This commit is contained in:
Teodor Stoenescu 2016-08-30 18:07:25 +00:00 committed by GitHub
commit 232646a349
142 changed files with 24089 additions and 2136 deletions

14
.gitignore vendored
View File

@ -75,4 +75,16 @@ src/libraylib.bc
!src/external/glfw3/lib/win32/glfw3.dll
!src/external/openal_soft/lib/win32/OpenAL32.dll
!src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
!src/external/pthread/pthreadGC2.dll
!src/external/pthread/lib/pthreadGC2.dll
# Visual Studio project
project/vs2015/*.db
project/vs2015/*.opendb
!project/vs2015/raylib.sln
!project/vs2015/raylib/*.vcxproj
!project/vs2015/examples/*.vcxproj
!project/vs2015/external/glfw3/lib/win32/glfw3.dll
!project/vs2015/external/openal_soft/lib/win32/OpenAL32.dll
!project/vs2015/external/openal_soft/lib/win64/OpenAL32.dll
!project/vs2015/external/lua/lib/win32/lua53.dll

View File

@ -249,6 +249,7 @@ contributing (in some way or another) to make raylib project better. Huge thanks
- [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 (paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"

View File

@ -77,8 +77,27 @@ endif
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# define raylib release directory for compiled library
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
RAYLIB_PATH = ../release/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PATH = ../release/linux
endif
ifeq ($(PLATFORM_OS),OSX)
RAYLIB_PATH = ../release/osx
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
RAYLIB_PATH = ../release/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH = ../release/rpi
endif
# define any directories containing required header files
INCLUDES = -I. -I../src -I../src/external
INCLUDES = -I. -I../src -I../src/external -I$(RAYLIB_PATH)
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
@ -97,7 +116,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
# define library paths containing required libs
LFLAGS = -L. -L../src
LFLAGS = -L. -L../src -L$(RAYLIB_PATH)
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS += -L/opt/vc/lib
@ -120,7 +139,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
@ -210,6 +229,7 @@ EXAMPLES = \
audio_sound_loading \
audio_music_stream \
audio_module_playing \
audio_raw_stream \
fix_dylib \
@ -436,10 +456,14 @@ audio_sound_loading: audio_sound_loading.c
audio_music_stream: audio_music_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [audio] example - module playing (OGG)
# compile [audio] example - module playing (XM)
audio_module_playing: audio_module_playing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [audio] example - raw audio streaming
audio_raw_stream: audio_raw_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# fix dylib install path name for each executable (MAC)
fix_dylib:
ifeq ($(PLATFORM_OS),OSX)

View File

@ -57,7 +57,9 @@ int main()
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream
Music xm = LoadMusicStream("resources/audio/mini1111.xm");
PlayMusicStream(xm);
float timePlayed = 0.0f;
@ -88,9 +90,9 @@ int main()
}
// Get timePlayed scaled to bar dimensions
timePlayed = (GetMusicTimePlayed(0)/GetMusicTimeLength(0)*(screenWidth - 40))*2;
timePlayed = (GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40))*2;
UpdateMusicStream(0); // Update music buffer with new stream data
UpdateMusicStream(xm); // Update music buffer with new stream data
//----------------------------------------------------------------------------------
// Draw
@ -129,6 +131,8 @@ int main()
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
UnloadMusicStream(xm); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context

View File

@ -0,0 +1,122 @@
-------------------------------------------------------------------------------------------
--
-- raylib [audio] example - Module playing (streaming)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
MAX_CIRCLES = 64
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)")
InitAudioDevice() -- Initialize audio device
local colors = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE }
-- Creates ome circles for visual effect
local circles = {}
for i = MAX_CIRCLES, 1, -1 do
circles[i] = {}
circles[i].alpha = 0.0
circles[i].radius = GetRandomValue(10, 40)
circles[i].position = Vector2(0, 0)
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
circles[i].speed = GetRandomValue(1, 100)/20000.0
circles[i].color = colors[GetRandomValue(1, 14)]
end
-- Load postprocessing bloom shader
local shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/bloom.fs")
-- Create a RenderTexture2D to be used for render to texture
local target = LoadRenderTexture(screenWidth, screenHeight)
local xm = LoadMusicStream("resources/audio/mini1111.xm")
PlayMusicStream(xm)
local timePlayed = 0.0
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
for i = MAX_CIRCLES, 1, -1 do
circles[i].alpha = circles[i].alpha + circles[i].speed
circles[i].radius = circles[i].radius + circles[i].speed*10.0
if (circles[i].alpha > 1.0) then circles[i].speed = circles[i].speed*-1 end
if (circles[i].alpha <= 0.0) then
circles[i].alpha = 0.0
circles[i].radius = GetRandomValue(10, 40)
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
circles[i].color = colors[GetRandomValue(1, 14)]
circles[i].speed = GetRandomValue(1, 100)/20000.0
end
end
-- Get timePlayed scaled to bar dimensions
timePlayed = (GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40))*2
UpdateMusicStream(xm) -- Update music buffer with new stream data
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(BLACK)
BeginTextureMode(target) -- Enable drawing to texture
for i = MAX_CIRCLES, 1, -1 do
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha))
end
EndTextureMode() -- End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader)
-- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
EndShaderMode()
-- Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
DrawRectangle(20, screenHeight - 20 - 12, timePlayed//1, 12, MAROON)
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadShader(shader) -- Unload shader
UnloadRenderTexture(target) -- Unload render texture
UnloadMusicStream(xm) -- Unload music stream buffers from RAM
CloseAudioDevice() -- Close audio device (music streaming is automatically stopped)
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -24,7 +24,9 @@ int main()
InitAudioDevice(); // Initialize audio device
PlayMusicStream(0, "resources/audio/guitar_noodling.ogg"); // Play music stream
Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
PlayMusicStream(music);
int framesCounter = 0;
float timePlayed = 0.0f;
@ -52,18 +54,14 @@ int main()
{
volume = 1.0;
framesCounter = 0;
PlayMusicStream(1, "resources/audio/another_file.ogg");
}
SetMusicVolume(volume);
}
*/
if (IsWindowMinimized()) PauseMusicStream(0);
else ResumeMusicStream(0);
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4; // We scale by 4 to fit 400 pixels
timePlayed = GetMusicTimePlayed(0)/GetMusicTimeLength(0)*100*4; // We scale by 4 to fit 400 pixels
UpdateMusicStream(0); // Update music buffer with new stream data
UpdateMusicStream(music); // Update music buffer with new stream data
//----------------------------------------------------------------------------------
// Draw
@ -83,6 +81,8 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context

View File

@ -0,0 +1,66 @@
-------------------------------------------------------------------------------------------
--
-- raylib [audio] example - Music playing (streaming)
--
-- NOTE: This example requires OpenAL Soft library installed
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)")
InitAudioDevice() -- Initialize audio device
local music = LoadMusicStream("resources/audio/guitar_noodling.ogg")
PlayMusicStream(music)
local framesCounter = 0
local timePlayed = 0.0
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
framesCounter = framesCounter + 1
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4 -- We scale by 4 to fit 400 pixels
UpdateMusicStream(music) -- Update music buffer with new stream data
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY)
DrawRectangle(200, 250, 400, 12, LIGHTGRAY)
DrawRectangle(200, 250, timePlayed//1, 12, MAROON)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadMusicStream(music) -- Unload music stream buffers from RAM
CloseAudioDevice() -- Close audio device (music streaming is automatically stopped)
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

111
examples/audio_raw_stream.c Normal file
View File

@ -0,0 +1,111 @@
/*******************************************************************************************
*
* raylib [audio] example - Raw audio streaming
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: sinf()
#define MAX_SAMPLES 20000
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
InitAudioDevice(); // Initialize audio device
// Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono)
AudioStream stream = InitAudioStream(22050, 32, 1);
// Fill audio stream with some samples (sine wave)
float *data = (float *)malloc(sizeof(float)*MAX_SAMPLES);
for (int i = 0; i < MAX_SAMPLES; i++)
{
data[i] = sinf(((2*PI*(float)i)/2)*DEG2RAD);
}
// NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop
// for that reason, there is a clip everytime audio stream is looped
PlayAudioStream(stream);
int totalSamples = MAX_SAMPLES;
int samplesLeft = totalSamples;
Vector2 position = { 0, 0 };
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Refill audio stream if required
if (IsAudioBufferProcessed(stream))
{
int numSamples = 0;
if (samplesLeft >= 4096) numSamples = 4096;
else numSamples = samplesLeft;
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
samplesLeft -= numSamples;
// Reset samples feeding (loop audio)
if (samplesLeft <= 0) samplesLeft = totalSamples;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
// NOTE: Draw a part of the sine wave (only screen width)
for (int i = 0; i < GetScreenWidth(); i++)
{
position.x = i;
position.y = 250 + 50*data[i];
DrawPixelV(position, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
free(data); // Unload sine wave data
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@ -0,0 +1,97 @@
-------------------------------------------------------------------------------------------
--
-- raylib [audio] example - Raw audio streaming
--
-- NOTE: This example requires OpenAL Soft library installed
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
MAX_SAMPLES = 20000
DEG2RAD = math.pi/180.0
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming")
InitAudioDevice() -- Initialize audio device
-- Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono)
local stream = InitAudioStream(22050, 32, 1)
-- Fill audio stream with some samples (sine wave)
local data = {}
for i = 1, MAX_SAMPLES do
data[i] = math.sin(((2*math.pi*i)/2)*DEG2RAD)
end
-- NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop
-- for that reason, there is a clip everytime audio stream is looped
PlayAudioStream(stream)
local totalSamples = MAX_SAMPLES
local samplesLeft = totalSamples
local position = Vector2(0, 0)
SetTargetFPS(30) -- Set our game to run at 30 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- Refill audio stream if required
if (IsAudioBufferProcessed(stream)) then
local numSamples = 0
if (samplesLeft >= 4096) then numSamples = 4096
else numSamples = samplesLeft end
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples)
samplesLeft = samplesLeft - numSamples
-- Reset samples feeding (loop audio)
if (samplesLeft <= 0) then samplesLeft = totalSamples end
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY)
-- NOTE: Draw a part of the sine wave (only screen width)
for i = 1, GetScreenWidth() do
position.x = (i - 1)
position.y = 250 + 50*data[i]
DrawPixelV(position, RED)
end
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseAudioStream(stream) -- Close raw audio stream and delete buffers from RAM
CloseAudioDevice() -- Close audio device (music streaming is automatically stopped)
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -36,7 +36,6 @@ int main()
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
//----------------------------------------------------------------------------------

View File

@ -0,0 +1,59 @@
-------------------------------------------------------------------------------------------
--
-- raylib [audio] example - Sound loading and playing
--
-- NOTE: This example requires OpenAL Soft library installed
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing")
InitAudioDevice() -- Initialize audio device
local fxWav = LoadSound("resources/audio/weird.wav") -- Load WAV audio file
local fxOgg = LoadSound("resources/audio/tanatana.ogg") -- Load OGG audio file
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (IsKeyPressed(KEY.SPACE)) then PlaySound(fxWav) end -- Play WAV sound
if (IsKeyPressed(KEY.ENTER)) then PlaySound(fxOgg) end -- Play OGG sound
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY)
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadSound(fxWav) -- Unload sound data
UnloadSound(fxOgg) -- Unload sound data
CloseAudioDevice() -- Close audio device
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -39,7 +39,8 @@ int main()
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
PlayMusicStream(0, "resources/audio/guitar_noodling.ogg");
Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
PlayMusicStream(music);
printf("\nPress s or d to play sounds...\n");
@ -59,12 +60,14 @@ int main()
key = 0;
}
UpdateMusicStream(0);
UpdateMusicStream(music);
}
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
UnloadMusicStream(music); // Unload music stream data
CloseAudioDevice();
printf("\n\nPress ENTER to close...");

130
examples/core_2d_camera.lua Normal file
View File

@ -0,0 +1,130 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - 2d camera
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
MAX_BUILDINGS = 100
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera")
local player = Rectangle(400, 280, 40, 40)
local buildings = {}
local buildColors = {}
local spacing = 0;
for i = 1, MAX_BUILDINGS do
buildings[i] = Rectangle(0, 0, 0, 0)
buildings[i].width = GetRandomValue(50, 200)
buildings[i].height = GetRandomValue(100, 800)
buildings[i].y = screenHeight - 130 - buildings[i].height
buildings[i].x = -6000 + spacing
spacing = spacing + buildings[i].width
buildColors[i] = Color(GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255)
end
local camera = Camera2D(Vector2(0, 0), Vector2(0, 0), 0.0, 1.0)
camera.target = Vector2(player.x + 20, player.y + 20)
camera.offset = Vector2(0, 0)
camera.rotation = 0.0
camera.zoom = 1.0
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (IsKeyDown(KEY.RIGHT)) then
player.x = player.x + 2 -- Player movement
camera.offset.x = camera.offset.x - 2 -- Camera displacement with player movement
elseif (IsKeyDown(KEY.LEFT)) then
player.x = player.x - 2 -- Player movement
camera.offset.x = camera.offset.x + 2 -- Camera displacement with player movement
end
-- Camera target follows player
camera.target = Vector2(player.x + 20, player.y + 20)
-- Camera rotation controls
if (IsKeyDown(KEY.A)) then camera.rotation = camera.rotation - 1
elseif (IsKeyDown(KEY.S)) then camera.rotation = camera.rotation + 1
end
-- Limit camera rotation to 80 degrees (-40 to 40)
if (camera.rotation > 40) then camera.rotation = 40
elseif (camera.rotation < -40) then camera.rotation = -40
end
-- Camera zoom controls
camera.zoom = camera.zoom + (GetMouseWheelMove()*0.05)
if (camera.zoom > 3.0) then camera.zoom = 3.0
elseif (camera.zoom < 0.1) then camera.zoom = 0.1
end
-- Camera reset (zoom and rotation)
if (IsKeyPressed(KEY.R)) then
camera.zoom = 1.0
camera.rotation = 0.0
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin2dMode(camera)
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY)
for i = 1, MAX_BUILDINGS, 1 do DrawRectangleRec(buildings[i], buildColors[i]) end
DrawRectangleRec(player, RED)
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN)
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN)
End2dMode()
DrawText("SCREEN AREA", 640, 10, 20, RED)
DrawRectangle(0, 0, screenWidth, 5, RED)
DrawRectangle(0, 5, 5, screenHeight - 10, RED)
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED)
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED)
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5))
DrawRectangleLines( 10, 10, 250, 113, BLUE)
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK)
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY)
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY)
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY)
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY)
EndDrawing();
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,85 @@
--------------------------------------------------------------------------------------------
--
-- raylib [core] example - 3d camera first person
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
--------------------------------------------------------------------------------------------
MAX_COLUMNS = 20
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person")
-- Define the camera to look into our 3d world (position, target, up vector)
local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 60.0)
-- Generates some random columns
local heights = {}
local positions = {}
local colors = {}
for i = 1, MAX_COLUMNS do
heights[i] = GetRandomValue(1, 12)
positions[i] = Vector3(GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15))
colors[i] = Color(GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255)
end
local playerPosition = Vector3(4.0, 2.0, 4.0) -- Define player position
SetCameraMode(CameraMode.FIRST_PERSON) -- Set a first person camera mode
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
camera, playerPosition = UpdateCameraPlayer(camera, playerPosition) -- Update camera and player position
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
DrawPlane(Vector3(0.0, 0.0, 0.0), Vector2(32.0, 32.0), LIGHTGRAY) -- Draw ground
DrawCube(Vector3(-16.0, 2.5, 0.0), 1.0, 5.0, 32.0, BLUE) -- Draw a blue wall
DrawCube(Vector3(16.0, 2.5, 0.0), 1.0, 5.0, 32.0, LIME) -- Draw a green wall
DrawCube(Vector3(0.0, 2.5, 16.0), 32.0, 5.0, 1.0, GOLD) -- Draw a yellow wall
-- Draw some cubes around
for i = 1, MAX_COLUMNS do
DrawCube(positions[i], 2.0, heights[i], 2.0, colors[i])
DrawCubeWires(positions[i], 2.0, heights[i], 2.0, MAROON)
end
End3dMode()
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5))
DrawRectangleLines( 10, 10, 220, 70, BLUE)
DrawText("First person camera default controls:", 20, 20, 10, BLACK)
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY)
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,75 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Initialize 3d camera free
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
--------------------------------------------------------------------------------------------
-- Initialization
----------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free")
-- Define the camera to look into our 3d world
local camera = {}
camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position
camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point
camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target)
camera.fovy = 45.0 -- Camera field-of-view Y
local cubePosition = Vector3(0.0, 0.0, 0.0)
SetCameraMode(CameraMode.FREE) -- Set a free camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
DrawCube(cubePosition, 2.0, 2.0, 2.0, RED)
DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON)
DrawGrid(10, 1.0)
End3dMode()
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5))
DrawRectangleLines( 10, 10, 320, 133, BLUE)
DrawText("Free camera default controls:", 20, 20, 10, BLACK)
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY)
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY)
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY)
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY)
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

64
examples/core_3d_mode.lua Normal file
View File

@ -0,0 +1,64 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Initialize 3d mode
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode")
-- Define the camera to look into our 3d world
local camera = {}
camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position
camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point
camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target)
camera.fovy = 45.0 -- Camera field-of-view Y
local cubePosition = Vector3(0.0, 0.0, 0.0)
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera) -- ERROR: Lua Error: attempt to index a number value (?)
DrawCube(cubePosition, 2.0, 2.0, 2.0, RED)
DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON)
DrawGrid(10, 1.0)
End3dMode()
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY)
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,98 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Picking in 3d mode
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking")
-- Define the camera to look into our 3d world
local camera = {}
camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position
camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point
camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target)
camera.fovy = 45.0 -- Camera field-of-view Y
local cubePosition = Vector3(0.0, 1.0, 0.0)
local cubeSize = Vector3(2.0, 2.0, 2.0)
local ray = Ray(Vector3(0, 0, 0), Vector3(0, 0, 0)) -- Picking line ray
local collision = false
SetCameraMode(CameraMode.FREE) -- Set a free camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
camera = UpdateCamera(camera) -- Update internal camera and our camera
if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then
-- NOTE: This function is NOT WORKING properly!
ray = GetMouseRay(GetMousePosition(), camera)
-- Check collision between ray and box
collision = CheckCollisionRayBox(ray,
BoundingBox(Vector3(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2),
Vector3(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2)))
--print("collision check:", collision)
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
if (collision) then
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED)
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON)
DrawCubeWires(cubePosition, cubeSize.x + 0.2, cubeSize.y + 0.2, cubeSize.z + 0.2, GREEN)
else
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY)
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY)
end
DrawRay(ray, MAROON)
DrawGrid(10, 1.0)
End3dMode()
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY)
if (collision) then
DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30))/2, screenHeight*0.1, 30, GREEN)
end
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

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

View File

@ -0,0 +1,44 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Basic window
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window")
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,82 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Color selection by mouse (collision detection)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
NUM_RECTANGLES = 21
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)")
local colors = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
GREEN, SKYBLUE, PURPLE, BEIGE }
local colorsRecs = {} -- Rectangles array
local selected = {}
-- Fills colorsRecs data (for every rectangle)
for i = 1, NUM_RECTANGLES do
colorsRecs[i] = Rectangle(0, 0, 0, 0)
colorsRecs[i].x = 20 + 100*((i-1)%7) + 10*((i-1)%7)
colorsRecs[i].y = 60 + 100*((i-1)//7) + 10*((i-1)//7) -- Using floor division: //
colorsRecs[i].width = 100
colorsRecs[i].height = 100
selected[i] = false
end
local mousePoint = Vector2(0, 0)
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
mousePoint = GetMousePosition()
for i = 1, NUM_RECTANGLES do -- Iterate along all the rectangles
if (CheckCollisionPointRec(mousePoint, colorsRecs[i])) then
colors[i].a = 120
if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then selected[i] = not selected[i] end
else colors[i].a = 255 end
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
for i = 1, NUM_RECTANGLES do -- Draw all rectangles
DrawRectangleRec(colorsRecs[i], colors[i])
-- Draw four rectangles around selected rectangle
if (selected[i]) then
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 100, 10, RAYWHITE) -- Square top rectangle
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 10, 100, RAYWHITE) -- Square left rectangle
DrawRectangle(colorsRecs[i].x + 90, colorsRecs[i].y, 10, 100, RAYWHITE) -- Square right rectangle
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + 90, 100, 10, RAYWHITE) -- Square bottom rectangle
end
end
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,66 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Windows drop files
--
-- This example only works on platforms that support drag & drop (Windows, Linux, OSX)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files")
local count = 0
local droppedFiles = {}
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (IsFileDropped()) then
droppedFiles = GetDroppedFiles()
count = #droppedFiles
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
if (count == 0) then DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY)
else
DrawText("Dropped files:", 100, 40, 20, DARKGRAY)
for i = 0, count-1 do
if (i%2 == 0) then DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5))
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3)) end
DrawText(droppedFiles[i+1], 120, 100 + 40*i, 10, GRAY)
end
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY)
end
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
ClearDroppedFiles() -- Clear internal buffers
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,102 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Gestures Detection
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
MAX_GESTURE_STRINGS = 20
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection")
local touchPosition = Vector2(0, 0)
local touchArea = Rectangle(220, 10, screenWidth - 230, screenHeight - 20)
local gesturesCount = 0
local gestureStrings = {}
for i = 1, MAX_GESTURE_STRINGS do gestureStrings[i] = "" end
local currentGesture = Gestures.NONE
local lastGesture = Gestures.NONE
--SetGesturesEnabled(0b0000000000001001) -- Enable only some gestures to be detected
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
lastGesture = currentGesture
currentGesture = GetGestureDetected()
touchPosition = GetTouchPosition(0)
if (CheckCollisionPointRec(touchPosition, touchArea) and (currentGesture ~= Gestures.NONE)) then
if (currentGesture ~= lastGesture) then
-- Store gesture string
if (currentGesture == Gestures.TAP) then gestureStrings[gesturesCount] = "GESTURE TAP"
elseif (currentGesture == Gestures.DOUBLETAP) then gestureStrings[gesturesCount] = "GESTURE DOUBLETAP"
elseif (currentGesture == Gestures.HOLD) then gestureStrings[gesturesCount] = "GESTURE HOLD"
elseif (currentGesture == Gestures.DRAG) then gestureStrings[gesturesCount] = "GESTURE DRAG"
elseif (currentGesture == Gestures.SWIPE_RIGHT) then gestureStrings[gesturesCount] = "GESTURE SWIPE RIGHT"
elseif (currentGesture == Gestures.SWIPE_LEFT) then gestureStrings[gesturesCount] = "GESTURE SWIPE LEFT"
elseif (currentGesture == Gestures.SWIPE_UP) then gestureStrings[gesturesCount] = "GESTURE SWIPE UP"
elseif (currentGesture == Gestures.SWIPE_DOWN) then gestureStrings[gesturesCount] = "GESTURE SWIPE DOWN"
elseif (currentGesture == Gestures.PINCH_IN) then gestureStrings[gesturesCount] = "GESTURE PINCH IN"
elseif (currentGesture == Gestures.PINCH_OUT) then gestureStrings[gesturesCount] = "GESTURE PINCH OUT"
end
gesturesCount = gesturesCount + 1
-- Reset gestures strings
if (gesturesCount >= MAX_GESTURE_STRINGS) then
for i = 1, MAX_GESTURE_STRINGS do gestureStrings[i] = "\0" end
gesturesCount = 0
end
end
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawRectangleRec(touchArea, GRAY)
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE)
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5))
for i = 1, gesturesCount do
if ((i - 1)%2 == 0) then DrawRectangle(10, 30 + 20*(i - 1), 200, 20, Fade(LIGHTGRAY, 0.5))
else DrawRectangle(10, 30 + 20*(i - 1), 200, 20, Fade(LIGHTGRAY, 0.3)) end
if (i < gesturesCount) then DrawText(gestureStrings[i], 35, 36 + 20*(i - 1), 10, DARKGRAY)
else DrawText(gestureStrings[i], 35, 36 + 20*(i - 1), 10, MAROON) end
end
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY)
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY)
if (currentGesture ~= GESTURE_NONE) then DrawCircleV(touchPosition, 30, MAROON) end
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,63 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Gamepad input
--
-- NOTE: This example requires a Gamepad connected to the system
-- raylib is configured to work with Xbox 360 gamepad, check raylib.h for buttons configuration
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input")
local ballPosition = Vector2(screenWidth/2, screenHeight/2)
local gamepadMovement = Vector2(0, 0)
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (IsGamepadAvailable(GAMEPAD.PLAYER1)) then
gamepadMovement.x = GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_X)
gamepadMovement.y = GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_Y)
ballPosition.x = ballPosition.x + gamepadMovement.x
ballPosition.y = ballPosition.y - gamepadMovement.y
if (IsGamepadButtonPressed(GAMEPAD.PLAYER1, GAMEPAD.BUTTON_A)) then
ballPosition.x = screenWidth/2
ballPosition.y = screenHeight/2
end
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY)
DrawCircleV(ballPosition, 50, MAROON)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,51 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Keyboard input
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window")
local ballPosition = Vector2(screenWidth/2, screenHeight/2)
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (IsKeyDown(KEY.RIGHT)) then ballPosition.x = ballPosition.x + 0.8 end
if (IsKeyDown(KEY.LEFT)) then ballPosition.x = ballPosition.x - 0.8 end
if (IsKeyDown(KEY.UP)) then ballPosition.y = ballPosition.y - 0.8 end
if (IsKeyDown(KEY.DOWN)) then ballPosition.y = ballPosition.y + 0.8 end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY)
DrawCircleV(ballPosition, 50, MAROON)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,54 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Mouse input
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input")
local ballPosition = Vector2(-100.0, -100.0)
local ballColor = DARKBLUE
SetTargetFPS(60) -- Set target frames-per-second
-----------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
------------------------------------------------------------------------------------
ballPosition = GetMousePosition()
if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then ballColor = MAROON
elseif (IsMouseButtonPressed(MOUSE.MIDDLE_BUTTON)) then ballColor = LIME
elseif (IsMouseButtonPressed(MOUSE.RIGHT_BUTTON)) then ballColor = DARKBLUE
end
------------------------------------------------------------------------------------
-- Draw
------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawCircleV(ballPosition, 40, ballColor)
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY)
EndDrawing()
------------------------------------------------------------------------------------
end
-- De-Initialization
----------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
----------------------------------------------------------------------------------------

View File

@ -0,0 +1,50 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] examples - Mouse wheel
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel")
local boxPositionY = screenHeight/2 - 40
local scrollSpeed = 4 -- Scrolling speed in pixels
SetTargetFPS(60) -- Set target frames-per-second
----------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
------------------------------------------------------------------------------------
boxPositionY = boxPositionY - (GetMouseWheelMove()*scrollSpeed)
------------------------------------------------------------------------------------
-- Draw
------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON)
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY)
DrawText(string.format("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY)
EndDrawing()
------------------------------------------------------------------------------------
end
-- De-Initialization
----------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
----------------------------------------------------------------------------------------

View File

@ -0,0 +1,73 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Oculus Rift CV1
--
-- NOTE: Example requires linkage with LibOVR
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 1080
local screenHeight = 600
-- NOTE: screenWidth/screenHeight should match VR device aspect ratio
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift")
-- NOTE: If device is not available, it fallbacks to default device (simulator)
InitVrDevice(VrDevice.OCULUS_RIFT_CV1) -- Init VR device (Oculus Rift CV1)
-- Define the camera to look into our 3d world
local camera = {}
camera.position = Vector3(5.0, 5.0, 5.0) -- Camera position
camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point
camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target)
camera.fovy = 60.0 -- Camera field-of-view Y
local cubePosition = Vector3(0.0, 0.0, 0.0)
SetTargetFPS(90) -- Set our game to run at 90 frames-per-second
----------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
------------------------------------------------------------------------------------
UpdateVrTracking()
if (IsKeyPressed(KEY.SPACE)) then ToggleVrMode() end
------------------------------------------------------------------------------------
-- Draw
------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
DrawCube(cubePosition, 2.0, 2.0, 2.0, RED)
DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON)
DrawGrid(10, 1.0)
End3dMode()
DrawFPS(10, 10)
EndDrawing()
------------------------------------------------------------------------------------
end
-- De-Initialization
----------------------------------------------------------------------------------------
CloseVrDevice() -- Close VR device
CloseWindow() -- Close window and OpenGL context
----------------------------------------------------------------------------------------

View File

@ -0,0 +1,56 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Generate random values
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values")
local framesCounter = 0 -- Variable used to count frames
local randValue = GetRandomValue(-8, 5) -- Get a random integer number between -8 and 5 (both included)
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
----------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
------------------------------------------------------------------------------------
framesCounter = framesCounter + 1
-- Every two seconds (120 frames) a new random value is generated
if (((framesCounter/120)%2) == 1) then
randValue = GetRandomValue(-8, 5)
framesCounter = 0
end
------------------------------------------------------------------------------------
-- Draw
------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON)
DrawText(string.format("%i", randValue), 360, 180, 80, LIGHTGRAY)
EndDrawing()
------------------------------------------------------------------------------------
end
-- De-Initialization
----------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
----------------------------------------------------------------------------------------

View File

@ -0,0 +1,74 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Storage save/load values
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- NOTE: Storage positions must start with 0, directly related to file memory layout
STORAGE_SCORE = 0
STORAGE_HISCORE = 1
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values")
local score = 0
local hiscore = 0
local framesCounter = 0
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (IsKeyPressed(KEY.R)) then
score = GetRandomValue(1000, 2000)
hiscore = GetRandomValue(2000, 4000)
end
if (IsKeyPressed(KEY.ENTER)) then
StorageSaveValue(STORAGE_SCORE, score)
StorageSaveValue(STORAGE_HISCORE, hiscore)
elseif (IsKeyPressed(KEY.SPACE)) then
-- NOTE: If requested position could not be found, value 0 is returned
score = StorageLoadValue(STORAGE_SCORE)
hiscore = StorageLoadValue(STORAGE_HISCORE)
end
framesCounter = framesCounter + 1
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText(string.format("SCORE: %i", score), 280, 130, 40, MAROON)
DrawText(string.format("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK)
DrawText(string.format("frames: %i", framesCounter), 10, 10, 20, LIME)
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY)
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY)
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,69 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - World to screen
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free")
-- Define the camera to look into our 3d world
local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local cubePosition = Vector3(0.0, 0.0, 0.0)
local cubeScreenPosition = Vector2(0, 0)
SetCameraMode(CameraMode.FREE) -- Set a free camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
----------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
------------------------------------------------------------------------------------
camera = UpdateCamera(camera) -- Update internal camera and our camera
-- Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen(Vector3(cubePosition.x, cubePosition.y + 2.5, cubePosition.z), camera)
------------------------------------------------------------------------------------
-- Draw
------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
DrawCube(cubePosition, 2.0, 2.0, 2.0, RED)
DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON)
DrawGrid(10, 1.0)
End3dMode()
DrawText("Enemy: 100 / 100", cubeScreenPosition.x//1 - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y//1, 20, BLACK)
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))//2, 25, 20, GRAY)
EndDrawing()
------------------------------------------------------------------------------------
end
-- De-Initialization
----------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
----------------------------------------------------------------------------------------

View File

@ -0,0 +1,65 @@
-------------------------------------------------------------------------------------------
--
-- raylib [models] example - Drawing billboards
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards")
-- Define the camera to look into our 3d world
local camera = Camera(Vector3(5.0, 4.0, 5.0), Vector3(0.0, 2.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local bill = LoadTexture("resources/billboard.png") -- Our texture billboard
local billPosition = Vector3(0.0, 2.0, 0.0) -- Position where draw billboard
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
DrawBillboard(camera, bill, billPosition, 2.0, WHITE)
DrawGrid(10, 1.0) -- Draw a grid
End3dMode()
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(bill) -- Unload texture
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,115 @@
-------------------------------------------------------------------------------------------
--
-- raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions")
-- Define the camera to look into our 3d world
local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local playerPosition = Vector3(0.0, 1.0, 2.0)
local playerSize = Vector3(1.0, 2.0, 1.0)
local playerColor = GREEN
local enemyBoxPos = Vector3(-4.0, 1.0, 0.0)
local enemyBoxSize = Vector3(2.0, 2.0, 2.0)
local enemySpherePos = Vector3(4.0, 0.0, 0.0)
local enemySphereSize = 1.5
local collision = false
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- Move player
if (IsKeyDown(KEY.RIGHT)) then playerPosition.x = playerPosition.x + 0.2
elseif (IsKeyDown(KEY.LEFT)) then playerPosition.x = playerPosition.x - 0.2
elseif (IsKeyDown(KEY.DOWN)) then playerPosition.z = playerPosition.z + 0.2
elseif (IsKeyDown(KEY.UP)) then playerPosition.z = playerPosition.z - 0.2 end
collision = false
-- Check collisions player vs enemy-box
if (CheckCollisionBoxes(
BoundingBox(Vector3(playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2),
Vector3(playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2)),
BoundingBox(Vector3(enemyBoxPos.x - enemyBoxSize.x/2,
enemyBoxPos.y - enemyBoxSize.y/2,
enemyBoxPos.z - enemyBoxSize.z/2),
Vector3(enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.z + enemyBoxSize.z/2)))) then collision = true
end
-- Check collisions player vs enemy-sphere
if (CheckCollisionBoxSphere(
BoundingBox(Vector3(playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2),
Vector3(playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2)),
enemySpherePos, enemySphereSize)) then collision = true
end
if (collision) then playerColor = RED
else playerColor = GREEN end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
-- Draw enemy-box
DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY)
DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY)
-- Draw enemy-sphere
DrawSphere(enemySpherePos, enemySphereSize, GRAY)
DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY)
-- Draw player
DrawCubeV(playerPosition, playerSize, playerColor)
DrawGrid(10, 1.0) -- Draw a grid
End3dMode()
DrawText("Move player with cursors to collide", 220, 40, 20, GRAY)
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,79 @@
-------------------------------------------------------------------------------------------
--
-- raylib [models] example - Cubicmap loading and drawing
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing")
-- Define the camera to look into our 3d world
local camera = Camera(Vector3(16.0, 14.0, 16.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local image = LoadImage("resources/cubicmap.png") -- Load cubicmap image (RAM)
local cubicmap = LoadTextureFromImage(image) -- Convert image to texture to display (VRAM)
local map = LoadCubicmap(image) -- Load cubicmap model (generate model from image)
-- NOTE: By default each cube is mapped to one part of texture atlas
local texture = LoadTexture("resources/cubicmap_atlas.png") -- Load map texture
map.material.texDiffuse = texture -- Set map diffuse texture
local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position
UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
DrawModel(map, mapPosition, 1.0, WHITE)
End3dMode()
DrawTextureEx(cubicmap, (Vector2)(screenWidth - cubicmap.width*4 - 20, 20), 0.0, 4.0, WHITE)
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN)
DrawText("cubicmap image used to", 658, 90, 10, GRAY)
DrawText("generate map 3d model", 658, 104, 10, GRAY)
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(cubicmap) -- Unload cubicmap texture
UnloadTexture(texture) -- Unload map texture
UnloadModel(map) -- Unload map model
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,67 @@
-------------------------------------------------------------------------------------------
--
-- raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes")
-- Define the camera to look into our 3d world
local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera) -- ERROR: Lua Error: attempt to index a number value
DrawCube(Vector3(-4.0, 0.0, 2.0), 2.0, 5.0, 2.0, RED)
DrawCubeWires(Vector3(-4.0, 0.0, 2.0), 2.0, 5.0, 2.0, GOLD)
DrawCubeWires(Vector3(-4.0, 0.0, -2.0), 3.0, 6.0, 2.0, MAROON)
DrawSphere(Vector3(-1.0, 0.0, -2.0), 1.0, GREEN)
DrawSphereWires(Vector3(1.0, 0.0, 2.0), 2.0, 16, 16, LIME)
DrawCylinder(Vector3(4.0, 0.0, -2.0), 1.0, 2.0, 3.0, 4, SKYBLUE)
DrawCylinderWires(Vector3(4.0, 0.0, -2.0), 1.0, 2.0, 3.0, 4, DARKBLUE)
DrawCylinderWires(Vector3(4.5, -1.0, 2.0), 1.0, 1.0, 2.0, 6, BROWN)
DrawCylinder(Vector3(1.0, 0.0, -4.0), 0.0, 1.5, 3.0, 8, GOLD)
DrawCylinderWires(Vector3(1.0, 0.0, -4.0), 0.0, 1.5, 3.0, 8, PINK)
DrawGrid(10, 1.0) -- Draw a grid
End3dMode()
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,73 @@
-------------------------------------------------------------------------------------------
--
-- raylib [models] example - Heightmap loading and drawing
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing")
-- Define our custom camera to look into our 3d world
local camera = Camera(Vector3(18.0, 16.0, 18.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local image = LoadImage("resources/heightmap.png") -- Load heightmap image (RAM)
local texture = LoadTextureFromImage(image) -- Convert image to texture (VRAM)
local map = LoadHeightmap(image, Vector3(16, 8, 16)) -- Load heightmap model with defined size
map.material.texDiffuse = texture -- Set map diffuse texture
local mapPosition = Vector3(-8.0, 0.0, -8.0) -- Set model position (depends on model scaling!)
UnloadImage(image) -- Unload heightmap image from RAM, already uploaded to VRAM
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
----------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
-- NOTE: Model is scaled to 1/4 of its original size (128x128 units)
DrawModel(map, mapPosition, 1.0, RED)
DrawGrid(20, 1.0)
End3dMode()
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE)
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN)
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(texture) -- Unload texture
UnloadModel(map) -- Unload model
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,67 @@
-------------------------------------------------------------------------------------------
--
-- raylib [models] example - Load and draw a 3d model (OBJ)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading")
-- Define the camera to look into our 3d world
local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture
dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- ...
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
DrawGrid(10, 1.0) -- Draw a grid
DrawGizmo(position) -- Draw gizmo
End3dMode()
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(texture) -- Unload texture
UnloadModel(dwarf) -- Unload model
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -8,30 +8,32 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // lower = smaller glow, better quality
void main()
{
vec4 sum = vec4(0);
vec4 tc = vec4(0);
for (int i = -4; i < 4; i++)
{
for (int j = -3; j < 3; j++)
{
sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
}
}
vec2 sizeFactor = vec2(1)/size*quality;
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec4 source = texture2D(texture0, fragTexCoord);
const int range = 2; // should be = (samples - 1)/2;
for (int x = -range; x <= range; x++)
{
for (int y = -range; y <= range; y++)
{
sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
}
}
// Calculate final fragment color
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
else tc = sum*sum*0.0075 + texelColor;
gl_FragColor = tc;
gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
}

View File

@ -6,33 +6,35 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // lower = smaller glow, better quality
void main()
{
vec4 sum = vec4(0);
vec4 tc = vec4(0);
for (int i = -4; i < 4; i++)
{
for (int j = -3; j < 3; j++)
{
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
}
}
vec2 sizeFactor = vec2(1)/size*quality;
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
vec4 source = texture(texture0, fragTexCoord);
const int range = 2; // should be = (samples - 1)/2;
for (int x = -range; x <= range; x++)
{
for (int y = -range; y <= range; y++)
{
sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
}
}
// Calculate final fragment color
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
else tc = sum*sum*0.0075 + texelColor;
finalColor = tc;
finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
}

View File

@ -0,0 +1,90 @@
/*******************************************************************************************
*
* raylib [rlua] example - Lua file execution
*
* NOTE: This example requires Lua library (http://luabinaries.sourceforge.net/download.html)
*
* Compile example using:
* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon /
* -I../src -I../src/external/lua/include -L../src/external/lua/lib /
* -lraylib -lglfw3 -lopengl32 -lopenal32 -llua53 -lgdi32 -std=c99
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define RLUA_IMPLEMENTATION
#include "rlua.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitLuaDevice();
//--------------------------------------------------------------------------------------
// ExecuteLuaFile("core_basic_window.lua"); // OK!
// ExecuteLuaFile("core_input_keys.lua"); // OK!
// ExecuteLuaFile("core_input_mouse.lua"); // OK!
// ExecuteLuaFile("core_mouse_wheel.lua"); // OK!
// ExecuteLuaFile("core_input_gamepad.lua"); // OK!
// ExecuteLuaFile("core_random_values.lua"); // OK!
// ExecuteLuaFile("core_color_select.lua"); // OK!
// ExecuteLuaFile("core_drop_files.lua"); // OK!
// ExecuteLuaFile("core_storage_values.lua"); // OK!
// ExecuteLuaFile("core_gestures_detection.lua"); // OK!
// ExecuteLuaFile("core_3d_mode.lua"); // OK!
// ExecuteLuaFile("core_3d_picking.lua"); // OK!
// ExecuteLuaFile("core_3d_camera_free.lua"); // OK!
// ExecuteLuaFile("core_3d_camera_first_person.lua"); // OK!
// ExecuteLuaFile("core_2d_camera.lua"); // OK!
// ExecuteLuaFile("core_world_screen.lua"); // OK!
// ExecuteLuaFile("core_oculus_rift.lua"); // OK!
// ExecuteLuaFile("shapes_logo_raylib.lua"); // OK!
// ExecuteLuaFile("shapes_basic_shapes.lua"); // OK!
// ExecuteLuaFile("shapes_colors_palette.lua"); // OK!
// ExecuteLuaFile("shapes_logo_raylib_anim.lua"); // OK! NOTE: Use lua string.sub() instead of raylib SubText()
// ExecuteLuaFile("textures_logo_raylib.lua"); // OK!
// ExecuteLuaFile("textures_image_loading.lua"); // OK!
// ExecuteLuaFile("textures_rectangle.lua"); // OK!
// ExecuteLuaFile("textures_srcrec_dstrec.lua"); // OK!
// ExecuteLuaFile("textures_to_image.lua"); // OK!
// ExecuteLuaFile("textures_raw_data.lua"); // ERROR: LoadImageEx()
// ExecuteLuaFile("textures_formats_loading.lua"); // OK!
// ExecuteLuaFile("textures_particles_trail_blending.lua"); // OK!
// ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture()
// ExecuteLuaFile("textures_image_drawing.lua"); // OK!
// ExecuteLuaFile("text_sprite_fonts.lua"); // OK!
// ExecuteLuaFile("text_bmfont_ttf.lua"); // OK!
// ExecuteLuaFile("text_rbmf_fonts.lua"); // OK!
// ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
// ExecuteLuaFile("text_font_select.lua"); // OK!
// ExecuteLuaFile("text_writing_anim.lua"); // OK!
// ExecuteLuaFile("models_geometric_shapes.lua"); // OK!
// ExecuteLuaFile("models_box_collisions.lua"); // OK!
// ExecuteLuaFile("models_billboard.lua"); // OK!
// ExecuteLuaFile("models_obj_loading.lua"); // OK!
// ExecuteLuaFile("models_heightmap.lua"); // OK!
// ExecuteLuaFile("models_cubicmap.lua"); // OK!
// ExecuteLuaFile("shaders_model_shader.lua"); // OK!
// ExecuteLuaFile("shaders_shapes_textures.lua"); // OK!
// ExecuteLuaFile("shaders_custom_uniform.lua"); // OK!
// ExecuteLuaFile("shaders_postprocessing.lua"); // OK!
// ExecuteLuaFile("shaders_standard_lighting.lua"); // OK!
// ExecuteLuaFile("audio_sound_loading.lua"); // OK!
// ExecuteLuaFile("audio_music_stream.lua"); // OK!
// ExecuteLuaFile("audio_module_playing.lua"); // OK!
// ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseLuaDevice(); // Close Lua device and free resources
//--------------------------------------------------------------------------------------
return 0;
}

View File

@ -0,0 +1,115 @@
-------------------------------------------------------------------------------------------
--
-- raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
--
-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
--
-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable")
-- Define the camera to look into our 3d world
local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
local shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/swirl.fs") -- Load postpro shader
-- Get variable (uniform) location on the shader to connect with the program
-- NOTE: If uniform variable could not be found in the shader, function returns -1
local swirlCenterLoc = GetShaderLocation(shader, "center")
local swirlCenter = { screenWidth/2, screenHeight/2 }
-- Create a RenderTexture2D to be used for render to texture
local target = LoadRenderTexture(screenWidth, screenHeight)
-- Setup orbital camera
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
local mousePosition = GetMousePosition()
swirlCenter[1] = mousePosition.x
swirlCenter[2] = screenHeight - mousePosition.y
-- Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter)
camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
BeginTextureMode(target) -- Enable drawing to texture
Begin3dMode(camera)
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
DrawGrid(10, 1.0) -- Draw a grid
End3dMode()
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED)
EndTextureMode() -- End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader)
-- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
EndShaderMode()
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadShader(shader) -- Unload shader
UnloadTexture(texture) -- Unload texture
UnloadModel(dwarf) -- Unload model
UnloadRenderTexture(target) -- Unload render texture
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,85 @@
-------------------------------------------------------------------------------------------
--
-- raylib [shaders] example - Apply a shader to a 3d model
--
-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
--
-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
-- Define the camera to look into our 3d world
local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture
local shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs") -- Load model shader
dwarf.material.shader = shader -- Set shader effect to 3d model
dwarf.material.texDiffuse = texture -- Bind texture to model
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
-- Setup orbital camera
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
DrawGrid(10, 1.0) -- Draw a grid
End3dMode()
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadShader(shader) -- Unload shader
UnloadTexture(texture) -- Unload texture
UnloadModel(dwarf) -- Unload model
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,101 @@
-------------------------------------------------------------------------------------------
--
-- raylib [shaders] example - Apply a postprocessing shader to a scene
--
-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
--
-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader")
-- Define the camera to look into our 3d world
local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
local shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/bloom.fs") -- Load postpro shader
-- Create a RenderTexture2D to be used for render to texture
local target = LoadRenderTexture(screenWidth, screenHeight)
-- Setup orbital camera
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
BeginTextureMode(target) -- Enable drawing to texture
Begin3dMode(camera)
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
DrawGrid(10, 1.0) -- Draw a grid
End3dMode()
DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED)
EndTextureMode() -- End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader)
-- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
EndShaderMode()
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY)
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadShader(shader) -- Unload shader
UnloadTexture(texture) -- Unload texture
UnloadModel(dwarf) -- Unload model
UnloadRenderTexture(target) -- Unload render texture
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,101 @@
-------------------------------------------------------------------------------------------
--
-- raylib [shaders] example - Apply a shader to some shape or texture
--
-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
--
-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders")
local sonic = LoadTexture("resources/texture_formats/sonic.png")
-- NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
local shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs")
-- Shader usage is also different than models/postprocessing, shader is just activated when required
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
-- Start drawing with default shader
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED)
DrawCircle(80, 120, 35, DARKBLUE)
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE)
DrawCircleLines(80, 340, 80, DARKBLUE)
-- Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader)
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED)
DrawRectangle(250 - 60, 90, 120, 60, RED)
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD)
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE)
-- Activate our default shader for next drawings
EndShaderMode()
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED)
DrawTriangle(Vector2(430, 80),
Vector2(430 - 60, 150),
Vector2(430 + 60, 150), VIOLET)
DrawTriangleLines(Vector2(430, 160),
Vector2(430 - 20, 230),
Vector2(430 + 20, 230), DARKBLUE)
DrawPoly(Vector2(430, 320), 6, 80, 0, BROWN)
-- Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader)
DrawTexture(sonic, 380, -10, WHITE) -- Using custom shader
-- Activate our default shader for next drawings
EndShaderMode()
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadShader(shader) -- Unload shader
UnloadTexture(sonic) -- Unload texture
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,114 @@
-------------------------------------------------------------------------------------------
--
-- raylib [shaders] example - Standard lighting (materials and lights)
--
-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
--
-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
-- Define the camera to look into our 3d world
local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
local material = LoadStandardMaterial()
material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model diffuse texture
material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture
material.colDiffuse = WHITE
material.colAmbient = Color(0, 0, 10, 255)
material.colSpecular = WHITE
material.glossiness = 50.0
dwarf.material = material -- Apply material to model
local spotLight = CreateLight(LightType.SPOT, Vector3(3.0, 5.0, 2.0), Color(255, 255, 255, 255))
spotLight.target = Vector3(0.0, 0.0, 0.0)
spotLight.intensity = 2.0
spotLight.diffuse = Color(255, 100, 100, 255)
spotLight.coneAngle = 60.0
local dirLight = CreateLight(LightType.DIRECTIONAL, Vector3(0.0, -3.0, -3.0), Color(255, 255, 255, 255))
dirLight.target = Vector3(1.0, -2.0, -2.0)
dirLight.intensity = 2.0
dirLight.diffuse = Color(100, 255, 100, 255)
local pointLight = CreateLight(LightType.POINT, Vector3(0.0, 4.0, 5.0), Color(255, 255, 255, 255))
pointLight.intensity = 2.0
pointLight.diffuse = Color(100, 100, 255, 255)
pointLight.radius = 3.0
-- Setup orbital camera
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
DrawLight(spotLight) -- Draw spot light
DrawLight(dirLight) -- Draw directional light
DrawLight(pointLight) -- Draw point light
DrawGrid(10, 1.0) -- Draw a grid
End3dMode()
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadMaterial(material) -- Unload material and assigned textures
UnloadModel(dwarf) -- Unload model
-- Destroy all created lights
DestroyLight(pointLight)
DestroyLight(dirLight)
DestroyLight(spotLight)
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,64 @@
-------------------------------------------------------------------------------------------
--
-- raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing")
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY)
DrawLine(18, 42, screenWidth - 18, 42, BLACK)
DrawCircle(screenWidth/4, 120, 35, DARKBLUE)
DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE)
DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE)
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED)
DrawRectangleGradient(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD)
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE)
DrawTriangle(Vector2(screenWidth/4*3, 80),
Vector2(screenWidth/4*3 - 60, 150),
Vector2(screenWidth/4*3 + 60, 150), VIOLET)
DrawTriangleLines(Vector2(screenWidth/4*3, 160),
Vector2(screenWidth/4*3 - 20, 230),
Vector2(screenWidth/4*3 + 20, 230), DARKBLUE)
DrawPoly(Vector2(screenWidth/4*3, 320), 6, 80, 0, BROWN)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,89 @@
-------------------------------------------------------------------------------------------
--
-- raylib [shapes] example - Draw raylib custom color palette
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette")
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("raylib color palette", 28, 42, 20, BLACK)
DrawRectangle(26, 80, 100, 100, DARKGRAY)
DrawRectangle(26, 188, 100, 100, GRAY)
DrawRectangle(26, 296, 100, 100, LIGHTGRAY)
DrawRectangle(134, 80, 100, 100, MAROON)
DrawRectangle(134, 188, 100, 100, RED)
DrawRectangle(134, 296, 100, 100, PINK)
DrawRectangle(242, 80, 100, 100, ORANGE)
DrawRectangle(242, 188, 100, 100, GOLD)
DrawRectangle(242, 296, 100, 100, YELLOW)
DrawRectangle(350, 80, 100, 100, DARKGREEN)
DrawRectangle(350, 188, 100, 100, LIME)
DrawRectangle(350, 296, 100, 100, GREEN)
DrawRectangle(458, 80, 100, 100, DARKBLUE)
DrawRectangle(458, 188, 100, 100, BLUE)
DrawRectangle(458, 296, 100, 100, SKYBLUE)
DrawRectangle(566, 80, 100, 100, DARKPURPLE)
DrawRectangle(566, 188, 100, 100, VIOLET)
DrawRectangle(566, 296, 100, 100, PURPLE)
DrawRectangle(674, 80, 100, 100, DARKBROWN)
DrawRectangle(674, 188, 100, 100, BROWN)
DrawRectangle(674, 296, 100, 100, BEIGE)
DrawText("DARKGRAY", 65, 166, 10, BLACK)
DrawText("GRAY", 93, 274, 10, BLACK)
DrawText("LIGHTGRAY", 61, 382, 10, BLACK)
DrawText("MAROON", 186, 166, 10, BLACK)
DrawText("RED", 208, 274, 10, BLACK)
DrawText("PINK", 204, 382, 10, BLACK)
DrawText("ORANGE", 295, 166, 10, BLACK)
DrawText("GOLD", 310, 274, 10, BLACK)
DrawText("YELLOW", 300, 382, 10, BLACK)
DrawText("DARKGREEN", 382, 166, 10, BLACK)
DrawText("LIME", 420, 274, 10, BLACK)
DrawText("GREEN", 410, 382, 10, BLACK)
DrawText("DARKBLUE", 498, 166, 10, BLACK)
DrawText("BLUE", 526, 274, 10, BLACK)
DrawText("SKYBLUE", 505, 382, 10, BLACK)
DrawText("DARKPURPLE", 592, 166, 10, BLACK)
DrawText("VIOLET", 621, 274, 10, BLACK)
DrawText("PURPLE", 620, 382, 10, BLACK)
DrawText("DARKBROWN", 705, 166, 10, BLACK)
DrawText("BROWN", 733, 274, 10, BLACK)
DrawText("BEIGE", 737, 382, 10, BLACK)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,48 @@
-------------------------------------------------------------------------------------------
--
-- raylib [shapes] example - Draw raylib logo using basic shapes
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes")
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK)
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE)
DrawText("raylib", screenWidth/2 - 44, screenHeight/2 + 48, 50, BLACK)
DrawText("this is NOT a texture!", 350, 370, 10, GRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,127 @@
-------------------------------------------------------------------------------------------
--
-- raylib [shapes] example - raylib logo animation
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation")
local logoPositionX = screenWidth/2 - 128
local logoPositionY = screenHeight/2 - 128
local framesCounter = 0
local lettersCount = 0
local topSideRecWidth = 16
local leftSideRecHeight = 16
local bottomSideRecWidth = 16
local rightSideRecHeight = 16
local state = 0 -- Tracking animation states (State Machine)
local alpha = 1.0 -- Useful for fading
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (state == 0) then -- State 0: Small box blinking
framesCounter = framesCounter + 1
if (framesCounter == 120) then
state = 1
framesCounter = 0 -- Reset counter... will be used later...
end
elseif (state == 1) then -- State 1: Top and left bars growing
topSideRecWidth = topSideRecWidth + 4
leftSideRecHeight = leftSideRecHeight + 4
if (topSideRecWidth == 256) then state = 2 end
elseif (state == 2) then -- State 2: Bottom and right bars growing
bottomSideRecWidth = bottomSideRecWidth + 4
rightSideRecHeight = rightSideRecHeight + 4
if (bottomSideRecWidth == 256) then state = 3 end
elseif (state == 3) then -- State 3: Letters appearing (one by one)
framesCounter = framesCounter + 1
if (framesCounter//12 == 1) then -- Every 12 frames, one more letter!
lettersCount = lettersCount + 1
framesCounter = 0
end
if (lettersCount >= 10) then -- When all letters have appeared, just fade out everything
alpha = alpha - 0.02
if (alpha <= 0.0) then
alpha = 0.0
state = 4
end
end
elseif (state == 4) then -- State 4: Reset and Replay
if (IsKeyPressed(KEY.R)) then
framesCounter = 0
lettersCount = 0
topSideRecWidth = 16
leftSideRecHeight = 16
bottomSideRecWidth = 16
rightSideRecHeight = 16
alpha = 1.0
state = 0 -- Return to State 0
end
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
if (state == 0) then
if ((framesCounter//15)%2 == 1) then DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK) end
elseif (state == 1) then
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK)
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK)
elseif (state == 2) then
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK)
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK)
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK)
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK)
elseif (state == 3) then
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha))
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha))
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha))
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha))
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha))
DrawText(string.sub("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha))
elseif (state == 4) then DrawText("[R] REPLAY", 340, 200, 20, GRAY) end
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,59 @@
-------------------------------------------------------------------------------------------
--
-- raylib [text] example - BMFont and TTF SpriteFonts loading
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading")
local msgBm = "THIS IS AN AngelCode SPRITE FONT"
local msgTtf = "THIS FONT has been GENERATED from TTF"
-- NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
local fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt") -- BMFont (AngelCode)
local fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf") -- TTF font
local fontPosition = Vector2(0, 0)
fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.size, 0).x/2
fontPosition.y = screenHeight/2 - fontBm.size/2 - 80
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update variables here...
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawTextEx(fontBm, msgBm, fontPosition, fontBm.size, 0, MAROON)
DrawTextEx(fontTtf, msgTtf, Vector2(60.0, 240.0), fontTtf.size, 2, LIME)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadSpriteFont(fontBm) -- AngelCode SpriteFont unloading
UnloadSpriteFont(fontTtf) -- TTF SpriteFont unloading
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,143 @@
-------------------------------------------------------------------------------------------
--
-- raylib [text] example - Font selector
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
local fonts = {} -- SpriteFont array
fonts[1] = LoadSpriteFont("resources/fonts/alagard.rbmf") -- SpriteFont loading
fonts[2] = LoadSpriteFont("resources/fonts/pixelplay.rbmf") -- SpriteFont loading
fonts[3] = LoadSpriteFont("resources/fonts/mecha.rbmf") -- SpriteFont loading
fonts[4] = LoadSpriteFont("resources/fonts/setback.rbmf") -- SpriteFont loading
fonts[5] = LoadSpriteFont("resources/fonts/romulus.rbmf") -- SpriteFont loading
fonts[6] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf") -- SpriteFont loading
fonts[7] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf") -- SpriteFont loading
fonts[8] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf") -- SpriteFont loading
local currentFont = 1 -- Selected font
local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED }
local fontNames = { "[1] Alagard", "[2] PixelPlay", "[3] MECHA", "[4] Setback",
"[5] Romulus", "[6] PixAntiqua", "[7] Alpha Beta", "[8] Jupiter Crash" }
local text = "THIS is THE FONT you SELECTED!" -- Main text
local textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1)
local mousePoint
local btnNextOutColor = DARKBLUE -- Button color (outside line)
local btnNextInColor = SKYBLUE -- Button color (inside)
local framesCounter = 0 -- Useful to count frames button is 'active' = clicked
local positionY = 180 -- Text selector and button Y position
local btnNextRec = Rectangle(673, positionY, 109, 44) -- Button rectangle (useful for collision)
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- Keyboard-based font selection (easy)
if (IsKeyPressed(KEY.RIGHT)) then
if (currentFont < 8) then currentFont = currentFont + 1 end
end
if (IsKeyPressed(KEY.LEFT)) then
if (currentFont > 1) then currentFont = currentFont - 1 end
end
if (IsKeyPressed(KEY.ZERO)) then currentFont = 0
elseif (IsKeyPressed(KEY.ONE)) then currentFont = 1
elseif (IsKeyPressed(KEY.TWO)) then currentFont = 2
elseif (IsKeyPressed(KEY.THREE)) then currentFont = 3
elseif (IsKeyPressed(KEY.FOUR)) then currentFont = 4
elseif (IsKeyPressed(KEY.FIVE)) then currentFont = 5
elseif (IsKeyPressed(KEY.SIX)) then currentFont = 6
elseif (IsKeyPressed(KEY.SEVEN)) then currentFont = 7
end
-- Mouse-based font selection (NEXT button logic)
mousePoint = GetMousePosition()
if (CheckCollisionPointRec(mousePoint, btnNextRec)) then
-- Mouse hover button logic
if (framesCounter == 0) then
btnNextOutColor = DARKPURPLE
btnNextInColor = PURPLE
end
if (IsMouseButtonDown(MOUSE.LEFT_BUTTON)) then
framesCounter = 20 -- Frames button is 'active'
btnNextOutColor = MAROON
btnNextInColor = RED
end
else
-- Mouse not hover button
btnNextOutColor = DARKBLUE
btnNextInColor = SKYBLUE
end
if (framesCounter > 0) then framesCounter = framesCounter - 1 end
if (framesCounter == 1) then -- We change font on frame 1
currentFont = currentFont + 1
if (currentFont > 7) then currentFont = 0 end
end
-- Text measurement for better positioning on screen
textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1)
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY)
DrawLine(120, 120, 680, 120, DARKGRAY)
DrawRectangle(18, positionY, 644, 44, DARKGRAY)
DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY)
DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK)
DrawText("< >", 610, positionY + 8, 30, BLACK)
DrawRectangleRec(btnNextRec, btnNextOutColor)
DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor)
DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor)
DrawTextEx(fonts[currentFont], text, Vector2(screenWidth/2 - textSize.x/2,
260 + (70 - textSize.y)/2), fonts[currentFont].size*3,
1, colors[currentFont])
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
for i = 1, 8 do UnloadSpriteFont(fonts[i]) end -- SpriteFont(s) unloading
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,54 @@
-------------------------------------------------------------------------------------------
--
-- raylib [text] example - Text formatting
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [text] example - text formatting")
local score = 100020
local hiscore = 200450
local lives = 5
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText(string.format("Score: %08i", score), 200, 80, 20, RED)
DrawText(string.format("HiScore: %08i", hiscore), 200, 120, 20, GREEN)
DrawText(string.format("Lives: %02i", lives), 200, 160, 40, BLUE)
DrawText(string.format("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 200, 220, 20, BLACK)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,87 @@
-------------------------------------------------------------------------------------------
--
-- raylib [text] example - raylib bitmap font (rbmf) loading and usage
--
-- NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!)
-- To view details and credits for those fonts, check raylib license file
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
local fonts = {}
fonts[1] = LoadSpriteFont("resources/fonts/alagard.rbmf") -- rBMF font loading
fonts[2] = LoadSpriteFont("resources/fonts/pixelplay.rbmf") -- rBMF font loading
fonts[3] = LoadSpriteFont("resources/fonts/mecha.rbmf") -- rBMF font loading
fonts[4] = LoadSpriteFont("resources/fonts/setback.rbmf") -- rBMF font loading
fonts[5] = LoadSpriteFont("resources/fonts/romulus.rbmf") -- rBMF font loading
fonts[6] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf") -- rBMF font loading
fonts[7] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf") -- rBMF font loading
fonts[8] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf") -- rBMF font loading
local messages = { "ALAGARD FONT designed by Hewett Tsoi",
"PIXELPLAY FONT designed by Aleksander Shevchuk",
"MECHA FONT designed by Captain Falcon",
"SETBACK FONT designed by Brian Kent (AEnigma)",
"ROMULUS FONT designed by Hewett Tsoi",
"PIXANTIQUA FONT designed by Gerhard Grossmann",
"ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" }
local spacings = { 2, 4, 8, 4, 3, 4, 4, 1 }
local positions = {}
for i = 1, 8 do
positions[i] = Vector2(0, 0)
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].size*2, spacings[i]).x/2
positions[i].y = 60 + fonts[i].size + 45*(i - 1)
end
local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK }
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY)
DrawLine(220, 50, 590, 50, DARKGRAY)
for i = 1, 8 do
DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].size*2, spacings[i], colors[i])
end
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
for i = 1, 8 do UnloadSpriteFont(fonts[i]) end -- SpriteFont unloading
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,72 @@
-------------------------------------------------------------------------------------------
--
-- raylib [text] example - SpriteFont loading and usage
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts usage")
local msg1 = "THIS IS A custom SPRITE FONT..."
local msg2 = "...and this is ANOTHER CUSTOM font..."
local msg3 = "...and a THIRD one! GREAT! :D"
-- NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
local font1 = LoadSpriteFont("resources/fonts/custom_mecha.png") -- SpriteFont loading
local font2 = LoadSpriteFont("resources/fonts/custom_alagard.png") -- SpriteFont loading
local font3 = LoadSpriteFont("resources/fonts/custom_jupiter_crash.png") -- SpriteFont loading
local fontPosition1 = Vector2(0, 0)
local fontPosition2 = Vector2(0, 0)
local fontPosition3 = Vector2(0, 0)
fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.size, -3).x/2
fontPosition1.y = screenHeight/2 - font1.size/2 - 80
fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.size, -2).x/2
fontPosition2.y = screenHeight/2 - font2.size/2 - 10
fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.size, 2).x/2
fontPosition3.y = screenHeight/2 - font3.size/2 + 50
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update variables here...
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawTextEx(font1, msg1, fontPosition1, font1.size, -3, WHITE)
DrawTextEx(font2, msg2, fontPosition2, font2.size, -2, WHITE)
DrawTextEx(font3, msg3, fontPosition3, font3.size, 2, WHITE)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadSpriteFont(font1) -- SpriteFont unloading
UnloadSpriteFont(font2) -- SpriteFont unloading
UnloadSpriteFont(font3) -- SpriteFont unloading
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,52 @@
-------------------------------------------------------------------------------------------
--
-- raylib [text] example - Text Writing Animation
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing anim")
local message = "This sample illustrates a text writing\nanimation effect! Check it out! )"
local framesCounter = 0
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
framesCounter = framesCounter + 1
if (IsKeyPressed(KEY.ENTER)) then framesCounter = 0 end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText(string.sub(message, 0, framesCounter//10), 210, 160, 20, MAROON)
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,217 @@
-------------------------------------------------------------------------------------------
--
-- raylib [textures] example - texture formats loading (compressed and uncompressed)
--
-- NOTE: This example requires raylib OpenGL 3.3+ or ES2 versions for compressed textures,
-- OpenGL 1.1 does not support compressed textures, only uncompressed ones.
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
NUM_TEXTURES = 24
PNG_R8G8B8A8 = 1
PVR_GRAYSCALE = 2
PVR_GRAY_ALPHA = 3
PVR_R5G6B5 = 4
PVR_R5G5B5A1 = 5
PVR_R4G4B4A4 = 6
DDS_R5G6B5 = 7
DDS_R5G5B5A1 = 8
DDS_R4G4B4A4 = 9
DDS_R8G8B8A8 = 10
DDS_DXT1_RGB = 11
DDS_DXT1_RGBA = 12
DDS_DXT3_RGBA = 13
DDS_DXT5_RGBA = 14
PKM_ETC1_RGB = 15
PKM_ETC2_RGB = 16
PKM_ETC2_EAC_RGBA = 17
KTX_ETC1_RGB = 18
KTX_ETC2_RGB = 19
KTX_ETC2_EAC_RGBA = 20
ASTC_4x4_LDR = 21
ASTC_8x8_LDR = 22
PVR_PVRT_RGB = 23
PVR_PVRT_RGBA = 24
local formatText = {
"PNG_R8G8B8A8",
"PVR_GRAYSCALE",
"PVR_GRAY_ALPHA",
"PVR_R5G6B5",
"PVR_R5G5B5A1",
"PVR_R4G4B4A4",
"DDS_R5G6B5",
"DDS_R5G5B5A1",
"DDS_R4G4B4A4",
"DDS_R8G8B8A8",
"DDS_DXT1_RGB",
"DDS_DXT1_RGBA",
"DDS_DXT3_RGBA",
"DDS_DXT5_RGBA",
"PKM_ETC1_RGB",
"PKM_ETC2_RGB",
"PKM_ETC2_EAC_RGBA",
"KTX_ETC1_RGB",
"KTX_ETC2_RGB",
"KTX_ETC2_EAC_RGBA",
"ASTC_4x4_LDR",
"ASTC_8x8_LDR",
"PVR_PVRT_RGB",
"PVR_PVRT_RGBA"
}
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture formats loading")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
local sonic = {}
sonic[PNG_R8G8B8A8] = LoadTexture("resources/texture_formats/sonic.png")
-- Load UNCOMPRESSED PVR texture data
sonic[PVR_GRAYSCALE] = LoadTexture("resources/texture_formats/sonic_GRAYSCALE.pvr")
sonic[PVR_GRAY_ALPHA] = LoadTexture("resources/texture_formats/sonic_L8A8.pvr")
sonic[PVR_R5G6B5] = LoadTexture("resources/texture_formats/sonic_R5G6B5.pvr")
sonic[PVR_R5G5B5A1] = LoadTexture("resources/texture_formats/sonic_R5G5B5A1.pvr")
sonic[PVR_R4G4B4A4] = LoadTexture("resources/texture_formats/sonic_R4G4B4A4.pvr")
-- Load UNCOMPRESSED DDS texture data
sonic[DDS_R5G6B5] = LoadTexture("resources/texture_formats/sonic_R5G6B5.dds")
sonic[DDS_R5G5B5A1] = LoadTexture("resources/texture_formats/sonic_A1R5G5B5.dds")
sonic[DDS_R4G4B4A4] = LoadTexture("resources/texture_formats/sonic_A4R4G4B4.dds")
sonic[DDS_R8G8B8A8] = LoadTexture("resources/texture_formats/sonic_A8R8G8B8.dds")
-- Load COMPRESSED DXT DDS texture data (if supported)
sonic[DDS_DXT1_RGB] = LoadTexture("resources/texture_formats/sonic_DXT1_RGB.dds")
sonic[DDS_DXT1_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT1_RGBA.dds")
sonic[DDS_DXT3_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT3_RGBA.dds")
sonic[DDS_DXT5_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT5_RGBA.dds")
-- Load COMPRESSED ETC texture data (if supported)
sonic[PKM_ETC1_RGB] = LoadTexture("resources/texture_formats/sonic_ETC1_RGB.pkm")
sonic[PKM_ETC2_RGB] = LoadTexture("resources/texture_formats/sonic_ETC2_RGB.pkm")
sonic[PKM_ETC2_EAC_RGBA] = LoadTexture("resources/texture_formats/sonic_ETC2_EAC_RGBA.pkm")
sonic[KTX_ETC1_RGB] = LoadTexture("resources/texture_formats/sonic_ETC1_RGB.ktx")
sonic[KTX_ETC2_RGB] = LoadTexture("resources/texture_formats/sonic_ETC2_RGB.ktx")
sonic[KTX_ETC2_EAC_RGBA] = LoadTexture("resources/texture_formats/sonic_ETC2_EAC_RGBA.ktx")
-- Load COMPRESSED ASTC texture data (if supported)
sonic[ASTC_4x4_LDR] = LoadTexture("resources/texture_formats/sonic_ASTC_4x4_ldr.astc")
sonic[ASTC_8x8_LDR] = LoadTexture("resources/texture_formats/sonic_ASTC_8x8_ldr.astc")
-- Load COMPRESSED PVR texture data (if supported)
sonic[PVR_PVRT_RGB] = LoadTexture("resources/texture_formats/sonic_PVRT_RGB.pvr")
sonic[PVR_PVRT_RGBA] = LoadTexture("resources/texture_formats/sonic_PVRT_RGBA.pvr")
local selectedFormat = PNG_R8G8B8A8
local selectRecs = {}
for i = 1, NUM_TEXTURES do
if ((i - 1) < NUM_TEXTURES//2) then selectRecs[i] = Rectangle(40, 30 + 32*(i - 1), 150, 30)
else selectRecs[i] = Rectangle(40 + 152, 30 + 32*((i - 1) - NUM_TEXTURES//2), 150, 30) end
end
-- Texture sizes in KB
local textureSizes = {
512*512*32/8/1024, --PNG_R8G8B8A8 (32 bpp)
512*512*8/8/1024, --PVR_GRAYSCALE (8 bpp)
512*512*16/8/1024, --PVR_GRAY_ALPHA (16 bpp)
512*512*16/8/1024, --PVR_R5G6B5 (16 bpp)
512*512*16/8/1024, --PVR_R5G5B5A1 (16 bpp)
512*512*16/8/1024, --PVR_R4G4B4A4 (16 bpp)
512*512*16/8/1024, --DDS_R5G6B5 (16 bpp)
512*512*16/8/1024, --DDS_R5G5B5A1 (16 bpp)
512*512*16/8/1024, --DDS_R4G4B4A4 (16 bpp)
512*512*32/8/1024, --DDS_R8G8B8A8 (32 bpp)
512*512*4/8/1024, --DDS_DXT1_RGB (4 bpp) -Compressed-
512*512*4/8/1024, --DDS_DXT1_RGBA (4 bpp) -Compressed-
512*512*8/8/1024, --DDS_DXT3_RGBA (8 bpp) -Compressed-
512*512*8/8/1024, --DDS_DXT5_RGBA (8 bpp) -Compressed-
512*512*4/8/1024, --PKM_ETC1_RGB (4 bpp) -Compressed-
512*512*4/8/1024, --PKM_ETC2_RGB (4 bpp) -Compressed-
512*512*8/8/1024, --PKM_ETC2_EAC_RGBA (8 bpp) -Compressed-
512*512*4/8/1024, --KTX_ETC1_RGB (4 bpp) -Compressed-
512*512*4/8/1024, --KTX_ETC2_RGB (4 bpp) -Compressed-
512*512*8/8/1024, --KTX_ETC2_EAC_RGBA (8 bpp) -Compressed-
512*512*8/8/1024, --ASTC_4x4_LDR (8 bpp) -Compressed-
512*512*2/8/1024, --ASTC_8x8_LDR (2 bpp) -Compressed-
512*512*4/8/1024, --PVR_PVRT_RGB (4 bpp) -Compressed-
512*512*4/8/1024, --PVR_PVRT_RGBA (4 bpp) -Compressed-
}
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (IsKeyPressed(KEY.DOWN)) then
selectedFormat = selectedFormat + 1
if (selectedFormat > NUM_TEXTURES) then selectedFormat = 1 end
elseif (IsKeyPressed(KEY.UP)) then
selectedFormat = selectedFormat - 1
if (selectedFormat < 1) then selectedFormat = NUM_TEXTURES end
elseif (IsKeyPressed(KEY.RIGHT)) then
if (selectedFormat < NUM_TEXTURES//2) then selectedFormat = selectedFormat + NUM_TEXTURES//2 end
elseif (IsKeyPressed(KEY.LEFT)) then
if (selectedFormat > NUM_TEXTURES//2) then selectedFormat = selectedFormat - NUM_TEXTURES//2 end
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
-- Draw rectangles
for i = 1, NUM_TEXTURES do
if (i == selectedFormat) then
DrawRectangleRec(selectRecs[i], SKYBLUE)
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE)
DrawText(formatText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(formatText[i], 10)//2, selectRecs[i].y + 11, 10, DARKBLUE)
else
DrawRectangleRec(selectRecs[i], LIGHTGRAY)
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY)
DrawText(formatText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(formatText[i], 10)//2, selectRecs[i].y + 11, 10, DARKGRAY)
end
end
-- Draw selected texture
if (sonic[selectedFormat].id ~= 0) then DrawTexture(sonic[selectedFormat], 350, -10, WHITE)
else
DrawRectangleLines(488, 165, 200, 110, DARKGRAY)
DrawText("FORMAT", 550, 180, 20, MAROON)
DrawText("NOT SUPPORTED", 500, 210, 20, MAROON)
DrawText("ON YOUR GPU", 520, 240, 20, MAROON)
end
DrawText("Select texture format (use cursor keys):", 40, 10, 10, DARKGRAY)
DrawText("Required GPU memory size (VRAM):", 40, 427, 10, DARKGRAY)
DrawText(string.format("%4.0f KB", textureSizes[selectedFormat]), 240, 420, 20, DARKBLUE)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
for i = 1, NUM_TEXTURES do UnloadTexture(sonic[i]) end
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,70 @@
-------------------------------------------------------------------------------------------
--
-- raylib [textures] example - Image loading and drawing on it
--
-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
local cat = LoadImage("resources/cat.png") -- Load image in CPU memory (RAM)
cat = ImageCrop(cat, Rectangle(100, 10, 280, 380)) -- Crop an image piece
cat = ImageFlipHorizontal(cat) -- Flip cropped image horizontally
cat = ImageResize(cat, 150, 200) -- Resize flipped-cropped image
local parrots = LoadImage("resources/parrots.png") -- Load image in CPU memory (RAM)
-- Draw one image over the other with a scaling of 1.5f
parrots = ImageDraw(parrots, cat, Rectangle(0, 0, cat.width, cat.height), Rectangle(30, 40, cat.width*1.5, cat.height*1.5))
parrots = ImageCrop(parrots, Rectangle(0, 50, parrots.width, parrots.height - 100)) -- Crop resulting image
UnloadImage(cat) -- Unload image from RAM
local texture = LoadTextureFromImage(parrots) -- Image converted to texture, uploaded to GPU memory (VRAM)
UnloadImage(parrots) -- Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE)
DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY)
DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY)
DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(texture) -- Texture unloading
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,55 @@
-------------------------------------------------------------------------------------------
--
-- raylib [textures] example - Image loading and texture creation
--
-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
local image = LoadImage("resources/raylib_logo.png") -- Loaded in CPU memory (RAM)
local texture = LoadTextureFromImage(image) -- Image converted to texture, GPU memory (VRAM)
UnloadImage(image) -- Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE)
DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(texture) -- Texture unloading
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,134 @@
-------------------------------------------------------------------------------------------
--
-- raylib [textures] example - Image processing
--
-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
--#include <stdlib.h> -- Required for: free()
NUM_PROCESSES = 8
-- enum ImageProcess
local COLOR_NONE = 1
local COLOR_GRAYSCALE = 2
local COLOR_TINT = 3
local COLOR_INVERT = 4
local COLOR_CONTRAST = 5
local COLOR_BRIGHTNESS = 6
local FLIP_VERTICAL = 7
local FLIP_HORIZONTAL = 8
local processText = {
"NO PROCESSING",
"COLOR GRAYSCALE",
"COLOR TINT",
"COLOR INVERT",
"COLOR CONTRAST",
"COLOR BRIGHTNESS",
"FLIP VERTICAL",
"FLIP HORIZONTAL"
}
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
local image = LoadImage("resources/parrots.png") -- Loaded in CPU memory (RAM)
image = ImageFormat(image, TextureFormat.UNCOMPRESSED_R8G8B8A8) -- Format image to RGBA 32bit (required for texture update)
local texture = LoadTextureFromImage(image) -- Image converted to texture, GPU memory (VRAM)
local currentProcess = COLOR_NONE
local textureReload = false
local selectRecs = {}
for i = 1, NUM_PROCESSES do selectRecs[i] = Rectangle(40, 50 + 32*i, 150, 30) end
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (IsKeyPressed(KEY.DOWN)) then
currentProcess = currentProcess + 1
if (currentProcess > NUM_PROCESSES) then currentProcess = 1 end
textureReload = true
elseif (IsKeyPressed(KEY.UP)) then
currentProcess = currentProcess - 1
if (currentProcess < 1) then currentProcess = NUM_PROCESSES end
textureReload = true
end
if (textureReload) then
UnloadImage(image) -- Unload current image data
image = LoadImage("resources/parrots.png") -- Re-load image data
-- NOTE: Image processing is a costly CPU process to be done every frame,
-- If image processing is required in a frame-basis, it should be done
-- with a texture and by shaders
if (currentProcess == COLOR_GRAYSCALE) then image = ImageColorGrayscale(image)
elseif (currentProcess == COLOR_TINT) then image = ImageColorTint(image, GREEN)
elseif (currentProcess == COLOR_INVERT) then image = ImageColorInvert(image)
elseif (currentProcess == COLOR_CONTRAST) then image = ImageColorContrast(image, -40)
elseif (currentProcess == COLOR_BRIGHTNESS) then image = ImageColorBrightness(image, -80)
elseif (currentProcess == FLIP_VERTICAL) then image = ImageFlipVertical(image)
elseif (currentProcess == FLIP_HORIZONTAL) then image = ImageFlipHorizontal(image)
end
local pixels = {}
pixels = GetImageData(image) -- Get pixel data from image (RGBA 32bit)
texture = UpdateTexture(texture, pixels) -- Update texture with new image data
textureReload = false
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY)
-- Draw rectangles
for i = 1, NUM_PROCESSES do
if (i == currentProcess) then
DrawRectangleRec(selectRecs[i], SKYBLUE)
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE)
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)//2, selectRecs[i].y + 11, 10, DARKBLUE)
else
DrawRectangleRec(selectRecs[i], LIGHTGRAY)
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY)
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)//2, selectRecs[i].y + 11, 10, DARKGRAY)
end
end
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE)
DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(texture) -- Unload texture from VRAM
UnloadImage(image) -- Unload image from RAM
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,49 @@
-------------------------------------------------------------------------------------------
--
-- raylib [textures] example - Texture loading and drawing
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
local texture = LoadTexture("resources/raylib_logo.png") -- Texture loading
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE)
DrawText("this IS a texture!", 360, 370, 10, GRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(texture) -- Texture unloading
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,113 @@
-------------------------------------------------------------------------------------------
--
-- raylib example - particles trail blending
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
MAX_PARTICLES = 200
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles trail blending")
-- Particles pool, reuse them!
local mouseTail = {}
-- Initialize particles
for i = 1, MAX_PARTICLES do
mouseTail[i] = {}
mouseTail[i].position = Vector2(0, 0)
mouseTail[i].color = Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255)
mouseTail[i].alpha = 1.0
mouseTail[i].size = GetRandomValue(1, 30)/20.0
mouseTail[i].rotation = GetRandomValue(0, 360)
mouseTail[i].active = false
end
local gravity = 3.0
local smoke = LoadTexture("resources/smoke.png")
local blending = BlendMode.ALPHA
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- Activate one particle every frame and Update active particles
-- NOTE: Particles initial position should be mouse position when activated
-- NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
-- NOTE: When a particle disappears, active = false and it can be reused.
for i = 1, MAX_PARTICLES do
if (not mouseTail[i].active) then
mouseTail[i].active = true
mouseTail[i].alpha = 1.0
mouseTail[i].position = GetMousePosition()
break
end
end
for i = 1, MAX_PARTICLES do
if (mouseTail[i].active) then
mouseTail[i].position.y = mouseTail[i].position.y + gravity
mouseTail[i].alpha = mouseTail[i].alpha - 0.01
if (mouseTail[i].alpha <= 0.0) then mouseTail[i].active = false end
mouseTail[i].rotation = mouseTail[i].rotation + 5.0
end
end
if (IsKeyPressed(KEY.SPACE)) then
if (blending == BlendMode.ALPHA) then blending = BlendMode.ADDITIVE
else blending = BlendMode.ALPHA end
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(DARKGRAY)
BeginBlendMode(blending)
-- Draw active particles
for i = 1, MAX_PARTICLES do
if (mouseTail[i].active) then
DrawTexturePro(smoke, Rectangle(0, 0, smoke.width, smoke.height),
Rectangle(mouseTail[i].position.x, mouseTail[i].position.y,
smoke.width*mouseTail[i].size//1, smoke.height*mouseTail[i].size//1),
Vector2(smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2),
mouseTail[i].rotation, Fade(mouseTail[i].color, mouseTail[i].alpha)) end
end
EndBlendMode()
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK)
if (blending == BlendMode.ALPHA) then DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK)
else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE) end
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(smoke)
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,83 @@
-------------------------------------------------------------------------------------------
--
-- raylib [textures] example - Load textures from raw data
--
-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
--#include <stdlib.h> -- Required for malloc() and free()
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
-- Load RAW image data (512x512, 32bit RGBA, no file header)
local sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, TextureFormat.UNCOMPRESSED_R8G8B8A8, 0)
local sonic = LoadTextureFromImage(sonicRaw) -- Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(sonicRaw) -- Unload CPU (RAM) image data
-- Generate a checked texture by code (1024x1024 pixels)
local width = 1024
local height = 1024
-- Dynamic memory allocation to store pixels data (Color type)
local pixels = {}
for y = 1, height do
for x = 1, width do
if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[(y - 1)*height + x] = DARKBLUE
else pixels[(y - 1)*height + x] = SKYBLUE end
end
end
-- Load pixels data into an image structure and create texture
local checkedIm = LoadImageEx(pixels, width, height)
local checked = LoadTextureFromImage(checkedIm)
UnloadImage(checkedIm) -- Unload CPU (RAM) image data
-- Dynamic memory must be freed after using it
--free(pixels) -- Unload CPU (RAM) pixels data
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3))
DrawTexture(sonic, 330, -20, WHITE)
DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE)
DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE)
DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(sonic) -- Texture unloading
UnloadTexture(checked) -- Texture unloading
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,69 @@
-------------------------------------------------------------------------------------------
--
-- raylib [textures] example - Texture loading and drawing a part defined by a rectangle
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
local guybrush = LoadTexture("resources/guybrush.png") -- Texture loading
local position = Vector2(350.0, 240.0)
local frameRec = Rectangle(0, 0, guybrush.width/7, guybrush.height)
local currentFrame = 0
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (IsKeyPressed(KEY.RIGHT)) then
currentFrame = currentFrame + 1
if (currentFrame > 6) then currentFrame = 0 end
frameRec.x = currentFrame*guybrush.width/7
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawTexture(guybrush, 35, 40, WHITE)
DrawRectangleLines(35, 40, guybrush.width, guybrush.height, LIME)
DrawTextureRec(guybrush, frameRec, position, WHITE) -- Draw part of the texture
DrawRectangleLines(35 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED)
DrawText("PRESS RIGHT KEY to", 540, 310, 10, GRAY)
DrawText("CHANGE DRAWING RECTANGLE", 520, 330, 10, GRAY)
DrawText("Guybrush Ulysses Threepwood,", 100, 300, 10, GRAY)
DrawText("main character of the Monkey Island series", 80, 320, 10, GRAY)
DrawText("of computer adventure games by LucasArts.", 80, 340, 10, GRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(guybrush) -- Texture unloading
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,71 @@
-------------------------------------------------------------------------------------------
--
-- raylib [textures] example - Texture source and destination rectangles
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
local guybrush = LoadTexture("resources/guybrush.png") -- Texture loading
local frameWidth = guybrush.width/7
local frameHeight = guybrush.height
-- NOTE: Source rectangle (part of the texture to use for drawing)
local sourceRec = Rectangle(0, 0, frameWidth, frameHeight)
-- NOTE: Destination rectangle (screen rectangle where drawing part of texture)
local destRec = Rectangle(screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2)
-- NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size
local origin = Vector2(frameWidth, frameHeight)
local rotation = 0
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
rotation = rotation + 1
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
-- NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
-- sourceRec defines the part of the texture we use for drawing
-- destRec defines the rectangle where our texture part will fit (scaling it to fit)
-- origin defines the point of the texture used as reference for rotation and scaling
-- rotation defines the texture rotation (using origin as rotation point)
DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE)
DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY)
DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(guybrush) -- Texture unloading
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View File

@ -0,0 +1,60 @@
-------------------------------------------------------------------------------------------
--
-- raylib [textures] example - Retrieve image data from texture: GetTextureData()
--
-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM)
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
local image = LoadImage("resources/raylib_logo.png") -- Load image data into CPU memory (RAM)
local texture = LoadTextureFromImage(image) -- Image converted to texture, GPU memory (RAM -> VRAM)
UnloadImage(image) -- Unload image data from CPU memory (RAM)
image = GetTextureData(texture) -- Retrieve image data from GPU memory (VRAM -> RAM)
UnloadTexture(texture) -- Unload texture from GPU memory (VRAM)
texture = LoadTextureFromImage(image) -- Recreate texture from retrieved image data (RAM -> VRAM)
UnloadImage(image) -- Unload retrieved image data from CPU memory (RAM)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE)
DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadTexture(texture) -- Texture unloading
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

297
games/arkanoid.lua Normal file
View File

@ -0,0 +1,297 @@
--[[
raylib - sample game: arkanoid
Sample game Marc Palau and Ramon Santamaria
This game has been created using raylib v1.3 (www.raylib.com)
raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
Copyright (c) 2015 Ramon Santamaria (@raysan5)
Translated to Lua by Ghassan Al-Mashareqa (ghassan@ghassan.pl)
--]]
------------------------------------------------------------------------------------
-- Some Defines
------------------------------------------------------------------------------------
PLAYER_MAX_LIFE = 5
LINES_OF_BRICKS = 5
BRICKS_PER_LINE = 20
------------------------------------------------------------------------------------
-- Types and Structures Definition
------------------------------------------------------------------------------------
GameScreen = { LOGO = 0, TITLE = 1, GAMEPLAY = 2, ENDING = 3 }
function Player()
return { position = Vector2(0,0), size = Vector2(0,0), life = 0 }
end
function Ball()
return { position = Vector2(0,0), speed = Vector2(0,0), radius = 0, active = false }
end
function Brick()
return { position = Vector2(0,0), active = false }
end
--------------------------------------------------------------------------------------
-- Global Variables Declaration
--------------------------------------------------------------------------------------
screenWidth = 800;
screenHeight = 450;
framesCounter = 0;
gameOver = false;
pause = false;
player = Player()
ball = Ball()
brick = {}--[LINES_OF_BRICKS][BRICKS_PER_LINE];
for i = 0, LINES_OF_BRICKS-1 do
brick[i] = {}
for j = 0, BRICKS_PER_LINE-1 do
brick[i][j] = Brick()
end
end
brickSize = Vector2(0,0)
--------------------------------------------------------------------------------------
-- Module Functions Definitions (local)
--------------------------------------------------------------------------------------
-- Initialize game variables
function InitGame()
brickSize = Vector2(GetScreenWidth()/BRICKS_PER_LINE, 40)
-- Initialize player
player.position = Vector2(screenWidth/2, screenHeight*7/8)
player.size = Vector2(screenWidth/10, 20)
player.life = PLAYER_MAX_LIFE;
-- Initialize ball
ball.position = Vector2(screenWidth/2, screenHeight*7/8 - 30)
ball.speed = Vector2(0, 0)
ball.radius = 7;
ball.active = false;
-- Initialize bricks
local initialDownPosition = 50;
for i = 0, LINES_OF_BRICKS-1 do
for j = 0, BRICKS_PER_LINE-1 do
brick[i][j].position = Vector2(j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition)
brick[i][j].active = true;
end
end
end
-- Update game (one frame)
function UpdateGame()
if (not gameOver) then
if (IsKeyPressed(KEY.P)) then pause = not pause; end
if (not pause) then
-- Player movement
if (IsKeyDown(KEY.LEFT)) then player.position.x = player.position.x - 5; end
if ((player.position.x - player.size.x/2) <= 0) then player.position.x = player.size.x/2; end
if (IsKeyDown(KEY.RIGHT)) then player.position.x = player.position.x + 5; end
if ((player.position.x + player.size.x/2) >= screenWidth) then player.position.x = screenWidth - player.size.x/2; end
-- Launch ball
if (not ball.active) then
if (IsKeyPressed(KEY.SPACE)) then
ball.active = true;
ball.speed = Vector2(0, -5)
end
end
UpdateBall();
-- Game over logic
if (player.life <= 0) then
gameOver = true;
else
gameOver = true;
for i = 0, LINES_OF_BRICKS-1 do
for j = 0, BRICKS_PER_LINE-1 do
if (brick[i][j].active) then gameOver = false; end
end
end
end
end
else
if (IsKeyPressed(KEY.ENTER)) then
InitGame();
gameOver = false;
end
end
end
-- Draw game (one frame)
function DrawGame()
BeginDrawing();
ClearBackground(RAYWHITE);
if (not gameOver) then
-- Draw player bar
DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK);
-- Draw player lives
for i = 0, player.life-1 do
DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY);
end
-- Draw ball
DrawCircleV(ball.position, ball.radius, MAROON);
-- Draw bricks
for i = 0, LINES_OF_BRICKS-1 do
for j = 0, BRICKS_PER_LINE-1 do
if (brick[i][j].active) then
if ((i + j) % 2 == 0) then
DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY);
else
DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY);
end
end
end
end
if (pause) then
DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
end
else
DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
end
EndDrawing();
end
-- Unload game variables
function UnloadGame()
-- TODO: Unload all dynamic loaded data (textures, sounds, models...)
end
-- Update and Draw (one frame)
function UpdateDrawFrame()
UpdateGame();
DrawGame();
end
----------------------------------------------------------------------------------------
-- Additional module functions
----------------------------------------------------------------------------------------
function UpdateBall()
-- Update position
if (ball.active) then
ball.position.x = ball.position.x + ball.speed.x;
ball.position.y = ball.position.y + ball.speed.y;
else
ball.position = Vector2(player.position.x, screenHeight*7/8 - 30);
end
-- Bounce in x
if (((ball.position.x + ball.radius) >= screenWidth) or ((ball.position.x - ball.radius) <= 0))
then
ball.speed.x = ball.speed.x * -1;
end
-- Bounce in y
if ((ball.position.y - ball.radius) <= 0) then
ball.speed.y = ball.speed.y * -1;
end
-- Ball reaches bottom of the screen
if ((ball.position.y + ball.radius) >= screenHeight) then
ball.speed = Vector2(0, 0);
ball.active = false;
player.life = player.life - 1;
end
-- Collision logic: ball vs player
if CheckCollisionCircleRec(ball.position, ball.radius,
Rectangle(
player.position.x - player.size.x/2,
player.position.y - player.size.y/2,
player.size.x,
player.size.y)) then
if (ball.speed.y > 0) then
ball.speed.y = ball.speed.y * -1;
ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
end
end
-- Collision logic: ball vs bricks
for i = 0,LINES_OF_BRICKS-1 do
for j = 0,BRICKS_PER_LINE-1 do
if (brick[i][j].active) then
-- Hit below
if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) and
((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) and
((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y < 0))
then
brick[i][j].active = false;
ball.speed.y = ball.speed.y * -1;
-- Hit above
elseif (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) and
((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) and
((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y > 0))
then
brick[i][j].active = false;
ball.speed.y = ball.speed.y * -1;
-- Hit left
elseif (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) and
((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) and
((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x > 0))
then
brick[i][j].active = false;
ball.speed.x = ball.speed.x * -1;
-- Hit right
elseif (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) and
((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) and
((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x < 0))
then
brick[i][j].active = false;
ball.speed.x = ball.speed.x * -1;
end
end
end
end
end
InitWindow(screenWidth, screenHeight, "sample game: arkanoid");
InitGame();
SetTargetFPS(60);
----------------------------------------------------------------------------------------
-- Main game loop
while (not WindowShouldClose()) -- Detect window close button or ESC key
do
-- Update
------------------------------------------------------------------------------------
UpdateGame();
------------------------------------------------------------------------------------
-- Draw
------------------------------------------------------------------------------------
DrawGame();
------------------------------------------------------------------------------------
end
UnloadGame(); -- Unload loaded data (textures, sounds, models...)
CloseWindow(); -- Close window and OpenGL context

View File

@ -12,7 +12,7 @@
*
* Enjoy using raylib. :)
*
* This game has been created using raylib 1.1 (www.raylib.com)
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -59,8 +59,9 @@ int main()
Sound die = LoadSound("resources/die.wav");
Sound growl = LoadSound("resources/gamera.wav");
// Start playing streaming music
PlayMusicStream("resources/speeding.ogg");
// Load music stream and start playing music
Music music = LoadMusicStream("resources/speeding.ogg");
PlayMusicStream(music);
// Define scrolling variables
int backScrolling = 0;
@ -118,6 +119,8 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Refill music stream buffers (if required)
framesCounter++;
// Game screens management
@ -458,7 +461,7 @@ int main()
UnloadSound(die);
UnloadSound(growl);
StopMusicStream(); // Stop music
UnloadMusicStream(music); // Unload music
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context

View File

@ -12,7 +12,7 @@
*
* Enjoy using raylib. :)
*
* This game has been created using raylib 1.1 (www.raylib.com)
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -62,8 +62,9 @@ int main()
Sound die = LoadSound("resources/die.wav");
Sound growl = LoadSound("resources/gamera.wav");
// Start playing streaming music
PlayMusicStream("resources/speeding.ogg");
// Load music stream and start playing music
Music music = LoadMusicStream("resources/speeding.ogg");
PlayMusicStream(music);
// Define scrolling variables
int backScrolling = 0;
@ -127,6 +128,8 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Refill music stream buffers (if required)
framesCounter++;
// Sea color tint effect
@ -483,7 +486,7 @@ int main()
UnloadSound(die);
UnloadSound(growl);
StopMusicStream(); // Stop music
UnloadMusicStream(music); // Unload music
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context

View File

@ -12,7 +12,7 @@
*
* Enjoy using raylib. :)
*
* This game has been created using raylib 1.1 (www.raylib.com)
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -54,6 +54,8 @@ Sound eat;
Sound die;
Sound growl;
Music music;
// Define scrolling variables
int backScrolling = 0;
int seaScrolling = 0;
@ -124,8 +126,9 @@ int main()
die = LoadSound("resources/die.wav");
growl = LoadSound("resources/gamera.wav");
// Start playing streaming music
PlayMusicStream("resources/speeding.ogg");
// Load music stream and start playing music
music = LoadMusicStream("resources/speeding.ogg");
PlayMusicStream(music);
playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
@ -190,7 +193,7 @@ int main()
UnloadSound(die);
UnloadSound(growl);
StopMusicStream(); // Stop music
UnloadMusicStream(music); // Unload music
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
@ -206,7 +209,7 @@ void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream();
UpdateMusicStream(music); // Refill music stream buffers (if required)
framesCounter++;

View File

@ -6,7 +6,7 @@
*
* Developed by: Ramon Santamaria (Ray San)
*
* This game has been created using raylib (www.raylib.com)
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* raylib - Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -35,6 +35,7 @@ int transToScreen = -1;
int framesCounter = 0;
//static Sound levelWin;
Music music;
//----------------------------------------------------------------------------------
// Local Functions Declaration
@ -57,10 +58,11 @@ int main(void)
//SetupFlags(FLAG_FULLSCREEN_MODE);
InitWindow(screenWidth, screenHeight, windowTitle);
// TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
// Load global data here (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
levelWin = LoadSound("resources/win.wav");
music = LoadMusicStream("resources/ambient.ogg");
// Setup and Init first screen
currentScreen = LOGO;
@ -85,8 +87,9 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all global loaded data (i.e. fonts) here!
// Unload all global loaded data (i.e. fonts) here!
UnloadSound(levelWin);
UnloadMusicStream(music);
CloseAudioDevice();
@ -197,6 +200,8 @@ void UpdateDrawFrame(void)
InitLevel08Screen();
}
UpdateMusicStream(music);
switch(currentScreen)
{
case LOGO:
@ -209,8 +214,8 @@ void UpdateDrawFrame(void)
TransitionToScreen(LEVEL00);
InitLevel00Screen();
PlayMusicStream("resources/ambient.ogg");
SetMusicVolume(0.6f);
PlayMusicStream(music);
SetMusicVolume(music, 0.6f);
}
} break;
case LEVEL00:

View File

@ -36,6 +36,8 @@ bool transFadeOut = false;
int transFromScreen = -1;
int transToScreen = -1;
static Music music;
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
@ -66,12 +68,14 @@ int main(void)
UnloadImage(image); // Unload image from CPU memory (RAM)
//PlayMusicStream("resources/audio/come_play_with_me.ogg");
font = LoadSpriteFont("resources/font_arcadian.png");
//doors = LoadTexture("resources/textures/doors.png");
//sndDoor = LoadSound("resources/audio/door.ogg");
music = LoadMusicStream("resources/audio/ambient.ogg");
PlayMusicStream(music);
SetMusicVolume(music, 1.0f);
// Setup and Init first screen
currentScreen = LOGO_RL;
//InitTitleScreen();
@ -105,6 +109,8 @@ int main(void)
UnloadSpriteFont(font);
//UnloadSound(sndDoor);
UnloadMusicStream(music);
free(lightsMap);
CloseAudioDevice();
@ -224,7 +230,11 @@ void UpdateDrawFrame(void)
{
UpdateTitleScreen();
if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
if (FinishTitleScreen() == 1)
{
StopMusicStream(music);
TransitionToScreen(GAMEPLAY);
}
} break;
case GAMEPLAY:
@ -244,7 +254,7 @@ void UpdateDrawFrame(void)
UpdateTransition();
}
UpdateMusicStream();
if (currentScreen != GAMEPLAY) UpdateMusicStream(music);
//----------------------------------------------------------------------------------
// Draw

View File

@ -64,7 +64,7 @@ typedef struct Enemy {
Color color;
} Enemy;
typedef struct Light {
typedef struct LightSpot {
Vector2 position;
int radius;
int requiredEnergy;
@ -74,7 +74,7 @@ typedef struct Light {
int framesCounter;
int currentFrame;
Rectangle frameRec;
} Light;
} LightSpot;
typedef enum { LEVEL_I, LEVEL_II, LEVEL_III, LEVEL_FINISHED } LightedLevel;
@ -92,9 +92,9 @@ static bool pause;
static Player player;
static Light lightsI[MAX_LIGHTS_I];
static Light lightsII[MAX_LIGHTS_II];
static Light lightsIII[MAX_LIGHTS_III];
static LightSpot lightsI[MAX_LIGHTS_I];
static LightSpot lightsII[MAX_LIGHTS_II];
static LightSpot lightsIII[MAX_LIGHTS_III];
static Enemy enemies[MAX_ENEMIES];
@ -133,6 +133,8 @@ static Rectangle lightOff, lightOn;
static Sound fxLightOn, fxLightOff;
static Music music;
// Debug variables
static bool enemiesStopped;
@ -286,7 +288,8 @@ void InitGameplayScreen(void)
enemiesStopped = false;
PlayMusicStream("resources/audio/ritual.ogg");
music = LoadMusicStream("resources/audio/ritual.ogg");
PlayMusicStream(music);
}
// Gameplay Screen Update logic
@ -549,10 +552,12 @@ void UpdateGameplayScreen(void)
{
alphaRitual += 0.02f;
SetMusicVolume(1.0f - alphaRitual);
SetMusicVolume(music, 1.0f - alphaRitual);
if (alphaRitual > 1.0f) finishScreen = 1;
}
UpdateMusicStream(music);
}
// Gameplay Screen Draw logic
@ -757,6 +762,8 @@ void UnloadGameplayScreen(void)
// Unload sounds
UnloadSound(fxLightOn);
UnloadSound(fxLightOff);
UnloadMusicStream(music);
}
// Gameplay Screen should finish?

View File

@ -75,9 +75,6 @@ void rlInitLogoScreen(void)
state = 0;
alpha = 1.0f;
PlayMusicStream("resources/audio/ambient.ogg");
SetMusicVolume(1.0f);
}
// Logo Screen Update logic
@ -204,7 +201,7 @@ void rlDrawLogoScreen(void)
// Logo Screen Unload logic
void rlUnloadLogoScreen(void)
{
// TODO: Unload LOGO screen variables here!
// Unload LOGO screen variables here!
}
// Logo Screen should finish?

View File

@ -86,8 +86,6 @@ else
# external libraries headers
# GLFW3
INCLUDES += -I../external/glfw3/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../external/openal_soft/include
endif
@ -103,8 +101,6 @@ else
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
@ -115,9 +111,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -lpthread -ldl
# on XWindow could require also below libraries:
LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling

View File

@ -123,6 +123,8 @@ Model cat;
Sound fxWav;
Sound fxOgg;
Music music;
Vector2 soundBallsPosition[MAX_BALLS];
Color soundBallsColor[MAX_BALLS];
bool soundBallsActive[MAX_BALLS];
@ -203,11 +205,13 @@ int main()
catTexture = LoadTexture("resources/catsham.png"); // Load model texture
cat = LoadModel("resources/cat.obj"); // Load OBJ model
cat.material.texDiffuse = texture; // Set cat model diffuse texture
cat.material.texDiffuse = catTexture; // Set cat model diffuse texture
fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
music = LoadMusicStream("resources/audio/guitar_noodling.ogg"); // Load music
for (int i = 0; i < MAX_BALLS; i++)
{
soundBallsPosition[i] = (Vector2){ 650 + 560/2 + GetRandomValue(-280, 280), 220 + 200 + GetRandomValue(-200, 200) };
@ -268,6 +272,8 @@ int main()
UnloadSound(fxWav);
UnloadSound(fxOgg);
UnloadMusicStream(music);
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
@ -464,11 +470,11 @@ void UpdateDrawOneFrame(void)
if (selectedModule == AUDIO)
{
if (IsKeyPressed(KEY_SPACE) && !MusicIsPlaying()) PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
if (IsKeyPressed(KEY_SPACE) && !IsMusicPlaying(music)) PlayMusicStream(music); // Play music stream
if (IsKeyPressed('S'))
{
StopMusicStream();
StopMusicStream(music);
timePlayed = 0.0f;
for (int i = 0; i < MAX_BALLS; i++)
@ -482,9 +488,11 @@ void UpdateDrawOneFrame(void)
}
}
if (MusicIsPlaying())
if (IsMusicPlaying(music))
{
timePlayed = GetMusicTimePlayed() / GetMusicTimeLength() * 100 * 4;
UpdateMusicStream(music);
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4;
if ((framesCounter%10) == 0)
{
@ -842,7 +850,7 @@ void UpdateDrawOneFrame(void)
DrawRectangle(150, 390, 400, 12, LIGHTGRAY);
DrawRectangle(150, 390, (int)timePlayed, 12, MAROON);
if (MusicIsPlaying())
if (IsMusicPlaying(music))
{
DrawText("PRESS 'S' to STOP PLAYING MUSIC", 165, 425, 20, GRAY);

View File

@ -2,7 +2,7 @@
*
* SKULLY ESCAPE [KING GAME JAM 2015]
*
* This game has been created using raylib (www.raylib.com)
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -33,6 +33,8 @@ int transToScreen = -1;
static int framesCounter = 0;
Music music;
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
@ -57,7 +59,8 @@ int main(void)
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
PlayMusicStream("resources/audio/come_play_with_me.ogg");
music = LoadMusicStream("resources/audio/come_play_with_me.ogg");
PlayMusicStream(music);
font = LoadSpriteFont("resources/textures/alagard.png");
doors = LoadTexture("resources/textures/doors.png");
@ -93,6 +96,8 @@ int main(void)
UnloadSound(sndDoor);
UnloadSound(sndScream);
UnloadMusicStream(music);
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
@ -368,7 +373,7 @@ void UpdateDrawFrame(void)
UpdateTransition();
}
UpdateMusicStream();
UpdateMusicStream(music);
//----------------------------------------------------------------------------------
// Draw

View File

@ -0,0 +1,97 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{0981CA98-E4A5-4DF1-987F-A41D09131EFC}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>core_basic_window</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<ProjectName>core_basic_window</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)external\glfw3\lib\win32;$(SolutionDir)external\openal_soft\lib\win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\core_basic_window.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,97 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{B655E850-3322-42F7-941D-6AC18FD66CA1}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>raylib_example_cpp</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<ProjectName>core_basic_window_cpp</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsCpp</CompileAs>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)external\glfw3\lib\win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\core_basic_window.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,22 @@
Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would
be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,456 @@
/*************************************************************************
* GLFW 3.2 - www.glfw.org
* A library for OpenGL, window and input
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
* Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would
* be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*
*************************************************************************/
#ifndef _glfw3_native_h_
#define _glfw3_native_h_
#ifdef __cplusplus
extern "C" {
#endif
/*************************************************************************
* Doxygen documentation
*************************************************************************/
/*! @file glfw3native.h
* @brief The header of the native access functions.
*
* This is the header file of the native access functions. See @ref native for
* more information.
*/
/*! @defgroup native Native access
*
* **By using the native access functions you assert that you know what you're
* doing and how to fix problems caused by using them. If you don't, you
* shouldn't be using them.**
*
* Before the inclusion of @ref glfw3native.h, you may define exactly one
* window system API macro and zero or more context creation API macros.
*
* The chosen backends must match those the library was compiled for. Failure
* to do this will cause a link-time error.
*
* The available window API macros are:
* * `GLFW_EXPOSE_NATIVE_WIN32`
* * `GLFW_EXPOSE_NATIVE_COCOA`
* * `GLFW_EXPOSE_NATIVE_X11`
* * `GLFW_EXPOSE_NATIVE_WAYLAND`
* * `GLFW_EXPOSE_NATIVE_MIR`
*
* The available context API macros are:
* * `GLFW_EXPOSE_NATIVE_WGL`
* * `GLFW_EXPOSE_NATIVE_NSGL`
* * `GLFW_EXPOSE_NATIVE_GLX`
* * `GLFW_EXPOSE_NATIVE_EGL`
*
* These macros select which of the native access functions that are declared
* and which platform-specific headers to include. It is then up your (by
* definition platform-specific) code to handle which of these should be
* defined.
*/
/*************************************************************************
* System headers and types
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
// example to allow applications to correctly declare a GL_ARB_debug_output
// callback) but windows.h assumes no one will define APIENTRY before it does
#undef APIENTRY
#include <windows.h>
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
#include <ApplicationServices/ApplicationServices.h>
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
typedef void* id;
#endif
#elif defined(GLFW_EXPOSE_NATIVE_X11)
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
#include <wayland-client.h>
#elif defined(GLFW_EXPOSE_NATIVE_MIR)
#include <mir_toolkit/mir_client_library.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/* WGL is declared by windows.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/* NSGL is declared by Cocoa.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
#include <GL/glx.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#endif
/*************************************************************************
* Functions
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
/*! @brief Returns the adapter device name of the specified monitor.
*
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
* occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
/*! @brief Returns the display device name of the specified monitor.
*
* @return The UTF-8 encoded display device name (for example
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `HWND` of the specified window.
*
* @return The `HWND` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/*! @brief Returns the `HGLRC` of the specified window.
*
* @return The `HGLRC` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
*
* @return The `CGDirectDisplayID` of the specified monitor, or
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
/*! @brief Returns the `NSWindow` of the specified window.
*
* @return The `NSWindow` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/*! @brief Returns the `NSOpenGLContext` of the specified window.
*
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_X11)
/*! @brief Returns the `Display` used by GLFW.
*
* @return The `Display` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI Display* glfwGetX11Display(void);
/*! @brief Returns the `RRCrtc` of the specified monitor.
*
* @return The `RRCrtc` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
/*! @brief Returns the `RROutput` of the specified monitor.
*
* @return The `RROutput` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `Window` of the specified window.
*
* @return The `Window` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/*! @brief Returns the `GLXContext` of the specified window.
*
* @return The `GLXContext` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
/*! @brief Returns the `GLXWindow` of the specified window.
*
* @return The `GLXWindow` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
/*! @brief Returns the `struct wl_display*` used by GLFW.
*
* @return The `struct wl_display*` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
/*! @brief Returns the `struct wl_output*` of the specified monitor.
*
* @return The `struct wl_output*` of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
/*! @brief Returns the main `struct wl_surface*` of the specified window.
*
* @return The main `struct wl_surface*` of the specified window, or `NULL` if
* an [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_MIR)
/*! @brief Returns the `MirConnection*` used by GLFW.
*
* @return The `MirConnection*` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI MirConnection* glfwGetMirDisplay(void);
/*! @brief Returns the Mir output ID of the specified monitor.
*
* @return The Mir output ID of the specified monitor, or zero if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
/*! @brief Returns the `MirSurface*` of the specified window.
*
* @return The `MirSurface*` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
/*! @brief Returns the `EGLDisplay` used by GLFW.
*
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
/*! @brief Returns the `EGLContext` of the specified window.
*
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
/*! @brief Returns the `EGLSurface` of the specified window.
*
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
#endif
#ifdef __cplusplus
}
#endif
#endif /* _glfw3_native_h_ */

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -0,0 +1,256 @@
/*
** $Id: lauxlib.h,v 1.129 2015/11/23 11:29:43 roberto Exp $
** Auxiliary functions for building Lua libraries
** See Copyright Notice in lua.h
*/
#ifndef lauxlib_h
#define lauxlib_h
#include <stddef.h>
#include <stdio.h>
#include "lua.h"
/* extra error code for 'luaL_load' */
#define LUA_ERRFILE (LUA_ERRERR+1)
typedef struct luaL_Reg {
const char *name;
lua_CFunction func;
} luaL_Reg;
#define LUAL_NUMSIZES (sizeof(lua_Integer)*16 + sizeof(lua_Number))
LUALIB_API void (luaL_checkversion_) (lua_State *L, lua_Number ver, size_t sz);
#define luaL_checkversion(L) \
luaL_checkversion_(L, LUA_VERSION_NUM, LUAL_NUMSIZES)
LUALIB_API int (luaL_getmetafield) (lua_State *L, int obj, const char *e);
LUALIB_API int (luaL_callmeta) (lua_State *L, int obj, const char *e);
LUALIB_API const char *(luaL_tolstring) (lua_State *L, int idx, size_t *len);
LUALIB_API int (luaL_argerror) (lua_State *L, int arg, const char *extramsg);
LUALIB_API const char *(luaL_checklstring) (lua_State *L, int arg,
size_t *l);
LUALIB_API const char *(luaL_optlstring) (lua_State *L, int arg,
const char *def, size_t *l);
LUALIB_API lua_Number (luaL_checknumber) (lua_State *L, int arg);
LUALIB_API lua_Number (luaL_optnumber) (lua_State *L, int arg, lua_Number def);
LUALIB_API lua_Integer (luaL_checkinteger) (lua_State *L, int arg);
LUALIB_API lua_Integer (luaL_optinteger) (lua_State *L, int arg,
lua_Integer def);
LUALIB_API void (luaL_checkstack) (lua_State *L, int sz, const char *msg);
LUALIB_API void (luaL_checktype) (lua_State *L, int arg, int t);
LUALIB_API void (luaL_checkany) (lua_State *L, int arg);
LUALIB_API int (luaL_newmetatable) (lua_State *L, const char *tname);
LUALIB_API void (luaL_setmetatable) (lua_State *L, const char *tname);
LUALIB_API void *(luaL_testudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void *(luaL_checkudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void (luaL_where) (lua_State *L, int lvl);
LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
LUALIB_API int (luaL_checkoption) (lua_State *L, int arg, const char *def,
const char *const lst[]);
LUALIB_API int (luaL_fileresult) (lua_State *L, int stat, const char *fname);
LUALIB_API int (luaL_execresult) (lua_State *L, int stat);
/* predefined references */
#define LUA_NOREF (-2)
#define LUA_REFNIL (-1)
LUALIB_API int (luaL_ref) (lua_State *L, int t);
LUALIB_API void (luaL_unref) (lua_State *L, int t, int ref);
LUALIB_API int (luaL_loadfilex) (lua_State *L, const char *filename,
const char *mode);
#define luaL_loadfile(L,f) luaL_loadfilex(L,f,NULL)
LUALIB_API int (luaL_loadbufferx) (lua_State *L, const char *buff, size_t sz,
const char *name, const char *mode);
LUALIB_API int (luaL_loadstring) (lua_State *L, const char *s);
LUALIB_API lua_State *(luaL_newstate) (void);
LUALIB_API lua_Integer (luaL_len) (lua_State *L, int idx);
LUALIB_API const char *(luaL_gsub) (lua_State *L, const char *s, const char *p,
const char *r);
LUALIB_API void (luaL_setfuncs) (lua_State *L, const luaL_Reg *l, int nup);
LUALIB_API int (luaL_getsubtable) (lua_State *L, int idx, const char *fname);
LUALIB_API void (luaL_traceback) (lua_State *L, lua_State *L1,
const char *msg, int level);
LUALIB_API void (luaL_requiref) (lua_State *L, const char *modname,
lua_CFunction openf, int glb);
/*
** ===============================================================
** some useful macros
** ===============================================================
*/
#define luaL_newlibtable(L,l) \
lua_createtable(L, 0, sizeof(l)/sizeof((l)[0]) - 1)
#define luaL_newlib(L,l) \
(luaL_checkversion(L), luaL_newlibtable(L,l), luaL_setfuncs(L,l,0))
#define luaL_argcheck(L, cond,arg,extramsg) \
((void)((cond) || luaL_argerror(L, (arg), (extramsg))))
#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL))
#define luaL_optstring(L,n,d) (luaL_optlstring(L, (n), (d), NULL))
#define luaL_typename(L,i) lua_typename(L, lua_type(L,(i)))
#define luaL_dofile(L, fn) \
(luaL_loadfile(L, fn) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_dostring(L, s) \
(luaL_loadstring(L, s) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_getmetatable(L,n) (lua_getfield(L, LUA_REGISTRYINDEX, (n)))
#define luaL_opt(L,f,n,d) (lua_isnoneornil(L,(n)) ? (d) : f(L,(n)))
#define luaL_loadbuffer(L,s,sz,n) luaL_loadbufferx(L,s,sz,n,NULL)
/*
** {======================================================
** Generic Buffer manipulation
** =======================================================
*/
typedef struct luaL_Buffer {
char *b; /* buffer address */
size_t size; /* buffer size */
size_t n; /* number of characters in buffer */
lua_State *L;
char initb[LUAL_BUFFERSIZE]; /* initial buffer */
} luaL_Buffer;
#define luaL_addchar(B,c) \
((void)((B)->n < (B)->size || luaL_prepbuffsize((B), 1)), \
((B)->b[(B)->n++] = (c)))
#define luaL_addsize(B,s) ((B)->n += (s))
LUALIB_API void (luaL_buffinit) (lua_State *L, luaL_Buffer *B);
LUALIB_API char *(luaL_prepbuffsize) (luaL_Buffer *B, size_t sz);
LUALIB_API void (luaL_addlstring) (luaL_Buffer *B, const char *s, size_t l);
LUALIB_API void (luaL_addstring) (luaL_Buffer *B, const char *s);
LUALIB_API void (luaL_addvalue) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresult) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresultsize) (luaL_Buffer *B, size_t sz);
LUALIB_API char *(luaL_buffinitsize) (lua_State *L, luaL_Buffer *B, size_t sz);
#define luaL_prepbuffer(B) luaL_prepbuffsize(B, LUAL_BUFFERSIZE)
/* }====================================================== */
/*
** {======================================================
** File handles for IO library
** =======================================================
*/
/*
** A file handle is a userdata with metatable 'LUA_FILEHANDLE' and
** initial structure 'luaL_Stream' (it may contain other fields
** after that initial structure).
*/
#define LUA_FILEHANDLE "FILE*"
typedef struct luaL_Stream {
FILE *f; /* stream (NULL for incompletely created streams) */
lua_CFunction closef; /* to close stream (NULL for closed streams) */
} luaL_Stream;
/* }====================================================== */
/* compatibility with old module system */
#if defined(LUA_COMPAT_MODULE)
LUALIB_API void (luaL_pushmodule) (lua_State *L, const char *modname,
int sizehint);
LUALIB_API void (luaL_openlib) (lua_State *L, const char *libname,
const luaL_Reg *l, int nup);
#define luaL_register(L,n,l) (luaL_openlib(L,(n),(l),0))
#endif
/*
** {==================================================================
** "Abstraction Layer" for basic report of messages and errors
** ===================================================================
*/
/* print a string */
#if !defined(lua_writestring)
#define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout)
#endif
/* print a newline and flush the output */
#if !defined(lua_writeline)
#define lua_writeline() (lua_writestring("\n", 1), fflush(stdout))
#endif
/* print an error message */
#if !defined(lua_writestringerror)
#define lua_writestringerror(s,p) \
(fprintf(stderr, (s), (p)), fflush(stderr))
#endif
/* }================================================================== */
/*
** {============================================================
** Compatibility with deprecated conversions
** =============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define luaL_checkunsigned(L,a) ((lua_Unsigned)luaL_checkinteger(L,a))
#define luaL_optunsigned(L,a,d) \
((lua_Unsigned)luaL_optinteger(L,a,(lua_Integer)(d)))
#define luaL_checkint(L,n) ((int)luaL_checkinteger(L, (n)))
#define luaL_optint(L,n,d) ((int)luaL_optinteger(L, (n), (d)))
#define luaL_checklong(L,n) ((long)luaL_checkinteger(L, (n)))
#define luaL_optlong(L,n,d) ((long)luaL_optinteger(L, (n), (d)))
#endif
/* }============================================================ */
#endif

View File

@ -0,0 +1,486 @@
/*
** $Id: lua.h,v 1.331 2016/05/30 15:53:28 roberto Exp $
** Lua - A Scripting Language
** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
** See Copyright Notice at the end of this file
*/
#ifndef lua_h
#define lua_h
#include <stdarg.h>
#include <stddef.h>
#include "luaconf.h"
#define LUA_VERSION_MAJOR "5"
#define LUA_VERSION_MINOR "3"
#define LUA_VERSION_NUM 503
#define LUA_VERSION_RELEASE "3"
#define LUA_VERSION "Lua " LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#define LUA_RELEASE LUA_VERSION "." LUA_VERSION_RELEASE
#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2016 Lua.org, PUC-Rio"
#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo, W. Celes"
/* mark for precompiled code ('<esc>Lua') */
#define LUA_SIGNATURE "\x1bLua"
/* option for multiple returns in 'lua_pcall' and 'lua_call' */
#define LUA_MULTRET (-1)
/*
** Pseudo-indices
** (-LUAI_MAXSTACK is the minimum valid index; we keep some free empty
** space after that to help overflow detection)
*/
#define LUA_REGISTRYINDEX (-LUAI_MAXSTACK - 1000)
#define lua_upvalueindex(i) (LUA_REGISTRYINDEX - (i))
/* thread status */
#define LUA_OK 0
#define LUA_YIELD 1
#define LUA_ERRRUN 2
#define LUA_ERRSYNTAX 3
#define LUA_ERRMEM 4
#define LUA_ERRGCMM 5
#define LUA_ERRERR 6
typedef struct lua_State lua_State;
/*
** basic types
*/
#define LUA_TNONE (-1)
#define LUA_TNIL 0
#define LUA_TBOOLEAN 1
#define LUA_TLIGHTUSERDATA 2
#define LUA_TNUMBER 3
#define LUA_TSTRING 4
#define LUA_TTABLE 5
#define LUA_TFUNCTION 6
#define LUA_TUSERDATA 7
#define LUA_TTHREAD 8
#define LUA_NUMTAGS 9
/* minimum Lua stack available to a C function */
#define LUA_MINSTACK 20
/* predefined values in the registry */
#define LUA_RIDX_MAINTHREAD 1
#define LUA_RIDX_GLOBALS 2
#define LUA_RIDX_LAST LUA_RIDX_GLOBALS
/* type of numbers in Lua */
typedef LUA_NUMBER lua_Number;
/* type for integer functions */
typedef LUA_INTEGER lua_Integer;
/* unsigned integer type */
typedef LUA_UNSIGNED lua_Unsigned;
/* type for continuation-function contexts */
typedef LUA_KCONTEXT lua_KContext;
/*
** Type for C functions registered with Lua
*/
typedef int (*lua_CFunction) (lua_State *L);
/*
** Type for continuation functions
*/
typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx);
/*
** Type for functions that read/write blocks when loading/dumping Lua chunks
*/
typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz);
typedef int (*lua_Writer) (lua_State *L, const void *p, size_t sz, void *ud);
/*
** Type for memory-allocation functions
*/
typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize);
/*
** generic extra include file
*/
#if defined(LUA_USER_H)
#include LUA_USER_H
#endif
/*
** RCS ident string
*/
extern const char lua_ident[];
/*
** state manipulation
*/
LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud);
LUA_API void (lua_close) (lua_State *L);
LUA_API lua_State *(lua_newthread) (lua_State *L);
LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf);
LUA_API const lua_Number *(lua_version) (lua_State *L);
/*
** basic stack manipulation
*/
LUA_API int (lua_absindex) (lua_State *L, int idx);
LUA_API int (lua_gettop) (lua_State *L);
LUA_API void (lua_settop) (lua_State *L, int idx);
LUA_API void (lua_pushvalue) (lua_State *L, int idx);
LUA_API void (lua_rotate) (lua_State *L, int idx, int n);
LUA_API void (lua_copy) (lua_State *L, int fromidx, int toidx);
LUA_API int (lua_checkstack) (lua_State *L, int n);
LUA_API void (lua_xmove) (lua_State *from, lua_State *to, int n);
/*
** access functions (stack -> C)
*/
LUA_API int (lua_isnumber) (lua_State *L, int idx);
LUA_API int (lua_isstring) (lua_State *L, int idx);
LUA_API int (lua_iscfunction) (lua_State *L, int idx);
LUA_API int (lua_isinteger) (lua_State *L, int idx);
LUA_API int (lua_isuserdata) (lua_State *L, int idx);
LUA_API int (lua_type) (lua_State *L, int idx);
LUA_API const char *(lua_typename) (lua_State *L, int tp);
LUA_API lua_Number (lua_tonumberx) (lua_State *L, int idx, int *isnum);
LUA_API lua_Integer (lua_tointegerx) (lua_State *L, int idx, int *isnum);
LUA_API int (lua_toboolean) (lua_State *L, int idx);
LUA_API const char *(lua_tolstring) (lua_State *L, int idx, size_t *len);
LUA_API size_t (lua_rawlen) (lua_State *L, int idx);
LUA_API lua_CFunction (lua_tocfunction) (lua_State *L, int idx);
LUA_API void *(lua_touserdata) (lua_State *L, int idx);
LUA_API lua_State *(lua_tothread) (lua_State *L, int idx);
LUA_API const void *(lua_topointer) (lua_State *L, int idx);
/*
** Comparison and arithmetic functions
*/
#define LUA_OPADD 0 /* ORDER TM, ORDER OP */
#define LUA_OPSUB 1
#define LUA_OPMUL 2
#define LUA_OPMOD 3
#define LUA_OPPOW 4
#define LUA_OPDIV 5
#define LUA_OPIDIV 6
#define LUA_OPBAND 7
#define LUA_OPBOR 8
#define LUA_OPBXOR 9
#define LUA_OPSHL 10
#define LUA_OPSHR 11
#define LUA_OPUNM 12
#define LUA_OPBNOT 13
LUA_API void (lua_arith) (lua_State *L, int op);
#define LUA_OPEQ 0
#define LUA_OPLT 1
#define LUA_OPLE 2
LUA_API int (lua_rawequal) (lua_State *L, int idx1, int idx2);
LUA_API int (lua_compare) (lua_State *L, int idx1, int idx2, int op);
/*
** push functions (C -> stack)
*/
LUA_API void (lua_pushnil) (lua_State *L);
LUA_API void (lua_pushnumber) (lua_State *L, lua_Number n);
LUA_API void (lua_pushinteger) (lua_State *L, lua_Integer n);
LUA_API const char *(lua_pushlstring) (lua_State *L, const char *s, size_t len);
LUA_API const char *(lua_pushstring) (lua_State *L, const char *s);
LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt,
va_list argp);
LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...);
LUA_API void (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n);
LUA_API void (lua_pushboolean) (lua_State *L, int b);
LUA_API void (lua_pushlightuserdata) (lua_State *L, void *p);
LUA_API int (lua_pushthread) (lua_State *L);
/*
** get functions (Lua -> stack)
*/
LUA_API int (lua_getglobal) (lua_State *L, const char *name);
LUA_API int (lua_gettable) (lua_State *L, int idx);
LUA_API int (lua_getfield) (lua_State *L, int idx, const char *k);
LUA_API int (lua_geti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawget) (lua_State *L, int idx);
LUA_API int (lua_rawgeti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawgetp) (lua_State *L, int idx, const void *p);
LUA_API void (lua_createtable) (lua_State *L, int narr, int nrec);
LUA_API void *(lua_newuserdata) (lua_State *L, size_t sz);
LUA_API int (lua_getmetatable) (lua_State *L, int objindex);
LUA_API int (lua_getuservalue) (lua_State *L, int idx);
/*
** set functions (stack -> Lua)
*/
LUA_API void (lua_setglobal) (lua_State *L, const char *name);
LUA_API void (lua_settable) (lua_State *L, int idx);
LUA_API void (lua_setfield) (lua_State *L, int idx, const char *k);
LUA_API void (lua_seti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawset) (lua_State *L, int idx);
LUA_API void (lua_rawseti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawsetp) (lua_State *L, int idx, const void *p);
LUA_API int (lua_setmetatable) (lua_State *L, int objindex);
LUA_API void (lua_setuservalue) (lua_State *L, int idx);
/*
** 'load' and 'call' functions (load and run Lua code)
*/
LUA_API void (lua_callk) (lua_State *L, int nargs, int nresults,
lua_KContext ctx, lua_KFunction k);
#define lua_call(L,n,r) lua_callk(L, (n), (r), 0, NULL)
LUA_API int (lua_pcallk) (lua_State *L, int nargs, int nresults, int errfunc,
lua_KContext ctx, lua_KFunction k);
#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL)
LUA_API int (lua_load) (lua_State *L, lua_Reader reader, void *dt,
const char *chunkname, const char *mode);
LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data, int strip);
/*
** coroutine functions
*/
LUA_API int (lua_yieldk) (lua_State *L, int nresults, lua_KContext ctx,
lua_KFunction k);
LUA_API int (lua_resume) (lua_State *L, lua_State *from, int narg);
LUA_API int (lua_status) (lua_State *L);
LUA_API int (lua_isyieldable) (lua_State *L);
#define lua_yield(L,n) lua_yieldk(L, (n), 0, NULL)
/*
** garbage-collection function and options
*/
#define LUA_GCSTOP 0
#define LUA_GCRESTART 1
#define LUA_GCCOLLECT 2
#define LUA_GCCOUNT 3
#define LUA_GCCOUNTB 4
#define LUA_GCSTEP 5
#define LUA_GCSETPAUSE 6
#define LUA_GCSETSTEPMUL 7
#define LUA_GCISRUNNING 9
LUA_API int (lua_gc) (lua_State *L, int what, int data);
/*
** miscellaneous functions
*/
LUA_API int (lua_error) (lua_State *L);
LUA_API int (lua_next) (lua_State *L, int idx);
LUA_API void (lua_concat) (lua_State *L, int n);
LUA_API void (lua_len) (lua_State *L, int idx);
LUA_API size_t (lua_stringtonumber) (lua_State *L, const char *s);
LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud);
LUA_API void (lua_setallocf) (lua_State *L, lua_Alloc f, void *ud);
/*
** {==============================================================
** some useful macros
** ===============================================================
*/
#define lua_getextraspace(L) ((void *)((char *)(L) - LUA_EXTRASPACE))
#define lua_tonumber(L,i) lua_tonumberx(L,(i),NULL)
#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL)
#define lua_pop(L,n) lua_settop(L, -(n)-1)
#define lua_newtable(L) lua_createtable(L, 0, 0)
#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n)))
#define lua_pushcfunction(L,f) lua_pushcclosure(L, (f), 0)
#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION)
#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE)
#define lua_islightuserdata(L,n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA)
#define lua_isnil(L,n) (lua_type(L, (n)) == LUA_TNIL)
#define lua_isboolean(L,n) (lua_type(L, (n)) == LUA_TBOOLEAN)
#define lua_isthread(L,n) (lua_type(L, (n)) == LUA_TTHREAD)
#define lua_isnone(L,n) (lua_type(L, (n)) == LUA_TNONE)
#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= 0)
#define lua_pushliteral(L, s) lua_pushstring(L, "" s)
#define lua_pushglobaltable(L) \
((void)lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS))
#define lua_tostring(L,i) lua_tolstring(L, (i), NULL)
#define lua_insert(L,idx) lua_rotate(L, (idx), 1)
#define lua_remove(L,idx) (lua_rotate(L, (idx), -1), lua_pop(L, 1))
#define lua_replace(L,idx) (lua_copy(L, -1, (idx)), lua_pop(L, 1))
/* }============================================================== */
/*
** {==============================================================
** compatibility macros for unsigned conversions
** ===============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define lua_pushunsigned(L,n) lua_pushinteger(L, (lua_Integer)(n))
#define lua_tounsignedx(L,i,is) ((lua_Unsigned)lua_tointegerx(L,i,is))
#define lua_tounsigned(L,i) lua_tounsignedx(L,(i),NULL)
#endif
/* }============================================================== */
/*
** {======================================================================
** Debug API
** =======================================================================
*/
/*
** Event codes
*/
#define LUA_HOOKCALL 0
#define LUA_HOOKRET 1
#define LUA_HOOKLINE 2
#define LUA_HOOKCOUNT 3
#define LUA_HOOKTAILCALL 4
/*
** Event masks
*/
#define LUA_MASKCALL (1 << LUA_HOOKCALL)
#define LUA_MASKRET (1 << LUA_HOOKRET)
#define LUA_MASKLINE (1 << LUA_HOOKLINE)
#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT)
typedef struct lua_Debug lua_Debug; /* activation record */
/* Functions to be called by the debugger in specific events */
typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);
LUA_API int (lua_getstack) (lua_State *L, int level, lua_Debug *ar);
LUA_API int (lua_getinfo) (lua_State *L, const char *what, lua_Debug *ar);
LUA_API const char *(lua_getlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_setlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_getupvalue) (lua_State *L, int funcindex, int n);
LUA_API const char *(lua_setupvalue) (lua_State *L, int funcindex, int n);
LUA_API void *(lua_upvalueid) (lua_State *L, int fidx, int n);
LUA_API void (lua_upvaluejoin) (lua_State *L, int fidx1, int n1,
int fidx2, int n2);
LUA_API void (lua_sethook) (lua_State *L, lua_Hook func, int mask, int count);
LUA_API lua_Hook (lua_gethook) (lua_State *L);
LUA_API int (lua_gethookmask) (lua_State *L);
LUA_API int (lua_gethookcount) (lua_State *L);
struct lua_Debug {
int event;
const char *name; /* (n) */
const char *namewhat; /* (n) 'global', 'local', 'field', 'method' */
const char *what; /* (S) 'Lua', 'C', 'main', 'tail' */
const char *source; /* (S) */
int currentline; /* (l) */
int linedefined; /* (S) */
int lastlinedefined; /* (S) */
unsigned char nups; /* (u) number of upvalues */
unsigned char nparams;/* (u) number of parameters */
char isvararg; /* (u) */
char istailcall; /* (t) */
char short_src[LUA_IDSIZE]; /* (S) */
/* private part */
struct CallInfo *i_ci; /* active function */
};
/* }====================================================================== */
/******************************************************************************
* Copyright (C) 1994-2016 Lua.org, PUC-Rio.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
******************************************************************************/
#endif

View File

@ -0,0 +1,9 @@
// lua.hpp
// Lua header files for C++
// <<extern "C">> not supplied automatically because Lua also compiles as C++
extern "C" {
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}

View File

@ -0,0 +1,769 @@
/*
** $Id: luaconf.h,v 1.255 2016/05/01 20:06:09 roberto Exp $
** Configuration file for Lua
** See Copyright Notice in lua.h
*/
#ifndef luaconf_h
#define luaconf_h
#include <limits.h>
#include <stddef.h>
/*
** ===================================================================
** Search for "@@" to find all configurable definitions.
** ===================================================================
*/
/*
** {====================================================================
** System Configuration: macros to adapt (if needed) Lua to some
** particular platform, for instance compiling it with 32-bit numbers or
** restricting it to C89.
** =====================================================================
*/
/*
@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. You
** can also define LUA_32BITS in the make file, but changing here you
** ensure that all software connected to Lua will be compiled with the
** same configuration.
*/
/* #define LUA_32BITS */
/*
@@ LUA_USE_C89 controls the use of non-ISO-C89 features.
** Define it if you want Lua to avoid the use of a few C99 features
** or Windows-specific features on Windows.
*/
/* #define LUA_USE_C89 */
/*
** By default, Lua on Windows use (some) specific Windows features
*/
#if !defined(LUA_USE_C89) && defined(_WIN32) && !defined(_WIN32_WCE)
#define LUA_USE_WINDOWS /* enable goodies for regular Windows */
#endif
#if defined(LUA_USE_WINDOWS)
#define LUA_DL_DLL /* enable support for DLL */
#define LUA_USE_C89 /* broadly, Windows is C89 */
#endif
#if defined(LUA_USE_LINUX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* needs an extra library: -ldl */
#define LUA_USE_READLINE /* needs some extra libraries */
#endif
#if defined(LUA_USE_MACOSX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* MacOS does not need -ldl */
#define LUA_USE_READLINE /* needs an extra library: -lreadline */
#endif
/*
@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for
** C89 ('long' and 'double'); Windows always has '__int64', so it does
** not need to use this case.
*/
#if defined(LUA_USE_C89) && !defined(LUA_USE_WINDOWS)
#define LUA_C89_NUMBERS
#endif
/*
@@ LUAI_BITSINT defines the (minimum) number of bits in an 'int'.
*/
/* avoid undefined shifts */
#if ((INT_MAX >> 15) >> 15) >= 1
#define LUAI_BITSINT 32
#else
/* 'int' always must have at least 16 bits */
#define LUAI_BITSINT 16
#endif
/*
@@ LUA_INT_TYPE defines the type for Lua integers.
@@ LUA_FLOAT_TYPE defines the type for Lua floats.
** Lua should work fine with any mix of these options (if supported
** by your C compiler). The usual configurations are 64-bit integers
** and 'double' (the default), 32-bit integers and 'float' (for
** restricted platforms), and 'long'/'double' (for C compilers not
** compliant with C99, which may not have support for 'long long').
*/
/* predefined options for LUA_INT_TYPE */
#define LUA_INT_INT 1
#define LUA_INT_LONG 2
#define LUA_INT_LONGLONG 3
/* predefined options for LUA_FLOAT_TYPE */
#define LUA_FLOAT_FLOAT 1
#define LUA_FLOAT_DOUBLE 2
#define LUA_FLOAT_LONGDOUBLE 3
#if defined(LUA_32BITS) /* { */
/*
** 32-bit integers and 'float'
*/
#if LUAI_BITSINT >= 32 /* use 'int' if big enough */
#define LUA_INT_TYPE LUA_INT_INT
#else /* otherwise use 'long' */
#define LUA_INT_TYPE LUA_INT_LONG
#endif
#define LUA_FLOAT_TYPE LUA_FLOAT_FLOAT
#elif defined(LUA_C89_NUMBERS) /* }{ */
/*
** largest types available for C89 ('long' and 'double')
*/
#define LUA_INT_TYPE LUA_INT_LONG
#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE
#endif /* } */
/*
** default configuration for 64-bit Lua ('long long' and 'double')
*/
#if !defined(LUA_INT_TYPE)
#define LUA_INT_TYPE LUA_INT_LONGLONG
#endif
#if !defined(LUA_FLOAT_TYPE)
#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE
#endif
/* }================================================================== */
/*
** {==================================================================
** Configuration for Paths.
** ===================================================================
*/
/*
@@ LUA_PATH_DEFAULT is the default path that Lua uses to look for
** Lua libraries.
@@ LUA_CPATH_DEFAULT is the default path that Lua uses to look for
** C libraries.
** CHANGE them if your machine has a non-conventional directory
** hierarchy or if you want to install your libraries in
** non-conventional directories.
*/
#define LUA_VDIR LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#if defined(_WIN32) /* { */
/*
** In Windows, any exclamation mark ('!') in the path is replaced by the
** path of the directory of the executable file of the current process.
*/
#define LUA_LDIR "!\\lua\\"
#define LUA_CDIR "!\\"
#define LUA_SHRDIR "!\\..\\share\\lua\\" LUA_VDIR "\\"
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?\\init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?\\init.lua;" \
LUA_SHRDIR"?.lua;" LUA_SHRDIR"?\\init.lua;" \
".\\?.lua;" ".\\?\\init.lua"
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.dll;" \
LUA_CDIR"..\\lib\\lua\\" LUA_VDIR "\\?.dll;" \
LUA_CDIR"loadall.dll;" ".\\?.dll;" \
LUA_CDIR"?53.dll;" ".\\?53.dll"
#else /* }{ */
#define LUA_ROOT "/usr/local/"
#define LUA_LDIR LUA_ROOT "share/lua/" LUA_VDIR "/"
#define LUA_CDIR LUA_ROOT "lib/lua/" LUA_VDIR "/"
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?/init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?/init.lua;" \
"./?.lua;" "./?/init.lua"
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.so;" LUA_CDIR"loadall.so;" "./?.so;" \
LUA_CDIR"lib?53.so;" "./lib?53.so"
#endif /* } */
/*
@@ LUA_DIRSEP is the directory separator (for submodules).
** CHANGE it if your machine does not use "/" as the directory separator
** and is not Windows. (On Windows Lua automatically uses "\".)
*/
#if defined(_WIN32)
#define LUA_DIRSEP "\\"
#else
#define LUA_DIRSEP "/"
#endif
/* }================================================================== */
/*
** {==================================================================
** Marks for exported symbols in the C code
** ===================================================================
*/
/*
@@ LUA_API is a mark for all core API functions.
@@ LUALIB_API is a mark for all auxiliary library functions.
@@ LUAMOD_API is a mark for all standard library opening functions.
** CHANGE them if you need to define those functions in some special way.
** For instance, if you want to create one Windows DLL with the core and
** the libraries, you may want to use the following definition (define
** LUA_BUILD_AS_DLL to get it).
*/
#if defined(LUA_BUILD_AS_DLL) /* { */
#if defined(LUA_CORE) || defined(LUA_LIB) /* { */
#define LUA_API __declspec(dllexport)
#else /* }{ */
#define LUA_API __declspec(dllimport)
#endif /* } */
#else /* }{ */
#define LUA_API extern
#endif /* } */
/* more often than not the libs go together with the core */
#define LUALIB_API LUA_API
#define LUAMOD_API LUALIB_API
/*
@@ LUAI_FUNC is a mark for all extern functions that are not to be
** exported to outside modules.
@@ LUAI_DDEF and LUAI_DDEC are marks for all extern (const) variables
** that are not to be exported to outside modules (LUAI_DDEF for
** definitions and LUAI_DDEC for declarations).
** CHANGE them if you need to mark them in some special way. Elf/gcc
** (versions 3.2 and later) mark them as "hidden" to optimize access
** when Lua is compiled as a shared library. Not all elf targets support
** this attribute. Unfortunately, gcc does not offer a way to check
** whether the target offers that support, and those without support
** give a warning about it. To avoid these warnings, change to the
** default definition.
*/
#if defined(__GNUC__) && ((__GNUC__*100 + __GNUC_MINOR__) >= 302) && \
defined(__ELF__) /* { */
#define LUAI_FUNC __attribute__((visibility("hidden"))) extern
#else /* }{ */
#define LUAI_FUNC extern
#endif /* } */
#define LUAI_DDEC LUAI_FUNC
#define LUAI_DDEF /* empty */
/* }================================================================== */
/*
** {==================================================================
** Compatibility with previous versions
** ===================================================================
*/
/*
@@ LUA_COMPAT_5_2 controls other macros for compatibility with Lua 5.2.
@@ LUA_COMPAT_5_1 controls other macros for compatibility with Lua 5.1.
** You can define it to get all options, or change specific options
** to fit your specific needs.
*/
#if defined(LUA_COMPAT_5_2) /* { */
/*
@@ LUA_COMPAT_MATHLIB controls the presence of several deprecated
** functions in the mathematical library.
*/
#define LUA_COMPAT_MATHLIB
/*
@@ LUA_COMPAT_BITLIB controls the presence of library 'bit32'.
*/
#define LUA_COMPAT_BITLIB
/*
@@ LUA_COMPAT_IPAIRS controls the effectiveness of the __ipairs metamethod.
*/
#define LUA_COMPAT_IPAIRS
/*
@@ LUA_COMPAT_APIINTCASTS controls the presence of macros for
** manipulating other integer types (lua_pushunsigned, lua_tounsigned,
** luaL_checkint, luaL_checklong, etc.)
*/
#define LUA_COMPAT_APIINTCASTS
#endif /* } */
#if defined(LUA_COMPAT_5_1) /* { */
/* Incompatibilities from 5.2 -> 5.3 */
#define LUA_COMPAT_MATHLIB
#define LUA_COMPAT_APIINTCASTS
/*
@@ LUA_COMPAT_UNPACK controls the presence of global 'unpack'.
** You can replace it with 'table.unpack'.
*/
#define LUA_COMPAT_UNPACK
/*
@@ LUA_COMPAT_LOADERS controls the presence of table 'package.loaders'.
** You can replace it with 'package.searchers'.
*/
#define LUA_COMPAT_LOADERS
/*
@@ macro 'lua_cpcall' emulates deprecated function lua_cpcall.
** You can call your C function directly (with light C functions).
*/
#define lua_cpcall(L,f,u) \
(lua_pushcfunction(L, (f)), \
lua_pushlightuserdata(L,(u)), \
lua_pcall(L,1,0,0))
/*
@@ LUA_COMPAT_LOG10 defines the function 'log10' in the math library.
** You can rewrite 'log10(x)' as 'log(x, 10)'.
*/
#define LUA_COMPAT_LOG10
/*
@@ LUA_COMPAT_LOADSTRING defines the function 'loadstring' in the base
** library. You can rewrite 'loadstring(s)' as 'load(s)'.
*/
#define LUA_COMPAT_LOADSTRING
/*
@@ LUA_COMPAT_MAXN defines the function 'maxn' in the table library.
*/
#define LUA_COMPAT_MAXN
/*
@@ The following macros supply trivial compatibility for some
** changes in the API. The macros themselves document how to
** change your code to avoid using them.
*/
#define lua_strlen(L,i) lua_rawlen(L, (i))
#define lua_objlen(L,i) lua_rawlen(L, (i))
#define lua_equal(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPEQ)
#define lua_lessthan(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPLT)
/*
@@ LUA_COMPAT_MODULE controls compatibility with previous
** module functions 'module' (Lua) and 'luaL_register' (C).
*/
#define LUA_COMPAT_MODULE
#endif /* } */
/*
@@ LUA_COMPAT_FLOATSTRING makes Lua format integral floats without a
@@ a float mark ('.0').
** This macro is not on by default even in compatibility mode,
** because this is not really an incompatibility.
*/
/* #define LUA_COMPAT_FLOATSTRING */
/* }================================================================== */
/*
** {==================================================================
** Configuration for Numbers.
** Change these definitions if no predefined LUA_FLOAT_* / LUA_INT_*
** satisfy your needs.
** ===================================================================
*/
/*
@@ LUA_NUMBER is the floating-point type used by Lua.
@@ LUAI_UACNUMBER is the result of an 'usual argument conversion'
@@ over a floating number.
@@ l_mathlim(x) corrects limit name 'x' to the proper float type
** by prefixing it with one of FLT/DBL/LDBL.
@@ LUA_NUMBER_FRMLEN is the length modifier for writing floats.
@@ LUA_NUMBER_FMT is the format for writing floats.
@@ lua_number2str converts a float to a string.
@@ l_mathop allows the addition of an 'l' or 'f' to all math operations.
@@ l_floor takes the floor of a float.
@@ lua_str2number converts a decimal numeric string to a number.
*/
/* The following definitions are good for most cases here */
#define l_floor(x) (l_mathop(floor)(x))
#define lua_number2str(s,sz,n) l_sprintf((s), sz, LUA_NUMBER_FMT, (n))
/*
@@ lua_numbertointeger converts a float number to an integer, or
** returns 0 if float is not within the range of a lua_Integer.
** (The range comparisons are tricky because of rounding. The tests
** here assume a two-complement representation, where MININTEGER always
** has an exact representation as a float; MAXINTEGER may not have one,
** and therefore its conversion to float may have an ill-defined value.)
*/
#define lua_numbertointeger(n,p) \
((n) >= (LUA_NUMBER)(LUA_MININTEGER) && \
(n) < -(LUA_NUMBER)(LUA_MININTEGER) && \
(*(p) = (LUA_INTEGER)(n), 1))
/* now the variable definitions */
#if LUA_FLOAT_TYPE == LUA_FLOAT_FLOAT /* { single float */
#define LUA_NUMBER float
#define l_mathlim(n) (FLT_##n)
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.7g"
#define l_mathop(op) op##f
#define lua_str2number(s,p) strtof((s), (p))
#elif LUA_FLOAT_TYPE == LUA_FLOAT_LONGDOUBLE /* }{ long double */
#define LUA_NUMBER long double
#define l_mathlim(n) (LDBL_##n)
#define LUAI_UACNUMBER long double
#define LUA_NUMBER_FRMLEN "L"
#define LUA_NUMBER_FMT "%.19Lg"
#define l_mathop(op) op##l
#define lua_str2number(s,p) strtold((s), (p))
#elif LUA_FLOAT_TYPE == LUA_FLOAT_DOUBLE /* }{ double */
#define LUA_NUMBER double
#define l_mathlim(n) (DBL_##n)
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.14g"
#define l_mathop(op) op
#define lua_str2number(s,p) strtod((s), (p))
#else /* }{ */
#error "numeric float type not defined"
#endif /* } */
/*
@@ LUA_INTEGER is the integer type used by Lua.
**
@@ LUA_UNSIGNED is the unsigned version of LUA_INTEGER.
**
@@ LUAI_UACINT is the result of an 'usual argument conversion'
@@ over a lUA_INTEGER.
@@ LUA_INTEGER_FRMLEN is the length modifier for reading/writing integers.
@@ LUA_INTEGER_FMT is the format for writing integers.
@@ LUA_MAXINTEGER is the maximum value for a LUA_INTEGER.
@@ LUA_MININTEGER is the minimum value for a LUA_INTEGER.
@@ lua_integer2str converts an integer to a string.
*/
/* The following definitions are good for most cases here */
#define LUA_INTEGER_FMT "%" LUA_INTEGER_FRMLEN "d"
#define lua_integer2str(s,sz,n) l_sprintf((s), sz, LUA_INTEGER_FMT, (n))
#define LUAI_UACINT LUA_INTEGER
/*
** use LUAI_UACINT here to avoid problems with promotions (which
** can turn a comparison between unsigneds into a signed comparison)
*/
#define LUA_UNSIGNED unsigned LUAI_UACINT
/* now the variable definitions */
#if LUA_INT_TYPE == LUA_INT_INT /* { int */
#define LUA_INTEGER int
#define LUA_INTEGER_FRMLEN ""
#define LUA_MAXINTEGER INT_MAX
#define LUA_MININTEGER INT_MIN
#elif LUA_INT_TYPE == LUA_INT_LONG /* }{ long */
#define LUA_INTEGER long
#define LUA_INTEGER_FRMLEN "l"
#define LUA_MAXINTEGER LONG_MAX
#define LUA_MININTEGER LONG_MIN
#elif LUA_INT_TYPE == LUA_INT_LONGLONG /* }{ long long */
/* use presence of macro LLONG_MAX as proxy for C99 compliance */
#if defined(LLONG_MAX) /* { */
/* use ISO C99 stuff */
#define LUA_INTEGER long long
#define LUA_INTEGER_FRMLEN "ll"
#define LUA_MAXINTEGER LLONG_MAX
#define LUA_MININTEGER LLONG_MIN
#elif defined(LUA_USE_WINDOWS) /* }{ */
/* in Windows, can use specific Windows types */
#define LUA_INTEGER __int64
#define LUA_INTEGER_FRMLEN "I64"
#define LUA_MAXINTEGER _I64_MAX
#define LUA_MININTEGER _I64_MIN
#else /* }{ */
#error "Compiler does not support 'long long'. Use option '-DLUA_32BITS' \
or '-DLUA_C89_NUMBERS' (see file 'luaconf.h' for details)"
#endif /* } */
#else /* }{ */
#error "numeric integer type not defined"
#endif /* } */
/* }================================================================== */
/*
** {==================================================================
** Dependencies with C99 and other C details
** ===================================================================
*/
/*
@@ l_sprintf is equivalent to 'snprintf' or 'sprintf' in C89.
** (All uses in Lua have only one format item.)
*/
#if !defined(LUA_USE_C89)
#define l_sprintf(s,sz,f,i) snprintf(s,sz,f,i)
#else
#define l_sprintf(s,sz,f,i) ((void)(sz), sprintf(s,f,i))
#endif
/*
@@ lua_strx2number converts an hexadecimal numeric string to a number.
** In C99, 'strtod' does that conversion. Otherwise, you can
** leave 'lua_strx2number' undefined and Lua will provide its own
** implementation.
*/
#if !defined(LUA_USE_C89)
#define lua_strx2number(s,p) lua_str2number(s,p)
#endif
/*
@@ lua_number2strx converts a float to an hexadecimal numeric string.
** In C99, 'sprintf' (with format specifiers '%a'/'%A') does that.
** Otherwise, you can leave 'lua_number2strx' undefined and Lua will
** provide its own implementation.
*/
#if !defined(LUA_USE_C89)
#define lua_number2strx(L,b,sz,f,n) ((void)L, l_sprintf(b,sz,f,n))
#endif
/*
** 'strtof' and 'opf' variants for math functions are not valid in
** C89. Otherwise, the macro 'HUGE_VALF' is a good proxy for testing the
** availability of these variants. ('math.h' is already included in
** all files that use these macros.)
*/
#if defined(LUA_USE_C89) || (defined(HUGE_VAL) && !defined(HUGE_VALF))
#undef l_mathop /* variants not available */
#undef lua_str2number
#define l_mathop(op) (lua_Number)op /* no variant */
#define lua_str2number(s,p) ((lua_Number)strtod((s), (p)))
#endif
/*
@@ LUA_KCONTEXT is the type of the context ('ctx') for continuation
** functions. It must be a numerical type; Lua will use 'intptr_t' if
** available, otherwise it will use 'ptrdiff_t' (the nearest thing to
** 'intptr_t' in C89)
*/
#define LUA_KCONTEXT ptrdiff_t
#if !defined(LUA_USE_C89) && defined(__STDC_VERSION__) && \
__STDC_VERSION__ >= 199901L
#include <stdint.h>
#if defined(INTPTR_MAX) /* even in C99 this type is optional */
#undef LUA_KCONTEXT
#define LUA_KCONTEXT intptr_t
#endif
#endif
/*
@@ lua_getlocaledecpoint gets the locale "radix character" (decimal point).
** Change that if you do not want to use C locales. (Code using this
** macro must include header 'locale.h'.)
*/
#if !defined(lua_getlocaledecpoint)
#define lua_getlocaledecpoint() (localeconv()->decimal_point[0])
#endif
/* }================================================================== */
/*
** {==================================================================
** Language Variations
** =====================================================================
*/
/*
@@ LUA_NOCVTN2S/LUA_NOCVTS2N control how Lua performs some
** coercions. Define LUA_NOCVTN2S to turn off automatic coercion from
** numbers to strings. Define LUA_NOCVTS2N to turn off automatic
** coercion from strings to numbers.
*/
/* #define LUA_NOCVTN2S */
/* #define LUA_NOCVTS2N */
/*
@@ LUA_USE_APICHECK turns on several consistency checks on the C API.
** Define it as a help when debugging C code.
*/
#if defined(LUA_USE_APICHECK)
#include <assert.h>
#define luai_apicheck(l,e) assert(e)
#endif
/* }================================================================== */
/*
** {==================================================================
** Macros that affect the API and must be stable (that is, must be the
** same when you compile Lua and when you compile code that links to
** Lua). You probably do not want/need to change them.
** =====================================================================
*/
/*
@@ LUAI_MAXSTACK limits the size of the Lua stack.
** CHANGE it if you need a different limit. This limit is arbitrary;
** its only purpose is to stop Lua from consuming unlimited stack
** space (and to reserve some numbers for pseudo-indices).
*/
#if LUAI_BITSINT >= 32
#define LUAI_MAXSTACK 1000000
#else
#define LUAI_MAXSTACK 15000
#endif
/*
@@ LUA_EXTRASPACE defines the size of a raw memory area associated with
** a Lua state with very fast access.
** CHANGE it if you need a different size.
*/
#define LUA_EXTRASPACE (sizeof(void *))
/*
@@ LUA_IDSIZE gives the maximum size for the description of the source
@@ of a function in debug information.
** CHANGE it if you want a different size.
*/
#define LUA_IDSIZE 60
/*
@@ LUAL_BUFFERSIZE is the buffer size used by the lauxlib buffer system.
** CHANGE it if it uses too much C-stack space. (For long double,
** 'string.format("%.99f", 1e4932)' needs ~5030 bytes, so a
** smaller buffer would force a memory allocation for each call to
** 'string.format'.)
*/
#if defined(LUA_FLOAT_LONGDOUBLE)
#define LUAL_BUFFERSIZE 8192
#else
#define LUAL_BUFFERSIZE ((int)(0x80 * sizeof(void*) * sizeof(lua_Integer)))
#endif
/* }================================================================== */
/*
@@ LUA_QL describes how error messages quote program elements.
** Lua does not use these macros anymore; they are here for
** compatibility only.
*/
#define LUA_QL(x) "'" x "'"
#define LUA_QS LUA_QL("%s")
/* =================================================================== */
/*
** Local configuration. You can use this space to add your redefinitions
** without modifying the main part of the file.
*/
#endif

View File

@ -0,0 +1,58 @@
/*
** $Id: lualib.h,v 1.44 2014/02/06 17:32:33 roberto Exp $
** Lua standard libraries
** See Copyright Notice in lua.h
*/
#ifndef lualib_h
#define lualib_h
#include "lua.h"
LUAMOD_API int (luaopen_base) (lua_State *L);
#define LUA_COLIBNAME "coroutine"
LUAMOD_API int (luaopen_coroutine) (lua_State *L);
#define LUA_TABLIBNAME "table"
LUAMOD_API int (luaopen_table) (lua_State *L);
#define LUA_IOLIBNAME "io"
LUAMOD_API int (luaopen_io) (lua_State *L);
#define LUA_OSLIBNAME "os"
LUAMOD_API int (luaopen_os) (lua_State *L);
#define LUA_STRLIBNAME "string"
LUAMOD_API int (luaopen_string) (lua_State *L);
#define LUA_UTF8LIBNAME "utf8"
LUAMOD_API int (luaopen_utf8) (lua_State *L);
#define LUA_BITLIBNAME "bit32"
LUAMOD_API int (luaopen_bit32) (lua_State *L);
#define LUA_MATHLIBNAME "math"
LUAMOD_API int (luaopen_math) (lua_State *L);
#define LUA_DBLIBNAME "debug"
LUAMOD_API int (luaopen_debug) (lua_State *L);
#define LUA_LOADLIBNAME "package"
LUAMOD_API int (luaopen_package) (lua_State *L);
/* open all previous libraries */
LUALIB_API void (luaL_openlibs) (lua_State *L);
#if !defined(lua_assert)
#define lua_assert(x) ((void)0)
#endif
#endif

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -0,0 +1,484 @@
GNU LIBRARY GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1991 Free Software Foundation, Inc.
675 Mass Ave, Cambridge, MA 02139, USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
[This is the first released version of the library GPL. It is
numbered 2 because it goes with version 2 of the ordinary GPL.]
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
Licenses are intended to guarantee your freedom to share and change
free software--to make sure the software is free for all its users.
This license, the Library General Public License, applies to some
specially designated Free Software Foundation software, and to any
other libraries whose authors decide to use it. You can use it for
your libraries, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if
you distribute copies of the library, or if you modify it.
For example, if you distribute copies of the library, whether gratis
or for a fee, you must give the recipients all the rights that we gave
you. You must make sure that they, too, receive or can get the source
code. If you link a program with the library, you must provide
complete object files to the recipients so that they can relink them
with the library, after making changes to the library and recompiling
it. And you must show them these terms so they know their rights.
Our method of protecting your rights has two steps: (1) copyright
the library, and (2) offer you this license which gives you legal
permission to copy, distribute and/or modify the library.
Also, for each distributor's protection, we want to make certain
that everyone understands that there is no warranty for this free
library. If the library is modified by someone else and passed on, we
want its recipients to know that what they have is not the original
version, so that any problems introduced by others will not reflect on
the original authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that companies distributing free
software will individually obtain patent licenses, thus in effect
transforming the program into proprietary software. To prevent this,
we have made it clear that any patent must be licensed for everyone's
free use or not licensed at all.
Most GNU software, including some libraries, is covered by the ordinary
GNU General Public License, which was designed for utility programs. This
license, the GNU Library General Public License, applies to certain
designated libraries. This license is quite different from the ordinary
one; be sure to read it in full, and don't assume that anything in it is
the same as in the ordinary license.
The reason we have a separate public license for some libraries is that
they blur the distinction we usually make between modifying or adding to a
program and simply using it. Linking a program with a library, without
changing the library, is in some sense simply using the library, and is
analogous to running a utility program or application program. However, in
a textual and legal sense, the linked executable is a combined work, a
derivative of the original library, and the ordinary General Public License
treats it as such.
Because of this blurred distinction, using the ordinary General
Public License for libraries did not effectively promote software
sharing, because most developers did not use the libraries. We
concluded that weaker conditions might promote sharing better.
However, unrestricted linking of non-free programs would deprive the
users of those programs of all benefit from the free status of the
libraries themselves. This Library General Public License is intended to
permit developers of non-free programs to use free libraries, while
preserving your freedom as a user of such programs to change the free
libraries that are incorporated in them. (We have not seen how to achieve
this as regards changes in header files, but we have achieved it as regards
changes in the actual functions of the Library.) The hope is that this
will lead to faster development of free libraries.
The precise terms and conditions for copying, distribution and
modification follow. Pay close attention to the difference between a
"work based on the library" and a "work that uses the library". The
former contains code derived from the library, while the latter only
works together with the library.
Note that it is possible for a library to be covered by the ordinary
General Public License rather than by this special one.
GNU LIBRARY GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License Agreement applies to any software library which
contains a notice placed by the copyright holder or other authorized
party saying it may be distributed under the terms of this Library
General Public License (also called "this License"). Each licensee is
addressed as "you".
A "library" means a collection of software functions and/or data
prepared so as to be conveniently linked with application programs
(which use some of those functions and data) to form executables.
The "Library", below, refers to any such software library or work
which has been distributed under these terms. A "work based on the
Library" means either the Library or any derivative work under
copyright law: that is to say, a work containing the Library or a
portion of it, either verbatim or with modifications and/or translated
straightforwardly into another language. (Hereinafter, translation is
included without limitation in the term "modification".)
"Source code" for a work means the preferred form of the work for
making modifications to it. For a library, complete source code means
all the source code for all modules it contains, plus any associated
interface definition files, plus the scripts used to control compilation
and installation of the library.
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running a program using the Library is not restricted, and output from
such a program is covered only if its contents constitute a work based
on the Library (independent of the use of the Library in a tool for
writing it). Whether that is true depends on what the Library does
and what the program that uses the Library does.
1. You may copy and distribute verbatim copies of the Library's
complete source code as you receive it, in any medium, provided that
you conspicuously and appropriately publish on each copy an
appropriate copyright notice and disclaimer of warranty; keep intact
all the notices that refer to this License and to the absence of any
warranty; and distribute a copy of this License along with the
Library.
You may charge a fee for the physical act of transferring a copy,
and you may at your option offer warranty protection in exchange for a
fee.
2. You may modify your copy or copies of the Library or any portion
of it, thus forming a work based on the Library, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) The modified work must itself be a software library.
b) You must cause the files modified to carry prominent notices
stating that you changed the files and the date of any change.
c) You must cause the whole of the work to be licensed at no
charge to all third parties under the terms of this License.
d) If a facility in the modified Library refers to a function or a
table of data to be supplied by an application program that uses
the facility, other than as an argument passed when the facility
is invoked, then you must make a good faith effort to ensure that,
in the event an application does not supply such function or
table, the facility still operates, and performs whatever part of
its purpose remains meaningful.
(For example, a function in a library to compute square roots has
a purpose that is entirely well-defined independent of the
application. Therefore, Subsection 2d requires that any
application-supplied function or table used by this function must
be optional: if the application does not supply it, the square
root function must still compute square roots.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Library,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Library, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote
it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Library.
In addition, mere aggregation of another work not based on the Library
with the Library (or with a work based on the Library) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may opt to apply the terms of the ordinary GNU General Public
License instead of this License to a given copy of the Library. To do
this, you must alter all the notices that refer to this License, so
that they refer to the ordinary GNU General Public License, version 2,
instead of to this License. (If a newer version than version 2 of the
ordinary GNU General Public License has appeared, then you can specify
that version instead if you wish.) Do not make any other change in
these notices.
Once this change is made in a given copy, it is irreversible for
that copy, so the ordinary GNU General Public License applies to all
subsequent copies and derivative works made from that copy.
This option is useful when you wish to copy part of the code of
the Library into a program that is not a library.
4. You may copy and distribute the Library (or a portion or
derivative of it, under Section 2) in object code or executable form
under the terms of Sections 1 and 2 above provided that you accompany
it with the complete corresponding machine-readable source code, which
must be distributed under the terms of Sections 1 and 2 above on a
medium customarily used for software interchange.
If distribution of object code is made by offering access to copy
from a designated place, then offering equivalent access to copy the
source code from the same place satisfies the requirement to
distribute the source code, even though third parties are not
compelled to copy the source along with the object code.
5. A program that contains no derivative of any portion of the
Library, but is designed to work with the Library by being compiled or
linked with it, is called a "work that uses the Library". Such a
work, in isolation, is not a derivative work of the Library, and
therefore falls outside the scope of this License.
However, linking a "work that uses the Library" with the Library
creates an executable that is a derivative of the Library (because it
contains portions of the Library), rather than a "work that uses the
library". The executable is therefore covered by this License.
Section 6 states terms for distribution of such executables.
When a "work that uses the Library" uses material from a header file
that is part of the Library, the object code for the work may be a
derivative work of the Library even though the source code is not.
Whether this is true is especially significant if the work can be
linked without the Library, or if the work is itself a library. The
threshold for this to be true is not precisely defined by law.
If such an object file uses only numerical parameters, data
structure layouts and accessors, and small macros and small inline
functions (ten lines or less in length), then the use of the object
file is unrestricted, regardless of whether it is legally a derivative
work. (Executables containing this object code plus portions of the
Library will still fall under Section 6.)
Otherwise, if the work is a derivative of the Library, you may
distribute the object code for the work under the terms of Section 6.
Any executables containing that work also fall under Section 6,
whether or not they are linked directly with the Library itself.
6. As an exception to the Sections above, you may also compile or
link a "work that uses the Library" with the Library to produce a
work containing portions of the Library, and distribute that work
under terms of your choice, provided that the terms permit
modification of the work for the customer's own use and reverse
engineering for debugging such modifications.
You must give prominent notice with each copy of the work that the
Library is used in it and that the Library and its use are covered by
this License. You must supply a copy of this License. If the work
during execution displays copyright notices, you must include the
copyright notice for the Library among them, as well as a reference
directing the user to the copy of this License. Also, you must do one
of these things:
a) Accompany the work with the complete corresponding
machine-readable source code for the Library including whatever
changes were used in the work (which must be distributed under
Sections 1 and 2 above); and, if the work is an executable linked
with the Library, with the complete machine-readable "work that
uses the Library", as object code and/or source code, so that the
user can modify the Library and then relink to produce a modified
executable containing the modified Library. (It is understood
that the user who changes the contents of definitions files in the
Library will not necessarily be able to recompile the application
to use the modified definitions.)
b) Accompany the work with a written offer, valid for at
least three years, to give the same user the materials
specified in Subsection 6a, above, for a charge no more
than the cost of performing this distribution.
c) If distribution of the work is made by offering access to copy
from a designated place, offer equivalent access to copy the above
specified materials from the same place.
d) Verify that the user has already received a copy of these
materials or that you have already sent this user a copy.
For an executable, the required form of the "work that uses the
Library" must include any data and utility programs needed for
reproducing the executable from it. However, as a special exception,
the source code distributed need not include anything that is normally
distributed (in either source or binary form) with the major
components (compiler, kernel, and so on) of the operating system on
which the executable runs, unless that component itself accompanies
the executable.
It may happen that this requirement contradicts the license
restrictions of other proprietary libraries that do not normally
accompany the operating system. Such a contradiction means you cannot
use both them and the Library together in an executable that you
distribute.
7. You may place library facilities that are a work based on the
Library side-by-side in a single library together with other library
facilities not covered by this License, and distribute such a combined
library, provided that the separate distribution of the work based on
the Library and of the other library facilities is otherwise
permitted, and provided that you do these two things:
a) Accompany the combined library with a copy of the same work
based on the Library, uncombined with any other library
facilities. This must be distributed under the terms of the
Sections above.
b) Give prominent notice with the combined library of the fact
that part of it is a work based on the Library, and explaining
where to find the accompanying uncombined form of the same work.
8. You may not copy, modify, sublicense, link with, or distribute
the Library except as expressly provided under this License. Any
attempt otherwise to copy, modify, sublicense, link with, or
distribute the Library is void, and will automatically terminate your
rights under this License. However, parties who have received copies,
or rights, from you under this License will not have their licenses
terminated so long as such parties remain in full compliance.
9. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Library or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Library (or any work based on the
Library), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Library or works based on it.
10. Each time you redistribute the Library (or any work based on the
Library), the recipient automatically receives a license from the
original licensor to copy, distribute, link with or modify the Library
subject to these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
11. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Library at all. For example, if a patent
license would not permit royalty-free redistribution of the Library by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Library.
If any portion of this section is held invalid or unenforceable under any
particular circumstance, the balance of the section is intended to apply,
and the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
12. If the distribution and/or use of the Library is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Library under this License may add
an explicit geographical distribution limitation excluding those countries,
so that distribution is permitted only in or among countries not thus
excluded. In such case, this License incorporates the limitation as if
written in the body of this License.
13. The Free Software Foundation may publish revised and/or new
versions of the Library General Public License from time to time.
Such new versions will be similar in spirit to the present version,
but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Library
specifies a version number of this License which applies to it and
"any later version", you have the option of following the terms and
conditions either of that version or of any later version published by
the Free Software Foundation. If the Library does not specify a
license version number, you may choose any version ever published by
the Free Software Foundation.
14. If you wish to incorporate parts of the Library into other free
programs whose distribution conditions are incompatible with these,
write to the author to ask for permission. For software which is
copyrighted by the Free Software Foundation, write to the Free
Software Foundation; we sometimes make exceptions for this. Our
decision will be guided by the two goals of preserving the free status
of all derivatives of our free software and of promoting the sharing
and reuse of software generally.
NO WARRANTY
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES.
END OF TERMS AND CONDITIONS
Appendix: How to Apply These Terms to Your New Libraries
If you develop a new library, and you want it to be of the greatest
possible use to the public, we recommend making it free software that
everyone can redistribute and change. You can do so by permitting
redistribution under these terms (or, alternatively, under the terms of the
ordinary General Public License).
To apply these terms, attach the following notices to the library. It is
safest to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.
<one line to give the library's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the library, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
<signature of Ty Coon>, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

View File

@ -0,0 +1,656 @@
#ifndef AL_AL_H
#define AL_AL_H
#if defined(__cplusplus)
extern "C" {
#endif
#ifndef AL_API
#if defined(AL_LIBTYPE_STATIC)
#define AL_API
#elif defined(_WIN32)
#define AL_API __declspec(dllimport)
#else
#define AL_API extern
#endif
#endif
#if defined(_WIN32)
#define AL_APIENTRY __cdecl
#else
#define AL_APIENTRY
#endif
/** Deprecated macro. */
#define OPENAL
#define ALAPI AL_API
#define ALAPIENTRY AL_APIENTRY
#define AL_INVALID (-1)
#define AL_ILLEGAL_ENUM AL_INVALID_ENUM
#define AL_ILLEGAL_COMMAND AL_INVALID_OPERATION
/** Supported AL version. */
#define AL_VERSION_1_0
#define AL_VERSION_1_1
/** 8-bit boolean */
typedef char ALboolean;
/** character */
typedef char ALchar;
/** signed 8-bit 2's complement integer */
typedef signed char ALbyte;
/** unsigned 8-bit integer */
typedef unsigned char ALubyte;
/** signed 16-bit 2's complement integer */
typedef short ALshort;
/** unsigned 16-bit integer */
typedef unsigned short ALushort;
/** signed 32-bit 2's complement integer */
typedef int ALint;
/** unsigned 32-bit integer */
typedef unsigned int ALuint;
/** non-negative 32-bit binary integer size */
typedef int ALsizei;
/** enumerated 32-bit value */
typedef int ALenum;
/** 32-bit IEEE754 floating-point */
typedef float ALfloat;
/** 64-bit IEEE754 floating-point */
typedef double ALdouble;
/** void type (for opaque pointers only) */
typedef void ALvoid;
/* Enumerant values begin at column 50. No tabs. */
/** "no distance model" or "no buffer" */
#define AL_NONE 0
/** Boolean False. */
#define AL_FALSE 0
/** Boolean True. */
#define AL_TRUE 1
/**
* Relative source.
* Type: ALboolean
* Range: [AL_TRUE, AL_FALSE]
* Default: AL_FALSE
*
* Specifies if the Source has relative coordinates.
*/
#define AL_SOURCE_RELATIVE 0x202
/**
* Inner cone angle, in degrees.
* Type: ALint, ALfloat
* Range: [0 - 360]
* Default: 360
*
* The angle covered by the inner cone, where the source will not attenuate.
*/
#define AL_CONE_INNER_ANGLE 0x1001
/**
* Outer cone angle, in degrees.
* Range: [0 - 360]
* Default: 360
*
* The angle covered by the outer cone, where the source will be fully
* attenuated.
*/
#define AL_CONE_OUTER_ANGLE 0x1002
/**
* Source pitch.
* Type: ALfloat
* Range: [0.5 - 2.0]
* Default: 1.0
*
* A multiplier for the frequency (sample rate) of the source's buffer.
*/
#define AL_PITCH 0x1003
/**
* Source or listener position.
* Type: ALfloat[3], ALint[3]
* Default: {0, 0, 0}
*
* The source or listener location in three dimensional space.
*
* OpenAL, like OpenGL, uses a right handed coordinate system, where in a
* frontal default view X (thumb) points right, Y points up (index finger), and
* Z points towards the viewer/camera (middle finger).
*
* To switch from a left handed coordinate system, flip the sign on the Z
* coordinate.
*/
#define AL_POSITION 0x1004
/**
* Source direction.
* Type: ALfloat[3], ALint[3]
* Default: {0, 0, 0}
*
* Specifies the current direction in local space.
* A zero-length vector specifies an omni-directional source (cone is ignored).
*/
#define AL_DIRECTION 0x1005
/**
* Source or listener velocity.
* Type: ALfloat[3], ALint[3]
* Default: {0, 0, 0}
*
* Specifies the current velocity in local space.
*/
#define AL_VELOCITY 0x1006
/**
* Source looping.
* Type: ALboolean
* Range: [AL_TRUE, AL_FALSE]
* Default: AL_FALSE
*
* Specifies whether source is looping.
*/
#define AL_LOOPING 0x1007
/**
* Source buffer.
* Type: ALuint
* Range: any valid Buffer.
*
* Specifies the buffer to provide sound samples.
*/
#define AL_BUFFER 0x1009
/**
* Source or listener gain.
* Type: ALfloat
* Range: [0.0 - ]
*
* A value of 1.0 means unattenuated. Each division by 2 equals an attenuation
* of about -6dB. Each multiplicaton by 2 equals an amplification of about
* +6dB.
*
* A value of 0.0 is meaningless with respect to a logarithmic scale; it is
* silent.
*/
#define AL_GAIN 0x100A
/**
* Minimum source gain.
* Type: ALfloat
* Range: [0.0 - 1.0]
*
* The minimum gain allowed for a source, after distance and cone attenation is
* applied (if applicable).
*/
#define AL_MIN_GAIN 0x100D
/**
* Maximum source gain.
* Type: ALfloat
* Range: [0.0 - 1.0]
*
* The maximum gain allowed for a source, after distance and cone attenation is
* applied (if applicable).
*/
#define AL_MAX_GAIN 0x100E
/**
* Listener orientation.
* Type: ALfloat[6]
* Default: {0.0, 0.0, -1.0, 0.0, 1.0, 0.0}
*
* Effectively two three dimensional vectors. The first vector is the front (or
* "at") and the second is the top (or "up").
*
* Both vectors are in local space.
*/
#define AL_ORIENTATION 0x100F
/**
* Source state (query only).
* Type: ALint
* Range: [AL_INITIAL, AL_PLAYING, AL_PAUSED, AL_STOPPED]
*/
#define AL_SOURCE_STATE 0x1010
/** Source state value. */
#define AL_INITIAL 0x1011
#define AL_PLAYING 0x1012
#define AL_PAUSED 0x1013
#define AL_STOPPED 0x1014
/**
* Source Buffer Queue size (query only).
* Type: ALint
*
* The number of buffers queued using alSourceQueueBuffers, minus the buffers
* removed with alSourceUnqueueBuffers.
*/
#define AL_BUFFERS_QUEUED 0x1015
/**
* Source Buffer Queue processed count (query only).
* Type: ALint
*
* The number of queued buffers that have been fully processed, and can be
* removed with alSourceUnqueueBuffers.
*
* Looping sources will never fully process buffers because they will be set to
* play again for when the source loops.
*/
#define AL_BUFFERS_PROCESSED 0x1016
/**
* Source reference distance.
* Type: ALfloat
* Range: [0.0 - ]
* Default: 1.0
*
* The distance in units that no attenuation occurs.
*
* At 0.0, no distance attenuation ever occurs on non-linear attenuation models.
*/
#define AL_REFERENCE_DISTANCE 0x1020
/**
* Source rolloff factor.
* Type: ALfloat
* Range: [0.0 - ]
* Default: 1.0
*
* Multiplier to exaggerate or diminish distance attenuation.
*
* At 0.0, no distance attenuation ever occurs.
*/
#define AL_ROLLOFF_FACTOR 0x1021
/**
* Outer cone gain.
* Type: ALfloat
* Range: [0.0 - 1.0]
* Default: 0.0
*
* The gain attenuation applied when the listener is outside of the source's
* outer cone.
*/
#define AL_CONE_OUTER_GAIN 0x1022
/**
* Source maximum distance.
* Type: ALfloat
* Range: [0.0 - ]
* Default: +inf
*
* The distance above which the source is not attenuated any further with a
* clamped distance model, or where attenuation reaches 0.0 gain for linear
* distance models with a default rolloff factor.
*/
#define AL_MAX_DISTANCE 0x1023
/** Source buffer position, in seconds */
#define AL_SEC_OFFSET 0x1024
/** Source buffer position, in sample frames */
#define AL_SAMPLE_OFFSET 0x1025
/** Source buffer position, in bytes */
#define AL_BYTE_OFFSET 0x1026
/**
* Source type (query only).
* Type: ALint
* Range: [AL_STATIC, AL_STREAMING, AL_UNDETERMINED]
*
* A Source is Static if a Buffer has been attached using AL_BUFFER.
*
* A Source is Streaming if one or more Buffers have been attached using
* alSourceQueueBuffers.
*
* A Source is Undetermined when it has the NULL buffer attached using
* AL_BUFFER.
*/
#define AL_SOURCE_TYPE 0x1027
/** Source type value. */
#define AL_STATIC 0x1028
#define AL_STREAMING 0x1029
#define AL_UNDETERMINED 0x1030
/** Buffer format specifier. */
#define AL_FORMAT_MONO8 0x1100
#define AL_FORMAT_MONO16 0x1101
#define AL_FORMAT_STEREO8 0x1102
#define AL_FORMAT_STEREO16 0x1103
/** Buffer frequency (query only). */
#define AL_FREQUENCY 0x2001
/** Buffer bits per sample (query only). */
#define AL_BITS 0x2002
/** Buffer channel count (query only). */
#define AL_CHANNELS 0x2003
/** Buffer data size (query only). */
#define AL_SIZE 0x2004
/**
* Buffer state.
*
* Not for public use.
*/
#define AL_UNUSED 0x2010
#define AL_PENDING 0x2011
#define AL_PROCESSED 0x2012
/** No error. */
#define AL_NO_ERROR 0
/** Invalid name paramater passed to AL call. */
#define AL_INVALID_NAME 0xA001
/** Invalid enum parameter passed to AL call. */
#define AL_INVALID_ENUM 0xA002
/** Invalid value parameter passed to AL call. */
#define AL_INVALID_VALUE 0xA003
/** Illegal AL call. */
#define AL_INVALID_OPERATION 0xA004
/** Not enough memory. */
#define AL_OUT_OF_MEMORY 0xA005
/** Context string: Vendor ID. */
#define AL_VENDOR 0xB001
/** Context string: Version. */
#define AL_VERSION 0xB002
/** Context string: Renderer ID. */
#define AL_RENDERER 0xB003
/** Context string: Space-separated extension list. */
#define AL_EXTENSIONS 0xB004
/**
* Doppler scale.
* Type: ALfloat
* Range: [0.0 - ]
* Default: 1.0
*
* Scale for source and listener velocities.
*/
#define AL_DOPPLER_FACTOR 0xC000
AL_API void AL_APIENTRY alDopplerFactor(ALfloat value);
/**
* Doppler velocity (deprecated).
*
* A multiplier applied to the Speed of Sound.
*/
#define AL_DOPPLER_VELOCITY 0xC001
AL_API void AL_APIENTRY alDopplerVelocity(ALfloat value);
/**
* Speed of Sound, in units per second.
* Type: ALfloat
* Range: [0.0001 - ]
* Default: 343.3
*
* The speed at which sound waves are assumed to travel, when calculating the
* doppler effect.
*/
#define AL_SPEED_OF_SOUND 0xC003
AL_API void AL_APIENTRY alSpeedOfSound(ALfloat value);
/**
* Distance attenuation model.
* Type: ALint
* Range: [AL_NONE, AL_INVERSE_DISTANCE, AL_INVERSE_DISTANCE_CLAMPED,
* AL_LINEAR_DISTANCE, AL_LINEAR_DISTANCE_CLAMPED,
* AL_EXPONENT_DISTANCE, AL_EXPONENT_DISTANCE_CLAMPED]
* Default: AL_INVERSE_DISTANCE_CLAMPED
*
* The model by which sources attenuate with distance.
*
* None - No distance attenuation.
* Inverse - Doubling the distance halves the source gain.
* Linear - Linear gain scaling between the reference and max distances.
* Exponent - Exponential gain dropoff.
*
* Clamped variations work like the non-clamped counterparts, except the
* distance calculated is clamped between the reference and max distances.
*/
#define AL_DISTANCE_MODEL 0xD000
AL_API void AL_APIENTRY alDistanceModel(ALenum distanceModel);
/** Distance model value. */
#define AL_INVERSE_DISTANCE 0xD001
#define AL_INVERSE_DISTANCE_CLAMPED 0xD002
#define AL_LINEAR_DISTANCE 0xD003
#define AL_LINEAR_DISTANCE_CLAMPED 0xD004
#define AL_EXPONENT_DISTANCE 0xD005
#define AL_EXPONENT_DISTANCE_CLAMPED 0xD006
/** Renderer State management. */
AL_API void AL_APIENTRY alEnable(ALenum capability);
AL_API void AL_APIENTRY alDisable(ALenum capability);
AL_API ALboolean AL_APIENTRY alIsEnabled(ALenum capability);
/** State retrieval. */
AL_API const ALchar* AL_APIENTRY alGetString(ALenum param);
AL_API void AL_APIENTRY alGetBooleanv(ALenum param, ALboolean *values);
AL_API void AL_APIENTRY alGetIntegerv(ALenum param, ALint *values);
AL_API void AL_APIENTRY alGetFloatv(ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetDoublev(ALenum param, ALdouble *values);
AL_API ALboolean AL_APIENTRY alGetBoolean(ALenum param);
AL_API ALint AL_APIENTRY alGetInteger(ALenum param);
AL_API ALfloat AL_APIENTRY alGetFloat(ALenum param);
AL_API ALdouble AL_APIENTRY alGetDouble(ALenum param);
/**
* Error retrieval.
*
* Obtain the first error generated in the AL context since the last check.
*/
AL_API ALenum AL_APIENTRY alGetError(void);
/**
* Extension support.
*
* Query for the presence of an extension, and obtain any appropriate function
* pointers and enum values.
*/
AL_API ALboolean AL_APIENTRY alIsExtensionPresent(const ALchar *extname);
AL_API void* AL_APIENTRY alGetProcAddress(const ALchar *fname);
AL_API ALenum AL_APIENTRY alGetEnumValue(const ALchar *ename);
/** Set Listener parameters */
AL_API void AL_APIENTRY alListenerf(ALenum param, ALfloat value);
AL_API void AL_APIENTRY alListener3f(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
AL_API void AL_APIENTRY alListenerfv(ALenum param, const ALfloat *values);
AL_API void AL_APIENTRY alListeneri(ALenum param, ALint value);
AL_API void AL_APIENTRY alListener3i(ALenum param, ALint value1, ALint value2, ALint value3);
AL_API void AL_APIENTRY alListeneriv(ALenum param, const ALint *values);
/** Get Listener parameters */
AL_API void AL_APIENTRY alGetListenerf(ALenum param, ALfloat *value);
AL_API void AL_APIENTRY alGetListener3f(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
AL_API void AL_APIENTRY alGetListenerfv(ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetListeneri(ALenum param, ALint *value);
AL_API void AL_APIENTRY alGetListener3i(ALenum param, ALint *value1, ALint *value2, ALint *value3);
AL_API void AL_APIENTRY alGetListeneriv(ALenum param, ALint *values);
/** Create Source objects. */
AL_API void AL_APIENTRY alGenSources(ALsizei n, ALuint *sources);
/** Delete Source objects. */
AL_API void AL_APIENTRY alDeleteSources(ALsizei n, const ALuint *sources);
/** Verify a handle is a valid Source. */
AL_API ALboolean AL_APIENTRY alIsSource(ALuint source);
/** Set Source parameters. */
AL_API void AL_APIENTRY alSourcef(ALuint source, ALenum param, ALfloat value);
AL_API void AL_APIENTRY alSource3f(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
AL_API void AL_APIENTRY alSourcefv(ALuint source, ALenum param, const ALfloat *values);
AL_API void AL_APIENTRY alSourcei(ALuint source, ALenum param, ALint value);
AL_API void AL_APIENTRY alSource3i(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3);
AL_API void AL_APIENTRY alSourceiv(ALuint source, ALenum param, const ALint *values);
/** Get Source parameters. */
AL_API void AL_APIENTRY alGetSourcef(ALuint source, ALenum param, ALfloat *value);
AL_API void AL_APIENTRY alGetSource3f(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
AL_API void AL_APIENTRY alGetSourcefv(ALuint source, ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetSourcei(ALuint source, ALenum param, ALint *value);
AL_API void AL_APIENTRY alGetSource3i(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3);
AL_API void AL_APIENTRY alGetSourceiv(ALuint source, ALenum param, ALint *values);
/** Play, replay, or resume (if paused) a list of Sources */
AL_API void AL_APIENTRY alSourcePlayv(ALsizei n, const ALuint *sources);
/** Stop a list of Sources */
AL_API void AL_APIENTRY alSourceStopv(ALsizei n, const ALuint *sources);
/** Rewind a list of Sources */
AL_API void AL_APIENTRY alSourceRewindv(ALsizei n, const ALuint *sources);
/** Pause a list of Sources */
AL_API void AL_APIENTRY alSourcePausev(ALsizei n, const ALuint *sources);
/** Play, replay, or resume a Source */
AL_API void AL_APIENTRY alSourcePlay(ALuint source);
/** Stop a Source */
AL_API void AL_APIENTRY alSourceStop(ALuint source);
/** Rewind a Source (set playback postiton to beginning) */
AL_API void AL_APIENTRY alSourceRewind(ALuint source);
/** Pause a Source */
AL_API void AL_APIENTRY alSourcePause(ALuint source);
/** Queue buffers onto a source */
AL_API void AL_APIENTRY alSourceQueueBuffers(ALuint source, ALsizei nb, const ALuint *buffers);
/** Unqueue processed buffers from a source */
AL_API void AL_APIENTRY alSourceUnqueueBuffers(ALuint source, ALsizei nb, ALuint *buffers);
/** Create Buffer objects */
AL_API void AL_APIENTRY alGenBuffers(ALsizei n, ALuint *buffers);
/** Delete Buffer objects */
AL_API void AL_APIENTRY alDeleteBuffers(ALsizei n, const ALuint *buffers);
/** Verify a handle is a valid Buffer */
AL_API ALboolean AL_APIENTRY alIsBuffer(ALuint buffer);
/** Specifies the data to be copied into a buffer */
AL_API void AL_APIENTRY alBufferData(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq);
/** Set Buffer parameters, */
AL_API void AL_APIENTRY alBufferf(ALuint buffer, ALenum param, ALfloat value);
AL_API void AL_APIENTRY alBuffer3f(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
AL_API void AL_APIENTRY alBufferfv(ALuint buffer, ALenum param, const ALfloat *values);
AL_API void AL_APIENTRY alBufferi(ALuint buffer, ALenum param, ALint value);
AL_API void AL_APIENTRY alBuffer3i(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3);
AL_API void AL_APIENTRY alBufferiv(ALuint buffer, ALenum param, const ALint *values);
/** Get Buffer parameters. */
AL_API void AL_APIENTRY alGetBufferf(ALuint buffer, ALenum param, ALfloat *value);
AL_API void AL_APIENTRY alGetBuffer3f(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
AL_API void AL_APIENTRY alGetBufferfv(ALuint buffer, ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetBufferi(ALuint buffer, ALenum param, ALint *value);
AL_API void AL_APIENTRY alGetBuffer3i(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3);
AL_API void AL_APIENTRY alGetBufferiv(ALuint buffer, ALenum param, ALint *values);
/** Pointer-to-function type, useful for dynamically getting AL entry points. */
typedef void (AL_APIENTRY *LPALENABLE)(ALenum capability);
typedef void (AL_APIENTRY *LPALDISABLE)(ALenum capability);
typedef ALboolean (AL_APIENTRY *LPALISENABLED)(ALenum capability);
typedef const ALchar* (AL_APIENTRY *LPALGETSTRING)(ALenum param);
typedef void (AL_APIENTRY *LPALGETBOOLEANV)(ALenum param, ALboolean *values);
typedef void (AL_APIENTRY *LPALGETINTEGERV)(ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALGETFLOATV)(ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETDOUBLEV)(ALenum param, ALdouble *values);
typedef ALboolean (AL_APIENTRY *LPALGETBOOLEAN)(ALenum param);
typedef ALint (AL_APIENTRY *LPALGETINTEGER)(ALenum param);
typedef ALfloat (AL_APIENTRY *LPALGETFLOAT)(ALenum param);
typedef ALdouble (AL_APIENTRY *LPALGETDOUBLE)(ALenum param);
typedef ALenum (AL_APIENTRY *LPALGETERROR)(void);
typedef ALboolean (AL_APIENTRY *LPALISEXTENSIONPRESENT)(const ALchar *extname);
typedef void* (AL_APIENTRY *LPALGETPROCADDRESS)(const ALchar *fname);
typedef ALenum (AL_APIENTRY *LPALGETENUMVALUE)(const ALchar *ename);
typedef void (AL_APIENTRY *LPALLISTENERF)(ALenum param, ALfloat value);
typedef void (AL_APIENTRY *LPALLISTENER3F)(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
typedef void (AL_APIENTRY *LPALLISTENERFV)(ALenum param, const ALfloat *values);
typedef void (AL_APIENTRY *LPALLISTENERI)(ALenum param, ALint value);
typedef void (AL_APIENTRY *LPALLISTENER3I)(ALenum param, ALint value1, ALint value2, ALint value3);
typedef void (AL_APIENTRY *LPALLISTENERIV)(ALenum param, const ALint *values);
typedef void (AL_APIENTRY *LPALGETLISTENERF)(ALenum param, ALfloat *value);
typedef void (AL_APIENTRY *LPALGETLISTENER3F)(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
typedef void (AL_APIENTRY *LPALGETLISTENERFV)(ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETLISTENERI)(ALenum param, ALint *value);
typedef void (AL_APIENTRY *LPALGETLISTENER3I)(ALenum param, ALint *value1, ALint *value2, ALint *value3);
typedef void (AL_APIENTRY *LPALGETLISTENERIV)(ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALGENSOURCES)(ALsizei n, ALuint *sources);
typedef void (AL_APIENTRY *LPALDELETESOURCES)(ALsizei n, const ALuint *sources);
typedef ALboolean (AL_APIENTRY *LPALISSOURCE)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEF)(ALuint source, ALenum param, ALfloat value);
typedef void (AL_APIENTRY *LPALSOURCE3F)(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
typedef void (AL_APIENTRY *LPALSOURCEFV)(ALuint source, ALenum param, const ALfloat *values);
typedef void (AL_APIENTRY *LPALSOURCEI)(ALuint source, ALenum param, ALint value);
typedef void (AL_APIENTRY *LPALSOURCE3I)(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3);
typedef void (AL_APIENTRY *LPALSOURCEIV)(ALuint source, ALenum param, const ALint *values);
typedef void (AL_APIENTRY *LPALGETSOURCEF)(ALuint source, ALenum param, ALfloat *value);
typedef void (AL_APIENTRY *LPALGETSOURCE3F)(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
typedef void (AL_APIENTRY *LPALGETSOURCEFV)(ALuint source, ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETSOURCEI)(ALuint source, ALenum param, ALint *value);
typedef void (AL_APIENTRY *LPALGETSOURCE3I)(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3);
typedef void (AL_APIENTRY *LPALGETSOURCEIV)(ALuint source, ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALSOURCEPLAYV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCESTOPV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCEREWINDV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCEPAUSEV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCEPLAY)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCESTOP)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEREWIND)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEPAUSE)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEQUEUEBUFFERS)(ALuint source, ALsizei nb, const ALuint *buffers);
typedef void (AL_APIENTRY *LPALSOURCEUNQUEUEBUFFERS)(ALuint source, ALsizei nb, ALuint *buffers);
typedef void (AL_APIENTRY *LPALGENBUFFERS)(ALsizei n, ALuint *buffers);
typedef void (AL_APIENTRY *LPALDELETEBUFFERS)(ALsizei n, const ALuint *buffers);
typedef ALboolean (AL_APIENTRY *LPALISBUFFER)(ALuint buffer);
typedef void (AL_APIENTRY *LPALBUFFERDATA)(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq);
typedef void (AL_APIENTRY *LPALBUFFERF)(ALuint buffer, ALenum param, ALfloat value);
typedef void (AL_APIENTRY *LPALBUFFER3F)(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
typedef void (AL_APIENTRY *LPALBUFFERFV)(ALuint buffer, ALenum param, const ALfloat *values);
typedef void (AL_APIENTRY *LPALBUFFERI)(ALuint buffer, ALenum param, ALint value);
typedef void (AL_APIENTRY *LPALBUFFER3I)(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3);
typedef void (AL_APIENTRY *LPALBUFFERIV)(ALuint buffer, ALenum param, const ALint *values);
typedef void (AL_APIENTRY *LPALGETBUFFERF)(ALuint buffer, ALenum param, ALfloat *value);
typedef void (AL_APIENTRY *LPALGETBUFFER3F)(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
typedef void (AL_APIENTRY *LPALGETBUFFERFV)(ALuint buffer, ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETBUFFERI)(ALuint buffer, ALenum param, ALint *value);
typedef void (AL_APIENTRY *LPALGETBUFFER3I)(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3);
typedef void (AL_APIENTRY *LPALGETBUFFERIV)(ALuint buffer, ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALDOPPLERFACTOR)(ALfloat value);
typedef void (AL_APIENTRY *LPALDOPPLERVELOCITY)(ALfloat value);
typedef void (AL_APIENTRY *LPALSPEEDOFSOUND)(ALfloat value);
typedef void (AL_APIENTRY *LPALDISTANCEMODEL)(ALenum distanceModel);
#if defined(__cplusplus)
} /* extern "C" */
#endif
#endif /* AL_AL_H */

View File

@ -0,0 +1,237 @@
#ifndef AL_ALC_H
#define AL_ALC_H
#if defined(__cplusplus)
extern "C" {
#endif
#ifndef ALC_API
#if defined(AL_LIBTYPE_STATIC)
#define ALC_API
#elif defined(_WIN32)
#define ALC_API __declspec(dllimport)
#else
#define ALC_API extern
#endif
#endif
#if defined(_WIN32)
#define ALC_APIENTRY __cdecl
#else
#define ALC_APIENTRY
#endif
/** Deprecated macro. */
#define ALCAPI ALC_API
#define ALCAPIENTRY ALC_APIENTRY
#define ALC_INVALID 0
/** Supported ALC version? */
#define ALC_VERSION_0_1 1
/** Opaque device handle */
typedef struct ALCdevice_struct ALCdevice;
/** Opaque context handle */
typedef struct ALCcontext_struct ALCcontext;
/** 8-bit boolean */
typedef char ALCboolean;
/** character */
typedef char ALCchar;
/** signed 8-bit 2's complement integer */
typedef signed char ALCbyte;
/** unsigned 8-bit integer */
typedef unsigned char ALCubyte;
/** signed 16-bit 2's complement integer */
typedef short ALCshort;
/** unsigned 16-bit integer */
typedef unsigned short ALCushort;
/** signed 32-bit 2's complement integer */
typedef int ALCint;
/** unsigned 32-bit integer */
typedef unsigned int ALCuint;
/** non-negative 32-bit binary integer size */
typedef int ALCsizei;
/** enumerated 32-bit value */
typedef int ALCenum;
/** 32-bit IEEE754 floating-point */
typedef float ALCfloat;
/** 64-bit IEEE754 floating-point */
typedef double ALCdouble;
/** void type (for opaque pointers only) */
typedef void ALCvoid;
/* Enumerant values begin at column 50. No tabs. */
/** Boolean False. */
#define ALC_FALSE 0
/** Boolean True. */
#define ALC_TRUE 1
/** Context attribute: <int> Hz. */
#define ALC_FREQUENCY 0x1007
/** Context attribute: <int> Hz. */
#define ALC_REFRESH 0x1008
/** Context attribute: AL_TRUE or AL_FALSE. */
#define ALC_SYNC 0x1009
/** Context attribute: <int> requested Mono (3D) Sources. */
#define ALC_MONO_SOURCES 0x1010
/** Context attribute: <int> requested Stereo Sources. */
#define ALC_STEREO_SOURCES 0x1011
/** No error. */
#define ALC_NO_ERROR 0
/** Invalid device handle. */
#define ALC_INVALID_DEVICE 0xA001
/** Invalid context handle. */
#define ALC_INVALID_CONTEXT 0xA002
/** Invalid enum parameter passed to an ALC call. */
#define ALC_INVALID_ENUM 0xA003
/** Invalid value parameter passed to an ALC call. */
#define ALC_INVALID_VALUE 0xA004
/** Out of memory. */
#define ALC_OUT_OF_MEMORY 0xA005
/** Runtime ALC version. */
#define ALC_MAJOR_VERSION 0x1000
#define ALC_MINOR_VERSION 0x1001
/** Context attribute list properties. */
#define ALC_ATTRIBUTES_SIZE 0x1002
#define ALC_ALL_ATTRIBUTES 0x1003
/** String for the default device specifier. */
#define ALC_DEFAULT_DEVICE_SPECIFIER 0x1004
/**
* String for the given device's specifier.
*
* If device handle is NULL, it is instead a null-char separated list of
* strings of known device specifiers (list ends with an empty string).
*/
#define ALC_DEVICE_SPECIFIER 0x1005
/** String for space-separated list of ALC extensions. */
#define ALC_EXTENSIONS 0x1006
/** Capture extension */
#define ALC_EXT_CAPTURE 1
/**
* String for the given capture device's specifier.
*
* If device handle is NULL, it is instead a null-char separated list of
* strings of known capture device specifiers (list ends with an empty string).
*/
#define ALC_CAPTURE_DEVICE_SPECIFIER 0x310
/** String for the default capture device specifier. */
#define ALC_CAPTURE_DEFAULT_DEVICE_SPECIFIER 0x311
/** Number of sample frames available for capture. */
#define ALC_CAPTURE_SAMPLES 0x312
/** Enumerate All extension */
#define ALC_ENUMERATE_ALL_EXT 1
/** String for the default extended device specifier. */
#define ALC_DEFAULT_ALL_DEVICES_SPECIFIER 0x1012
/**
* String for the given extended device's specifier.
*
* If device handle is NULL, it is instead a null-char separated list of
* strings of known extended device specifiers (list ends with an empty string).
*/
#define ALC_ALL_DEVICES_SPECIFIER 0x1013
/** Context management. */
ALC_API ALCcontext* ALC_APIENTRY alcCreateContext(ALCdevice *device, const ALCint* attrlist);
ALC_API ALCboolean ALC_APIENTRY alcMakeContextCurrent(ALCcontext *context);
ALC_API void ALC_APIENTRY alcProcessContext(ALCcontext *context);
ALC_API void ALC_APIENTRY alcSuspendContext(ALCcontext *context);
ALC_API void ALC_APIENTRY alcDestroyContext(ALCcontext *context);
ALC_API ALCcontext* ALC_APIENTRY alcGetCurrentContext(void);
ALC_API ALCdevice* ALC_APIENTRY alcGetContextsDevice(ALCcontext *context);
/** Device management. */
ALC_API ALCdevice* ALC_APIENTRY alcOpenDevice(const ALCchar *devicename);
ALC_API ALCboolean ALC_APIENTRY alcCloseDevice(ALCdevice *device);
/**
* Error support.
*
* Obtain the most recent Device error.
*/
ALC_API ALCenum ALC_APIENTRY alcGetError(ALCdevice *device);
/**
* Extension support.
*
* Query for the presence of an extension, and obtain any appropriate
* function pointers and enum values.
*/
ALC_API ALCboolean ALC_APIENTRY alcIsExtensionPresent(ALCdevice *device, const ALCchar *extname);
ALC_API void* ALC_APIENTRY alcGetProcAddress(ALCdevice *device, const ALCchar *funcname);
ALC_API ALCenum ALC_APIENTRY alcGetEnumValue(ALCdevice *device, const ALCchar *enumname);
/** Query function. */
ALC_API const ALCchar* ALC_APIENTRY alcGetString(ALCdevice *device, ALCenum param);
ALC_API void ALC_APIENTRY alcGetIntegerv(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values);
/** Capture function. */
ALC_API ALCdevice* ALC_APIENTRY alcCaptureOpenDevice(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize);
ALC_API ALCboolean ALC_APIENTRY alcCaptureCloseDevice(ALCdevice *device);
ALC_API void ALC_APIENTRY alcCaptureStart(ALCdevice *device);
ALC_API void ALC_APIENTRY alcCaptureStop(ALCdevice *device);
ALC_API void ALC_APIENTRY alcCaptureSamples(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
/** Pointer-to-function type, useful for dynamically getting ALC entry points. */
typedef ALCcontext* (ALC_APIENTRY *LPALCCREATECONTEXT)(ALCdevice *device, const ALCint *attrlist);
typedef ALCboolean (ALC_APIENTRY *LPALCMAKECONTEXTCURRENT)(ALCcontext *context);
typedef void (ALC_APIENTRY *LPALCPROCESSCONTEXT)(ALCcontext *context);
typedef void (ALC_APIENTRY *LPALCSUSPENDCONTEXT)(ALCcontext *context);
typedef void (ALC_APIENTRY *LPALCDESTROYCONTEXT)(ALCcontext *context);
typedef ALCcontext* (ALC_APIENTRY *LPALCGETCURRENTCONTEXT)(void);
typedef ALCdevice* (ALC_APIENTRY *LPALCGETCONTEXTSDEVICE)(ALCcontext *context);
typedef ALCdevice* (ALC_APIENTRY *LPALCOPENDEVICE)(const ALCchar *devicename);
typedef ALCboolean (ALC_APIENTRY *LPALCCLOSEDEVICE)(ALCdevice *device);
typedef ALCenum (ALC_APIENTRY *LPALCGETERROR)(ALCdevice *device);
typedef ALCboolean (ALC_APIENTRY *LPALCISEXTENSIONPRESENT)(ALCdevice *device, const ALCchar *extname);
typedef void* (ALC_APIENTRY *LPALCGETPROCADDRESS)(ALCdevice *device, const ALCchar *funcname);
typedef ALCenum (ALC_APIENTRY *LPALCGETENUMVALUE)(ALCdevice *device, const ALCchar *enumname);
typedef const ALCchar* (ALC_APIENTRY *LPALCGETSTRING)(ALCdevice *device, ALCenum param);
typedef void (ALC_APIENTRY *LPALCGETINTEGERV)(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values);
typedef ALCdevice* (ALC_APIENTRY *LPALCCAPTUREOPENDEVICE)(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize);
typedef ALCboolean (ALC_APIENTRY *LPALCCAPTURECLOSEDEVICE)(ALCdevice *device);
typedef void (ALC_APIENTRY *LPALCCAPTURESTART)(ALCdevice *device);
typedef void (ALC_APIENTRY *LPALCCAPTURESTOP)(ALCdevice *device);
typedef void (ALC_APIENTRY *LPALCCAPTURESAMPLES)(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
#if defined(__cplusplus)
}
#endif
#endif /* AL_ALC_H */

View File

@ -0,0 +1,438 @@
/**
* OpenAL cross platform audio library
* Copyright (C) 2008 by authors.
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
* Or go to http://www.gnu.org/copyleft/lgpl.html
*/
#ifndef AL_ALEXT_H
#define AL_ALEXT_H
#include <stddef.h>
/* Define int64_t and uint64_t types */
#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
#include <inttypes.h>
#elif defined(_WIN32) && defined(__GNUC__)
#include <stdint.h>
#elif defined(_WIN32)
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
#else
/* Fallback if nothing above works */
#include <inttypes.h>
#endif
#include "alc.h"
#include "al.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifndef AL_LOKI_IMA_ADPCM_format
#define AL_LOKI_IMA_ADPCM_format 1
#define AL_FORMAT_IMA_ADPCM_MONO16_EXT 0x10000
#define AL_FORMAT_IMA_ADPCM_STEREO16_EXT 0x10001
#endif
#ifndef AL_LOKI_WAVE_format
#define AL_LOKI_WAVE_format 1
#define AL_FORMAT_WAVE_EXT 0x10002
#endif
#ifndef AL_EXT_vorbis
#define AL_EXT_vorbis 1
#define AL_FORMAT_VORBIS_EXT 0x10003
#endif
#ifndef AL_LOKI_quadriphonic
#define AL_LOKI_quadriphonic 1
#define AL_FORMAT_QUAD8_LOKI 0x10004
#define AL_FORMAT_QUAD16_LOKI 0x10005
#endif
#ifndef AL_EXT_float32
#define AL_EXT_float32 1
#define AL_FORMAT_MONO_FLOAT32 0x10010
#define AL_FORMAT_STEREO_FLOAT32 0x10011
#endif
#ifndef AL_EXT_double
#define AL_EXT_double 1
#define AL_FORMAT_MONO_DOUBLE_EXT 0x10012
#define AL_FORMAT_STEREO_DOUBLE_EXT 0x10013
#endif
#ifndef AL_EXT_MULAW
#define AL_EXT_MULAW 1
#define AL_FORMAT_MONO_MULAW_EXT 0x10014
#define AL_FORMAT_STEREO_MULAW_EXT 0x10015
#endif
#ifndef AL_EXT_ALAW
#define AL_EXT_ALAW 1
#define AL_FORMAT_MONO_ALAW_EXT 0x10016
#define AL_FORMAT_STEREO_ALAW_EXT 0x10017
#endif
#ifndef ALC_LOKI_audio_channel
#define ALC_LOKI_audio_channel 1
#define ALC_CHAN_MAIN_LOKI 0x500001
#define ALC_CHAN_PCM_LOKI 0x500002
#define ALC_CHAN_CD_LOKI 0x500003
#endif
#ifndef AL_EXT_MCFORMATS
#define AL_EXT_MCFORMATS 1
#define AL_FORMAT_QUAD8 0x1204
#define AL_FORMAT_QUAD16 0x1205
#define AL_FORMAT_QUAD32 0x1206
#define AL_FORMAT_REAR8 0x1207
#define AL_FORMAT_REAR16 0x1208
#define AL_FORMAT_REAR32 0x1209
#define AL_FORMAT_51CHN8 0x120A
#define AL_FORMAT_51CHN16 0x120B
#define AL_FORMAT_51CHN32 0x120C
#define AL_FORMAT_61CHN8 0x120D
#define AL_FORMAT_61CHN16 0x120E
#define AL_FORMAT_61CHN32 0x120F
#define AL_FORMAT_71CHN8 0x1210
#define AL_FORMAT_71CHN16 0x1211
#define AL_FORMAT_71CHN32 0x1212
#endif
#ifndef AL_EXT_MULAW_MCFORMATS
#define AL_EXT_MULAW_MCFORMATS 1
#define AL_FORMAT_MONO_MULAW 0x10014
#define AL_FORMAT_STEREO_MULAW 0x10015
#define AL_FORMAT_QUAD_MULAW 0x10021
#define AL_FORMAT_REAR_MULAW 0x10022
#define AL_FORMAT_51CHN_MULAW 0x10023
#define AL_FORMAT_61CHN_MULAW 0x10024
#define AL_FORMAT_71CHN_MULAW 0x10025
#endif
#ifndef AL_EXT_IMA4
#define AL_EXT_IMA4 1
#define AL_FORMAT_MONO_IMA4 0x1300
#define AL_FORMAT_STEREO_IMA4 0x1301
#endif
#ifndef AL_EXT_STATIC_BUFFER
#define AL_EXT_STATIC_BUFFER 1
typedef ALvoid (AL_APIENTRY*PFNALBUFFERDATASTATICPROC)(const ALint,ALenum,ALvoid*,ALsizei,ALsizei);
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alBufferDataStatic(const ALint buffer, ALenum format, ALvoid *data, ALsizei len, ALsizei freq);
#endif
#endif
#ifndef ALC_EXT_EFX
#define ALC_EXT_EFX 1
#include "efx.h"
#endif
#ifndef ALC_EXT_disconnect
#define ALC_EXT_disconnect 1
#define ALC_CONNECTED 0x313
#endif
#ifndef ALC_EXT_thread_local_context
#define ALC_EXT_thread_local_context 1
typedef ALCboolean (ALC_APIENTRY*PFNALCSETTHREADCONTEXTPROC)(ALCcontext *context);
typedef ALCcontext* (ALC_APIENTRY*PFNALCGETTHREADCONTEXTPROC)(void);
#ifdef AL_ALEXT_PROTOTYPES
ALC_API ALCboolean ALC_APIENTRY alcSetThreadContext(ALCcontext *context);
ALC_API ALCcontext* ALC_APIENTRY alcGetThreadContext(void);
#endif
#endif
#ifndef AL_EXT_source_distance_model
#define AL_EXT_source_distance_model 1
#define AL_SOURCE_DISTANCE_MODEL 0x200
#endif
#ifndef AL_SOFT_buffer_sub_data
#define AL_SOFT_buffer_sub_data 1
#define AL_BYTE_RW_OFFSETS_SOFT 0x1031
#define AL_SAMPLE_RW_OFFSETS_SOFT 0x1032
typedef ALvoid (AL_APIENTRY*PFNALBUFFERSUBDATASOFTPROC)(ALuint,ALenum,const ALvoid*,ALsizei,ALsizei);
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alBufferSubDataSOFT(ALuint buffer,ALenum format,const ALvoid *data,ALsizei offset,ALsizei length);
#endif
#endif
#ifndef AL_SOFT_loop_points
#define AL_SOFT_loop_points 1
#define AL_LOOP_POINTS_SOFT 0x2015
#endif
#ifndef AL_EXT_FOLDBACK
#define AL_EXT_FOLDBACK 1
#define AL_EXT_FOLDBACK_NAME "AL_EXT_FOLDBACK"
#define AL_FOLDBACK_EVENT_BLOCK 0x4112
#define AL_FOLDBACK_EVENT_START 0x4111
#define AL_FOLDBACK_EVENT_STOP 0x4113
#define AL_FOLDBACK_MODE_MONO 0x4101
#define AL_FOLDBACK_MODE_STEREO 0x4102
typedef void (AL_APIENTRY*LPALFOLDBACKCALLBACK)(ALenum,ALsizei);
typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTART)(ALenum,ALsizei,ALsizei,ALfloat*,LPALFOLDBACKCALLBACK);
typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTOP)(void);
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alRequestFoldbackStart(ALenum mode,ALsizei count,ALsizei length,ALfloat *mem,LPALFOLDBACKCALLBACK callback);
AL_API void AL_APIENTRY alRequestFoldbackStop(void);
#endif
#endif
#ifndef ALC_EXT_DEDICATED
#define ALC_EXT_DEDICATED 1
#define AL_DEDICATED_GAIN 0x0001
#define AL_EFFECT_DEDICATED_DIALOGUE 0x9001
#define AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT 0x9000
#endif
#ifndef AL_SOFT_buffer_samples
#define AL_SOFT_buffer_samples 1
/* Channel configurations */
#define AL_MONO_SOFT 0x1500
#define AL_STEREO_SOFT 0x1501
#define AL_REAR_SOFT 0x1502
#define AL_QUAD_SOFT 0x1503
#define AL_5POINT1_SOFT 0x1504
#define AL_6POINT1_SOFT 0x1505
#define AL_7POINT1_SOFT 0x1506
/* Sample types */
#define AL_BYTE_SOFT 0x1400
#define AL_UNSIGNED_BYTE_SOFT 0x1401
#define AL_SHORT_SOFT 0x1402
#define AL_UNSIGNED_SHORT_SOFT 0x1403
#define AL_INT_SOFT 0x1404
#define AL_UNSIGNED_INT_SOFT 0x1405
#define AL_FLOAT_SOFT 0x1406
#define AL_DOUBLE_SOFT 0x1407
#define AL_BYTE3_SOFT 0x1408
#define AL_UNSIGNED_BYTE3_SOFT 0x1409
/* Storage formats */
#define AL_MONO8_SOFT 0x1100
#define AL_MONO16_SOFT 0x1101
#define AL_MONO32F_SOFT 0x10010
#define AL_STEREO8_SOFT 0x1102
#define AL_STEREO16_SOFT 0x1103
#define AL_STEREO32F_SOFT 0x10011
#define AL_QUAD8_SOFT 0x1204
#define AL_QUAD16_SOFT 0x1205
#define AL_QUAD32F_SOFT 0x1206
#define AL_REAR8_SOFT 0x1207
#define AL_REAR16_SOFT 0x1208
#define AL_REAR32F_SOFT 0x1209
#define AL_5POINT1_8_SOFT 0x120A
#define AL_5POINT1_16_SOFT 0x120B
#define AL_5POINT1_32F_SOFT 0x120C
#define AL_6POINT1_8_SOFT 0x120D
#define AL_6POINT1_16_SOFT 0x120E
#define AL_6POINT1_32F_SOFT 0x120F
#define AL_7POINT1_8_SOFT 0x1210
#define AL_7POINT1_16_SOFT 0x1211
#define AL_7POINT1_32F_SOFT 0x1212
/* Buffer attributes */
#define AL_INTERNAL_FORMAT_SOFT 0x2008
#define AL_BYTE_LENGTH_SOFT 0x2009
#define AL_SAMPLE_LENGTH_SOFT 0x200A
#define AL_SEC_LENGTH_SOFT 0x200B
typedef void (AL_APIENTRY*LPALBUFFERSAMPLESSOFT)(ALuint,ALuint,ALenum,ALsizei,ALenum,ALenum,const ALvoid*);
typedef void (AL_APIENTRY*LPALBUFFERSUBSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,const ALvoid*);
typedef void (AL_APIENTRY*LPALGETBUFFERSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,ALvoid*);
typedef ALboolean (AL_APIENTRY*LPALISBUFFERFORMATSUPPORTEDSOFT)(ALenum);
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alBufferSamplesSOFT(ALuint buffer, ALuint samplerate, ALenum internalformat, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data);
AL_API void AL_APIENTRY alBufferSubSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data);
AL_API void AL_APIENTRY alGetBufferSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, ALvoid *data);
AL_API ALboolean AL_APIENTRY alIsBufferFormatSupportedSOFT(ALenum format);
#endif
#endif
#ifndef AL_SOFT_direct_channels
#define AL_SOFT_direct_channels 1
#define AL_DIRECT_CHANNELS_SOFT 0x1033
#endif
#ifndef ALC_SOFT_loopback
#define ALC_SOFT_loopback 1
#define ALC_FORMAT_CHANNELS_SOFT 0x1990
#define ALC_FORMAT_TYPE_SOFT 0x1991
/* Sample types */
#define ALC_BYTE_SOFT 0x1400
#define ALC_UNSIGNED_BYTE_SOFT 0x1401
#define ALC_SHORT_SOFT 0x1402
#define ALC_UNSIGNED_SHORT_SOFT 0x1403
#define ALC_INT_SOFT 0x1404
#define ALC_UNSIGNED_INT_SOFT 0x1405
#define ALC_FLOAT_SOFT 0x1406
/* Channel configurations */
#define ALC_MONO_SOFT 0x1500
#define ALC_STEREO_SOFT 0x1501
#define ALC_QUAD_SOFT 0x1503
#define ALC_5POINT1_SOFT 0x1504
#define ALC_6POINT1_SOFT 0x1505
#define ALC_7POINT1_SOFT 0x1506
typedef ALCdevice* (ALC_APIENTRY*LPALCLOOPBACKOPENDEVICESOFT)(const ALCchar*);
typedef ALCboolean (ALC_APIENTRY*LPALCISRENDERFORMATSUPPORTEDSOFT)(ALCdevice*,ALCsizei,ALCenum,ALCenum);
typedef void (ALC_APIENTRY*LPALCRENDERSAMPLESSOFT)(ALCdevice*,ALCvoid*,ALCsizei);
#ifdef AL_ALEXT_PROTOTYPES
ALC_API ALCdevice* ALC_APIENTRY alcLoopbackOpenDeviceSOFT(const ALCchar *deviceName);
ALC_API ALCboolean ALC_APIENTRY alcIsRenderFormatSupportedSOFT(ALCdevice *device, ALCsizei freq, ALCenum channels, ALCenum type);
ALC_API void ALC_APIENTRY alcRenderSamplesSOFT(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
#endif
#endif
#ifndef AL_EXT_STEREO_ANGLES
#define AL_EXT_STEREO_ANGLES 1
#define AL_STEREO_ANGLES 0x1030
#endif
#ifndef AL_EXT_SOURCE_RADIUS
#define AL_EXT_SOURCE_RADIUS 1
#define AL_SOURCE_RADIUS 0x1031
#endif
#ifndef AL_SOFT_source_latency
#define AL_SOFT_source_latency 1
#define AL_SAMPLE_OFFSET_LATENCY_SOFT 0x1200
#define AL_SEC_OFFSET_LATENCY_SOFT 0x1201
typedef int64_t ALint64SOFT;
typedef uint64_t ALuint64SOFT;
typedef void (AL_APIENTRY*LPALSOURCEDSOFT)(ALuint,ALenum,ALdouble);
typedef void (AL_APIENTRY*LPALSOURCE3DSOFT)(ALuint,ALenum,ALdouble,ALdouble,ALdouble);
typedef void (AL_APIENTRY*LPALSOURCEDVSOFT)(ALuint,ALenum,const ALdouble*);
typedef void (AL_APIENTRY*LPALGETSOURCEDSOFT)(ALuint,ALenum,ALdouble*);
typedef void (AL_APIENTRY*LPALGETSOURCE3DSOFT)(ALuint,ALenum,ALdouble*,ALdouble*,ALdouble*);
typedef void (AL_APIENTRY*LPALGETSOURCEDVSOFT)(ALuint,ALenum,ALdouble*);
typedef void (AL_APIENTRY*LPALSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT);
typedef void (AL_APIENTRY*LPALSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT,ALint64SOFT,ALint64SOFT);
typedef void (AL_APIENTRY*LPALSOURCEI64VSOFT)(ALuint,ALenum,const ALint64SOFT*);
typedef void (AL_APIENTRY*LPALGETSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT*);
typedef void (AL_APIENTRY*LPALGETSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT*,ALint64SOFT*,ALint64SOFT*);
typedef void (AL_APIENTRY*LPALGETSOURCEI64VSOFT)(ALuint,ALenum,ALint64SOFT*);
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alSourcedSOFT(ALuint source, ALenum param, ALdouble value);
AL_API void AL_APIENTRY alSource3dSOFT(ALuint source, ALenum param, ALdouble value1, ALdouble value2, ALdouble value3);
AL_API void AL_APIENTRY alSourcedvSOFT(ALuint source, ALenum param, const ALdouble *values);
AL_API void AL_APIENTRY alGetSourcedSOFT(ALuint source, ALenum param, ALdouble *value);
AL_API void AL_APIENTRY alGetSource3dSOFT(ALuint source, ALenum param, ALdouble *value1, ALdouble *value2, ALdouble *value3);
AL_API void AL_APIENTRY alGetSourcedvSOFT(ALuint source, ALenum param, ALdouble *values);
AL_API void AL_APIENTRY alSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT value);
AL_API void AL_APIENTRY alSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT value1, ALint64SOFT value2, ALint64SOFT value3);
AL_API void AL_APIENTRY alSourcei64vSOFT(ALuint source, ALenum param, const ALint64SOFT *values);
AL_API void AL_APIENTRY alGetSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT *value);
AL_API void AL_APIENTRY alGetSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT *value1, ALint64SOFT *value2, ALint64SOFT *value3);
AL_API void AL_APIENTRY alGetSourcei64vSOFT(ALuint source, ALenum param, ALint64SOFT *values);
#endif
#endif
#ifndef ALC_EXT_DEFAULT_FILTER_ORDER
#define ALC_EXT_DEFAULT_FILTER_ORDER 1
#define ALC_DEFAULT_FILTER_ORDER 0x1100
#endif
#ifndef AL_SOFT_deferred_updates
#define AL_SOFT_deferred_updates 1
#define AL_DEFERRED_UPDATES_SOFT 0xC002
typedef ALvoid (AL_APIENTRY*LPALDEFERUPDATESSOFT)(void);
typedef ALvoid (AL_APIENTRY*LPALPROCESSUPDATESSOFT)(void);
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alDeferUpdatesSOFT(void);
AL_API ALvoid AL_APIENTRY alProcessUpdatesSOFT(void);
#endif
#endif
#ifndef AL_SOFT_block_alignment
#define AL_SOFT_block_alignment 1
#define AL_UNPACK_BLOCK_ALIGNMENT_SOFT 0x200C
#define AL_PACK_BLOCK_ALIGNMENT_SOFT 0x200D
#endif
#ifndef AL_SOFT_MSADPCM
#define AL_SOFT_MSADPCM 1
#define AL_FORMAT_MONO_MSADPCM_SOFT 0x1302
#define AL_FORMAT_STEREO_MSADPCM_SOFT 0x1303
#endif
#ifndef AL_SOFT_source_length
#define AL_SOFT_source_length 1
/*#define AL_BYTE_LENGTH_SOFT 0x2009*/
/*#define AL_SAMPLE_LENGTH_SOFT 0x200A*/
/*#define AL_SEC_LENGTH_SOFT 0x200B*/
#endif
#ifndef ALC_SOFT_pause_device
#define ALC_SOFT_pause_device 1
typedef void (ALC_APIENTRY*LPALCDEVICEPAUSESOFT)(ALCdevice *device);
typedef void (ALC_APIENTRY*LPALCDEVICERESUMESOFT)(ALCdevice *device);
#ifdef AL_ALEXT_PROTOTYPES
ALC_API void ALC_APIENTRY alcDevicePauseSOFT(ALCdevice *device);
ALC_API void ALC_APIENTRY alcDeviceResumeSOFT(ALCdevice *device);
#endif
#endif
#ifndef AL_EXT_BFORMAT
#define AL_EXT_BFORMAT 1
#define AL_FORMAT_BFORMAT2D_8 0x20021
#define AL_FORMAT_BFORMAT2D_16 0x20022
#define AL_FORMAT_BFORMAT2D_FLOAT32 0x20023
#define AL_FORMAT_BFORMAT3D_8 0x20031
#define AL_FORMAT_BFORMAT3D_16 0x20032
#define AL_FORMAT_BFORMAT3D_FLOAT32 0x20033
#endif
#ifndef AL_EXT_MULAW_BFORMAT
#define AL_EXT_MULAW_BFORMAT 1
#define AL_FORMAT_BFORMAT2D_MULAW 0x10031
#define AL_FORMAT_BFORMAT3D_MULAW 0x10032
#endif
#ifndef ALC_SOFT_HRTF
#define ALC_SOFT_HRTF 1
#define ALC_HRTF_SOFT 0x1992
#define ALC_DONT_CARE_SOFT 0x0002
#define ALC_HRTF_STATUS_SOFT 0x1993
#define ALC_HRTF_DISABLED_SOFT 0x0000
#define ALC_HRTF_ENABLED_SOFT 0x0001
#define ALC_HRTF_DENIED_SOFT 0x0002
#define ALC_HRTF_REQUIRED_SOFT 0x0003
#define ALC_HRTF_HEADPHONES_DETECTED_SOFT 0x0004
#define ALC_HRTF_UNSUPPORTED_FORMAT_SOFT 0x0005
#define ALC_NUM_HRTF_SPECIFIERS_SOFT 0x1994
#define ALC_HRTF_SPECIFIER_SOFT 0x1995
#define ALC_HRTF_ID_SOFT 0x1996
typedef const ALCchar* (ALC_APIENTRY*LPALCGETSTRINGISOFT)(ALCdevice *device, ALCenum paramName, ALCsizei index);
typedef ALCboolean (ALC_APIENTRY*LPALCRESETDEVICESOFT)(ALCdevice *device, const ALCint *attribs);
#ifdef AL_ALEXT_PROTOTYPES
ALC_API const ALCchar* ALC_APIENTRY alcGetStringiSOFT(ALCdevice *device, ALCenum paramName, ALCsizei index);
ALC_API ALCboolean ALC_APIENTRY alcResetDeviceSOFT(ALCdevice *device, const ALCint *attribs);
#endif
#endif
#ifdef __cplusplus
}
#endif
#endif

View File

@ -0,0 +1,3 @@
/* The tokens that would be defined here are already defined in efx.h. This
* empty file is here to provide compatibility with Windows-based projects
* that would include it. */

View File

@ -0,0 +1,402 @@
/* Reverb presets for EFX */
#ifndef EFX_PRESETS_H
#define EFX_PRESETS_H
#ifndef EFXEAXREVERBPROPERTIES_DEFINED
#define EFXEAXREVERBPROPERTIES_DEFINED
typedef struct {
float flDensity;
float flDiffusion;
float flGain;
float flGainHF;
float flGainLF;
float flDecayTime;
float flDecayHFRatio;
float flDecayLFRatio;
float flReflectionsGain;
float flReflectionsDelay;
float flReflectionsPan[3];
float flLateReverbGain;
float flLateReverbDelay;
float flLateReverbPan[3];
float flEchoTime;
float flEchoDepth;
float flModulationTime;
float flModulationDepth;
float flAirAbsorptionGainHF;
float flHFReference;
float flLFReference;
float flRoomRolloffFactor;
int iDecayHFLimit;
} EFXEAXREVERBPROPERTIES, *LPEFXEAXREVERBPROPERTIES;
#endif
/* Default Presets */
#define EFX_REVERB_PRESET_GENERIC \
{ 1.0000f, 1.0000f, 0.3162f, 0.8913f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PADDEDCELL \
{ 0.1715f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.1700f, 0.1000f, 1.0000f, 0.2500f, 0.0010f, { 0.0000f, 0.0000f, 0.0000f }, 1.2691f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ROOM \
{ 0.4287f, 1.0000f, 0.3162f, 0.5929f, 1.0000f, 0.4000f, 0.8300f, 1.0000f, 0.1503f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.0629f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_BATHROOM \
{ 0.1715f, 1.0000f, 0.3162f, 0.2512f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.6531f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 3.2734f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_LIVINGROOM \
{ 0.9766f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.5000f, 0.1000f, 1.0000f, 0.2051f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2805f, 0.0040f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_STONEROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 2.3100f, 0.6400f, 1.0000f, 0.4411f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1003f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_AUDITORIUM \
{ 1.0000f, 1.0000f, 0.3162f, 0.5781f, 1.0000f, 4.3200f, 0.5900f, 1.0000f, 0.4032f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7170f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CONCERTHALL \
{ 1.0000f, 1.0000f, 0.3162f, 0.5623f, 1.0000f, 3.9200f, 0.7000f, 1.0000f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.9977f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CAVE \
{ 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 2.9100f, 1.3000f, 1.0000f, 0.5000f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.7063f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_ARENA \
{ 1.0000f, 1.0000f, 0.3162f, 0.4477f, 1.0000f, 7.2400f, 0.3300f, 1.0000f, 0.2612f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.0186f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_HANGAR \
{ 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 10.0500f, 0.2300f, 1.0000f, 0.5000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2560f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CARPETEDHALLWAY \
{ 0.4287f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 0.3000f, 0.1000f, 1.0000f, 0.1215f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.1531f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_HALLWAY \
{ 0.3645f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 1.4900f, 0.5900f, 1.0000f, 0.2458f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.6615f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_STONECORRIDOR \
{ 1.0000f, 1.0000f, 0.3162f, 0.7612f, 1.0000f, 2.7000f, 0.7900f, 1.0000f, 0.2472f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 1.5758f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ALLEY \
{ 1.0000f, 0.3000f, 0.3162f, 0.7328f, 1.0000f, 1.4900f, 0.8600f, 1.0000f, 0.2500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.9954f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.9500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FOREST \
{ 1.0000f, 0.3000f, 0.3162f, 0.0224f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.0525f, 0.1620f, { 0.0000f, 0.0000f, 0.0000f }, 0.7682f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY \
{ 1.0000f, 0.5000f, 0.3162f, 0.3981f, 1.0000f, 1.4900f, 0.6700f, 1.0000f, 0.0730f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1427f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_MOUNTAINS \
{ 1.0000f, 0.2700f, 0.3162f, 0.0562f, 1.0000f, 1.4900f, 0.2100f, 1.0000f, 0.0407f, 0.3000f, { 0.0000f, 0.0000f, 0.0000f }, 0.1919f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_QUARRY \
{ 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0000f, 0.0610f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.7000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PLAIN \
{ 1.0000f, 0.2100f, 0.3162f, 0.1000f, 1.0000f, 1.4900f, 0.5000f, 1.0000f, 0.0585f, 0.1790f, { 0.0000f, 0.0000f, 0.0000f }, 0.1089f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PARKINGLOT \
{ 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 1.6500f, 1.5000f, 1.0000f, 0.2082f, 0.0080f, { 0.0000f, 0.0000f, 0.0000f }, 0.2652f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_SEWERPIPE \
{ 0.3071f, 0.8000f, 0.3162f, 0.3162f, 1.0000f, 2.8100f, 0.1400f, 1.0000f, 1.6387f, 0.0140f, { 0.0000f, 0.0000f, 0.0000f }, 3.2471f, 0.0210f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_UNDERWATER \
{ 0.3645f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 1.4900f, 0.1000f, 1.0000f, 0.5963f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 7.0795f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 1.1800f, 0.3480f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRUGGED \
{ 0.4287f, 0.5000f, 0.3162f, 1.0000f, 1.0000f, 8.3900f, 1.3900f, 1.0000f, 0.8760f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 3.1081f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DIZZY \
{ 0.3645f, 0.6000f, 0.3162f, 0.6310f, 1.0000f, 17.2300f, 0.5600f, 1.0000f, 0.1392f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4937f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.8100f, 0.3100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PSYCHOTIC \
{ 0.0625f, 0.5000f, 0.3162f, 0.8404f, 1.0000f, 7.5600f, 0.9100f, 1.0000f, 0.4864f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 2.4378f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 4.0000f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
/* Castle Presets */
#define EFX_REVERB_PRESET_CASTLE_SMALLROOM \
{ 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 1.2200f, 0.8300f, 0.3100f, 0.8913f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_SHORTPASSAGE \
{ 1.0000f, 0.8900f, 0.3162f, 0.3162f, 0.1000f, 2.3200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_MEDIUMROOM \
{ 1.0000f, 0.9300f, 0.3162f, 0.2818f, 0.1000f, 2.0400f, 0.8300f, 0.4600f, 0.6310f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1550f, 0.0300f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_LARGEROOM \
{ 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.1259f, 2.5300f, 0.8300f, 0.5000f, 0.4467f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1850f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_LONGPASSAGE \
{ 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 3.4200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_HALL \
{ 1.0000f, 0.8100f, 0.3162f, 0.2818f, 0.1778f, 3.1400f, 0.7900f, 0.6200f, 0.1778f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_CUPBOARD \
{ 1.0000f, 0.8900f, 0.3162f, 0.2818f, 0.1000f, 0.6700f, 0.8700f, 0.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 3.5481f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_COURTYARD \
{ 1.0000f, 0.4200f, 0.3162f, 0.4467f, 0.1995f, 2.1300f, 0.6100f, 0.2300f, 0.2239f, 0.1600f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3700f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_CASTLE_ALCOVE \
{ 1.0000f, 0.8900f, 0.3162f, 0.5012f, 0.1000f, 1.6400f, 0.8700f, 0.3100f, 1.0000f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
/* Factory Presets */
#define EFX_REVERB_PRESET_FACTORY_SMALLROOM \
{ 0.3645f, 0.8200f, 0.3162f, 0.7943f, 0.5012f, 1.7200f, 0.6500f, 1.3100f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.1190f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_SHORTPASSAGE \
{ 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 2.5300f, 0.6500f, 1.3100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_MEDIUMROOM \
{ 0.4287f, 0.8200f, 0.2512f, 0.7943f, 0.5012f, 2.7600f, 0.6500f, 1.3100f, 0.2818f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1740f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_LARGEROOM \
{ 0.4287f, 0.7500f, 0.2512f, 0.7079f, 0.6310f, 4.2400f, 0.5100f, 1.3100f, 0.1778f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2310f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_LONGPASSAGE \
{ 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 4.0600f, 0.6500f, 1.3100f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_HALL \
{ 0.4287f, 0.7500f, 0.3162f, 0.7079f, 0.6310f, 7.4300f, 0.5100f, 1.3100f, 0.0631f, 0.0730f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_CUPBOARD \
{ 0.3071f, 0.6300f, 0.2512f, 0.7943f, 0.5012f, 0.4900f, 0.6500f, 1.3100f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.1070f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_COURTYARD \
{ 0.3071f, 0.5700f, 0.3162f, 0.3162f, 0.6310f, 2.3200f, 0.2900f, 0.5600f, 0.2239f, 0.1400f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2900f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_ALCOVE \
{ 0.3645f, 0.5900f, 0.2512f, 0.7943f, 0.5012f, 3.1400f, 0.6500f, 1.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1140f, 0.1000f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
/* Ice Palace Presets */
#define EFX_REVERB_PRESET_ICEPALACE_SMALLROOM \
{ 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 1.5100f, 1.5300f, 0.2700f, 0.8913f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1640f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_SHORTPASSAGE \
{ 1.0000f, 0.7500f, 0.3162f, 0.5623f, 0.2818f, 1.7900f, 1.4600f, 0.2800f, 0.5012f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_MEDIUMROOM \
{ 1.0000f, 0.8700f, 0.3162f, 0.5623f, 0.4467f, 2.2200f, 1.5300f, 0.3200f, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_LARGEROOM \
{ 1.0000f, 0.8100f, 0.3162f, 0.5623f, 0.4467f, 3.1400f, 1.5300f, 0.3200f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_LONGPASSAGE \
{ 1.0000f, 0.7700f, 0.3162f, 0.5623f, 0.3981f, 3.0100f, 1.4600f, 0.2800f, 0.7943f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.0400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_HALL \
{ 1.0000f, 0.7600f, 0.3162f, 0.4467f, 0.5623f, 5.4900f, 1.5300f, 0.3800f, 0.1122f, 0.0540f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0520f, { 0.0000f, 0.0000f, 0.0000f }, 0.2260f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_CUPBOARD \
{ 1.0000f, 0.8300f, 0.3162f, 0.5012f, 0.2239f, 0.7600f, 1.5300f, 0.2600f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1430f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_COURTYARD \
{ 1.0000f, 0.5900f, 0.3162f, 0.2818f, 0.3162f, 2.0400f, 1.2000f, 0.3800f, 0.3162f, 0.1730f, { 0.0000f, 0.0000f, 0.0000f }, 0.3162f, 0.0430f, { 0.0000f, 0.0000f, 0.0000f }, 0.2350f, 0.4800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_ALCOVE \
{ 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 2.7600f, 1.4600f, 0.2800f, 1.1220f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1610f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
/* Space Station Presets */
#define EFX_REVERB_PRESET_SPACESTATION_SMALLROOM \
{ 0.2109f, 0.7000f, 0.3162f, 0.7079f, 0.8913f, 1.7200f, 0.8200f, 0.5500f, 0.7943f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 0.1880f, 0.2600f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_SHORTPASSAGE \
{ 0.2109f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 3.5700f, 0.5000f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1720f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_MEDIUMROOM \
{ 0.2109f, 0.7500f, 0.3162f, 0.6310f, 0.8913f, 3.0100f, 0.5000f, 0.5500f, 0.3981f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2090f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_LARGEROOM \
{ 0.3645f, 0.8100f, 0.3162f, 0.6310f, 0.8913f, 3.8900f, 0.3800f, 0.6100f, 0.3162f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2330f, 0.2800f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_LONGPASSAGE \
{ 0.4287f, 0.8200f, 0.3162f, 0.6310f, 0.8913f, 4.6200f, 0.6200f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_HALL \
{ 0.4287f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 7.1100f, 0.3800f, 0.6100f, 0.1778f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2500f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_CUPBOARD \
{ 0.1715f, 0.5600f, 0.3162f, 0.7079f, 0.8913f, 0.7900f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1810f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_ALCOVE \
{ 0.2109f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.1600f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1920f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
/* Wooden Galleon Presets */
#define EFX_REVERB_PRESET_WOODEN_SMALLROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.1122f, 0.3162f, 0.7900f, 0.3200f, 0.8700f, 1.0000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_SHORTPASSAGE \
{ 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.7500f, 0.5000f, 0.8700f, 0.8913f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_MEDIUMROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.2818f, 1.4700f, 0.4200f, 0.8200f, 0.8913f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_LARGEROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.2818f, 2.6500f, 0.3300f, 0.8200f, 0.8913f, 0.0660f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_LONGPASSAGE \
{ 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.3162f, 1.9900f, 0.4000f, 0.7900f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4467f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_HALL \
{ 1.0000f, 1.0000f, 0.3162f, 0.0794f, 0.2818f, 3.4500f, 0.3000f, 0.8200f, 0.8913f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_CUPBOARD \
{ 1.0000f, 1.0000f, 0.3162f, 0.1413f, 0.3162f, 0.5600f, 0.4600f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_COURTYARD \
{ 1.0000f, 0.6500f, 0.3162f, 0.0794f, 0.3162f, 1.7900f, 0.3500f, 0.7900f, 0.5623f, 0.1230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_ALCOVE \
{ 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.2200f, 0.6200f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
/* Sports Presets */
#define EFX_REVERB_PRESET_SPORT_EMPTYSTADIUM \
{ 1.0000f, 1.0000f, 0.3162f, 0.4467f, 0.7943f, 6.2600f, 0.5100f, 1.1000f, 0.0631f, 0.1830f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_SQUASHCOURT \
{ 1.0000f, 0.7500f, 0.3162f, 0.3162f, 0.7943f, 2.2200f, 0.9100f, 1.1600f, 0.4467f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1260f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_SMALLSWIMMINGPOOL \
{ 1.0000f, 0.7000f, 0.3162f, 0.7943f, 0.8913f, 2.7600f, 1.2500f, 1.1400f, 0.6310f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_SPORT_LARGESWIMMINGPOOL \
{ 1.0000f, 0.8200f, 0.3162f, 0.7943f, 1.0000f, 5.4900f, 1.3100f, 1.1400f, 0.4467f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2220f, 0.5500f, 1.1590f, 0.2100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_SPORT_GYMNASIUM \
{ 1.0000f, 0.8100f, 0.3162f, 0.4467f, 0.8913f, 3.1400f, 1.0600f, 1.3500f, 0.3981f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0450f, { 0.0000f, 0.0000f, 0.0000f }, 0.1460f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_FULLSTADIUM \
{ 1.0000f, 1.0000f, 0.3162f, 0.0708f, 0.7943f, 5.2500f, 0.1700f, 0.8000f, 0.1000f, 0.1880f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_STADIUMTANNOY \
{ 1.0000f, 0.7800f, 0.3162f, 0.5623f, 0.5012f, 2.5300f, 0.8800f, 0.6800f, 0.2818f, 0.2300f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
/* Prefab Presets */
#define EFX_REVERB_PRESET_PREFAB_WORKSHOP \
{ 0.4287f, 1.0000f, 0.3162f, 0.1413f, 0.3981f, 0.7600f, 1.0000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PREFAB_SCHOOLROOM \
{ 0.4022f, 0.6900f, 0.3162f, 0.6310f, 0.5012f, 0.9800f, 0.4500f, 0.1800f, 1.4125f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PREFAB_PRACTISEROOM \
{ 0.4022f, 0.8700f, 0.3162f, 0.3981f, 0.5012f, 1.1200f, 0.5600f, 0.1800f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PREFAB_OUTHOUSE \
{ 1.0000f, 0.8200f, 0.3162f, 0.1122f, 0.1585f, 1.3800f, 0.3800f, 0.3500f, 0.8913f, 0.0240f, { 0.0000f, 0.0000f, -0.0000f }, 0.6310f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.1210f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PREFAB_CARAVAN \
{ 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.1259f, 0.4300f, 1.5000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
/* Dome and Pipe Presets */
#define EFX_REVERB_PRESET_DOME_TOMB \
{ 1.0000f, 0.7900f, 0.3162f, 0.3548f, 0.2239f, 4.1800f, 0.2100f, 0.1000f, 0.3868f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 1.6788f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PIPE_SMALL \
{ 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 5.0400f, 0.1000f, 0.1000f, 0.5012f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 2.5119f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DOME_SAINTPAULS \
{ 1.0000f, 0.8700f, 0.3162f, 0.3548f, 0.2239f, 10.4800f, 0.1900f, 0.1000f, 0.1778f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0420f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PIPE_LONGTHIN \
{ 0.2560f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 9.2100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PIPE_LARGE \
{ 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 8.4500f, 0.1000f, 0.1000f, 0.3981f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PIPE_RESONANT \
{ 0.1373f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 6.8100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
/* Outdoors Presets */
#define EFX_REVERB_PRESET_OUTDOORS_BACKYARD \
{ 1.0000f, 0.4500f, 0.3162f, 0.2512f, 0.5012f, 1.1200f, 0.3400f, 0.4600f, 0.4467f, 0.0690f, { 0.0000f, 0.0000f, -0.0000f }, 0.7079f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_ROLLINGPLAINS \
{ 1.0000f, 0.0000f, 0.3162f, 0.0112f, 0.6310f, 2.1300f, 0.2100f, 0.4600f, 0.1778f, 0.3000f, { 0.0000f, 0.0000f, -0.0000f }, 0.4467f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_DEEPCANYON \
{ 1.0000f, 0.7400f, 0.3162f, 0.1778f, 0.6310f, 3.8900f, 0.2100f, 0.4600f, 0.3162f, 0.2230f, { 0.0000f, 0.0000f, -0.0000f }, 0.3548f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_CREEK \
{ 1.0000f, 0.3500f, 0.3162f, 0.1778f, 0.5012f, 2.1300f, 0.2100f, 0.4600f, 0.3981f, 0.1150f, { 0.0000f, 0.0000f, -0.0000f }, 0.1995f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_VALLEY \
{ 1.0000f, 0.2800f, 0.3162f, 0.0282f, 0.1585f, 2.8800f, 0.2600f, 0.3500f, 0.1413f, 0.2630f, { 0.0000f, 0.0000f, -0.0000f }, 0.3981f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
/* Mood Presets */
#define EFX_REVERB_PRESET_MOOD_HEAVEN \
{ 1.0000f, 0.9400f, 0.3162f, 0.7943f, 0.4467f, 5.0400f, 1.1200f, 0.5600f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0800f, 2.7420f, 0.0500f, 0.9977f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_MOOD_HELL \
{ 1.0000f, 0.5700f, 0.3162f, 0.3548f, 0.4467f, 3.5700f, 0.4900f, 2.0000f, 0.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1100f, 0.0400f, 2.1090f, 0.5200f, 0.9943f, 5000.0000f, 139.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_MOOD_MEMORY \
{ 1.0000f, 0.8500f, 0.3162f, 0.6310f, 0.3548f, 4.0600f, 0.8200f, 0.5600f, 0.0398f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.4740f, 0.4500f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
/* Driving Presets */
#define EFX_REVERB_PRESET_DRIVING_COMMENTATOR \
{ 1.0000f, 0.0000f, 0.3162f, 0.5623f, 0.5012f, 2.4200f, 0.8800f, 0.6800f, 0.1995f, 0.0930f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_PITGARAGE \
{ 0.4287f, 0.5900f, 0.3162f, 0.7079f, 0.5623f, 1.7200f, 0.9300f, 0.8700f, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DRIVING_INCAR_RACER \
{ 0.0832f, 0.8000f, 0.3162f, 1.0000f, 0.7943f, 0.1700f, 2.0000f, 0.4100f, 1.7783f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_INCAR_SPORTS \
{ 0.0832f, 0.8000f, 0.3162f, 0.6310f, 1.0000f, 0.1700f, 0.7500f, 0.4100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_INCAR_LUXURY \
{ 0.2560f, 1.0000f, 0.3162f, 0.1000f, 0.5012f, 0.1300f, 0.4100f, 0.4600f, 0.7943f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_FULLGRANDSTAND \
{ 1.0000f, 1.0000f, 0.3162f, 0.2818f, 0.6310f, 3.0100f, 1.3700f, 1.2800f, 0.3548f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.1778f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DRIVING_EMPTYGRANDSTAND \
{ 1.0000f, 1.0000f, 0.3162f, 1.0000f, 0.7943f, 4.6200f, 1.7500f, 1.4000f, 0.2082f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DRIVING_TUNNEL \
{ 1.0000f, 0.8100f, 0.3162f, 0.3981f, 0.8913f, 3.4200f, 0.9400f, 1.3100f, 0.7079f, 0.0510f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.0500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 155.3000f, 0.0000f, 0x1 }
/* City Presets */
#define EFX_REVERB_PRESET_CITY_STREETS \
{ 1.0000f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.7900f, 1.1200f, 0.9100f, 0.2818f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 0.1995f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY_SUBWAY \
{ 1.0000f, 0.7400f, 0.3162f, 0.7079f, 0.8913f, 3.0100f, 1.2300f, 0.9100f, 0.7079f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY_MUSEUM \
{ 1.0000f, 0.8200f, 0.3162f, 0.1778f, 0.1778f, 3.2800f, 1.4000f, 0.5700f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_CITY_LIBRARY \
{ 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.0891f, 2.7600f, 0.8900f, 0.4100f, 0.3548f, 0.0290f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_CITY_UNDERPASS \
{ 1.0000f, 0.8200f, 0.3162f, 0.4467f, 0.8913f, 3.5700f, 1.1200f, 0.9100f, 0.3981f, 0.0590f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1400f, 0.2500f, 0.0000f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY_ABANDONED \
{ 1.0000f, 0.6900f, 0.3162f, 0.7943f, 0.8913f, 3.2800f, 1.1700f, 0.9100f, 0.4467f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9966f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
/* Misc. Presets */
#define EFX_REVERB_PRESET_DUSTYROOM \
{ 0.3645f, 0.5600f, 0.3162f, 0.7943f, 0.7079f, 1.7900f, 0.3800f, 0.2100f, 0.5012f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0060f, { 0.0000f, 0.0000f, 0.0000f }, 0.2020f, 0.0500f, 0.2500f, 0.0000f, 0.9886f, 13046.0000f, 163.3000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CHAPEL \
{ 1.0000f, 0.8400f, 0.3162f, 0.5623f, 1.0000f, 4.6200f, 0.6400f, 1.2300f, 0.4467f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.1100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SMALLWATERROOM \
{ 1.0000f, 0.7000f, 0.3162f, 0.4477f, 1.0000f, 1.5100f, 1.2500f, 1.1400f, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#endif /* EFX_PRESETS_H */

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