textures_particles_blending.c) | <img src="textures/textures_particles_blending.png" alt="textures_particles_blending" width="200"> | ray | |
|
||||
| 59 | [textures_npatch_drawing](textures/textures_npatch_drawing.c) | <img src="textures/textures_npatch_drawing.png" alt="textures_npatch_drawing" width="200"> | [Jorge A. Gomes](https://github.com/overdev) | |
|
||||
| 60 | [textures_background_scrolling](textures/textures_background_scrolling.c) | <img src="textures/textures_background_scrolling.png" alt="textures_background_scrolling" width="200"> | ray | ⭐️ |
|
||||
| 61 | [textures_sprite_button](textures/textures_sprite_button.c) | <img src="textures/textures_sprite_button.png" alt="textures_sprite_button" width="200"> | ray | ⭐️ |
|
||||
| 62 | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | <img src="textures/textures_sprite_explosion.png" alt="textures_sprite_explosion" width="200"> | ray | ⭐️ |
|
||||
| 63 | [textures_bunnymark](textures/textures_bunnymark.c) | <img src="textures/textures_bunnymark.png" alt="textures_bunnymark" width="200"> | ray | ⭐️ |
|
||||
| 64 | [textures_mouse_painting](textures/textures_mouse_painting.c) | <img src="textures/textures_mouse_painting.png" alt="textures_mouse_painting" width="200"> | [Chris Dill](https://github.com/MysteriousSpace) | ⭐️ |
|
||||
|
||||
| 59 | [text_raylib_fonts](text/text_raylib_fonts.c) | <img src="text/text_raylib_fonts.png" alt="text_raylib_fonts" width="200"> | ray | |
|
||||
| 60 | [text_font_spritefont](text/text_font_spritefont.c) | <img src="text/text_font_spritefont.png" alt="text_font_spritefont" width="200"> | ray | |
|
||||
| 61 | [text_font_filters](text/text_font_filters.c) | <img src="text/text_font_filters.png" alt="text_font_filters" width="200"> | ray | |
|
||||
| 62 | [text_font_loading](text/text_font_loading.c) | <img src="text/text_font_loading.png" alt="text_font_loading" width="200"> | ray | |
|
||||
| 63 | [text_font_sdf](text/text_font_sdf.c) | <img src="text/text_font_sdf.png" alt="text_font_sdf" width="200"> | ray | |
|
||||
| 64 | [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="200"> | ray | |
|
||||
| 65 | [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="200"> | ray | |
|
||||
| 66 | [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="200"> | ray | |
|
||||
| 67 | [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
| 68 | [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
| -- | [text_draw_3d](text/text_draw_3d.c) | <img src="text/text_draw_3d.png" alt="text_draw_3d" width="200"> | [Vlad Adrian](https://github.com/demizdor) | ⭐️ |
|
||||
|
||||
### category: models
|
||||
|
||||
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/models.c) module.
|
||||
|
||||
| ## | example | image | developer | new |
|
||||
|----|----------|--------|:----------:|:---:|
|
||||
| 65 | [models_animation](models/models_animation.c) | <img src="models/models_animation.png" alt="models_animation" width="200"> | [culacant](https://github.com/culacant) | ⭐️ |
|
||||
| 66 | [models_billboard](models/models_billboard.c) | <img src="models/models_billboard.png" alt="models_billboard" width="200"> | ray | |
|
||||
| 67 | [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="200"> | ray | |
|
||||
| 68 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="200"> | ray | |
|
||||
| 69 | [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="200"> | ray | ⭐️ |
|
||||
| 70 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="200"> | ray | |
|
||||
| 71 | [models_material_pbr](models/models_material_pbr.c) | <img src="models/models_material_pbr.png" alt="models_material_pbr" width="200"> | ray | |
|
||||
| 72 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="200"> | ray | |
|
||||
| 73 | [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="200"> | [Joel Davis](https://github.com/joeld42) | |
|
||||
| 74 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="200"> | ray | |
|
||||
| 75 | [models_orthographic_projection](models/models_orthographic_projection.c) | <img src="models/models_orthographic_projection.png" alt="models_orthographic_projection" width="200"> | [Max Danielsson](https://github.com/autious) | |
|
||||
| 76 | *TODO* | *TODO* | *TODO* | |
|
||||
| 77 | *TODO* | *TODO* | *TODO* | |
|
||||
| 78 | [models_solar_system_rlgl](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="200"> | ray | ⭐️ |
|
||||
| 79 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="200"> | [Berni](https://github.com/Berni8k) | |
|
||||
| 80 | [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="200"> | [codecat](https://github.com/codecat) | ⭐️ |
|
||||
| 81 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="200"> | ray | |
|
||||
| 82 | [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="200"> | ray | |
|
||||
| 69 | [models_animation](models/models_animation.c) | <img src="models/models_animation.png" alt="models_animation" width="200"> | [culacant](https://github.com/culacant) | |
|
||||
| 70 | [models_billboard](models/models_billboard.c) | <img src="models/models_billboard.png" alt="models_billboard" width="200"> | ray | |
|
||||
| 71 | [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="200"> | ray | |
|
||||
| 72 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="200"> | ray | |
|
||||
| 73 | [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="200"> | ray | |
|
||||
| 74 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="200"> | ray | |
|
||||
| 75 | [...]() | | ray | |
|
||||
| 76 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="200"> | ray | |
|
||||
| 77 | [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="200"> | [Joel Davis](https://github.com/joeld42) | |
|
||||
| 78 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="200"> | ray | |
|
||||
| 79 | [models_orthographic_projection](models/models_orthographic_projection.c) | <img src="models/models_orthographic_projection.png" alt="models_orthographic_projection" width="200"> | [Max Danielsson](https://github.com/autious) | |
|
||||
| 80 | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="200"> | ray | |
|
||||
| 81 | [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="200"> | ray | |
|
||||
| 82 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="200"> | [Berni](https://github.com/Berni8k) | ⭐️ |
|
||||
| 83 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="200"> | ray | |
|
||||
| 84 | [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="200"> | [codecat](https://github.com/codecat) | |
|
||||
| -- | [models_gltf_model](models/models_gltf_model.c) | <img src="models/models_gltf_model.png" alt="models_gltf_model" width="200"> | [object71](https://github.com/object71) | ⭐️ |
|
||||
|
||||
### category: shaders
|
||||
|
||||
@@ -123,31 +146,35 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
||||
|
||||
| ## | example | image | developer | new |
|
||||
|----|----------|--------|:----------:|:---:|
|
||||
| 83 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
|
||||
| 84 | [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="200"> | ray | |
|
||||
| 85 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="200"> | ray | |
|
||||
| 86 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="200"> | ray | |
|
||||
| 87 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="200"> | ray | |
|
||||
| 88 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="200"> | [Marco Lizza](https://github.com/MarcoLizza) | |
|
||||
| 89 | [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="200"> | Shader by Iñigo Quilez | ⭐️ |
|
||||
| 90 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="200"> | Michał Ciesielski | ⭐️ |
|
||||
| 91 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="200"> | [Anata](https://github.com/anatagawa) | ⭐️ |
|
||||
| 92 | [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="200"> | [eggmund](https://github.com/eggmund) | ⭐️ |
|
||||
| 93 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="200"> | [ProfJski](https://github.com/ProfJski) | ⭐️ |
|
||||
| 94 | [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
|
||||
| 95 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
|
||||
|
||||
| 85 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="200"> | [Chris Camacho](https://github.com/codifies) | |
|
||||
| 86 | [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="200"> | ray | |
|
||||
| 87 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="200"> | ray | |
|
||||
| 88 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="200"> | ray | |
|
||||
| 89 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="200"> | ray | |
|
||||
| 90 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="200"> | [Marco Lizza](https://github.com/MarcoLizza) | |
|
||||
| 91 | [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="200"> | Shader by Iñigo Quilez | |
|
||||
| 92 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="200"> | Michał Ciesielski | |
|
||||
| 93 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="200"> | [Anata](https://github.com/anatagawa) | |
|
||||
| 94 | [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="200"> | [eggmund](https://github.com/eggmund) | |
|
||||
| 95 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="200"> | [ProfJski](https://github.com/ProfJski) | |
|
||||
| 96 | [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="200"> | [Chris Camacho](https://github.com/codifies) | |
|
||||
| 97 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="200"> | [Chris Camacho](https://github.com/codifies) | |
|
||||
| 98 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="200"> | [Chris Camacho](https://github.com/codifies) | |
|
||||
| 99 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="200"> | ray | |
|
||||
| 100 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="200"> | [seanpringle](https://github.com/seanpringle), [moliad](https://github.com/moliad) | ⭐️ |
|
||||
| 101 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="200"> | ray | |
|
||||
|
||||
### category: audio
|
||||
|
||||
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib, check [raudio_standalone](others/raudio_standalone.c) example.
|
||||
|
||||
| ## | example | image | developer | new |
|
||||
|----|----------|--------|:----------:|:---:|
|
||||
| 96 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="200"> | ray | |
|
||||
| 97 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="200"> | ray | |
|
||||
| 98 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="200"> | ray | |
|
||||
| 99 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="200"> | ray | |
|
||||
| 100 | [audio_multichannel_sound](audio/audio_multichannel_sound.c) | <img src="audio/audio_multichannel_sound.png" alt="audio_multichannel_sound" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
|
||||
| 102 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="200"> | ray | |
|
||||
| 103 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="200"> | ray | |
|
||||
| 104 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="200"> | ray | |
|
||||
| 105 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="200"> | ray | |
|
||||
| 106 | [audio_multichannel_sound](audio/audio_multichannel_sound.c) | <img src="audio/audio_multichannel_sound.png" alt="audio_multichannel_sound" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
|
||||
|
||||
### category: physics
|
||||
|
||||
@@ -155,27 +182,11 @@ Examples showing physics functionality with raylib. This functionality is provid
|
||||
|
||||
| ## | example | image | developer | new |
|
||||
|----|----------|--------|:----------:|:---:|
|
||||
| 101 | [physics_demo](physics/physics_demo.c) | <img src="physics/physics_demo.png" alt="physics_demo" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 102 | [physics_friction](physics/physics_friction.c) | <img src="physics/physics_friction.png" alt="physics_friction" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 103 | [physics_movement](physics/physics_movement.c) | <img src="physics/physics_movement.png" alt="physics_movement" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 104 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 105 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
|
||||
### category: network
|
||||
|
||||
Examples showing raylib network functionality. This functionality is provided by [rnet](../src/rnet.h) module.
|
||||
|
||||
**Note that rnet module is under development and not ready yet.**
|
||||
|
||||
| ## | example | image | developer | new |
|
||||
|----|----------|--------|:----------:|:---:|
|
||||
| 106 | [network_ping_pong](network/network_ping_pong.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 107 | [network_resolve_host](network/network_resolve_host.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 108 | [network_tcp_client](network/network_tcp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 109 | [network_tcp_server](network/network_tcp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 110 | [network_test](network/network_test.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 111 | [network_udp_client](network/network_udp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 112 | [network_udp_server](network/network_udp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 107 | [physics_demo](physics/physics_demo.c) | <img src="physics/physics_demo.png" alt="physics_demo" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 108 | [physics_friction](physics/physics_friction.c) | <img src="physics/physics_friction.png" alt="physics_friction" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 109 | [physics_movement](physics/physics_movement.c) | <img src="physics/physics_movement.png" alt="physics_movement" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 111 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
|
||||
### category: others
|
||||
|
||||
@@ -183,9 +194,10 @@ Examples showing raylib misc functionality that does not fit in other categories
|
||||
|
||||
| ## | example | image | developer | new |
|
||||
|----|----------|--------|:----------:|:---:|
|
||||
| 113 | [raudio_standalone](others/raudio_standalone.c) | | ray | |
|
||||
| 114 | [rlgl_standalone](others/rlgl_standalone.c) | | ray | |
|
||||
| 115 | [easings_testbed](others/easings_testbed.c) | | ray | |
|
||||
| 119 | [raudio_standalone](others/raudio_standalone.c) | | ray | |
|
||||
| 120 | [rlgl_standalone](others/rlgl_standalone.c) | | ray | |
|
||||
| 121 | [easings_testbed](others/easings_testbed.c) | | [Juan Miguel López](https://github.com/flashback-fx) | |
|
||||
| 122 | [embedded_files_loading](others/embedded_files_loading.c) | | [Kristian Holmgren](https://github.com/defutura) | |
|
||||
|
||||
As always contributions are welcome, feel free to send new examples! Here it is an [examples template](examples_template.c) to start with!
|
||||
|
||||
|
@@ -43,14 +43,16 @@ int main(void)
|
||||
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].radius = (float)GetRandomValue(10, 40);
|
||||
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
|
||||
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
|
||||
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
|
||||
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||
}
|
||||
|
||||
Music music = LoadMusicStream("resources/mini1111.xm");
|
||||
music.looping = false;
|
||||
float pitch = 1.0f;
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
@@ -83,6 +85,11 @@ int main(void)
|
||||
else ResumeMusicStream(music);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_DOWN)) pitch -= 0.01f;
|
||||
else if (IsKeyDown(KEY_UP)) pitch += 0.01f;
|
||||
|
||||
SetMusicPitch(music, pitch);
|
||||
|
||||
// Get timePlayed scaled to bar dimensions
|
||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*(screenWidth - 40);
|
||||
|
||||
@@ -97,9 +104,9 @@ int main(void)
|
||||
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].radius = (float)GetRandomValue(10, 40);
|
||||
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
|
||||
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
|
||||
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
|
||||
}
|
||||
|
@@ -5,9 +5,9 @@
|
||||
* This example has been created using raylib 2.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
@@ -25,9 +25,9 @@ int main(void)
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
|
||||
|
||||
SetSoundVolume(fxWav, 0.2);
|
||||
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
|
||||
|
||||
SetSoundVolume(fxWav, 0.2f);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -46,12 +46,12 @@ int main(void)
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
|
||||
DrawText("MULTICHANNEL SOUND PLAYING", 20, 20, 20, GRAY);
|
||||
DrawText("Press SPACE to play new ogg instance!", 200, 120, 20, LIGHTGRAY);
|
||||
DrawText("Press ENTER to play new wav instance!", 200, 180, 20, LIGHTGRAY);
|
||||
|
||||
DrawText(FormatText("CONCURRENT SOUNDS PLAYING: %02i", GetSoundsPlaying()), 220, 280, 20, RED);
|
||||
DrawText(TextFormat("CONCURRENT SOUNDS PLAYING: %02i", GetSoundsPlaying()), 220, 280, 20, RED);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@@ -22,7 +22,7 @@ int main(void)
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Music music = LoadMusicStream("resources/guitar_noodling.ogg");
|
||||
Music music = LoadMusicStream("resources/country.mp3");
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
|
@@ -31,8 +31,10 @@ int main(void)
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
SetAudioStreamBufferSizeDefault(MAX_SAMPLES_PER_UPDATE);
|
||||
|
||||
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
|
||||
AudioStream stream = InitAudioStream(22050, 16, 1);
|
||||
AudioStream stream = LoadAudioStream(44100, 16, 1);
|
||||
|
||||
// Buffer for the single cycle waveform we are synthesizing
|
||||
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
|
||||
@@ -71,7 +73,7 @@ int main(void)
|
||||
// Sample mouse input.
|
||||
mousePosition = GetMousePosition();
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
float fp = (float)(mousePosition.y);
|
||||
frequency = 40.0f + (float)(fp);
|
||||
@@ -134,14 +136,14 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(FormatText("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
|
||||
DrawText(TextFormat("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
|
||||
DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
|
||||
|
||||
// Draw the current buffer state proportionate to the screen
|
||||
for (int i = 0; i < screenWidth; i++)
|
||||
{
|
||||
position.x = i;
|
||||
position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
|
||||
position.x = (float)i;
|
||||
position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000.0f;
|
||||
|
||||
DrawPixelV(position, RED);
|
||||
}
|
||||
@@ -155,7 +157,7 @@ int main(void)
|
||||
free(data); // Unload sine wave data
|
||||
free(writeBuf); // Unload write buffer
|
||||
|
||||
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
||||
UnloadAudioStream(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
|
||||
|
@@ -23,7 +23,7 @@ int main(void)
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
|
||||
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
10
examples/audio/resources/LICENSE.md
Normal file
@@ -0,0 +1,10 @@
|
||||
| resource | author | licence | notes |
|
||||
| :------------------- | :---------: | :------ | :---- |
|
||||
| country.mp3 | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| target.ogg | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| target.flac | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| coin.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| sound.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| spring.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| weird.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| mini1111.xm | [tPORt](https://modarchive.org/index.php?request=view_by_moduleid&query=51891) | [Mod Archive Distribution license](https://modarchive.org/index.php?terms-upload) | - |
|
BIN
examples/audio/resources/country.mp3
Normal file
BIN
examples/audio/resources/target.flac
Normal file
BIN
examples/audio/resources/target.ogg
Normal file
86
examples/build.zig
Normal file
@@ -0,0 +1,86 @@
|
||||
const std = @import("std");
|
||||
const builtin = @import("builtin");
|
||||
|
||||
fn add_module(comptime module: []const u8, b: *std.build.Builder, target: std.zig.CrossTarget) !*std.build.Step {
|
||||
// Standard release options allow the person running `zig build` to select
|
||||
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall.
|
||||
const mode = b.standardReleaseOptions();
|
||||
|
||||
const all = b.step(module, "All " ++ module ++ " examples");
|
||||
const dir = try std.fs.cwd().openDir(
|
||||
module,
|
||||
.{ .iterate = true },
|
||||
);
|
||||
var iter = dir.iterate();
|
||||
while (try iter.next()) |entry| {
|
||||
if (entry.kind != .File) continue;
|
||||
const extension_idx = std.mem.lastIndexOf(u8, entry.name, ".c") orelse continue;
|
||||
const name = entry.name[0..extension_idx];
|
||||
const path = try std.fs.path.join(b.allocator, &.{ module, entry.name });
|
||||
|
||||
// zig's mingw headers do not include pthread.h
|
||||
if (std.mem.eql(u8, "core_loading_thread", name) and target.getOsTag() == .windows) continue;
|
||||
|
||||
const exe = b.addExecutable(name, path);
|
||||
exe.setTarget(target);
|
||||
exe.setBuildMode(mode);
|
||||
exe.linkLibC();
|
||||
exe.addObjectFile(switch (target.getOsTag()) {
|
||||
.windows => "../src/raylib.lib",
|
||||
.linux => "../src/libraylib.a",
|
||||
else => @panic("Unsupported OS"),
|
||||
});
|
||||
|
||||
exe.addIncludeDir("../src");
|
||||
exe.addIncludeDir("../src/external");
|
||||
exe.addIncludeDir("../src/external/glfw/include");
|
||||
|
||||
switch (exe.target.toTarget().os.tag) {
|
||||
.windows => {
|
||||
exe.linkSystemLibrary("winmm");
|
||||
exe.linkSystemLibrary("gdi32");
|
||||
exe.linkSystemLibrary("opengl32");
|
||||
exe.addIncludeDir("external/glfw/deps/mingw");
|
||||
},
|
||||
.linux => {
|
||||
exe.linkSystemLibrary("GL");
|
||||
exe.linkSystemLibrary("rt");
|
||||
exe.linkSystemLibrary("dl");
|
||||
exe.linkSystemLibrary("m");
|
||||
exe.linkSystemLibrary("X11");
|
||||
},
|
||||
else => {
|
||||
@panic("Unsupported OS");
|
||||
},
|
||||
}
|
||||
|
||||
exe.setOutputDir(module);
|
||||
|
||||
var run = exe.run();
|
||||
run.step.dependOn(&b.addInstallArtifact(exe).step);
|
||||
run.cwd = module;
|
||||
b.step(name, name).dependOn(&run.step);
|
||||
all.dependOn(&exe.step);
|
||||
}
|
||||
return all;
|
||||
}
|
||||
|
||||
pub fn build(b: *std.build.Builder) !void {
|
||||
// Standard target options allows the person running `zig build` to choose
|
||||
// what target to build for. Here we do not override the defaults, which
|
||||
// means any target is allowed, and the default is native. Other options
|
||||
// for restricting supported target set are available.
|
||||
const target = b.standardTargetOptions(.{});
|
||||
|
||||
const all = b.getInstallStep();
|
||||
|
||||
all.dependOn(try add_module("audio", b, target));
|
||||
all.dependOn(try add_module("core", b, target));
|
||||
all.dependOn(try add_module("models", b, target));
|
||||
all.dependOn(try add_module("others", b, target));
|
||||
all.dependOn(try add_module("physics", b, target));
|
||||
all.dependOn(try add_module("shaders", b, target));
|
||||
all.dependOn(try add_module("shapes", b, target));
|
||||
all.dependOn(try add_module("text", b, target));
|
||||
all.dependOn(try add_module("textures", b, target));
|
||||
}
|
@@ -30,19 +30,19 @@ int main(void)
|
||||
|
||||
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;
|
||||
buildings[i].width = (float)GetRandomValue(50, 200);
|
||||
buildings[i].height = (float)GetRandomValue(100, 800);
|
||||
buildings[i].y = screenHeight - 130.0f - buildings[i].height;
|
||||
buildings[i].x = -6000.0f + spacing;
|
||||
|
||||
spacing += buildings[i].width;
|
||||
spacing += (int)buildings[i].width;
|
||||
|
||||
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
|
||||
}
|
||||
|
||||
Camera2D camera = { 0 };
|
||||
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||
camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
|
||||
camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f };
|
||||
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
||||
camera.rotation = 0.0f;
|
||||
camera.zoom = 1.0f;
|
||||
|
||||
@@ -54,7 +54,7 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Player movement
|
||||
if (IsKeyDown(KEY_RIGHT)) player.x += 2;
|
||||
else if (IsKeyDown(KEY_LEFT)) player.x -= 2;
|
||||
@@ -98,8 +98,8 @@ int main(void)
|
||||
|
||||
DrawRectangleRec(player, RED);
|
||||
|
||||
DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, GREEN);
|
||||
DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, GREEN);
|
||||
DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN);
|
||||
DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN);
|
||||
|
||||
EndMode2D();
|
||||
|
||||
|
@@ -15,8 +15,8 @@
|
||||
#include "raymath.h"
|
||||
|
||||
#define G 400
|
||||
#define PLAYER_JUMP_SPD 350.f
|
||||
#define PLAYER_HOR_SPD 200.f
|
||||
#define PLAYER_JUMP_SPD 350.0f
|
||||
#define PLAYER_HOR_SPD 200.0f
|
||||
|
||||
typedef struct Player {
|
||||
Vector2 position;
|
||||
@@ -46,7 +46,7 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
|
||||
Player player = { 0 };
|
||||
@@ -60,12 +60,12 @@ int main(void)
|
||||
{{ 250, 300, 100, 10 }, 1, GRAY },
|
||||
{{ 650, 300, 100, 10 }, 1, GRAY }
|
||||
};
|
||||
|
||||
|
||||
int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
|
||||
|
||||
Camera2D camera = { 0 };
|
||||
camera.target = player.position;
|
||||
camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
|
||||
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
||||
camera.rotation = 0.0f;
|
||||
camera.zoom = 1.0f;
|
||||
|
||||
@@ -77,10 +77,10 @@ int main(void)
|
||||
UpdateCameraEvenOutOnLanding,
|
||||
UpdateCameraPlayerBoundsPush
|
||||
};
|
||||
|
||||
|
||||
int cameraOption = 0;
|
||||
int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
|
||||
|
||||
|
||||
char *cameraDescriptions[] = {
|
||||
"Follow player center",
|
||||
"Follow player center, but clamp to map edges",
|
||||
@@ -88,25 +88,25 @@ int main(void)
|
||||
"Follow player center horizontally; updateplayer center vertically after landing",
|
||||
"Player push camera on getting too close to screen edge"
|
||||
};
|
||||
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
float deltaTime = GetFrameTime();
|
||||
|
||||
|
||||
UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
|
||||
|
||||
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
|
||||
|
||||
|
||||
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
|
||||
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
|
||||
|
||||
if (IsKeyPressed(KEY_R))
|
||||
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
camera.zoom = 1.0f;
|
||||
player.position = (Vector2){ 400, 280 };
|
||||
@@ -125,12 +125,12 @@ int main(void)
|
||||
ClearBackground(LIGHTGRAY);
|
||||
|
||||
BeginMode2D(camera);
|
||||
|
||||
|
||||
for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
|
||||
|
||||
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
|
||||
DrawRectangleRec(playerRect, RED);
|
||||
|
||||
|
||||
EndMode2D();
|
||||
|
||||
DrawText("Controls:", 20, 20, 10, BLACK);
|
||||
@@ -140,7 +140,7 @@ int main(void)
|
||||
DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
|
||||
DrawText("Current camera mode:", 20, 120, 10, BLACK);
|
||||
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
@@ -157,50 +157,50 @@ void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float d
|
||||
{
|
||||
if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
|
||||
if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
|
||||
if (IsKeyDown(KEY_SPACE) && player->canJump)
|
||||
if (IsKeyDown(KEY_SPACE) && player->canJump)
|
||||
{
|
||||
player->speed = -PLAYER_JUMP_SPD;
|
||||
player->canJump = false;
|
||||
}
|
||||
|
||||
int hitObstacle = 0;
|
||||
for (int i = 0; i < envItemsLength; i++)
|
||||
for (int i = 0; i < envItemsLength; i++)
|
||||
{
|
||||
EnvItem *ei = envItems + i;
|
||||
Vector2 *p = &(player->position);
|
||||
if (ei->blocking &&
|
||||
ei->rect.x <= p->x &&
|
||||
ei->rect.x <= p->x &&
|
||||
ei->rect.x + ei->rect.width >= p->x &&
|
||||
ei->rect.y >= p->y &&
|
||||
ei->rect.y < p->y + player->speed*delta)
|
||||
ei->rect.y < p->y + player->speed*delta)
|
||||
{
|
||||
hitObstacle = 1;
|
||||
player->speed = 0.0f;
|
||||
p->y = ei->rect.y;
|
||||
}
|
||||
}
|
||||
|
||||
if (!hitObstacle)
|
||||
|
||||
if (!hitObstacle)
|
||||
{
|
||||
player->position.y += player->speed*delta;
|
||||
player->speed += G*delta;
|
||||
player->canJump = false;
|
||||
}
|
||||
}
|
||||
else player->canJump = true;
|
||||
}
|
||||
|
||||
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
{
|
||||
camera->offset = (Vector2){ width/2, height/2 };
|
||||
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||
camera->target = player->position;
|
||||
}
|
||||
|
||||
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
{
|
||||
camera->target = player->position;
|
||||
camera->offset = (Vector2){ width/2, height/2 };
|
||||
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
|
||||
|
||||
|
||||
for (int i = 0; i < envItemsLength; i++)
|
||||
{
|
||||
EnvItem *ei = envItems + i;
|
||||
@@ -209,10 +209,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
|
||||
minY = fminf(ei->rect.y, minY);
|
||||
maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
|
||||
}
|
||||
|
||||
|
||||
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
|
||||
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
|
||||
|
||||
|
||||
if (max.x < width) camera->offset.x = width - (max.x - width/2);
|
||||
if (max.y < height) camera->offset.y = height - (max.y - height/2);
|
||||
if (min.x > 0) camera->offset.x = width/2 - min.x;
|
||||
@@ -224,11 +224,11 @@ void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *e
|
||||
static float minSpeed = 30;
|
||||
static float minEffectLength = 10;
|
||||
static float fractionSpeed = 0.8f;
|
||||
|
||||
camera->offset = (Vector2){ width/2, height/2 };
|
||||
|
||||
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||
Vector2 diff = Vector2Subtract(player->position, camera->target);
|
||||
float length = Vector2Length(diff);
|
||||
|
||||
|
||||
if (length > minEffectLength)
|
||||
{
|
||||
float speed = fmaxf(fractionSpeed*length, minSpeed);
|
||||
@@ -241,34 +241,34 @@ void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *env
|
||||
static float evenOutSpeed = 700;
|
||||
static int eveningOut = false;
|
||||
static float evenOutTarget;
|
||||
|
||||
camera->offset = (Vector2){ width/2, height/2 };
|
||||
|
||||
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||
camera->target.x = player->position.x;
|
||||
|
||||
|
||||
if (eveningOut)
|
||||
{
|
||||
if (evenOutTarget > camera->target.y)
|
||||
if (evenOutTarget > camera->target.y)
|
||||
{
|
||||
camera->target.y += evenOutSpeed*delta;
|
||||
|
||||
if (camera->target.y > evenOutTarget)
|
||||
{
|
||||
camera->target.y = evenOutTarget;
|
||||
eveningOut = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
camera->target.y -= evenOutSpeed*delta;
|
||||
|
||||
if (camera->target.y < evenOutTarget)
|
||||
|
||||
if (camera->target.y > evenOutTarget)
|
||||
{
|
||||
camera->target.y = evenOutTarget;
|
||||
eveningOut = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
camera->target.y -= evenOutSpeed*delta;
|
||||
|
||||
if (camera->target.y < evenOutTarget)
|
||||
{
|
||||
camera->target.y = evenOutTarget;
|
||||
eveningOut = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
|
||||
{
|
||||
@@ -278,7 +278,7 @@ void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *env
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
{
|
||||
static Vector2 bbox = { 0.2f, 0.2f };
|
||||
|
||||
|
BIN
examples/core/core_2d_camera_smooth_pixelperfect.png
Normal file
After Width: | Height: | Size: 16 KiB |
@@ -28,17 +28,17 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 60.0f;
|
||||
camera.type = CAMERA_PERSPECTIVE;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Generates some random columns
|
||||
float heights[MAX_COLUMNS] = { 0.0f };
|
||||
float heights[MAX_COLUMNS] = { 0 };
|
||||
Vector3 positions[MAX_COLUMNS] = { 0 };
|
||||
Color colors[MAX_COLUMNS] = { 0 };
|
||||
|
||||
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) };
|
||||
positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i]/2.0f, (float)GetRandomValue(-15, 15) };
|
||||
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
||||
}
|
||||
|
||||
|
@@ -26,7 +26,7 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
|
@@ -26,7 +26,7 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
|
@@ -26,14 +26,14 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||
|
||||
Ray ray = { 0 }; // Picking line ray
|
||||
|
||||
bool collision = false;
|
||||
RayCollision collision = { 0 };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
@@ -47,18 +47,18 @@ int main(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
if (!collision)
|
||||
if (!collision.hit)
|
||||
{
|
||||
ray = GetMouseRay(GetMousePosition(), camera);
|
||||
|
||||
// Check collision between ray and box
|
||||
collision = CheckCollisionRayBox(ray,
|
||||
collision = GetRayCollisionBox(ray,
|
||||
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
||||
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
|
||||
}
|
||||
else collision = false;
|
||||
else collision.hit = false;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@@ -70,7 +70,7 @@ int main(void)
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
if (collision)
|
||||
if (collision.hit)
|
||||
{
|
||||
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
|
||||
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
|
||||
@@ -90,7 +90,7 @@ int main(void)
|
||||
|
||||
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);
|
||||
if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
@@ -1,35 +1,34 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib - Simple Game template
|
||||
* raylib [core] examples - basic screen manager
|
||||
*
|
||||
* <Game title>
|
||||
* <Game description>
|
||||
* This example illustrates a very simple screen manager based on a states machines
|
||||
*
|
||||
* This game has been created using raylib (www.raylib.com)
|
||||
* 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) 2014-2020 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2021 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------------------
|
||||
typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization (Note windowTitle is unused on Android)
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib template - simple game");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");
|
||||
|
||||
GameScreen currentScreen = LOGO;
|
||||
|
||||
@@ -39,15 +38,15 @@ int main(void)
|
||||
|
||||
SetTargetFPS(60); // Set desired framerate (frames-per-second)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
switch(currentScreen)
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
case LOGO:
|
||||
{
|
||||
// TODO: Update LOGO screen variables here!
|
||||
|
||||
@@ -59,7 +58,7 @@ int main(void)
|
||||
currentScreen = TITLE;
|
||||
}
|
||||
} break;
|
||||
case TITLE:
|
||||
case TITLE:
|
||||
{
|
||||
// TODO: Update TITLE screen variables here!
|
||||
|
||||
@@ -70,16 +69,16 @@ int main(void)
|
||||
}
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
{
|
||||
// TODO: Update GAMEPLAY screen variables here!
|
||||
|
||||
// Press enter to change to ENDING screen
|
||||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
|
||||
{
|
||||
currentScreen = ENDING;
|
||||
}
|
||||
}
|
||||
} break;
|
||||
case ENDING:
|
||||
case ENDING:
|
||||
{
|
||||
// TODO: Update ENDING screen variables here!
|
||||
|
||||
@@ -87,63 +86,63 @@ int main(void)
|
||||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
|
||||
{
|
||||
currentScreen = TITLE;
|
||||
}
|
||||
}
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch(currentScreen)
|
||||
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
case LOGO:
|
||||
{
|
||||
// TODO: Draw LOGO screen here!
|
||||
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
|
||||
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
|
||||
|
||||
|
||||
} break;
|
||||
case TITLE:
|
||||
case TITLE:
|
||||
{
|
||||
// TODO: Draw TITLE screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
|
||||
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
|
||||
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
|
||||
|
||||
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
{
|
||||
// TODO: Draw GAMEPLAY screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
|
||||
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
|
||||
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
|
||||
|
||||
} break;
|
||||
case ENDING:
|
||||
case ENDING:
|
||||
{
|
||||
// TODO: Draw ENDING screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
|
||||
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
|
||||
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
|
||||
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// TODO: Unload all loaded data (textures, fonts, audio) here!
|
||||
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
BIN
examples/core/core_basic_screen_manager.png
Normal file
After Width: | Height: | Size: 15 KiB |
@@ -4,19 +4,18 @@
|
||||
*
|
||||
* Welcome to raylib!
|
||||
*
|
||||
* To test examples in Notepad++, provided with default raylib installer package,
|
||||
* just press F6 and run [raylib_compile_execute] script, it will compile and execute.
|
||||
* To test examples, just press F6 and execute raylib_compile_execute script
|
||||
* Note that compiled executable is placed in the same folder as .c file
|
||||
*
|
||||
* You can find all basic examples on [C:\raylib\raylib\examples] directory and
|
||||
* raylib official webpage: [www.raylib.com]
|
||||
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||
* raylib official webpage: www.raylib.com
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
@@ -46,7 +46,7 @@ int main()
|
||||
#else
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
|
125
examples/core/core_custom_frame_control.c
Normal file
@@ -0,0 +1,125 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - custom frame control
|
||||
*
|
||||
* WARNING: This is an example for advance users willing to have full control over
|
||||
* the frame processes. By default, EndDrawing() calls the following processes:
|
||||
* 1. Draw remaining batch data: rlDrawRenderBatchActive()
|
||||
* 2. SwapScreenBuffer()
|
||||
* 3. Frame time control: WaitTime()
|
||||
* 4. PollInputEvents()
|
||||
*
|
||||
* To avoid steps 2, 3 and 4, flag SUPPORT_CUSTOM_FRAME_CONTROL can be enabled in
|
||||
* config.h (it requires recompiling raylib). This way those steps are up to the user.
|
||||
*
|
||||
* Note that enabling this flag invalidates some functions:
|
||||
* - GetFrameTime()
|
||||
* - SetTargetFPS()
|
||||
* - GetFPS()
|
||||
*
|
||||
* This example has been created using raylib 3.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2021 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
|
||||
|
||||
// Custom timming variables
|
||||
double previousTime = GetTime(); // Previous time measure
|
||||
double currentTime = 0.0; // Current time measure
|
||||
double updateDrawTime = 0.0; // Update + Draw time
|
||||
double waitTime = 0.0; // Wait time (if target fps required)
|
||||
float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time)
|
||||
|
||||
float timeCounter = 0.0f; // Accumulative time counter (seconds)
|
||||
float position = 0.0f; // Circle position
|
||||
bool pause = false; // Pause control flag
|
||||
|
||||
int targetFPS = 60; // Our initial target fps
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
|
||||
|
||||
if (IsKeyPressed(KEY_UP)) targetFPS += 20;
|
||||
else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20;
|
||||
|
||||
if (targetFPS < 0) targetFPS = 0;
|
||||
|
||||
if (!pause)
|
||||
{
|
||||
position += 200*deltaTime; // We move at 200 pixels per second
|
||||
if (position >= GetScreenWidth()) position = 0;
|
||||
timeCounter += deltaTime; // We count time (seconds)
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
|
||||
|
||||
DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
|
||||
|
||||
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
|
||||
DrawText(TextFormat("PosX: %03.0f", position), position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
|
||||
|
||||
DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
|
||||
DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
|
||||
DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY);
|
||||
DrawText(TextFormat("TARGET FPS: %i", targetFPS), GetScreenWidth() - 220, 10, 20, LIME);
|
||||
DrawText(TextFormat("CURRENT FPS: %i", (int)(1.0f/deltaTime)), GetScreenWidth() - 220, 40, 20, GREEN);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
// NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
|
||||
// Events polling, screen buffer swap and frame time control must be managed by the user
|
||||
|
||||
SwapScreenBuffer(); // Flip the back buffer to screen (front buffer)
|
||||
|
||||
currentTime = GetTime();
|
||||
updateDrawTime = currentTime - previousTime;
|
||||
|
||||
if (targetFPS > 0) // We want a fixed frame rate
|
||||
{
|
||||
waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
|
||||
if (waitTime > 0.0)
|
||||
{
|
||||
WaitTime((float)waitTime*1000.0f);
|
||||
currentTime = GetTime();
|
||||
deltaTime = (float)(currentTime - previousTime);
|
||||
}
|
||||
}
|
||||
else deltaTime = updateDrawTime; // Framerate could be variable
|
||||
|
||||
previousTime = currentTime;
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/core/core_custom_frame_control.png
Normal file
After Width: | Height: | Size: 17 KiB |
@@ -18,6 +18,7 @@
|
||||
#include "raylib.h"
|
||||
|
||||
// NOTE: Gamepad name ID depends on drivers and OS
|
||||
#define XBOX360_LEGACY_NAME_ID "Xbox Controller"
|
||||
#if defined(PLATFORM_RPI)
|
||||
#define XBOX360_NAME_ID "Microsoft X-Box 360 pad"
|
||||
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
|
||||
@@ -57,102 +58,102 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
|
||||
if (IsGamepadAvailable(0))
|
||||
{
|
||||
DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
|
||||
DrawText(TextFormat("GP1: %s", GetGamepadName(0)), 10, 10, 10, BLACK);
|
||||
|
||||
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
|
||||
if (TextIsEqual(GetGamepadName(0), XBOX360_NAME_ID) || TextIsEqual(GetGamepadName(0), XBOX360_LEGACY_NAME_ID))
|
||||
{
|
||||
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
|
||||
|
||||
// Draw buttons: xbox home
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
|
||||
|
||||
// Draw buttons: basic
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
|
||||
|
||||
// Draw buttons: d-pad
|
||||
DrawRectangle(317, 202, 19, 71, BLACK);
|
||||
DrawRectangle(293, 228, 69, 19, BLACK);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
|
||||
|
||||
// Draw buttons: left-right back
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
|
||||
|
||||
// Draw axis: left joystick
|
||||
DrawCircle(259, 152, 39, BLACK);
|
||||
DrawCircle(259, 152, 34, LIGHTGRAY);
|
||||
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
|
||||
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||
DrawCircle(259 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
|
||||
152 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: right joystick
|
||||
DrawCircle(461, 237, 38, BLACK);
|
||||
DrawCircle(461, 237, 33, LIGHTGRAY);
|
||||
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
DrawCircle(461 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||
237 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(170, 30, 15, 70, GRAY);
|
||||
DrawRectangle(604, 30, 15, 70, GRAY);
|
||||
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
|
||||
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
|
||||
DrawRectangle(170, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
|
||||
DrawRectangle(604, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
|
||||
|
||||
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
|
||||
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
||||
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
|
||||
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
||||
}
|
||||
else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
|
||||
else if (TextIsEqual(GetGamepadName(0), PS3_NAME_ID))
|
||||
{
|
||||
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
|
||||
|
||||
// Draw buttons: ps
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
|
||||
|
||||
// Draw buttons: basic
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK);
|
||||
|
||||
// Draw buttons: d-pad
|
||||
DrawRectangle(225, 132, 24, 84, BLACK);
|
||||
DrawRectangle(195, 161, 84, 25, BLACK);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
|
||||
|
||||
// Draw buttons: left-right back buttons
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
|
||||
|
||||
// Draw axis: left joystick
|
||||
DrawCircle(319, 255, 35, BLACK);
|
||||
DrawCircle(319, 255, 31, LIGHTGRAY);
|
||||
DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
|
||||
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||
DrawCircle(319 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 20),
|
||||
255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * 20), 25, BLACK);
|
||||
|
||||
// Draw axis: right joystick
|
||||
DrawCircle(475, 255, 35, BLACK);
|
||||
DrawCircle(475, 255, 31, LIGHTGRAY);
|
||||
DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
DrawCircle(475 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||
255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(169, 48, 15, 70, GRAY);
|
||||
DrawRectangle(611, 48, 15, 70, GRAY);
|
||||
DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
|
||||
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
|
||||
DrawRectangle(169, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
|
||||
DrawRectangle(611, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -161,14 +162,14 @@ int main(void)
|
||||
// TODO: Draw generic gamepad
|
||||
}
|
||||
|
||||
DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
|
||||
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(0)), 10, 50, 10, MAROON);
|
||||
|
||||
for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
|
||||
for (int i = 0; i < GetGamepadAxisCount(0); i++)
|
||||
{
|
||||
DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
||||
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(0, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
||||
}
|
||||
|
||||
if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
if (GetGamepadButtonPressed() != -1) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
|
||||
}
|
||||
else
|
||||
@@ -191,4 +192,4 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
@@ -24,7 +24,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
|
||||
|
||||
Vector2 touchPosition = { 0, 0 };
|
||||
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
|
||||
Rectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f };
|
||||
|
||||
int gesturesCount = 0;
|
||||
char gestureStrings[MAX_GESTURE_STRINGS][32];
|
||||
|
@@ -33,9 +33,13 @@ int main(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
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;
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_SIDE)) ballColor = PURPLE;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_EXTRA)) ballColor = YELLOW;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_FORWARD)) ballColor = ORANGE;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_BACK)) ballColor = BEIGE;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
@@ -43,7 +43,7 @@ int main(void)
|
||||
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);
|
||||
DrawText(TextFormat("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@@ -13,6 +13,8 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_TOUCH_POINTS 10
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
@@ -22,11 +24,7 @@ int main(void)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
|
||||
|
||||
Vector2 ballPosition = { -100.0f, -100.0f };
|
||||
Color ballColor = BEIGE;
|
||||
|
||||
int touchCounter = 0;
|
||||
Vector2 touchPosition = { 0.0f };
|
||||
Vector2 touchPositions[MAX_TOUCH_POINTS] = { 0 };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//---------------------------------------------------------------------------------------
|
||||
@@ -36,19 +34,8 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
ballPosition = GetMousePosition();
|
||||
|
||||
ballColor = BEIGE;
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
|
||||
if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
|
||||
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
|
||||
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
|
||||
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
|
||||
|
||||
if (touchCounter > 0) touchCounter--;
|
||||
// Get multiple touchpoints
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) touchPositions[i] = GetTouchPosition(i);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@@ -56,25 +43,19 @@ int main(void)
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Multitouch
|
||||
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
|
||||
{
|
||||
touchPosition = GetTouchPosition(i); // Get the touch point
|
||||
|
||||
if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
|
||||
// Make sure point is not (0, 0) as this means there is no touch for it
|
||||
if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
|
||||
{
|
||||
// Draw circle and touch index number
|
||||
DrawCircleV(touchPosition, 34, ORANGE);
|
||||
DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
|
||||
DrawCircleV(touchPositions[i], 34, ORANGE);
|
||||
DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the normal mouse location
|
||||
DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
|
||||
|
||||
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
|
||||
DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
|
||||
DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
132
examples/core/core_quat_conversion.c
Normal file
@@ -0,0 +1,132 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - quat conversions
|
||||
*
|
||||
* Generally you should really stick to eulers OR quats...
|
||||
* This tests that various conversions are equivalent.
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2020-2021 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - quat conversions");
|
||||
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
// Load a cylinder model for testing
|
||||
Model model = LoadModelFromMesh(GenMeshCylinder(0.2f, 1.0f, 32));
|
||||
|
||||
// Generic quaternion for operations
|
||||
Quaternion q1 = { 0 };
|
||||
|
||||
// Transform matrices required to draw 4 cylinders
|
||||
Matrix m1 = { 0 };
|
||||
Matrix m2 = { 0 };
|
||||
Matrix m3 = { 0 };
|
||||
Matrix m4 = { 0 };
|
||||
|
||||
// Generic vectors for rotations
|
||||
Vector3 v1 = { 0 };
|
||||
Vector3 v2 = { 0 };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//--------------------------------------------------------------------------------------
|
||||
if (v2.x < 0) v2.x += PI*2;
|
||||
if (v2.y < 0) v2.y += PI*2;
|
||||
if (v2.z < 0) v2.z += PI*2;
|
||||
|
||||
if (!IsKeyDown(KEY_SPACE))
|
||||
{
|
||||
v1.x += 0.01f;
|
||||
v1.y += 0.03f;
|
||||
v1.z += 0.05f;
|
||||
}
|
||||
|
||||
if (v1.x > PI*2) v1.x -= PI*2;
|
||||
if (v1.y > PI*2) v1.y -= PI*2;
|
||||
if (v1.z > PI*2) v1.z -= PI*2;
|
||||
|
||||
q1 = QuaternionFromEuler(v1.x, v1.y, v1.z);
|
||||
m1 = MatrixRotateZYX(v1);
|
||||
m2 = QuaternionToMatrix(q1);
|
||||
|
||||
q1 = QuaternionFromMatrix(m1);
|
||||
m3 = QuaternionToMatrix(q1);
|
||||
|
||||
v2 = QuaternionToEuler(q1); // Angles returned in radians
|
||||
|
||||
m4 = MatrixRotateZYX(v2);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
model.transform = m1;
|
||||
DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
|
||||
|
||||
model.transform = m2;
|
||||
DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
|
||||
|
||||
model.transform = m3;
|
||||
DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
|
||||
|
||||
model.transform = m4;
|
||||
DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
|
||||
|
||||
DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model); // Unload model data (mesh and materials)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/core/core_quat_conversion.png
Normal file
After Width: | Height: | Size: 16 KiB |
@@ -20,10 +20,12 @@ int main(void)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
|
||||
|
||||
int framesCounter = 0; // Variable used to count frames
|
||||
// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
|
||||
|
||||
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
|
||||
|
||||
|
||||
int framesCounter = 0; // Variable used to count frames
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@@ -50,7 +52,7 @@ int main(void)
|
||||
|
||||
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
|
||||
|
||||
DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY);
|
||||
DrawText(TextFormat("%i", randValue), 360, 180, 80, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@@ -46,7 +46,7 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (scissorMode) BeginScissorMode(scissorArea.x, scissorArea.y, scissorArea.width, scissorArea.height);
|
||||
if (scissorMode) BeginScissorMode((int)scissorArea.x, (int)scissorArea.y, (int)scissorArea.width, (int)scissorArea.height);
|
||||
|
||||
// Draw full screen rectangle and some text
|
||||
// NOTE: Only part defined by scissor area will be rendered
|
||||
|
117
examples/core/core_smooth_pixelperfect.c
Normal file
@@ -0,0 +1,117 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - smooth pixel-perfect camera
|
||||
*
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
|
||||
* reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <math.h> // Required for: sinf(), cosf()
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
const int virtualScreenWidth = 160;
|
||||
const int virtualScreenHeight = 90;
|
||||
|
||||
const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
|
||||
|
||||
Camera2D worldSpaceCamera = { 0 }; // Game world camera
|
||||
worldSpaceCamera.zoom = 1.0f;
|
||||
|
||||
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
|
||||
screenSpaceCamera.zoom = 1.0f;
|
||||
|
||||
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
|
||||
|
||||
Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
|
||||
Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
|
||||
Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
|
||||
|
||||
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
|
||||
Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
|
||||
Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
|
||||
|
||||
Vector2 origin = { 0.0f, 0.0f };
|
||||
|
||||
float rotation = 0.0f;
|
||||
|
||||
float cameraX = 0.0f;
|
||||
float cameraY = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
|
||||
|
||||
// Make the camera move to demonstrate the effect
|
||||
cameraX = (sinf(GetTime())*50.0f) - 10.0f;
|
||||
cameraY = cosf(GetTime())*30.0f;
|
||||
|
||||
// Set the camera's target to the values computed above
|
||||
screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
|
||||
|
||||
// Round worldSpace coordinates, keep decimals into screenSpace coordinates
|
||||
worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
|
||||
screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
|
||||
screenSpaceCamera.target.x *= virtualRatio;
|
||||
|
||||
worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
|
||||
screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
|
||||
screenSpaceCamera.target.y *= virtualRatio;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(worldSpaceCamera);
|
||||
DrawRectanglePro(rec01, origin, rotation, BLACK);
|
||||
DrawRectanglePro(rec02, origin, -rotation, RED);
|
||||
DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
|
||||
EndMode2D();
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RED);
|
||||
|
||||
BeginMode2D(screenSpaceCamera);
|
||||
DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
|
||||
EndMode2D();
|
||||
|
||||
DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
|
||||
DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
|
||||
DrawFPS(GetScreenWidth() - 95, 10);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/core/core_smooth_pixelperfect.png
Normal file
After Width: | Height: | Size: 15 KiB |
155
examples/core/core_split_screen.c
Normal file
@@ -0,0 +1,155 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - split screen
|
||||
*
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Jeffery Myers (@JeffM2501)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
Texture2D textureGrid = { 0 };
|
||||
Camera cameraPlayer1 = { 0 };
|
||||
Camera cameraPlayer2 = { 0 };
|
||||
|
||||
// Scene drawing
|
||||
void DrawScene(void)
|
||||
{
|
||||
int count = 5;
|
||||
float spacing = 4;
|
||||
|
||||
// Grid of cube trees on a plane to make a "world"
|
||||
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
|
||||
|
||||
for (float x = -count*spacing; x <= count*spacing; x += spacing)
|
||||
{
|
||||
for (float z = -count*spacing; z <= count*spacing; z += spacing)
|
||||
{
|
||||
DrawCubeTexture(textureGrid, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
|
||||
DrawCubeTexture(textureGrid, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw a cube at each player's position
|
||||
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
|
||||
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
|
||||
|
||||
// Generate a simple texture to use for trees
|
||||
Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
|
||||
textureGrid = LoadTextureFromImage(img);
|
||||
UnloadImage(img);
|
||||
SetTextureFilter(textureGrid, TEXTURE_FILTER_ANISOTROPIC_16X);
|
||||
SetTextureWrap(textureGrid, TEXTURE_WRAP_CLAMP);
|
||||
|
||||
// Setup player 1 camera and screen
|
||||
cameraPlayer1.fovy = 45.0f;
|
||||
cameraPlayer1.up.y = 1.0f;
|
||||
cameraPlayer1.target.y = 1.0f;
|
||||
cameraPlayer1.position.z = -3.0f;
|
||||
cameraPlayer1.position.y = 1.0f;
|
||||
|
||||
RenderTexture screenPlayer1 = LoadRenderTexture(screenWidth/2, screenHeight);
|
||||
|
||||
// Setup player two camera and screen
|
||||
cameraPlayer2.fovy = 45.0f;
|
||||
cameraPlayer2.up.y = 1.0f;
|
||||
cameraPlayer2.target.y = 3.0f;
|
||||
cameraPlayer2.position.x = -3.0f;
|
||||
cameraPlayer2.position.y = 3.0f;
|
||||
|
||||
RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
|
||||
|
||||
// Build a flipped rectangle the size of the split view to use for drawing later
|
||||
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// If anyone moves this frame, how far will they move based on the time since the last frame
|
||||
// this moves thigns at 10 world units per second, regardless of the actual FPS
|
||||
float offsetThisFrame = 10.0f*GetFrameTime();
|
||||
|
||||
// Move Player1 forward and backwards (no turning)
|
||||
if (IsKeyDown(KEY_W))
|
||||
{
|
||||
cameraPlayer1.position.z += offsetThisFrame;
|
||||
cameraPlayer1.target.z += offsetThisFrame;
|
||||
}
|
||||
else if (IsKeyDown(KEY_S))
|
||||
{
|
||||
cameraPlayer1.position.z -= offsetThisFrame;
|
||||
cameraPlayer1.target.z -= offsetThisFrame;
|
||||
}
|
||||
|
||||
// Move Player2 forward and backwards (no turning)
|
||||
if (IsKeyDown(KEY_UP))
|
||||
{
|
||||
cameraPlayer2.position.x += offsetThisFrame;
|
||||
cameraPlayer2.target.x += offsetThisFrame;
|
||||
}
|
||||
else if (IsKeyDown(KEY_DOWN))
|
||||
{
|
||||
cameraPlayer2.position.x -= offsetThisFrame;
|
||||
cameraPlayer2.target.x -= offsetThisFrame;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw Player1 view to the render texture
|
||||
BeginTextureMode(screenPlayer1);
|
||||
ClearBackground(SKYBLUE);
|
||||
BeginMode3D(cameraPlayer1);
|
||||
DrawScene();
|
||||
EndMode3D();
|
||||
DrawText("PLAYER1 W/S to move", 10, 10, 20, RED);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw Player2 view to the render texture
|
||||
BeginTextureMode(screenPlayer2);
|
||||
ClearBackground(SKYBLUE);
|
||||
BeginMode3D(cameraPlayer2);
|
||||
DrawScene();
|
||||
EndMode3D();
|
||||
DrawText("PLAYER2 UP/DOWN to move", 10, 10, 20, BLUE);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw both views render textures to the screen side by side
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
|
||||
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(screenPlayer1); // Unload render texture
|
||||
UnloadRenderTexture(screenPlayer2); // Unload render texture
|
||||
UnloadTexture(textureGrid); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/core/core_split_screen.png
Normal file
After Width: | Height: | Size: 21 KiB |
@@ -65,10 +65,10 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
|
||||
DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
|
||||
DrawText(TextFormat("SCORE: %i", score), 280, 130, 40, MAROON);
|
||||
DrawText(TextFormat("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
|
||||
|
||||
DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
|
||||
DrawText(TextFormat("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);
|
||||
|
@@ -2,19 +2,19 @@
|
||||
*
|
||||
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
int main(void)
|
||||
@@ -25,48 +25,68 @@ int main(void)
|
||||
const int screenHeight = 450;
|
||||
|
||||
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
|
||||
|
||||
// Init VR simulator (Oculus Rift CV1 parameters)
|
||||
InitVrSimulator();
|
||||
// VR device parameters definition
|
||||
VrDeviceInfo device = {
|
||||
// Oculus Rift CV1 parameters for simulator
|
||||
.hResolution = 2160, // Horizontal resolution in pixels
|
||||
.vResolution = 1200, // Vertical resolution in pixels
|
||||
.hScreenSize = 0.133793f, // Horizontal size in meters
|
||||
.vScreenSize = 0.0669f, // Vertical size in meters
|
||||
.vScreenCenter = 0.04678f, // Screen center in meters
|
||||
.eyeToScreenDistance = 0.041f, // Distance between eye and display in meters
|
||||
.lensSeparationDistance = 0.07f, // Lens separation distance in meters
|
||||
.interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters
|
||||
|
||||
VrDeviceInfo hmd = { 0 }; // VR device parameters (head-mounted-device)
|
||||
// NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders
|
||||
// Following parameters are just an approximation to CV1 distortion stereo rendering
|
||||
.lensDistortionValues[0] = 1.0f, // Lens distortion constant parameter 0
|
||||
.lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1
|
||||
.lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2
|
||||
.lensDistortionValues[3] = 0.0f, // Lens distortion constant parameter 3
|
||||
.chromaAbCorrection[0] = 0.996f, // Chromatic aberration correction parameter 0
|
||||
.chromaAbCorrection[1] = -0.004f, // Chromatic aberration correction parameter 1
|
||||
.chromaAbCorrection[2] = 1.014f, // Chromatic aberration correction parameter 2
|
||||
.chromaAbCorrection[3] = 0.0f, // Chromatic aberration correction parameter 3
|
||||
};
|
||||
|
||||
// Oculus Rift CV1 parameters for simulator
|
||||
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
|
||||
hmd.vResolution = 1200; // HMD vertical resolution in pixels
|
||||
hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
|
||||
hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
|
||||
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
||||
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
||||
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
|
||||
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
|
||||
|
||||
// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders.
|
||||
// Following parameters are an approximation to distortion stereo rendering but results differ from actual device.
|
||||
hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
|
||||
hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
|
||||
hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
|
||||
hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
|
||||
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
||||
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
||||
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
||||
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
||||
// Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters)
|
||||
VrStereoConfig config = LoadVrStereoConfig(device);
|
||||
|
||||
// Distortion shader (uses device lens distortion and chroma)
|
||||
Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION));
|
||||
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
|
||||
|
||||
SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
|
||||
// Update distortion shader with lens and distortion-scale parameters
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
|
||||
config.leftLensCenter, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"),
|
||||
config.rightLensCenter, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"),
|
||||
config.leftScreenCenter, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"),
|
||||
config.rightScreenCenter, SHADER_UNIFORM_VEC2);
|
||||
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "scale"),
|
||||
config.scale, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"),
|
||||
config.scaleIn, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"),
|
||||
device.lensDistortionValues, SHADER_UNIFORM_VEC4);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"),
|
||||
device.chromaAbCorrection, SHADER_UNIFORM_VEC4);
|
||||
|
||||
// Initialize framebuffer for stereo rendering
|
||||
// NOTE: Screen size should match HMD aspect ratio
|
||||
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
|
||||
camera.fovy = 60.0f; // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE; // Camera type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
@@ -81,42 +101,42 @@ int main(void)
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera (simulator mode)
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginVrDrawing();
|
||||
|
||||
BeginVrStereoMode(config);
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
|
||||
DrawGrid(40, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
EndVrDrawing();
|
||||
|
||||
EndVrStereoMode();
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginShaderMode(distortion);
|
||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
|
||||
(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
|
||||
EndShaderMode();
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(distortion); // Unload distortion shader
|
||||
UnloadVrStereoConfig(config); // Unload stereo config
|
||||
|
||||
CloseVrSimulator(); // Close VR simulator
|
||||
UnloadRenderTexture(target); // Unload stereo render fbo
|
||||
UnloadShader(distortion); // Unload distortion shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
191
examples/core/core_window_flags.c
Normal file
@@ -0,0 +1,191 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - window flags
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Possible window flags
|
||||
/*
|
||||
FLAG_VSYNC_HINT
|
||||
FLAG_FULLSCREEN_MODE -> not working properly -> wrong scaling!
|
||||
FLAG_WINDOW_RESIZABLE
|
||||
FLAG_WINDOW_UNDECORATED
|
||||
FLAG_WINDOW_TRANSPARENT
|
||||
FLAG_WINDOW_HIDDEN
|
||||
FLAG_WINDOW_MINIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_MAXIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_UNFOCUSED
|
||||
FLAG_WINDOW_TOPMOST
|
||||
FLAG_WINDOW_HIGHDPI -> errors after minimize-resize, fb size is recalculated
|
||||
FLAG_WINDOW_ALWAYS_RUN
|
||||
FLAG_MSAA_4X_HINT
|
||||
*/
|
||||
|
||||
// Set configuration flags for window creation
|
||||
//SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
|
||||
|
||||
Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f };
|
||||
Vector2 ballSpeed = { 5.0f, 4.0f };
|
||||
float ballRadius = 20;
|
||||
|
||||
int framesCounter = 0;
|
||||
|
||||
//SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//----------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
if (IsKeyPressed(KEY_F)) ToggleFullscreen(); // modifies window size when scaling!
|
||||
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_RESIZABLE)) ClearWindowState(FLAG_WINDOW_RESIZABLE);
|
||||
else SetWindowState(FLAG_WINDOW_RESIZABLE);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_D))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_UNDECORATED)) ClearWindowState(FLAG_WINDOW_UNDECORATED);
|
||||
else SetWindowState(FLAG_WINDOW_UNDECORATED);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_H))
|
||||
{
|
||||
if (!IsWindowState(FLAG_WINDOW_HIDDEN)) SetWindowState(FLAG_WINDOW_HIDDEN);
|
||||
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_HIDDEN))
|
||||
{
|
||||
framesCounter++;
|
||||
if (framesCounter >= 240) ClearWindowState(FLAG_WINDOW_HIDDEN); // Show window after 3 seconds
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_N))
|
||||
{
|
||||
if (!IsWindowState(FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
|
||||
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_MINIMIZED))
|
||||
{
|
||||
framesCounter++;
|
||||
if (framesCounter >= 240) RestoreWindow(); // Restore window after 3 seconds
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_M))
|
||||
{
|
||||
// NOTE: Requires FLAG_WINDOW_RESIZABLE enabled!
|
||||
if (IsWindowState(FLAG_WINDOW_MAXIMIZED)) RestoreWindow();
|
||||
else MaximizeWindow();
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_U))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_UNFOCUSED)) ClearWindowState(FLAG_WINDOW_UNFOCUSED);
|
||||
else SetWindowState(FLAG_WINDOW_UNFOCUSED);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_T))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_TOPMOST)) ClearWindowState(FLAG_WINDOW_TOPMOST);
|
||||
else SetWindowState(FLAG_WINDOW_TOPMOST);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_A))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) ClearWindowState(FLAG_WINDOW_ALWAYS_RUN);
|
||||
else SetWindowState(FLAG_WINDOW_ALWAYS_RUN);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_V))
|
||||
{
|
||||
if (IsWindowState(FLAG_VSYNC_HINT)) ClearWindowState(FLAG_VSYNC_HINT);
|
||||
else SetWindowState(FLAG_VSYNC_HINT);
|
||||
}
|
||||
|
||||
// Bouncing ball logic
|
||||
ballPosition.x += ballSpeed.x;
|
||||
ballPosition.y += ballSpeed.y;
|
||||
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
|
||||
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_TRANSPARENT)) ClearBackground(BLANK);
|
||||
else ClearBackground(RAYWHITE);
|
||||
|
||||
DrawCircleV(ballPosition, ballRadius, MAROON);
|
||||
DrawRectangleLinesEx((Rectangle) { 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, 4, RAYWHITE);
|
||||
|
||||
DrawCircleV(GetMousePosition(), 10, DARKBLUE);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
DrawText(TextFormat("Screen Size: [%i, %i]", GetScreenWidth(), GetScreenHeight()), 10, 40, 10, GREEN);
|
||||
|
||||
// Draw window state info
|
||||
DrawText("Following flags can be set after window creation:", 10, 60, 10, GRAY);
|
||||
if (IsWindowState(FLAG_FULLSCREEN_MODE)) DrawText("[F] FLAG_FULLSCREEN_MODE: on", 10, 80, 10, LIME);
|
||||
else DrawText("[F] FLAG_FULLSCREEN_MODE: off", 10, 80, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_RESIZABLE)) DrawText("[R] FLAG_WINDOW_RESIZABLE: on", 10, 100, 10, LIME);
|
||||
else DrawText("[R] FLAG_WINDOW_RESIZABLE: off", 10, 100, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_UNDECORATED)) DrawText("[D] FLAG_WINDOW_UNDECORATED: on", 10, 120, 10, LIME);
|
||||
else DrawText("[D] FLAG_WINDOW_UNDECORATED: off", 10, 120, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_HIDDEN)) DrawText("[H] FLAG_WINDOW_HIDDEN: on", 10, 140, 10, LIME);
|
||||
else DrawText("[H] FLAG_WINDOW_HIDDEN: off", 10, 140, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_MINIMIZED)) DrawText("[N] FLAG_WINDOW_MINIMIZED: on", 10, 160, 10, LIME);
|
||||
else DrawText("[N] FLAG_WINDOW_MINIMIZED: off", 10, 160, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_MAXIMIZED)) DrawText("[M] FLAG_WINDOW_MAXIMIZED: on", 10, 180, 10, LIME);
|
||||
else DrawText("[M] FLAG_WINDOW_MAXIMIZED: off", 10, 180, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_UNFOCUSED)) DrawText("[G] FLAG_WINDOW_UNFOCUSED: on", 10, 200, 10, LIME);
|
||||
else DrawText("[U] FLAG_WINDOW_UNFOCUSED: off", 10, 200, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_TOPMOST)) DrawText("[T] FLAG_WINDOW_TOPMOST: on", 10, 220, 10, LIME);
|
||||
else DrawText("[T] FLAG_WINDOW_TOPMOST: off", 10, 220, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) DrawText("[A] FLAG_WINDOW_ALWAYS_RUN: on", 10, 240, 10, LIME);
|
||||
else DrawText("[A] FLAG_WINDOW_ALWAYS_RUN: off", 10, 240, 10, MAROON);
|
||||
if (IsWindowState(FLAG_VSYNC_HINT)) DrawText("[V] FLAG_VSYNC_HINT: on", 10, 260, 10, LIME);
|
||||
else DrawText("[V] FLAG_VSYNC_HINT: off", 10, 260, 10, MAROON);
|
||||
|
||||
DrawText("Following flags can only be set before window creation:", 10, 300, 10, GRAY);
|
||||
if (IsWindowState(FLAG_WINDOW_HIGHDPI)) DrawText("FLAG_WINDOW_HIGHDPI: on", 10, 320, 10, LIME);
|
||||
else DrawText("FLAG_WINDOW_HIGHDPI: off", 10, 320, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_TRANSPARENT)) DrawText("FLAG_WINDOW_TRANSPARENT: on", 10, 340, 10, LIME);
|
||||
else DrawText("FLAG_WINDOW_TRANSPARENT: off", 10, 340, 10, MAROON);
|
||||
if (IsWindowState(FLAG_MSAA_4X_HINT)) DrawText("FLAG_MSAA_4X_HINT: on", 10, 360, 10, LIME);
|
||||
else DrawText("FLAG_MSAA_4X_HINT: off", 10, 360, 10, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/core/core_window_flags.png
Normal file
After Width: | Height: | Size: 22 KiB |
@@ -43,16 +43,16 @@ int main(void)
|
||||
|
||||
// Render texture initialization, used to hold the rendering result so we can easily resize it
|
||||
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
|
||||
SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
|
||||
SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); // Texture scale filter to use
|
||||
|
||||
Color colors[10] = { 0 };
|
||||
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
@@ -64,48 +64,48 @@ int main(void)
|
||||
// Recalculate random colors for the bars
|
||||
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
|
||||
}
|
||||
|
||||
|
||||
// Update virtual mouse (clamped mouse value behind game screen)
|
||||
Vector2 mouse = GetMousePosition();
|
||||
Vector2 virtualMouse = { 0 };
|
||||
virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
|
||||
virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
|
||||
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
|
||||
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight });
|
||||
|
||||
// Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
|
||||
//SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);
|
||||
//SetMouseScale(1/scale, 1/scale);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw everything in the render texture, note this will not be rendered on screen, yet
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(RAYWHITE); // Clear render texture background color
|
||||
|
||||
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
|
||||
|
||||
DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
|
||||
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
|
||||
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
ClearBackground(BLACK); // Clear screen background
|
||||
|
||||
// Draw everything in the render texture, note this will not be rendered on screen, yet
|
||||
BeginTextureMode(target);
|
||||
|
||||
ClearBackground(RAYWHITE); // Clear render texture background color
|
||||
|
||||
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
|
||||
|
||||
DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
|
||||
|
||||
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
|
||||
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Draw RenderTexture2D to window, properly scaled
|
||||
// Draw render texture to screen, properly scaled
|
||||
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
|
||||
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
|
||||
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
|
||||
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
@@ -26,7 +26,7 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.type = CAMERA_PERSPECTIVE;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
|
||||
@@ -62,7 +62,7 @@ int main(void)
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, cubeScreenPosition.y, 20, BLACK);
|
||||
DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)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();
|
||||
|
4
examples/core/resources/LICENSE.md
Normal file
@@ -0,0 +1,4 @@
|
||||
| resource | author | licence | notes |
|
||||
| :------------ | :---------: | :------ | :---- |
|
||||
| ps3.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| xbox.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
@@ -17,7 +17,7 @@ uniform vec2 leftScreenCenter;
|
||||
uniform vec2 rightScreenCenter;
|
||||
uniform vec2 scale;
|
||||
uniform vec2 scaleIn;
|
||||
uniform vec4 hmdWarpParam;
|
||||
uniform vec4 deviceWarpParam;
|
||||
uniform vec4 chromaAbParam;
|
||||
|
||||
void main()
|
||||
@@ -27,7 +27,7 @@ void main()
|
||||
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
|
||||
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq);
|
||||
vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
|
||||
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
|
||||
vec2 tcBlue = lensCenter + scale*thetaBlue;
|
||||
|
||||
|
@@ -18,7 +18,7 @@ uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
|
||||
uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
|
||||
uniform vec2 scale = vec2(0.25, 0.45);
|
||||
uniform vec2 scaleIn = vec2(4, 2.2222);
|
||||
uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);
|
||||
uniform vec4 deviceWarpParam = vec4(1, 0.22, 0.24, 0);
|
||||
uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
||||
|
||||
void main()
|
||||
@@ -28,7 +28,7 @@ void main()
|
||||
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
|
||||
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq);
|
||||
vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
|
||||
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
|
||||
vec2 tcBlue = lensCenter + scale*thetaBlue;
|
||||
|
||||
|
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
@@ -1,39 +1,39 @@
|
||||
/*
|
||||
WELCOME raylib EXAMPLES CONTRIBUTOR!
|
||||
|
||||
This is a bsasic template to anyone ready to contribute with some code example for the library,
|
||||
|
||||
This is a basic template to anyone ready to contribute with some code example for the library,
|
||||
here there are some guidelines on how to create an example to be included in raylib
|
||||
|
||||
1. File naming: <module>_<description> - Lower case filename, words separated by underscore,
|
||||
no more than 3-4 words in total to describe the example. <module> referes to the primary
|
||||
raylib module the example is more related with (code, shapes, textures, models, shaders, raudio).
|
||||
i.e: core_input_multitouch, shapes_lines_bezier, shaders_palette_switch
|
||||
|
||||
|
||||
2. Follow below template structure, example info should list the module, the short description
|
||||
and the author of the example, twitter or github info could be also provided for the author.
|
||||
Short description should also be used on the title of the window.
|
||||
|
||||
|
||||
3. Code should be organized by sections:[Initialization]- [Update] - [Draw] - [De-Initialization]
|
||||
Place your code between the dotted lines for every section, please don't mix update logic with drawing
|
||||
and remember to unload all loaded resources.
|
||||
|
||||
|
||||
4. Code should follow raylib conventions: https://github.com/raysan5/raylib/wiki/raylib-coding-conventions
|
||||
Try to be very organized, using line-breaks appropiately.
|
||||
|
||||
|
||||
5. Add comments to the specific parts of code the example is focus on.
|
||||
Don't abuse with comments, try to be clear and impersonal on the comments.
|
||||
|
||||
|
||||
6. Try to keep the example simple, under 300 code lines if possible. Try to avoid external dependencies.
|
||||
Try to avoid defining functions outside the main(). Example should be as self-contained as possible.
|
||||
|
||||
|
||||
7. About external resources, they should be placed in a [resources] folder and those resources
|
||||
should be open and free for use and distribution. Avoid propietary content.
|
||||
|
||||
|
||||
8. Try to keep the example simple but with a creative touch.
|
||||
Simple but beautiful examples are more appealing to users!
|
||||
|
||||
|
||||
9. In case of additional information is required, just come to raylib Discord channel: example-contributions
|
||||
|
||||
|
||||
10. Have fun!
|
||||
*/
|
||||
|
||||
@@ -41,16 +41,18 @@
|
||||
*
|
||||
* raylib [core] example - Basic window
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* This example has been created using raylib 3.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2019 Ramon Santamaria (@raysan5)
|
||||
* Example contributed by <user_name> (@<user_github>) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 <user_name> (@<user_github>)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -58,9 +60,9 @@ int main()
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
|
||||
// TODO: Load resources / Initialize variables at this point
|
||||
|
||||
|
||||
// TODO: Load resources / Initialize variables at this point
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@@ -79,7 +81,7 @@ int main()
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// TODO: Draw everything that requires to be drawn at this point:
|
||||
|
||||
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); // Example
|
||||
|
||||
EndDrawing();
|
||||
@@ -88,11 +90,11 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// TODO: Unload all loaded resources at this point
|
||||
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
@@ -11,15 +11,17 @@
|
||||
*
|
||||
********************************************************************************************
|
||||
*
|
||||
* To export a model from blender, make sure it is not posed, the vertices need to be in the
|
||||
* To export a model from blender, make sure it is not posed, the vertices need to be in the
|
||||
* same position as they would be in edit mode.
|
||||
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
@@ -35,17 +37,17 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data
|
||||
Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
|
||||
SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
|
||||
Model model = LoadModel("resources/models/iqm/guy.iqm"); // Load the animated model mesh and basic data
|
||||
Texture2D texture = LoadTexture("resources/models/iqm/guytex.png"); // Load model texture and set material
|
||||
SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
// Load animation data
|
||||
int animsCount = 0;
|
||||
ModelAnimation *anims = LoadModelAnimations("resources/guy/guyanim.iqm", &animsCount);
|
||||
unsigned int animsCount = 0;
|
||||
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
|
||||
int animFrameCounter = 0;
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
|
||||
@@ -98,9 +100,9 @@ int main(void)
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture); // Unload texture
|
||||
|
||||
|
||||
// Unload model animations data
|
||||
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
|
||||
for (unsigned int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
|
||||
RL_FREE(anims);
|
||||
|
||||
UnloadModel(model); // Unload model
|
||||
|
@@ -26,7 +26,7 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.type = CAMERA_PERSPECTIVE;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
||||
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
||||
|