Merge branch 'raysan5:master' into master

This commit is contained in:
Crydsch 2021-05-21 17:27:41 +02:00
commit 17ab26fdb2
262 changed files with 4741 additions and 3484 deletions

2
.gitignore vendored
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@ -55,8 +55,6 @@ packages/
# Ignore all examples files
examples/*
# Unignore all examples dirs
!examples/*/
# Unignore all examples files with extension
!examples/*.c
!examples/*.png

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@ -6,11 +6,11 @@ Here it is a list with the ones I'm aware of:
| name | raylib version | language | repo |
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
| raylib | **3.5** | [C](https://en.wikipedia.org/wiki/C_(programming_language)) | https://github.com/raysan5/raylib |
| raylib-cpp | 3.5 | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | https://github.com/robloach/raylib-cpp |
| raylib | **3.7** | [C](https://en.wikipedia.org/wiki/C_(programming_language)) | https://github.com/raysan5/raylib |
| raylib-cpp | 3.7 | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | https://github.com/robloach/raylib-cpp |
| Raylib-cs | 3.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/ChrisDill/Raylib-cs |
| raylib-cppsharp | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/phxvyper/raylib-cppsharp |
| raylib-boo | 3.5 | [Boo](http://boo-language.github.io/) | https://github.com/Rabios/raylib-boo |
| raylib-boo | 3.7 | [Boo](http://boo-language.github.io/) | https://github.com/Rabios/raylib-boo |
| 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 |
| raylib-d | 3.0 | [D](https://dlang.org/) | https://github.com/onroundit/raylib-d |
@ -24,23 +24,23 @@ Here it is a list with the ones I'm aware of:
| raylib-lua | 1.7 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib-lua |
| raylib-lua-ffi | 2.0 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib/issues/693 |
| raylib-lua-sol | 2.5 | [Lua](http://www.lua.org/) | https://github.com/RobLoach/raylib-lua-sol |
| raylib-lua | 3.5 | [Lua](http://www.lua.org/) | https://github.com/TSnake41/raylib-lua |
| raylib-lua | 3.7 | [Lua](http://www.lua.org/) | https://github.com/TSnake41/raylib-lua |
| raylib-luamore | 3.0 | [Lua](http://www.lua.org/) | https://github.com/HDPLocust/raylib-luamore |
| raylua | 3.5 | [Lua](http://www.lua.org/) | https://github.com/Rabios/raylua |
| raylua | 3.7 | [Lua](http://www.lua.org/) | https://github.com/Rabios/raylua |
| LuaJIT-Raylib | 2.6 | [Lua](http://www.lua.org/) | https://github.com/Bambofy/LuaJIT-Raylib |
| raylib-nelua | 3.0 | [Nelua](https://nelua.io/) | https://github.com/Andre-LA/raylib-nelua |
| raylib-Nim | 1.7 | [Nim](https://nim-lang.org/) | https://gitlab.com/define-private-public/raylib-Nim |
| raylib-nim | 2.0 | [Nim](https://nim-lang.org/) | https://github.com/Skrylar/raylib-nim |
| raylib-Forever | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/Guevara-chan/Raylib-Forever |
| nim-raylib | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/tomc1998/nim-raylib |
| NimraylibNow! | 3.5-dev | [Nim](https://nim-lang.org/) | https://github.com/greenfork/nimraylib_now |
| NimraylibNow! | 3.7 | [Nim](https://nim-lang.org/) | https://github.com/greenfork/nimraylib_now |
| 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 |
| cray | 1.8 | [Crystal](https://crystal-lang.org/) | https://gitlab.com/Zatherz/cray |
| raylib.cr | 2.0 | [Crystal](https://crystal-lang.org/) | https://github.com/sam0x17/raylib.cr |
| raylib-pascal | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/drezgames/raylib-pascal |
| raylib-pas | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/tazdij/raylib-pas |
| Ray4Laz | 3.5 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/GuvaCode/Ray4Laz |
| Ray4Laz | 3.7 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/GuvaCode/Ray4Laz |
| Graphics-Raylib | 1.4 | [Perl](https://www.perl.org/) | https://github.com/athreef/Graphics-Raylib |
| raylib-ruby-ffi | 2.0 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi |
| raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby |
@ -70,7 +70,7 @@ Here it is a list with the ones I'm aware of:
| 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-wren | 3.0 | [Wren](http://wren.io/) | https://github.com/TSnake41/raylib-wren |
| raylib-wren | 3.7 | [Wren](http://wren.io/) | https://github.com/TSnake41/raylib-wren |
| raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin |
| 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 |
@ -80,7 +80,7 @@ Here it is a list with the ones I'm aware of:
| raykit | ? | [Kit](https://www.kitlang.org/) | https://github.com/Gamerfiend/raykit |
| vraylib | 3.5 | [V](https://vlang.io/) | https://github.com/waotzi/vraylib |
| ray.mod | 3.0 | [BlitzMax](https://blitzmax.org/) | https://github.com/bmx-ng/ray.mod |
| ray-ocaml | 3.0 | [OCaml](https://ocaml.org/) | https://github.com/tjammer/raylib-ocaml |
| ray-ocaml | 3.5 | [OCaml](https://ocaml.org/) | https://github.com/tjammer/raylib-ocaml |
| 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 |
@ -89,10 +89,11 @@ Here it is a list with the ones I'm aware of:
| 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-swift | 3.5 | [Swift](https://swift.org/) | https://github.com/conifer-dev/raylib-swift |
| 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)* |
| 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 |
| Harbour | 3.5 | [Harbour](https://harbour.github.io) | https://github.com/MarcosLeonardoMendezGerencir/hb-raylib |
| 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? Feel free to create a new binding! :)

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@ -1,26 +1,29 @@
changelog
---------
Current Release: raylib 3.7.0 (xx April 2021)
Current Release: raylib 3.7.0 (26 April 2021)
-------------------------------------------------------------------------
Release: raylib 3.7 (xx April 2021)
Release: raylib 3.7 (26 April 2021)
-------------------------------------------------------------------------
KEY CHANGES:
- [core] REDESIGNED: VR simulator -> fbo/shader exposed to user
- [rlgl] REDESIGNED: More abstraction
- [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
- [*] RENAMED: enums values renamed for consistency
- [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()
[core] ADDED: SetGamepadMappings(), update SDL_GameControllerDB
[core] RENAMED: LoadShaderCode() to LoadShaderFromMemory()
[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()
@ -31,33 +34,67 @@ Detailed changes:
[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
[shapes] REDESIGNED: void SetShapesTexture(Texture2D texture, Rectangle source);
[shapes] ADDED: DrawLineBezierQuad()
[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
[shapes] ADDED: CheckCollisionLines()
[textures] ADDED: DrawTexturePoly()
[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()
[models] ADDED: UploadMesh() (#1529)
[models] ADDED: UpdateMeshBuffer()
[models] ADDED: DrawMesh()
[models] ADDED: DrawMeshInstanced()
[models] ADDED: UnloadModelAnimations()
[models] ADDED: GenMeshDefault()
[models] ADDED: UnloadModelAnimations() (#1648) by @object71
[models] REMOVED: DrawGizmo()
[models] REMOVED: LoadMeshes()
[models] REMOVED: MeshNormalsSmooth()
[audio] ADDED: LoadMusicStreamFromMemory()
[auido] REVIEWED: jar_xm library
[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:
[*] renamed some functions parameters for consistency
[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)

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@ -37,15 +37,11 @@ cmake_dependent_option(SUPPORT_SCREEN_CAPTURE "Allow automatic screen capture of
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_HIGH_DPI "Support high DPI displays" 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)
# rlgl.h
cmake_dependent_option(SUPPORT_VR_SIMULATOR "Support VR simulation functionality (stereo rendering)" ON CUSTOMIZE_BUILD ON)
# shapes.c
cmake_dependent_option(SUPPORT_FONT_TEXTURE "Draw rectangle shapes using font texture white character instead of default white texture. Allows drawing rectangles and text with a single draw call, very useful for GUI systems!" ON CUSTOMIZE_BUILD ON)
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)
# textures.c

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@ -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/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
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@ -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!

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@ -291,3 +291,34 @@ Here the list with some highlights for `raylib 3.5`.
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! :)

View File

@ -1,4 +1,4 @@
<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.**
@ -8,11 +8,13 @@ raylib is highly inspired by Borland BGI graphics lib and by XNA framework and i
Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
---
<br>
[![GitHub contributors](https://img.shields.io/github/contributors/raysan5/raylib)](https://github.com/raysan5/raylib/graphs/contributors)
[![GitHub All Releases](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases)
[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/3.5.0)](https://github.com/raysan5/raylib/commits/master)
[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/3.7.0)](https://github.com/raysan5/raylib/commits/master)
[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE)
[![Chat on Discord](https://img.shields.io/discord/426912293134270465.svg?logo=discord)](https://discord.gg/raylib)
@ -25,41 +27,56 @@ Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
[![macOS](https://github.com/raysan5/raylib/workflows/macOS/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AmacOS)
[![Android](https://github.com/raysan5/raylib/workflows/Android/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AAndroid)
[![WebAssembly](https://github.com/raysan5/raylib/workflows/WebAssembly/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AWebAssembly)
[![CMakeBuilds](https://github.com/raysan5/raylib/workflows/CMakeBuilds/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3ACMakeBuilds)
[![Windows Examples](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml/badge.svg)](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml)
[![Linux Examples](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml/badge.svg)](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml)
features
--------
- **NO external dependencies**, all required libraries are bundled into raylib
- **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**)
- **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, glTF)
- 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 [+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.
- **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.
raylib uses internally some libraries for window/graphics/inputs management and also to support different fileformats loading, all those libraries are embedded with raylib and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on [raylib Wiki](https://github.com/raysan5/raylib/wiki) for a detailed list.
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.
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/web/core/loader.html?name=core_basic_window).
```c
#include "raylib.h"
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.
int main(void)
{
InitWindow(800, 450, "raylib [core] example - basic window");
*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.*
while (!WindowShouldClose())
{
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
}
*On Raspberry Pi 0,1,2,3 platform (native mode), `Videocore API` and `EGL` libraries are used for window/context management. Inputs are processed using `evdev` Linux libraries*
CloseWindow();
*On Raspberry Pi 4 platform (native mode), `DRM subsystem` and `GBM API` 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
----------------------
@ -88,7 +105,7 @@ You can download and install raylib using the [conan](https://conan.io) dependen
*The raylib recipe in conan is kept up to date by conan team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/conan-io/conan-center-index) on the conan-center-index 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.
@ -103,7 +120,7 @@ You can download and install raylib using the [conan](https://conan.io) dependen
*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.
@ -111,18 +128,32 @@ 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/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)
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/raylib) 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
-------

View File

@ -1,21 +1,25 @@
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 additions for the library. Current version of raylib is complete and functional but there is a lot of room for improvement.
[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!
Also note that [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve. Check also [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
**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...)
There is also a [Discussions Wishlist](https://github.com/raysan5/raylib/discussions/1502) open to everyone, feel free to check and comment.
**raylib 4.0**
- [ ] Network module (UDP): `rnet` ([#753](https://github.com/raysan5/raylib/issues/753))
- [ ] Custom raylib resource packer: `rres` ([link](https://github.com/raysan5/rres))
- [ ] Basic CPU/GPU stats system (memory, draws, time...) ([#1295](https://github.com/raysan5/raylib/issues/1295))
- [ ] Software rendering backend (avoiding OpenGL) ([#1370](https://github.com/raysan5/raylib/issues/1370))
- [ ] Redesigned camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143))
- [x] Continuous Deployment using GitHub Actions
**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**

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@ -1,47 +1,57 @@
The following people has contributed with a generous donation to the raylib project.
## raylib GitHub Sponsors
## 🥇 Gold Contributors
### Current raylib GitHub Sponsors
...
The following people is currently [**sponsoring raylib**](https://github.com/sponsors/raysan5) with a generous donation to allow improving and growing the project!
## 🥈 Silver Contributors
Note that Sponsors donations vary between sponsors, I just decided not to make any distinction while listing them.
- Jonathan Johnson ([@ecton](https://github.com/ecton))
- Eric J. ([@ProfJski](https://github.com/ProfJski))
- Rudy Faile ([@rfaile313](https://github.com/rfaile313)) - https://rudyfaile.com/
- devdad ([@devdad](https://github.com/devdad))
- frithrah ([@frithrah](https://github.com/frithrah))
- Zach Geis ([@zacgeis](https://github.com/zacgeis))
## 🥉 Bronze Contributors
- minirop ([@minirop](https://github.com/minirop))
- Daniel Gómez ([@Koocachookies](https://github.com/Koocachookies))
- Sergio ([@anidealgift](https://github.com/anidealgift))
- JFons ([@JFonS](https://github.com/JFonS))
- Marc Agüera ([@maguera93](https://github.com/maguera93))
- Pau Fernández ([@pauek](https://github.com/pauek))
- Jens Pitkänen ([@neonmoe](https://github.com/neonmoe))
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
- Robin Mattheussen ([@romatthe](https://github.com/romatthe))
- Rahul Nair ([@rahulunair](https://github.com/rahulunair))
- Grant Haywood ([@cinterloper](https://github.com/cinterloper))
- Terry Nguyen ([@terrehbyte](https://github.com/terrehbyte))
- 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))
- Tommi Sinivuo ([@TommiSinivuo](https://github.com/TommiSinivuo))
- Joakim Wennergren ([@joakimwennergren](https://github.com/joakimwennergren))
- 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))
- Toby4213 ([@Toby4213](https://github.com/Toby4213))
- linus ([@hochbaum](https://github.com/hochbaum))
### Past raylib GitHub Sponsors
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))
- Merlyn Morgan-Graham ([@kavika13](https://github.com/kavika13))
- Guido Offermans ([@jghawaly](https://github.com/GuidoOffermans))
### Notes for Current/Past raylib Sponsor
- **If you are not on the list, feel free to send a PR to add you if desired.**
- **If you want your personal webpage listed along your GitHub account, feel free to send a PR to add it.**
- **If you prefer not to listed in this list, feel free to send a PR to remove it.**

View File

@ -73,7 +73,9 @@ elseif (${PLATFORM} MATCHES "DRM")
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 ()

View File

@ -25,7 +25,7 @@
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 3.5.0
RAYLIB_VERSION ?= 3.7.0
RAYLIB_PATH ?= ..
# Define default options
@ -308,10 +308,6 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LDFLAGS += -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
LDFLAGS += -lGLESv2 -lEGL -ldrm -lgbm
endif
# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)

View File

@ -57,17 +57,18 @@ 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/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.
@ -81,9 +82,9 @@ 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_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
@ -91,7 +92,14 @@ APP_KEYSTORE_PASS ?= raylib
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
@ -108,6 +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)
@ -124,7 +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
@ -154,13 +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)
@ -176,36 +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)/$(APP_PRODUCT_NAME)/NativeLoader.java
@ -216,10 +260,23 @@ endif
@echo System.loadLibrary("$(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
@ -240,11 +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: $(PROJECT_NAME).keystore
# NOTE: Configure here your Distinguished Names (-dname) if required!
generate_apk_keystore:
ifeq ($(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
@ -253,7 +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
@ -267,7 +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)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Compile .class files into Dalvik executable bytecode (.dex)
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
@ -313,6 +396,10 @@ deploy:
# Clean everything
clean:
ifeq ($(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

View File

@ -24,12 +24,12 @@ Examples using raylib core platform functionality like window creation, inputs,
| 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_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 | ⭐️ | | ⭐️ |
| 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
@ -38,18 +38,18 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 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 | ⭐️ |
| 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) | ⭐️ |
| 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) | |
@ -67,17 +67,18 @@ Examples using raylib textures functionality, including image/textures loading/g
| 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 | ⭐️ |
| 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 | ⭐️ |
| 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/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) | ⭐️ |
| 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
@ -95,6 +96,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
| 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
@ -115,9 +117,10 @@ Examples using raylib models functionality, including models loading/generation
| 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) | |
| 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) | ⭐️ |
| 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
@ -138,10 +141,10 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| 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_rlgl_mesh_instanced](shaders/shaders_rlgl_mesh_instanced.c) | <img src="shaders/shaders_rlgl_mesh_instanced.png" alt="shaders_rlgl_mesh_instanced" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
| 101 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="200"> | ray | ⭐️ |
| 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
@ -192,7 +195,7 @@ Examples showing raylib misc functionality that does not fit in other categories
| 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) | |
| 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!

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@ -71,7 +71,7 @@ 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);

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@ -0,0 +1,130 @@
/*******************************************************************************************
*
* 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 ([discord]NotManyIdeas#9972 - [github]NotManyIdeasDev) and
* reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Giancamillo Alessandroni (NotManyIdeas#9972) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int virualScreenWidth = 160;
const int virtualScreenHeight = 90;
const float virtualRatio = (float)screenWidth/(float)virualScreenWidth;
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 renderTexture = LoadRenderTexture(virualScreenWidth, virtualScreenHeight); //This is where we'll draw all our objects.
Rectangle firstRectangle = { 70.0f, 35.0f, 20.0f, 20.0f };
Rectangle secondRectangle = { 90.0f, 55.0f, 30.0f, 10.0f };
Rectangle thirdRectangle = { 80.0f, 65.0f, 15.0f, 25.0f };
//The renderTexture's height is flipped (in the source Rectangle), due to OpenGL reasons.
Rectangle renderTextureSource = { 0.0f, 0.0f, (float)renderTexture.texture.width, (float)-renderTexture.texture.height };
Rectangle renderTextureDest = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
Vector2 origin = { 0.0f, 0.0f };
float rotation = 0.0f;
float degreesPerSecond = 60.0f;
float cameraX = 0.0f;
float cameraY = 0.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
rotation += degreesPerSecond*GetFrameTime(); // Rotate the rectangles.
// 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
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RED); // This is for debug purposes. If you see red, then you've probably done something wrong.
BeginTextureMode(renderTexture);
BeginMode2D(worldSpaceCamera);
ClearBackground(RAYWHITE); // This is the color you should see as background color.
// Draw the rectangles
DrawRectanglePro(firstRectangle, origin, rotation, BLACK);
DrawRectanglePro(secondRectangle, origin, -rotation, RED);
DrawRectanglePro(thirdRectangle, origin, rotation + 45.0f, BLUE);
EndMode2D();
EndTextureMode();
BeginMode2D(screenSpaceCamera);
// Draw the render texture with an offset of 1 worldSpace unit/pixel, so that the content behind the renderTexture is not shown.
DrawTexturePro(
renderTexture.texture,
renderTextureSource,
renderTextureDest,
origin,
0.0f,
WHITE
);
EndMode2D();
//Debug info
DrawText("Screen resolution: 800x450", 5, 0, 20, DARKBLUE);
DrawText("World resolution: 160x90", 5, 20, 20, DARKGREEN);
DrawFPS(screenWidth - 75, 0);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(renderTexture); // RenderTexture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -47,7 +47,7 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
if (!collision)
{

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@ -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

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@ -42,13 +42,13 @@ int main(void)
ballColor = BEIGE;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) touchCounter = 10;
if (touchCounter > 0) touchCounter--;
//----------------------------------------------------------------------------------

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@ -70,7 +70,7 @@ int main(void)
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);

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@ -1,7 +1,7 @@
/*
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,

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@ -43,7 +43,7 @@ int main(void)
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds
// NOTE: bounds are calculated from the original size of the model,
// if model is scaled on drawing, bounds must be also scaled
@ -78,7 +78,7 @@ int main(void)
model = LoadModel(droppedFiles[0]); // Load new model
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
bounds = MeshBoundingBox(model.meshes[0]);
bounds = GetMeshBoundingBox(model.meshes[0]);
// TODO: Move camera position from target enough distance to visualize model properly
}
@ -95,7 +95,7 @@ int main(void)
}
// Select model on mouse click
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
// Check collision between ray and box
if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) selected = !selected;

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@ -11,7 +11,58 @@
#include "raylib.h"
#define NUM_MODELS 8 // Parametric 3d shapes to generate
#define NUM_MODELS 9 // Parametric 3d shapes to generate
void AllocateMeshData(Mesh* mesh, int triangleCount)
{
mesh->vertexCount = triangleCount * 3;
mesh->triangleCount = triangleCount;
mesh->vertices = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
mesh->texcoords = (float*)MemAlloc(mesh->vertexCount * 2 * sizeof(float));
mesh->normals = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
}
// generate a simple triangle mesh from code
Mesh MakeMesh()
{
Mesh mesh = { 0 };
AllocateMeshData(&mesh, 1);
// vertex at the origin
mesh.vertices[0] = 0;
mesh.vertices[1] = 0;
mesh.vertices[2] = 0;
mesh.normals[0] = 0;
mesh.normals[1] = 1;
mesh.normals[2] = 0;
mesh.texcoords[0] = 0;
mesh.texcoords[1] = 0;
// vertex at 1,0,2
mesh.vertices[3] = 1;
mesh.vertices[4] = 0;
mesh.vertices[5] = 2;
mesh.normals[3] = 0;
mesh.normals[4] = 1;
mesh.normals[5] = 0;
mesh.texcoords[2] = 0.5f;
mesh.texcoords[3] = 1.0f;
// vertex at 2,0,0
mesh.vertices[6] = 2;
mesh.vertices[7] = 0;
mesh.vertices[8] = 0;
mesh.normals[6] = 0;
mesh.normals[7] = 1;
mesh.normals[8] = 0;
mesh.texcoords[4] = 1;
mesh.texcoords[5] =0;
UploadMesh(&mesh, false);
return mesh;
}
int main(void)
{
@ -37,6 +88,7 @@ int main(void)
models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
models[8] = LoadModelFromMesh(MakeMesh());
// Set checked texture as default diffuse component for all models material
for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
@ -61,7 +113,7 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
}
@ -87,7 +139,6 @@ int main(void)
BeginMode3D(camera);
DrawModel(models[currentModel], position, 1.0f, WHITE);
DrawGrid(10, 1.0);
EndMode3D();
@ -106,6 +157,7 @@ int main(void)
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
case 8: DrawText("Parametric(custom)", 580, 10, 20, DARKBLUE); break;
default: break;
}

View File

@ -40,7 +40,7 @@ int main(void)
tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
bool hitMeshBBox = false;
bool hitTriangle = false;

View File

@ -0,0 +1,132 @@
/*******************************************************************************************
*
* raylib [shaders] example - OpenGL point particle system
*
* This example has been created using raylib 2ad3eb1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Stephan Soller (@arkanis - http://arkanis.de/)
* and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Stephan Soller (@arkanis) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The
* primary point is to demonstrate raylib and OpenGL interop.
*
* rlgl batched draw operations internally so we have to flush the current batch before
* doing our own OpenGL work (rlDrawRenderBatchActive()).
*
* The example also demonstrates how to get the current model view projection matrix of
* raylib. That way raylib cameras and so on work as expected.
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#include "glad.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib - point particles");
Shader shader = LoadShader(
TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
int currentTimeLoc = GetShaderLocation(shader, "currentTime");
int colorLoc = GetShaderLocation(shader, "color");
// Initialize the vertex buffer for the particles and assign each particle random values
struct { float x, y, period; } particles[10000];
const size_t particleCount = sizeof(particles) / sizeof(particles[0]);
for (size_t i = 0; i < particleCount; i++)
{
particles[i].x = GetRandomValue(20, screenWidth - 20);
particles[i].y = GetRandomValue(50, screenHeight - 20);
// Give each particle a slightly different period. But don't spread it to much. This way the particles line up
// every so often and you get a glimps of what is going on.
particles[i].period = GetRandomValue(10, 30) / 10.0f;
}
// Create a plain OpenGL vertex buffer with the data and an vertex array object that feeds the data from the buffer
// into the vertexPosition shader attribute.
GLuint vao = 0, vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(particles), particles, GL_STATIC_DRAW);
// Note: LoadShader() automatically fetches the attribute index of "vertexPosition" and saves it in shader.locs[SHADER_LOC_VERTEX_POSITION]
glVertexAttribPointer(shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Allows the vertex shader to set the point size of each particle individually
glEnable(GL_PROGRAM_POINT_SIZE);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(WHITE);
DrawRectangle(10, 10, 210, 30, MAROON);
DrawText(TextFormat("%zu particles in one vertex buffer", particleCount), 20, 20, 10, RAYWHITE);
// Switch to plain OpenGL
//------------------------------------------------------------------------------
// rlglDraw() in raylib 3.5
rlDrawRenderBatchActive();
glUseProgram(shader.id);
glUniform1f(currentTimeLoc, GetTime());
Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
glUniform4fv(colorLoc, 1, (float*)&color);
// The the current model view projection matrix so the particle system is displayed and transformed
// (e.g. by cameras) just like everything else.
// GetMatrixModelview() and GetMatrixProjection() in raylib 3.5
Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
glBindVertexArray(vao);
glDrawArrays(GL_POINTS, 0, particleCount);
glBindVertexArray(0);
glUseProgram(0);
// And back to raylib again
//------------------------------------------------------------------------------
DrawFPS(screenWidth - 100, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
UnloadShader(shader);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -61,7 +61,7 @@
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
#if !defined(_MSC_VER)
#if !defined(_WIN32)
static int kbhit(void); // Check if a key has been pressed
static char getch(); // Get pressed character
#else

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@ -0,0 +1,16 @@
#version 100
precision mediump float;
// Input uniform values
uniform vec4 color;
// NOTE: Add here your custom variables
void main()
{
// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
// it. (0, 0) is the top left, (1, 1) the bottom right corner.
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
gl_FragColor = vec4(color.rgb, color.a * (1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
}

View File

@ -0,0 +1,24 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
// Input uniform values
uniform mat4 mvp;
uniform float currentTime;
// NOTE: Add here your custom variables
void main()
{
// Unpack data from vertexPosition
vec2 pos = vertexPosition.xy;
float period = vertexPosition.z;
// Calculate final vertex position (jiggle it around a bit horizontally)
pos += vec2(100.0, 0.0) * sin(period * currentTime);
gl_Position = mvp * vec4(pos.x, pos.y, 0.0, 1.0);
// Calculate the screen space size of this particle (also vary it over time)
gl_PointSize = 10.0 - 5.0 * abs(sin(period * currentTime));
}

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@ -0,0 +1,17 @@
#version 330
// Input uniform values
uniform vec4 color;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
// it. (0, 0) is the top left, (1, 1) the bottom right corner.
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
finalColor = vec4(color.rgb, color.a * (1 - length(gl_PointCoord.xy - vec2(0.5))*2));
}

View File

@ -0,0 +1,24 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
// Input uniform values
uniform mat4 mvp;
uniform float currentTime;
// NOTE: Add here your custom variables
void main()
{
// Unpack data from vertexPosition
vec2 pos = vertexPosition.xy;
float period = vertexPosition.z;
// Calculate final vertex position (jiggle it around a bit horizontally)
pos += vec2(100, 0) * sin(period * currentTime);
gl_Position = mvp * vec4(pos, 0.0, 1.0);
// Calculate the screen space size of this particle (also vary it over time)
gl_PointSize = 10 - 5 * abs(sin(period * currentTime));
}

View File

@ -176,7 +176,7 @@ int main(void)
// Draw '3D' elements in the scene
//-----------------------------------------------
// Calculate projection matrix (from perspective) and view matrix from camera look at
Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
Matrix matProj = MatrixPerspective((double)(camera.fovy*DEG2RAD), (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)

View File

@ -63,8 +63,8 @@ int main(void)
}
// Physics body creation inputs
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
// Destroy falling physics bodies
int bodiesCount = GetPhysicsBodiesCount();

View File

@ -35,7 +35,7 @@ int main(void)
SetPhysicsGravity(0, 0);
// Create random polygon physics body to shatter
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -50,10 +50,10 @@ int main(void)
{
ResetPhysics();
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
}
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) // Physics shatter input
{
int count = GetPhysicsBodiesCount();
for (int i = count - 1; i >= 0; i--)

View File

@ -146,8 +146,8 @@ int main(void)
// Draw the three models
DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE);
DrawModel(modelB, (Vector3){-1.6f,0.0f,0.0f}, 1.0f, WHITE);
DrawModel(modelC, (Vector3){ 1.6f,0.0f,0.0f}, 1.0f, WHITE);
// Draw markers to show where the lights are
if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }

View File

@ -109,7 +109,7 @@ int main(void)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();

View File

@ -75,7 +75,7 @@ int main(void)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
EndDrawing();

View File

@ -102,21 +102,21 @@ int main(void)
if (IsKeyDown(KEY_UP))
{
fogDensity += 0.001;
if (fogDensity > 1.0) fogDensity = 1.0;
fogDensity += 0.001f;
if (fogDensity > 1.0f) fogDensity = 1.0f;
}
if (IsKeyDown(KEY_DOWN))
{
fogDensity -= 0.001;
if (fogDensity < 0.0) fogDensity = 0.0;
fogDensity -= 0.001f;
if (fogDensity < 0.0f) fogDensity = 0.0f;
}
SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
// Rotate the torus
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
// Update the light shader with the camera view position
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
@ -132,10 +132,10 @@ int main(void)
// Draw the three models
DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
DrawModel(modelB, (Vector3){ -2.6, 0, 0 }, 1.0f, WHITE);
DrawModel(modelC, (Vector3){ 2.6, 0, 0 }, 1.0f, WHITE);
DrawModel(modelB, (Vector3){ -2.6f, 0, 0 }, 1.0f, WHITE);
DrawModel(modelC, (Vector3){ 2.6f, 0, 0 }, 1.0f, WHITE);
for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ i, 0, 2 }, 1.0f, WHITE);
for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ (float)i, 0, 2 }, 1.0f, WHITE);
EndMode3D();

View File

@ -67,7 +67,7 @@ int main(void)
SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2);
// Hot shader reloading
if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)))
{
long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));

View File

@ -27,12 +27,12 @@
// A few good julia sets
const float pointsOfInterest[6][2] =
{
{ -0.348827, 0.607167 },
{ -0.786268, 0.169728 },
{ -0.8, 0.156 },
{ 0.285, 0.0 },
{ -0.835, -0.2321 },
{ -0.70176, -0.3842 },
{ -0.348827f, 0.607167f },
{ -0.786268f, 0.169728f },
{ -0.8f, 0.156f },
{ 0.285f, 0.0f },
{ -0.835f, -0.2321f },
{ -0.70176f, -0.3842f },
};
int main(void)
@ -115,10 +115,10 @@ int main(void)
// TODO: The idea is to zoom and move around with mouse
// Probably offset movement should be proportional to zoom level
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom*0.003f;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom*0.003f;
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) zoom += zoom*0.003f;
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) zoom -= zoom*0.003f;
Vector2 mousePos = GetMousePosition();

View File

@ -27,6 +27,8 @@
#define GLSL_VERSION 100
#endif
#define MAX_INSTANCES 10000
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@ -56,15 +58,14 @@ int main(void)
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
const int instances = 10000; // Number of instances to display
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Matrix *rotations = RL_MALLOC(instances*sizeof(Matrix)); // Rotation state of instances
Matrix *rotationsInc = RL_MALLOC(instances*sizeof(Matrix)); // Per-frame rotation animation of instances
Matrix *translations = RL_MALLOC(instances*sizeof(Matrix)); // Locations of instances
Matrix *rotations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Rotation state of instances
Matrix *rotationsInc = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Per-frame rotation animation of instances
Matrix *translations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Locations of instances
// Scatter random cubes around
for (int i = 0; i < instances; i++)
for (int i = 0; i < MAX_INSTANCES; i++)
{
x = GetRandomValue(-50, 50);
y = GetRandomValue(-50, 50);
@ -81,7 +82,7 @@ int main(void)
rotations[i] = MatrixIdentity();
}
Matrix *transforms = RL_MALLOC(instances*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
Matrix *transforms = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
@ -146,7 +147,7 @@ int main(void)
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
// Apply per-instance transformations
for (int i = 0; i < instances; i++)
for (int i = 0; i < MAX_INSTANCES; i++)
{
rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
transforms[i] = MatrixMultiply(rotations[i], translations[i]);
@ -174,7 +175,7 @@ int main(void)
BeginMode3D(camera);
//DrawMesh(cube, material, MatrixIdentity());
DrawMeshInstanced(cube, material, transforms, instances);
DrawMeshInstanced(cube, material, transforms, MAX_INSTANCES);
EndMode3D();
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);

View File

@ -116,22 +116,22 @@ int main(void)
float sw = (float)GetScreenWidth();
SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
// Randomise the locations and velocities of the spotlights
// and initialise the shader locations
// Randomize the locations and velocities of the spotlights
// and initialize the shader locations
for (int i = 0; i < MAX_SPOTS; i++)
{
spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
spots[i].pos.x = GetRandomValue(64.0f, screenWidth - 64.0f);
spots[i].pos.y = GetRandomValue(64.0f, screenHeight - 64.0f);
spots[i].vel = (Vector2){ 0, 0 };
while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
{
spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
spots[i].vel.x = GetRandomValue(-400.f, 40.0f) / 10.0f;
spots[i].vel.y = GetRandomValue(-400.f, 40.0f) / 10.0f;
}
spots[i].inner = 28 * (i + 1);
spots[i].radius = 48 * (i + 1);
spots[i].inner = 28.0f * (i + 1);
spots[i].radius = 48.0f * (i + 1);
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
@ -184,14 +184,14 @@ int main(void)
for (int n = 0; n < MAX_STARS; n++)
{
// Single pixel is just too small these days!
DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE);
DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE);
}
for (int i = 0; i < 16; i++)
{
DrawTexture(texRay,
(screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32,
(screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), WHITE);
(screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32,
(screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f), WHITE);
}
// Draw spot lights

View File

@ -39,27 +39,32 @@ int main(void)
DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY);
DrawCircle(screenWidth/4, 120, 35, DARKBLUE);
// Circle shapes and lines
DrawCircle(screenWidth/5, 120, 35, DARKBLUE);
DrawCircleGradient(screenWidth/5, 220, 60, GREEN, SKYBLUE);
DrawCircleLines(screenWidth/5, 340, 80, DARKBLUE);
// Rectangle shapes and ines
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
DrawTriangle((Vector2){screenWidth/4*3, 80},
(Vector2){screenWidth/4*3 - 60, 150},
(Vector2){screenWidth/4*3 + 60, 150}, VIOLET);
// Triangle shapes and lines
DrawTriangle((Vector2){screenWidth/4.0f *3.0f, 80.0f},
(Vector2){screenWidth/4.0f *3.0f - 60.0f, 150.0f},
(Vector2){screenWidth/4.0f *3.0f + 60.0f, 150.0f}, VIOLET);
DrawTriangleLines((Vector2){screenWidth/4.0f*3.0f, 160.0f},
(Vector2){screenWidth/4.0f*3.0f - 20.0f, 230.0f},
(Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE);
// Polygon shapes and lines
DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN);
DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE);
DrawPolyLinesEx((Vector2){screenWidth/4*3, 320}, 6, 80, 0, 6, BEIGE);
// NOTE: We draw all LINES based shapes together to optimize internal drawing,
// this way, all LINES are rendered in a single draw pass
DrawLine(18, 42, screenWidth - 18, 42, BLACK);
DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE);
DrawTriangleLines((Vector2){screenWidth/4*3, 160},
(Vector2){screenWidth/4*3 - 20, 230},
(Vector2){screenWidth/4*3 + 20, 230}, DARKBLUE);
EndDrawing();
//----------------------------------------------------------------------------------
}

View File

@ -37,10 +37,10 @@ int main(void)
// Fills colorsRecs data (for every rectangle)
for (int i = 0; i < MAX_COLORS_COUNT; i++)
{
colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
colorsRecs[i].y = 80 + 100*(i/7) + 10*(i/7);
colorsRecs[i].width = 100;
colorsRecs[i].height = 100;
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
colorsRecs[i].width = 100.0f;
colorsRecs[i].height = 100.0f;
}
int colorState[MAX_COLORS_COUNT] = { 0 }; // Color state: 0-DEFAULT, 1-MOUSE_HOVER

View File

@ -22,12 +22,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 };
Vector2 scleraLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
Vector2 scleraRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
float scleraRadius = 80;
Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2};
Vector2 irisLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
Vector2 irisRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
float irisRadius = 24;
float angle = 0.0f;

View File

@ -22,7 +22,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
Vector2 start = { 0, 0 };
Vector2 end = { screenWidth, screenHeight };
Vector2 end = { (float)screenWidth, (float)screenHeight };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -32,8 +32,8 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) start = GetMousePosition();
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) end = GetMousePosition();
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) start = GetMousePosition();
else if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) end = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw

View File

@ -45,7 +45,7 @@ int main(void)
CheckCollisionPointRec(mousePosition, (Rectangle){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE }))
{
mouseScaleReady = true;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) mouseScaleMode = true;
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) mouseScaleMode = true;
}
else mouseScaleReady = false;
@ -59,7 +59,7 @@ int main(void)
if (rec.width < MOUSE_SCALE_MARK_SIZE) rec.width = MOUSE_SCALE_MARK_SIZE;
if (rec.height < MOUSE_SCALE_MARK_SIZE) rec.height = MOUSE_SCALE_MARK_SIZE;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) mouseScaleMode = false;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) mouseScaleMode = false;
}
//----------------------------------------------------------------------------------

View File

@ -12,14 +12,14 @@ uniform vec4 colDiffuse;
out vec4 finalColor;
// NOTE: Add here your custom variables
const float smoothing = 1.0/16.0;
void main()
{
// Texel color fetching from texture sampler
// NOTE: Calculate alpha using signed distance field (SDF)
float distance = texture(texture0, fragTexCoord).a;
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
float distanceFromOutline = texture(texture0, fragTexCoord).a - 0.5;
float distanceChangePerFragment = length(vec2(dFdx(distanceFromOutline), dFdy(distanceFromOutline)));
float alpha = smoothstep(-distanceChangePerFragment, distanceChangePerFragment, distanceFromOutline);
// Calculate final fragment color
finalColor = vec4(fragColor.rgb, fragColor.a*alpha);

View File

@ -186,7 +186,7 @@ int main(void)
}
// Handle clicking the cube
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
Ray ray = GetMouseRay(GetMousePosition(), camera);

View File

@ -35,8 +35,8 @@ int main(void)
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
GenTextureMipmaps(&font.texture);
float fontSize = font.baseSize;
Vector2 fontPosition = { 40, screenHeight/2 - 80 };
float fontSize = (float)font.baseSize;
Vector2 fontPosition = { 40.0f, screenHeight/2.0f - 80.0f };
Vector2 textSize = { 0.0f, 0.0f };
// Setup texture scaling filter
@ -86,7 +86,7 @@ int main(void)
if (IsFileExtension(droppedFiles[0], ".ttf"))
{
UnloadFont(font);
font = LoadFontEx(droppedFiles[0], fontSize, 0, 0);
font = LoadFontEx(droppedFiles[0], (int)fontSize, 0, 0);
ClearDroppedFiles();
}
}

View File

@ -38,14 +38,14 @@ int main(void)
Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading
Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
Vector2 fontPosition1 = { screenWidth/2 - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
screenHeight/2 - font1.baseSize/2 - 80 };
Vector2 fontPosition1 = { screenWidth/2.0f - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
screenHeight/2.0f - font1.baseSize/2.0f - 80.0f };
Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2).x/2,
screenHeight/2 - font2.baseSize/2 - 10 };
Vector2 fontPosition2 = { screenWidth/2.0f - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2.0f).x/2.0f,
screenHeight/2.0f - font2.baseSize/2.0f - 10.0f };
Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2).x/2,
screenHeight/2.0f - font3.baseSize/2 + 50 };
Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2.0f).x/2.0f,
screenHeight/2.0f - font3.baseSize/2.0f + 50.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

View File

@ -52,8 +52,8 @@ int main(void)
for (int i = 0; i < MAX_FONTS; i++)
{
positions[i].x = screenWidth/2.0f - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2.0f, spacings[i]).x/2.0f;
positions[i].y = 60 + fonts[i].baseSize + 45*i;
positions[i].x = screenWidth/2.0f - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2.0f, (float)spacings[i]).x/2.0f;
positions[i].y = 60.0f + fonts[i].baseSize + 45.0f*i;
}
// Small Y position corrections

View File

@ -29,14 +29,14 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
bool resizing = false;
bool wordWrap = true;
Rectangle container = { 25, 25, screenWidth - 50, screenHeight - 250};
Rectangle container = { 25.0f, 25.0f, screenWidth - 50.0f, screenHeight - 250.0f };
Rectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
// Minimum width and heigh for the container rectangle
const float minWidth = 60;
const float minHeight = 60;
const float maxWidth = screenWidth - 50;
const float maxHeight = screenHeight - 160;
const float maxWidth = screenWidth - 50.0f;
const float maxHeight = screenHeight - 160.0f;
Vector2 lastMouse = { 0.0f, 0.0f }; // Stores last mouse coordinates
Color borderColor = MAROON; // Container border color
@ -61,7 +61,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
// Container resizing logic
if (resizing)
{
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) resizing = false;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) resizing = false;
float width = container.width + (mouse.x - lastMouse.x);
container.width = (width > minWidth)? ((width < maxWidth)? width : maxWidth) : minWidth;
@ -72,7 +72,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
else
{
// Check if we're resizing
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
}
// Move resizer rectangle properly
@ -99,7 +99,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
// Draw bottom info
DrawRectangle(0, screenHeight - 54, screenWidth, 54, GRAY);
DrawRectangleRec((Rectangle){ 382, screenHeight - 34, 12, 12 }, MAROON);
DrawRectangleRec((Rectangle){ 382.0f, screenHeight - 34.0f, 12.0f, 12.0f }, MAROON);
DrawText("Word Wrap: ", 313, screenHeight-115, 20, BLACK);
if (wordWrap) DrawText("ON", 447, screenHeight - 115, 20, RED);

View File

@ -180,7 +180,7 @@ int main(int argc, char **argv)
if (IsKeyPressed(KEY_SPACE)) RandomizeEmoji();
// Set the selected emoji and copy its text to clipboard
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && (hovered != -1) && (hovered != selected))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (hovered != -1) && (hovered != selected))
{
selected = hovered;
selectedPos = hoveredPos;

View File

@ -49,7 +49,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
{
// Create more bunnies
for (int i = 0; i < 100; i++)

View File

@ -75,7 +75,7 @@ int main(int argc, char **argv)
screenHeight = GetScreenHeight();
// Handle mouse
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
const Vector2 mouse = GetMousePosition();

View File

@ -59,7 +59,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsKeyPressed(KEY_RIGHT))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsKeyPressed(KEY_RIGHT))
{
currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
}

View File

@ -80,7 +80,7 @@ int main(void)
{
mouseHoverRec = i;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{
currentProcess = i;
textureReload = true;

View File

@ -88,7 +88,7 @@ int main(void)
else colorMouseHover = -1;
}
if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
colorSelected = colorMouseHover;
colorSelectedPrev = colorSelected;
@ -107,7 +107,7 @@ int main(void)
EndTextureMode();
}
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || (GetGestureDetected() == GESTURE_DRAG))
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || (GetGestureDetected() == GESTURE_DRAG))
{
// Paint circle into render texture
// NOTE: To avoid discontinuous circles, we could store
@ -117,7 +117,7 @@ int main(void)
EndTextureMode();
}
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{
if (!mouseWasPressed)
{
@ -132,7 +132,7 @@ int main(void)
if (mousePos.y > 50) DrawCircle((int)mousePos.x, (int)mousePos.y, brushSize, colors[0]);
EndTextureMode();
}
else if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON) && mouseWasPressed)
else if (IsMouseButtonReleased(MOUSE_BUTTON_RIGHT) && mouseWasPressed)
{
colorSelected = colorSelectedPrev;
mouseWasPressed = false;
@ -144,7 +144,7 @@ int main(void)
// Image saving logic
// NOTE: Saving painted texture to a default named image
if ((btnSaveMouseHover && IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) || IsKeyPressed(KEY_S))
if ((btnSaveMouseHover && IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) || IsKeyPressed(KEY_S))
{
Image image = GetTextureData(target.texture);
ImageFlipVertical(&image);
@ -177,7 +177,7 @@ int main(void)
// Draw drawing circle for reference
if (mousePos.y > 50)
{
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines(mousePos.x, mousePos.y, brushSize, GRAY);
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
}

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@ -53,10 +53,10 @@ int main(void)
// Check button state
if (CheckCollisionPointRec(mousePoint, btnBounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) btnState = 2;
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2;
else btnState = 1;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) btnAction = true;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) btnAction = true;
}
else btnState = 0;

View File

@ -32,8 +32,8 @@ int main(void)
Texture2D explosion = LoadTexture("resources/explosion.png");
// Init variables for animation
int frameWidth = explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
int frameHeight = explosion.height/NUM_LINES; // Sprite one frame rectangle height
float frameWidth = explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
float frameHeight = explosion.height/NUM_LINES; // Sprite one frame rectangle height
int currentFrame = 0;
int currentLine = 0;
@ -53,7 +53,7 @@ int main(void)
//----------------------------------------------------------------------------------
// Check for mouse button pressed and activate explosion (if not active)
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !active)
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && !active)
{
position = GetMousePosition();
active = true;
@ -89,8 +89,8 @@ int main(void)
}
}
frameRec.x = (float)frameWidth*currentFrame;
frameRec.y = (float)frameHeight*currentLine;
frameRec.x = frameWidth*currentFrame;
frameRec.y = frameHeight*currentLine;
//----------------------------------------------------------------------------------
// Draw

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@ -25,8 +25,7 @@
# Define required raylib variables
PROJECT_NAME ?= game
RAYLIB_VERSION ?= 2.5.0
RAYLIB_API_VERSION ?= 2
RAYLIB_VERSION ?= 3.7.0
RAYLIB_PATH ?= ..\..
# Define default options

View File

@ -109,18 +109,21 @@
<KeyWord name="GetMonitorCount" func="yes">
<Overload retVal="int" descr="Get number of connected monitors"></Overload>
</KeyWord>
<KeyWord name="GetCurrentMonitor" func="yes">
<Overload retVal="int" descr="Get current connected monitor"></Overload>
</KeyWord>
<KeyWord name="GetMonitorPosition" func="yes">
<Overload retVal="Vector2" descr="Get specified monitor position">
<Param name="int monitor" />
</Overload>
</KeyWord>
<KeyWord name="GetMonitorWidth" func="yes">
<Overload retVal="int" descr="Get specified monitor width">
<Overload retVal="int" descr="Get specified monitor width (max available by monitor)">
<Param name="int monitor" />
</Overload>
</KeyWord>
<KeyWord name="GetMonitorHeight" func="yes">
<Overload retVal="int" descr="Get specified monitor height">
<Overload retVal="int" descr="Get specified monitor height (max available by monitor)">
<Param name="int monitor" />
</Overload>
</KeyWord>
@ -215,6 +218,22 @@
<KeyWord name="EndTextureMode" func="yes">
<Overload retVal="void" descr="Ends drawing to render texture"></Overload>
</KeyWord>
<KeyWord name="BeginShaderMode" func="yes">
<Overload retVal="void" descr="Begin custom shader drawing">
<Param name="Shader shader" />
</Overload>
</KeyWord>
<KeyWord name="EndShaderMode" func="yes">
<Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload>
</KeyWord>
<KeyWord name="BeginBlendMode" func="yes">
<Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied)">
<Param name="int mode" />
</Overload>
</KeyWord>
<KeyWord name="EndBlendMode" func="yes">
<Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload>
</KeyWord>
<KeyWord name="BeginScissorMode" func="yes">
<Overload retVal="void" descr="Begin scissor mode (define screen area for following drawing)">
<Param name="int x" />
@ -226,6 +245,89 @@
<KeyWord name="EndScissorMode" func="yes">
<Overload retVal="void" descr="End scissor mode"></Overload>
</KeyWord>
<KeyWord name="BeginVrStereoMode" func="yes">
<Overload retVal="void" descr="Begin stereo rendering (requires VR simulator)">
<Param name="VrStereoConfig config" />
</Overload>
</KeyWord>
<KeyWord name="EndVrStereoMode" func="yes">
<Overload retVal="void" descr="End stereo rendering (requires VR simulator)"></Overload>
</KeyWord>
<!-- VR stereo config functions for VR simulator -->
<KeyWord name="LoadVrStereoConfig" func="yes">
<Overload retVal="VrStereoConfig" descr="Load VR stereo config for VR simulator device parameters">
<Param name="VrDeviceInfo device" />
</Overload>
</KeyWord>
<KeyWord name="UnloadVrStereoConfig" func="yes">
<Overload retVal="void" descr="Unload VR stereo config">
<Param name="VrStereoConfig config" />
</Overload>
</KeyWord>
<!-- Shader management functions -->
<!-- NOTE: Shader functionality is not available on OpenGL 1.1 -->
<KeyWord name="LoadShader" func="yes">
<Overload retVal="Shader" descr="Load shader from files and bind default locations">
<Param name="const char *vsFileName" />
<Param name="const char *fsFileName" />
</Overload>
</KeyWord>
<KeyWord name="LoadShaderFromMemory" func="yes">
<Overload retVal="Shader" descr="Load shader from code strings and bind default locations">
<Param name="const char *vsCode" />
<Param name="const char *fsCode" />
</Overload>
</KeyWord>
<KeyWord name="GetShaderLocation" func="yes">
<Overload retVal="int" descr="Get shader uniform location">
<Param name="Shader shader" />
<Param name="const char *uniformName" />
</Overload>
</KeyWord>
<KeyWord name="GetShaderLocationAttrib" func="yes">
<Overload retVal="int" descr="Get shader attribute location">
<Param name="Shader shader" />
<Param name="const char *attribName" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValue" func="yes">
<Overload retVal="void" descr="Set shader uniform value">
<Param name="Shader shader" />
<Param name="int locIndex" />
<Param name="const void *value" />
<Param name="int uniformType" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueV" func="yes">
<Overload retVal="void" descr="Set shader uniform value vector">
<Param name="Shader shader" />
<Param name="int locIndex" />
<Param name="const void *value" />
<Param name="int uniformType" />
<Param name="int count" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueMatrix" func="yes">
<Overload retVal="void" descr="Set shader uniform value (matrix 4x4)">
<Param name="Shader shader" />
<Param name="int locIndex" />
<Param name="Matrix mat" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueTexture" func="yes">
<Overload retVal="void" descr="Set shader uniform value for texture (sampler2d)">
<Param name="Shader shader" />
<Param name="int locIndex" />
<Param name="Texture2D texture" />
</Overload>
</KeyWord>
<KeyWord name="UnloadShader" func="yes">
<Overload retVal="void" descr="Unload shader from GPU memory (VRAM)">
<Param name="Shader shader" />
</Overload>
</KeyWord>
<!-- Screen-space-related functions -->
<KeyWord name="GetMouseRay" func="yes">
@ -281,59 +383,79 @@
<Overload retVal="int" descr="Returns current FPS"></Overload>
</KeyWord>
<KeyWord name="GetFrameTime" func="yes">
<Overload retVal="float" descr="Returns time in seconds for last frame drawn"></Overload>
<Overload retVal="float" descr="Returns time in seconds for last frame drawn (delta time)"></Overload>
</KeyWord>
<KeyWord name="GetTime" func="yes">
<Overload retVal="double" descr="Returns elapsed time in seconds since InitWindow()"></Overload>
</KeyWord>
<!-- Misc. functions -->
<KeyWord name="GetRandomValue" func="yes">
<Overload retVal="int" descr="Returns a random value between min and max (both included)">
<Param name="int min" />
<Param name="int max" />
</Overload>
</KeyWord>
<KeyWord name="TakeScreenshot" func="yes">
<Overload retVal="void" descr="Takes a screenshot of current screen (filename extension defines format)">
<Param name="const char *fileName" />
</Overload>
</KeyWord>
<KeyWord name="SetConfigFlags" func="yes">
<Overload retVal="void" descr="Setup init configuration flags (view FLAGS)">
<Param name="unsigned int flags" />
</Overload>
</KeyWord>
<KeyWord name="SetTraceLogLevel" func="yes">
<Overload retVal="void" descr="Set the current threshold (minimum) log level">
<Param name="int logType" />
</Overload>
</KeyWord>
<KeyWord name="SetTraceLogExit" func="yes">
<Overload retVal="void" descr="Set the exit threshold (minimum) log level">
<Param name="int logType" />
</Overload>
</KeyWord>
<KeyWord name="SetTraceLogCallback" func="yes">
<Overload retVal="void" descr="Set a trace log callback to enable custom logging">
<Param name="TraceLogCallback callback" />
</Overload>
</KeyWord>
<KeyWord name="TraceLog" func="yes">
<Overload retVal="void" descr="Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)">
<Param name="int logType" />
<Param name="int logLevel" />
<Param name="const char *text" />
<Param name="..." />
</Overload>
</KeyWord>
<KeyWord name="SetTraceLogLevel" func="yes">
<Overload retVal="void" descr="Set the current threshold (minimum) log level">
<Param name="int logLevel" />
</Overload>
</KeyWord>
<KeyWord name="MemAlloc" func="yes">
<Overload retVal="void" descr="Internal memory allocator">
<Param name="int size" />
</Overload>
</KeyWord>
<KeyWord name="MemRealloc" func="yes">
<Overload retVal="void" descr="Internal memory reallocator"></Overload>
</KeyWord>
<KeyWord name="MemFree" func="yes">
<Overload retVal="void" descr="Internal memory free"></Overload>
</KeyWord>
<KeyWord name="TakeScreenshot" func="yes">
<Overload retVal="void" descr="Takes a screenshot of current screen (saved a .png)">
<Param name="const char *fileName" />
<!-- Set custom callbacks -->
<!-- WARNING: Callbacks setup is intended for advance users -->
<KeyWord name="SetTraceLogCallback" func="yes">
<Overload retVal="void" descr="Set custom trace log">
<Param name="TraceLogCallback callback" />
</Overload>
</KeyWord>
<KeyWord name="GetRandomValue" func="yes">
<Overload retVal="int" descr="Returns a random value between min and max (both included)">
<Param name="int min" />
<Param name="int max" />
<KeyWord name="SetLoadFileDataCallback" func="yes">
<Overload retVal="void" descr="Set custom file binary data loader">
<Param name="LoadFileDataCallback callback" />
</Overload>
</KeyWord>
<KeyWord name="SetSaveFileDataCallback" func="yes">
<Overload retVal="void" descr="Set custom file binary data saver">
<Param name="SaveFileDataCallback callback" />
</Overload>
</KeyWord>
<KeyWord name="SetLoadFileTextCallback" func="yes">
<Overload retVal="void" descr="Set custom file text data loader">
<Param name="LoadFileTextCallback callback" />
</Overload>
</KeyWord>
<KeyWord name="SetSaveFileTextCallback" func="yes">
<Overload retVal="void" descr="Set custom file text data saver">
<Param name="SaveFileTextCallback callback" />
</Overload>
</KeyWord>
@ -386,7 +508,7 @@
</Overload>
</KeyWord>
<KeyWord name="GetFileExtension" func="yes">
<Overload retVal="const char" descr="Get pointer to extension for a filename string (including point: ".png")">
<Overload retVal="const char" descr="Get pointer to extension for a filename string (includes dot: ".png")">
<Param name="const char *fileName" />
</Overload>
</KeyWord>
@ -570,6 +692,11 @@
<Param name="int axis" />
</Overload>
</KeyWord>
<KeyWord name="SetGamepadMappings" func="yes">
<Overload retVal="int" descr="Set internal gamepad mappings (SDL_GameControllerDB)">
<Param name="const char *mappings" />
</Overload>
</KeyWord>
<!-- Input-related functions: mouse -->
<KeyWord name="IsMouseButtonPressed" func="yes">
@ -622,9 +749,6 @@
<KeyWord name="GetMouseWheelMove" func="yes">
<Overload retVal="float" descr="Returns mouse wheel movement Y"></Overload>
</KeyWord>
<KeyWord name="GetMouseCursor" func="yes">
<Overload retVal="int" descr="Returns mouse cursor if (MouseCursor enum)"></Overload>
</KeyWord>
<KeyWord name="SetMouseCursor" func="yes">
<Overload retVal="void" descr="Set mouse cursor">
<Param name="int cursor" />
@ -649,7 +773,7 @@
<!-------------------------------------------------------------------------------------- -->
<KeyWord name="SetGesturesEnabled" func="yes">
<Overload retVal="void" descr="Enable a set of gestures using flags">
<Param name="unsigned int gestureFlags" />
<Param name="unsigned int flags" />
</Overload>
</KeyWord>
<KeyWord name="IsGestureDetected" func="yes">
@ -723,6 +847,15 @@
<!-------------------------------------------------------------------------------------- -->
<!-- Basic Shapes Drawing Functions (Module: shapes) -->
<!-------------------------------------------------------------------------------------- -->
<!-- Set texture and rectangle to be used on shapes drawing -->
<!-- NOTE: It can be useful when using basic shapes and one single font, -->
<!-- defining a font char white rectangle would allow drawing everything in a single draw call -->
<KeyWord name="SetShapesTexture" func="yes">
<Overload retVal="void" descr="Set texture and rectangle to be used on shapes drawing">
<Param name="Texture2D texture" />
<Param name="Rectangle source" />
</Overload>
</KeyWord>
<!-- Basic shapes drawing functions -->
<KeyWord name="DrawPixel" func="yes">
@ -770,6 +903,15 @@
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawLineBezierQuad" func="yes">
<Overload retVal="void" descr="raw line using quadratic bezier curves with a control point">
<Param name="Vector2 startPos" />
<Param name="Vector2 endPos" />
<Param name="Vector2 controlPos" />
<Param name="float thick" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawLineStrip" func="yes">
<Overload retVal="void" descr="Draw lines sequence">
<Param name="Vector2 *points" />
@ -789,8 +931,8 @@
<Overload retVal="void" descr="Draw a piece of a circle">
<Param name="Vector2 center" />
<Param name="float radius" />
<Param name="int startAngle" />
<Param name="int endAngle" />
<Param name="float startAngle" />
<Param name="float endAngle" />
<Param name="int segments" />
<Param name="Color color" />
</Overload>
@ -799,8 +941,8 @@
<Overload retVal="void" descr="Draw circle sector outline">
<Param name="Vector2 center" />
<Param name="float radius" />
<Param name="int startAngle" />
<Param name="int endAngle" />
<Param name="float startAngle" />
<Param name="float endAngle" />
<Param name="int segments" />
<Param name="Color color" />
</Overload>
@ -852,8 +994,8 @@
<Param name="Vector2 center" />
<Param name="float innerRadius" />
<Param name="float outerRadius" />
<Param name="int startAngle" />
<Param name="int endAngle" />
<Param name="float startAngle" />
<Param name="float endAngle" />
<Param name="int segments" />
<Param name="Color color" />
</Overload>
@ -863,8 +1005,8 @@
<Param name="Vector2 center" />
<Param name="float innerRadius" />
<Param name="float outerRadius" />
<Param name="int startAngle" />
<Param name="int endAngle" />
<Param name="float startAngle" />
<Param name="float endAngle" />
<Param name="int segments" />
<Param name="Color color" />
</Overload>
@ -1096,7 +1238,7 @@
</Overload>
</KeyWord>
<KeyWord name="LoadImageFromMemory" func="yes">
<Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. "png"">
<Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. ".png"">
<Param name="const char *fileType" />
<Param name="const unsigned char" />
<Param name="int dataSize" />
@ -1516,7 +1658,7 @@
<KeyWord name="LoadTextureCubemap" func="yes">
<Overload retVal="TextureCubemap" descr="Load cubemap from image, multiple image cubemap layouts supported">
<Param name="Image image" />
<Param name="int layoutType" />
<Param name="int layout" />
</Overload>
</KeyWord>
<KeyWord name="LoadRenderTexture" func="yes">
@ -1566,13 +1708,13 @@
<KeyWord name="SetTextureFilter" func="yes">
<Overload retVal="void" descr="Set texture scaling filter mode">
<Param name="Texture2D texture" />
<Param name="int filterMode" />
<Param name="int filter" />
</Overload>
</KeyWord>
<KeyWord name="SetTextureWrap" func="yes">
<Overload retVal="void" descr="Set texture wrapping mode">
<Param name="Texture2D texture" />
<Param name="int wrapMode" />
<Param name="int wrap" />
</Overload>
</KeyWord>
@ -1649,6 +1791,16 @@
<Param name="Color tint" />
</Overload>
</KeyWord>
<KeyWord name="DrawTexturePoly" func="yes">
<Overload retVal="void" descr="Draw a textured polygon">
<Param name="Texture2D texture" />
<Param name="Vector2 center" />
<Param name="Vector2 *points" />
<Param name="Vector2 *texcoords" />
<Param name="int pointsCount" />
<Param name="Color tint" />
</Overload>
</KeyWord>
<!-- Color/pixel related functions -->
<KeyWord name="Fade" func="yes">
@ -1745,7 +1897,7 @@
</Overload>
</KeyWord>
<KeyWord name="LoadFontFromMemory" func="yes">
<Overload retVal="Font" descr="Load font from memory buffer, fileType refers to extension: i.e. "ttf"">
<Overload retVal="Font" descr="Load font from memory buffer, fileType refers to extension: i.e. ".ttf"">
<Param name="const char *fileType" />
<Param name="const unsigned char" />
<Param name="int dataSize" />
@ -1788,7 +1940,7 @@
<!-- Text drawing functions -->
<KeyWord name="DrawFPS" func="yes">
<Overload retVal="void" descr="Shows current FPS">
<Overload retVal="void" descr="Draw current FPS">
<Param name="int posX" />
<Param name="int posY" />
</Overload>
@ -2142,11 +2294,6 @@
<Param name="float spacing" />
</Overload>
</KeyWord>
<KeyWord name="DrawGizmo" func="yes">
<Overload retVal="void" descr="Draw simple gizmo">
<Param name="Vector3 position" />
</Overload>
</KeyWord>
<!-------------------------------------------------------------------------------------- -->
<!-- Model 3d Loading and Drawing Functions (Module: models) -->
@ -2175,14 +2322,29 @@
</KeyWord>
<!-- Mesh loading/unloading functions -->
<KeyWord name="LoadMeshes" func="yes">
<Overload retVal="Mesh" descr="Load meshes from model file">
<Param name="const char *fileName" />
<Param name="int *meshCount" />
<KeyWord name="UploadMesh" func="yes">
<Overload retVal="void" descr="Upload vertex data into GPU and provided VAO/VBO ids">
<Param name="Mesh *mesh" />
<Param name="bool dynamic" />
</Overload>
</KeyWord>
<KeyWord name="DrawMesh" func="yes">
<Overload retVal="void" descr="Draw a 3d mesh with material and transform">
<Param name="Mesh mesh" />
<Param name="Material material" />
<Param name="Matrix transform" />
</Overload>
</KeyWord>
<KeyWord name="DrawMeshInstanced" func="yes">
<Overload retVal="void" descr="Draw multiple mesh instances with material and different transforms">
<Param name="Mesh mesh" />
<Param name="Material material" />
<Param name="Matrix *transforms" />
<Param name="int instances" />
</Overload>
</KeyWord>
<KeyWord name="UnloadMesh" func="yes">
<Overload retVal="void" descr="Unload mesh from memory (RAM and/or VRAM)">
<Overload retVal="void" descr="Unload mesh data from CPU and GPU">
<Param name="Mesh mesh" />
</Overload>
</KeyWord>
@ -2209,7 +2371,7 @@
</Overload>
</KeyWord>
<KeyWord name="SetMaterialTexture" func="yes">
<Overload retVal="void" descr="Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)">
<Overload retVal="void" descr="Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)">
<Param name="Material *material" />
<Param name="int mapType" />
<Param name="Texture2D texture" />
@ -2242,6 +2404,12 @@
<Param name="ModelAnimation anim" />
</Overload>
</KeyWord>
<KeyWord name="UnloadModelAnimations" func="yes">
<Overload retVal="void" descr="Unload animation array data">
<Param name="ModelAnimation* animations" />
<Param name="unsigned int count" />
</Overload>
</KeyWord>
<KeyWord name="IsModelAnimationValid" func="yes">
<Overload retVal="bool" descr="Check model animation skeleton match">
<Param name="Model model" />
@ -2250,6 +2418,11 @@
</KeyWord>
<!-- Mesh generation functions -->
<KeyWord name="GenMeshDefault" func="yes">
<Overload retVal="Mesh" descr="Generate an empty mesh with vertex: position, texcoords, normals, colors">
<Param name="int vertexCount" />
</Overload>
</KeyWord>
<KeyWord name="GenMeshPoly" func="yes">
<Overload retVal="Mesh" descr="Generate polygonal mesh">
<Param name="int sides" />
@ -2337,11 +2510,6 @@
<Param name="Mesh *mesh" />
</Overload>
</KeyWord>
<KeyWord name="MeshNormalsSmooth" func="yes">
<Overload retVal="void" descr="Smooth (average) vertex normals">
<Param name="Mesh *mesh" />
</Overload>
</KeyWord>
<!-- Model drawing functions -->
<KeyWord name="DrawModel" func="yes">
@ -2477,190 +2645,6 @@
</Overload>
</KeyWord>
<!-------------------------------------------------------------------------------------- -->
<!-- Shaders System Functions (Module: rlgl) -->
<!-- NOTE: This functions are useless when using OpenGL 1.1 -->
<!-------------------------------------------------------------------------------------- -->
<!-- Shader loading/unloading functions -->
<KeyWord name="LoadShader" func="yes">
<Overload retVal="Shader" descr="Load shader from files and bind default locations">
<Param name="const char *vsFileName" />
<Param name="const char *fsFileName" />
</Overload>
</KeyWord>
<KeyWord name="LoadShaderCode" func="yes">
<Overload retVal="Shader" descr="Load shader from code strings and bind default locations">
<Param name="const char *vsCode" />
<Param name="const char *fsCode" />
</Overload>
</KeyWord>
<KeyWord name="UnloadShader" func="yes">
<Overload retVal="void" descr="Unload shader from GPU memory (VRAM)">
<Param name="Shader shader" />
</Overload>
</KeyWord>
<KeyWord name="GetShaderDefault" func="yes">
<Overload retVal="Shader" descr="Get default shader"></Overload>
</KeyWord>
<KeyWord name="GetTextureDefault" func="yes">
<Overload retVal="Texture2D" descr="Get default texture"></Overload>
</KeyWord>
<KeyWord name="GetShapesTexture" func="yes">
<Overload retVal="Texture2D" descr="Get texture to draw shapes"></Overload>
</KeyWord>
<KeyWord name="GetShapesTextureRec" func="yes">
<Overload retVal="Rectangle" descr="Get texture rectangle to draw shapes"></Overload>
</KeyWord>
<KeyWord name="SetShapesTexture" func="yes">
<Overload retVal="void" descr="Define default texture used to draw shapes">
<Param name="Texture2D texture" />
<Param name="Rectangle source" />
</Overload>
</KeyWord>
<!-- Shader configuration functions -->
<KeyWord name="GetShaderLocation" func="yes">
<Overload retVal="int" descr="Get shader uniform location">
<Param name="Shader shader" />
<Param name="const char *uniformName" />
</Overload>
</KeyWord>
<KeyWord name="GetShaderLocationAttrib" func="yes">
<Overload retVal="int" descr="Get shader attribute location">
<Param name="Shader shader" />
<Param name="const char *attribName" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValue" func="yes">
<Overload retVal="void" descr="Set shader uniform value">
<Param name="Shader shader" />
<Param name="int uniformLoc" />
<Param name="const void *value" />
<Param name="int uniformType" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueV" func="yes">
<Overload retVal="void" descr="Set shader uniform value vector">
<Param name="Shader shader" />
<Param name="int uniformLoc" />
<Param name="const void *value" />
<Param name="int uniformType" />
<Param name="int count" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueMatrix" func="yes">
<Overload retVal="void" descr="Set shader uniform value (matrix 4x4)">
<Param name="Shader shader" />
<Param name="int uniformLoc" />
<Param name="Matrix mat" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueTexture" func="yes">
<Overload retVal="void" descr="Set shader uniform value for texture">
<Param name="Shader shader" />
<Param name="int uniformLoc" />
<Param name="Texture2D texture" />
</Overload>
</KeyWord>
<KeyWord name="SetMatrixProjection" func="yes">
<Overload retVal="void" descr="Set a custom projection matrix (replaces internal projection matrix)">
<Param name="Matrix proj" />
</Overload>
</KeyWord>
<KeyWord name="SetMatrixModelview" func="yes">
<Overload retVal="void" descr="Set a custom modelview matrix (replaces internal modelview matrix)">
<Param name="Matrix view" />
</Overload>
</KeyWord>
<KeyWord name="GetMatrixModelview" func="yes">
<Overload retVal="Matrix" descr="Get internal modelview matrix"></Overload>
</KeyWord>
<KeyWord name="GetMatrixProjection" func="yes">
<Overload retVal="Matrix" descr="Get internal projection matrix"></Overload>
</KeyWord>
<!-- Texture maps generation (PBR) -->
<!-- NOTE: Required shaders should be provided -->
<KeyWord name="GenTextureCubemap" func="yes">
<Overload retVal="TextureCubemap" descr="Generate cubemap texture from 2D panorama texture">
<Param name="Shader shader" />
<Param name="Texture2D panorama" />
<Param name="int size" />
<Param name="int format" />
</Overload>
</KeyWord>
<KeyWord name="GenTextureIrradiance" func="yes">
<Overload retVal="TextureCubemap" descr="Generate irradiance texture using cubemap data">
<Param name="Shader shader" />
<Param name="TextureCubemap cubemap" />
<Param name="int size" />
</Overload>
</KeyWord>
<KeyWord name="GenTexturePrefilter" func="yes">
<Overload retVal="TextureCubemap" descr="Generate prefilter texture using cubemap data">
<Param name="Shader shader" />
<Param name="TextureCubemap cubemap" />
<Param name="int size" />
</Overload>
</KeyWord>
<KeyWord name="GenTextureBRDF" func="yes">
<Overload retVal="Texture2D" descr="Generate BRDF texture">
<Param name="Shader shader" />
<Param name="int size" />
</Overload>
</KeyWord>
<!-- Shading begin/end functions -->
<KeyWord name="BeginShaderMode" func="yes">
<Overload retVal="void" descr="Begin custom shader drawing">
<Param name="Shader shader" />
</Overload>
</KeyWord>
<KeyWord name="EndShaderMode" func="yes">
<Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload>
</KeyWord>
<KeyWord name="BeginBlendMode" func="yes">
<Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied)">
<Param name="int mode" />
</Overload>
</KeyWord>
<KeyWord name="EndBlendMode" func="yes">
<Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload>
</KeyWord>
<!-- VR control functions -->
<KeyWord name="InitVrSimulator" func="yes">
<Overload retVal="void" descr="Init VR simulator for selected device parameters"></Overload>
</KeyWord>
<KeyWord name="CloseVrSimulator" func="yes">
<Overload retVal="void" descr="Close VR simulator for current device"></Overload>
</KeyWord>
<KeyWord name="UpdateVrTracking" func="yes">
<Overload retVal="void" descr="Update VR tracking (position and orientation) and camera">
<Param name="Camera *camera" />
</Overload>
</KeyWord>
<KeyWord name="SetVrConfiguration" func="yes">
<Overload retVal="void" descr="Set stereo rendering configuration parameters">
<Param name="VrDeviceInfo info" />
<Param name="Shader distortion" />
</Overload>
</KeyWord>
<KeyWord name="IsVrSimulatorReady" func="yes">
<Overload retVal="bool" descr="Detect if VR simulator is ready"></Overload>
</KeyWord>
<KeyWord name="ToggleVrMode" func="yes">
<Overload retVal="void" descr="Enable/Disable VR experience"></Overload>
</KeyWord>
<KeyWord name="BeginVrDrawing" func="yes">
<Overload retVal="void" descr="Begin VR simulator stereo rendering"></Overload>
</KeyWord>
<KeyWord name="EndVrDrawing" func="yes">
<Overload retVal="void" descr="End VR simulator stereo rendering"></Overload>
</KeyWord>
<!-------------------------------------------------------------------------------------- -->
<!-- Audio Loading and Playing Functions (Module: audio) -->
<!-------------------------------------------------------------------------------------- -->
@ -2688,7 +2672,7 @@
</Overload>
</KeyWord>
<KeyWord name="LoadWaveFromMemory" func="yes">
<Overload retVal="Wave" descr="Load wave from memory buffer, fileType refers to extension: i.e. "wav"">
<Overload retVal="Wave" descr="Load wave from memory buffer, fileType refers to extension: i.e. ".wav"">
<Param name="const char *fileType" />
<Param name="const unsigned char" />
<Param name="int dataSize" />
@ -2820,6 +2804,13 @@
<Param name="const char *fileName" />
</Overload>
</KeyWord>
<KeyWord name="LoadMusicStreamFromMemory" func="yes">
<Overload retVal="Music" descr="Load music stream from data">
<Param name="const char *fileType" />
<Param name="unsigned char* data" />
<Param name="int dataSize" />
</Overload>
</KeyWord>
<KeyWord name="UnloadMusicStream" func="yes">
<Overload retVal="void" descr="Unload music stream">
<Param name="Music music" />
@ -2830,6 +2821,11 @@
<Param name="Music music" />
</Overload>
</KeyWord>
<KeyWord name="IsMusicPlaying" func="yes">
<Overload retVal="bool" descr="Check if music is playing">
<Param name="Music music" />
</Overload>
</KeyWord>
<KeyWord name="UpdateMusicStream" func="yes">
<Overload retVal="void" descr="Updates buffers for music streaming">
<Param name="Music music" />
@ -2850,11 +2846,6 @@
<Param name="Music music" />
</Overload>
</KeyWord>
<KeyWord name="IsMusicPlaying" func="yes">
<Overload retVal="bool" descr="Check if music is playing">
<Param name="Music music" />
</Overload>
</KeyWord>
<KeyWord name="SetMusicVolume" func="yes">
<Overload retVal="void" descr="Set volume for music (1.0 is max level)">
<Param name="Music music" />

View File

@ -30,9 +30,10 @@ RLAPI void *GetWindowHandle(void); // Get native
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
RLAPI int GetMonitorCount(void); // Get number of connected monitors
RLAPI int GetCurrentMonitor(void); // Get current connected monitor
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
@ -60,8 +61,30 @@ RLAPI void BeginMode3D(Camera3D camera); // Initializes
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
RLAPI void EndTextureMode(void); // Ends drawing to render texture
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
RLAPI void EndScissorMode(void); // End scissor mode
RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
// VR stereo config functions for VR simulator
RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
@ -75,21 +98,27 @@ RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns
// Timing-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
RLAPI int GetFPS(void); // Returns current FPS
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time)
RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
// Misc. functions
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
RLAPI void *MemAlloc(int size); // Internal memory allocator
RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator
RLAPI void MemFree(void *ptr); // Internal memory free
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
// Files management functions
RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
@ -101,7 +130,7 @@ RLAPI bool SaveFileText(const char *fileName, char *text); // Save text d
RLAPI bool FileExists(const char *fileName); // Check if file exists
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (including point: ".png")
RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: ".png")
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
@ -148,6 +177,7 @@ RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gam
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
// Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
@ -161,7 +191,6 @@ RLAPI void SetMousePosition(int x, int y); // Set mouse posit
RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y
RLAPI int GetMouseCursor(void); // Returns mouse cursor if (MouseCursor enum)
RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
// Input-related functions: touch
@ -172,7 +201,7 @@ RLAPI Vector2 GetTouchPosition(int index); // Returns touch p
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI int GetTouchPointsCount(void); // Get touch points count
@ -196,6 +225,10 @@ RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int ke
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Set texture and rectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
// Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
@ -204,17 +237,18 @@ RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Colo
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
@ -252,7 +286,7 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. "png"
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png"
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
@ -321,7 +355,7 @@ RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 posi
// NOTE: These functions require GPU access
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
@ -332,8 +366,8 @@ RLAPI Image GetScreenData(void);
// Texture configuration functions
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
// Texture drawing functions
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
@ -344,6 +378,7 @@ RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Re
RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon
// Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
@ -368,18 +403,17 @@ RLAPI Font GetFontDefault(void);
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. "ttf"
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf"
RLAPI CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(CharInfo *chars, int charsCount); // Unload font chars info data (RAM)
RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// Text drawing functions
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
// Text misc. functions
@ -435,7 +469,6 @@ RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBott
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
@ -448,24 +481,28 @@ RLAPI void UnloadModel(Model model);
RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
// Mesh loading/unloading functions
RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM)
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Mesh generation functions
RLAPI Mesh GenMeshDefault(int vertexCount); // Generate an empty mesh with vertex: position, texcoords, normals, colors
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
@ -481,7 +518,6 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
RLAPI void MeshNormalsSmooth(Mesh *mesh); // Smooth (average) vertex normals
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
@ -504,57 +540,6 @@ RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model);
RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
// Shader loading/unloading functions
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI Shader GetShaderDefault(void); // Get default shader
RLAPI Texture2D GetTextureDefault(void); // Get default texture
RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes
RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap texture from 2D panorama texture
RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance texture using cubemap data
RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter texture using cubemap data
RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
// Shading begin/end functions
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR control functions
RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
@ -567,7 +552,7 @@ RLAPI void SetMasterVolume(float volume); // Set mas
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. "wav"
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav"
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount); // Update sound buffer with new data
@ -595,13 +580,14 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load music stream from data
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
RLAPI void StopMusicStream(Music music); // Stop music playing
RLAPI void PauseMusicStream(Music music); // Pause music playing
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)

View File

@ -231,7 +231,7 @@ void App::GameLoop()
if (IsKeyDown(KEY_LEFT_ALT)) DrawRectangle(250, 250, 20, 20, BLACK);
if (IsKeyDown(KEY_BACKSPACE)) DrawRectangle(280, 250, 20, 20, BLACK);
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) DrawRectangle(280, 250, 20, 20, BLACK);
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) DrawRectangle(280, 250, 20, 20, BLACK);
DrawRectangle(280, (int)pos + 50, 20, 20, BLACK);
DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
@ -398,9 +398,9 @@ void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::C
if (device->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
{
if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, true);
if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, true);
if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, true);
if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, true);
if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, true);
if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, true);
}
else if (device->PointerDeviceType == PointerDeviceType::Touch)
{
@ -418,9 +418,9 @@ void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::
if (device->PointerDeviceType == PointerDeviceType::Mouse)
{
if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, false);
if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, false);
if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, false);
if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, false);
if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, false);
if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, false);
}
else if (device->PointerDeviceType == PointerDeviceType::Touch)
{

View File

@ -47,7 +47,6 @@
<PropertyGroup Condition="'$(Configuration)'=='Release'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />

View File

@ -87,19 +87,16 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />

View File

@ -69,28 +69,24 @@
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />

View File

@ -210,7 +210,7 @@
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -228,7 +228,7 @@
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">
@ -245,7 +245,7 @@
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PostBuildEvent>
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
@ -266,7 +266,7 @@
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PostBuildEvent>
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
@ -291,7 +291,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
</Link>
<PostBuildEvent>
@ -363,7 +363,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
</Link>
<PostBuildEvent>

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