Merge branch 'raysan5:master' into master
This commit is contained in:
commit
2429fef7b3
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@ -27,6 +27,12 @@ if (${PLATFORM} MATCHES "Desktop")
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add_definitions(-D_CRT_SECURE_NO_WARNINGS)
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find_package(OpenGL QUIET)
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set(LIBS_PRIVATE ${OPENGL_LIBRARIES} winmm)
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elseif("${CMAKE_SYSTEM_NAME}" MATCHES "QNX")
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set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
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find_library(GLESV2 GLESv2)
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find_library(EGL EGL)
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set(LIBS_PUBLIC m)
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set(LIBS_PRIVATE ${GLESV2} ${EGL} atomic pthread dl)
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elseif (UNIX)
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find_library(pthread NAMES pthread)
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find_package(OpenGL QUIET)
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@ -115,7 +115,7 @@ int main(void)
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.tapbackPos = 0.01f
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};
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||||
size_t wavCursor = 0;
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||||
int wavCursor = 0;
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||||
const short *wavPCM16 = wav.data;
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short chunkSamples[AUDIO_STREAM_RING_BUFFER_SIZE] = { 0 };
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Binary file not shown.
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
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@ -226,10 +226,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
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Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
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Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
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if (max.x < width) camera->offset.x = width - (max.x - width/2);
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if (max.y < height) camera->offset.y = height - (max.y - height/2);
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if (min.x > 0) camera->offset.x = width/2 - min.x;
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if (min.y > 0) camera->offset.y = height/2 - min.y;
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if (max.x < width) camera->offset.x = width - (max.x - (float)width/2);
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if (max.y < height) camera->offset.y = height - (max.y - (float)height/2);
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if (min.x > 0) camera->offset.x = (float)width/2 - min.x;
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if (min.y > 0) camera->offset.y = (float)height/2 - min.y;
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}
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void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
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@ -225,10 +225,10 @@ int main(void)
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Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
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Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
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if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2);
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if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2);
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if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
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if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
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if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - (float)screenWidth/2);
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if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - (float)screenHeight/2);
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if (min.x > 0) camera.offset.x = (float)screenWidth/2 - min.x;
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if (min.y > 0) camera.offset.y = (float)screenHeight/2 - min.y;
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//----------------------------------------------------------------------------------
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// Events management
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@ -216,7 +216,7 @@ static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gam
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static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
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||||
{
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const float resizeRatio = (float)(screenHeight/gameHeight);
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const float resizeRatio = (float)screenHeight/gameHeight;
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sourceRect->x = 0.0f;
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sourceRect->y = 0.0f;
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sourceRect->width = (float)(int)(screenWidth/resizeRatio);
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@ -230,7 +230,7 @@ static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gam
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|
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static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
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||||
{
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const float resizeRatio = (float)(screenWidth/gameWidth);
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||||
const float resizeRatio = (float)screenWidth/gameWidth;
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||||
sourceRect->x = 0.0f;
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||||
sourceRect->y = 0.0f;
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||||
sourceRect->width = (float)gameWidth;
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||||
|
|
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@ -84,19 +84,19 @@ int main(void)
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for (int y = playerCellY - 1; y <= playerCellY + 1; y++)
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{
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||||
// Avoid map accessing out of bounds
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||||
if ((y < 0) || (y >= cubicmap.height)) continue;
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||||
|
||||
for (int x = playerCellX - 1; x <= playerCellX + 1; x++)
|
||||
if ((y >= 0) && (y < cubicmap.height))
|
||||
{
|
||||
// Avoid map accessing out of bounds
|
||||
if ((x < 0) || (x >= cubicmap.width)) continue;
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||||
|
||||
if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
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||||
(CheckCollisionCircleRec(playerPos, playerRadius,
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(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
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for (int x = playerCellX - 1; x <= playerCellX + 1; x++)
|
||||
{
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||||
// Collision detected, reset camera position
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camera.position = oldCamPos;
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// NOTE: Collision: Only checking R channel for white pixel
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if (((x >= 0) && (x < cubicmap.width)) &&
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(mapPixels[y*cubicmap.width + x].r == 255) &&
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(CheckCollisionCircleRec(playerPos, playerRadius,
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(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
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||||
{
|
||||
// Collision detected, reset camera position
|
||||
camera.position = oldCamPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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||||
|
|
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@ -148,25 +148,25 @@ void DrawSphereBasic(Color color)
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{
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||||
for (int j = 0; j < slices; j++)
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||||
{
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
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||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
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cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
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||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
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sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
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||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
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||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
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||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
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||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
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||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
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||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
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||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360.0f/slices)),
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||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
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||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360.0f/slices)));
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||||
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||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
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||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
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||||
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
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||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
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sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
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||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
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||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
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sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
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sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
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cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
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sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i))),
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cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
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sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
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cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
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}
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}
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rlEnd();
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@ -85,9 +85,9 @@ int main(void)
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|
||||
// Calculate the cube position
|
||||
Vector3 cubePos = {
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||||
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
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(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
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(float)(z - numBlocks/2)*(scale*3.0f) + scatter
|
||||
(float)(x - (float)numBlocks/2)*(scale*3.0f) + scatter,
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||||
(float)(y - (float)numBlocks/2)*(scale*2.0f) + scatter,
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||||
(float)(z - (float)numBlocks/2)*(scale*3.0f) + scatter
|
||||
};
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||||
|
||||
// Pick a color with a hue depending on cube position for the rainbow color effect
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||||
|
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@ -30,6 +30,7 @@
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|||
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
|
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#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#define GLAD_GLES2_IMPLEMENTATION
|
||||
#include "glad_gles2.h" // Required for: OpenGL functionality
|
||||
#define glGenVertexArrays glGenVertexArraysOES
|
||||
#define glBindVertexArray glBindVertexArrayOES
|
||||
|
|
|
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|
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@ -258,8 +258,8 @@ int main(void)
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|||
UnloadImage(pattern);
|
||||
|
||||
mode = MODE_PAUSE;
|
||||
offsetX = worldWidth*presetPatterns[preset].position.x - windowWidth/zoom/2.0f;
|
||||
offsetY = worldHeight*presetPatterns[preset].position.y - windowHeight/zoom/2.0f;
|
||||
offsetX = worldWidth*presetPatterns[preset].position.x - (float)windowWidth/zoom/2.0f;
|
||||
offsetY = worldHeight*presetPatterns[preset].position.y - (float)windowHeight/zoom/2.0f;
|
||||
}
|
||||
|
||||
// Check window draw inside world limits
|
||||
|
|
|
|||
|
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@ -45,7 +45,7 @@ int main(void)
|
|||
for (int i = 0; i < MAX_COLORS_COUNT; i++)
|
||||
{
|
||||
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
|
||||
colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
|
||||
colorsRecs[i].y = 80.0f + 100.0f *((float)i/7) + 10.0f *((float)i/7);
|
||||
colorsRecs[i].width = 100.0f;
|
||||
colorsRecs[i].height = 100.0f;
|
||||
}
|
||||
|
|
|
|||
|
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@ -311,7 +311,7 @@ static void DrawDisplaySegment(Vector2 center, int length, int thick, bool verti
|
|||
(Vector2){ center.x + thick/2.0f, center.y - length/2.0f }, // Point 3
|
||||
(Vector2){ center.x - thick/2.0f, center.y + length/2.0f }, // Point 4
|
||||
(Vector2){ center.x + thick/2.0f, center.y + length/2.0f }, // Point 5
|
||||
(Vector2){ center.x, center.y + length/2 + thick/2.0f }, // Point 6
|
||||
(Vector2){ center.x, center.y + (float)length/2 + thick/2.0f }, // Point 6
|
||||
};
|
||||
|
||||
DrawTriangleStrip(segmentPointsV, 6, color);
|
||||
|
|
|
|||
|
|
@ -49,8 +49,8 @@ int main(void)
|
|||
float totalM = m1 + m2;
|
||||
|
||||
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||
previousPosition.x += (screenWidth/2);
|
||||
previousPosition.y += (screenHeight/2 - 100);
|
||||
previousPosition.x += ((float)screenWidth/2);
|
||||
previousPosition.y += ((float)screenHeight/2 - 100);
|
||||
|
||||
// Scale length
|
||||
float L1 = l1*lengthScaler;
|
||||
|
|
@ -105,8 +105,8 @@ int main(void)
|
|||
|
||||
// Calculate position
|
||||
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||
currentPosition.x += screenWidth/2;
|
||||
currentPosition.y += screenHeight/2 - 100;
|
||||
currentPosition.x += (float)screenWidth/2;
|
||||
currentPosition.y += (float)screenHeight/2 - 100;
|
||||
|
||||
// Draw to render texture
|
||||
BeginTextureMode(target);
|
||||
|
|
|
|||
|
|
@ -97,8 +97,8 @@ int main(void)
|
|||
if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
|
||||
else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
|
||||
|
||||
fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
|
||||
fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
|
||||
fontPosition.x = (float)GetScreenWidth()/2 - textSize.x/2;
|
||||
fontPosition.y = (float)GetScreenHeight()/2 - textSize.y/2 + 80;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
|||
|
|
@ -180,12 +180,12 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
|
|||
if (text[i - 1] == 'c')
|
||||
{
|
||||
colFront = GetColor(colHexValue);
|
||||
colFront.a = (unsigned char)(colFront.a * (float)color.a/255.0f);
|
||||
//colFront.a *= (unsigned char)(colFront.a*(float)color.a/255.0f); // TODO: Review
|
||||
}
|
||||
else if (text[i - 1] == 'b')
|
||||
{
|
||||
colBack = GetColor(colHexValue);
|
||||
colBack.a *= (unsigned char)(colFront.a * (float)color.a / 255.0f);
|
||||
//colBack.a *= (unsigned char)(colFront.a*(float)color.a/255.0f);
|
||||
}
|
||||
|
||||
i += (colHexCount + 1); // Skip color value retrieved and ']'
|
||||
|
|
|
|||
|
|
@ -226,7 +226,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
|||
{
|
||||
if (!wordWrap)
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -234,7 +234,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
|||
{
|
||||
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
|
||||
|
|
@ -258,7 +258,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
|||
|
||||
if (wordWrap && (i == endLine))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
startLine = endLine;
|
||||
endLine = -1;
|
||||
|
|
|
|||
|
|
@ -277,7 +277,7 @@ int main(void)
|
|||
DrawTriangle(a, b, c, emoji[selected].color);
|
||||
|
||||
// Draw the main text message
|
||||
Rectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
|
||||
Rectangle textRect = { msgRect.x + (float)horizontalPadding/2, msgRect.y + (float)verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
|
||||
DrawTextBoxed(*font, messages[message].text, textRect, (float)font->baseSize, 1.0f, true, WHITE);
|
||||
|
||||
// Draw the info text below the main message
|
||||
|
|
@ -421,7 +421,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
|||
{
|
||||
if (!wordWrap)
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -429,7 +429,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
|||
{
|
||||
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
|
||||
|
|
@ -453,7 +453,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
|||
|
||||
if (wordWrap && (i == endLine))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
startLine = endLine;
|
||||
endLine = -1;
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@ int main(void)
|
|||
InitWindow(screenWidth, screenHeight, "raylib [text] example - words alignment");
|
||||
|
||||
// Define the rectangle we will draw the text in
|
||||
Rectangle textContainerRect = (Rectangle){ screenWidth/2-screenWidth/4, screenHeight/2-screenHeight/3, screenWidth/2, screenHeight*2/3 };
|
||||
Rectangle textContainerRect = (Rectangle){ (float)screenWidth/2-(float)screenWidth/4, (float)screenHeight/2-(float)screenHeight/3, (float)screenWidth/2, (float)screenHeight*2/3 };
|
||||
|
||||
// Some text to display the current alignment
|
||||
const char *textAlignNameH[] = { "Left", "Centre", "Right" };
|
||||
|
|
|
|||
|
|
@ -83,10 +83,10 @@ int main(void)
|
|||
bunnies[i].position.x += bunnies[i].speed.x;
|
||||
bunnies[i].position.y += bunnies[i].speed.y;
|
||||
|
||||
if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) ||
|
||||
((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
|
||||
if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) ||
|
||||
((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
|
||||
if (((bunnies[i].position.x + (float)texBunny.width/2) > GetScreenWidth()) ||
|
||||
((bunnies[i].position.x + (float)texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
|
||||
if (((bunnies[i].position.y + (float)texBunny.height/2) > GetScreenHeight()) ||
|
||||
((bunnies[i].position.y + (float)texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -165,7 +165,7 @@ int main(void)
|
|||
|
||||
// If the mouse is on this preset, highlight it
|
||||
if (mouseInCell == i + 8)
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*((float)i/2),
|
||||
(presetsSizeY + 2.0f)*(i%2),
|
||||
presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -93,8 +93,8 @@ int main(void)
|
|||
for (unsigned int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
|
||||
|
||||
// Get current tile position from player pixel position
|
||||
playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileX = (int)((playerPosition.x + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileY = (int)((playerPosition.y + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
|
||||
// Check visibility and update fog
|
||||
// NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)
|
||||
|
|
|
|||
|
|
@ -156,7 +156,7 @@ int main(void)
|
|||
{
|
||||
DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
|
||||
DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
|
||||
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
|
||||
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - (float)MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
|
||||
}
|
||||
|
||||
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
|
||||
|
|
|
|||
|
|
@ -38,7 +38,7 @@ int main(void)
|
|||
Texture2D 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
|
||||
|
||||
Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
|
||||
Vector2 position = { (float)screenWidth/2 - (float)texture.width/2, (float)screenHeight/2 - (float)texture.height/2 - 20 };
|
||||
|
||||
bool showFont = false;
|
||||
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ int main(void)
|
|||
Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
|
||||
|
||||
// Define button bounds on screen
|
||||
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
|
||||
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - (float)button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
|
||||
|
||||
int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
|
||||
bool btnAction = false; // Button action should be activated
|
||||
|
|
|
|||
|
|
@ -39,8 +39,8 @@ int main(void)
|
|||
Texture2D explosion = LoadTexture("resources/explosion.png");
|
||||
|
||||
// Init variables for animation
|
||||
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
|
||||
float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
|
||||
float frameWidth = (float)explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
|
||||
float frameHeight = (float)explosion.height/NUM_LINES; // Sprite one frame rectangle height
|
||||
int currentFrame = 0;
|
||||
int currentLine = 0;
|
||||
|
||||
|
|
|
|||
875
src/external/miniaudio.h
vendored
875
src/external/miniaudio.h
vendored
File diff suppressed because it is too large
Load Diff
50
src/external/rlsw.h
vendored
50
src/external/rlsw.h
vendored
|
|
@ -1177,7 +1177,7 @@ static inline void sw_float_to_unorm8_simd(uint8_t dst[4], const float src[4])
|
|||
static inline void sw_float_from_unorm8_simd(float dst[4], const uint8_t src[4])
|
||||
{
|
||||
#if defined(SW_HAS_NEON)
|
||||
uint8x8_t bytes8 = vld1_u8(src); //< Read 8 bytes, faster, but let's hope we're not at the end of the page (unlikely)...
|
||||
uint8x8_t bytes8 = vld1_u8(src); // Reading 8 bytes, faster, but let's hope not hitting the end of the page (unlikely)...
|
||||
uint16x8_t bytes16 = vmovl_u8(bytes8);
|
||||
uint32x4_t ints = vmovl_u16(vget_low_u16(bytes16));
|
||||
float32x4_t floats = vcvtq_f32_u32(ints);
|
||||
|
|
@ -1224,8 +1224,8 @@ static inline uint32_t sw_half_to_float_ui(uint16_t h)
|
|||
// denormal: flush to zero
|
||||
r = (em < (1 << 10))? 0 : r;
|
||||
|
||||
// infinity/NaN; note that we preserve NaN payload as a byproduct of unifying inf/nan cases
|
||||
// 112 is an exponent bias fixup; since we already applied it once, applying it twice converts 31 to 255
|
||||
// NOTE: infinity/NaN; NaN payload is preserved as a byproduct of unifying inf/nan cases
|
||||
// 112 is an exponent bias fixup; since it is already applied once, applying it twice converts 31 to 255
|
||||
r += (em >= (31 << 10))? (112 << 23) : 0;
|
||||
|
||||
return s | r;
|
||||
|
|
@ -1252,7 +1252,7 @@ static inline uint16_t sw_half_from_float_ui(uint32_t ui)
|
|||
// Overflow: infinity; 143 encodes exponent 16
|
||||
h = (em >= (143 << 23))? 0x7c00 : h;
|
||||
|
||||
// NaN; note that we convert all types of NaN to qNaN
|
||||
// NOTE: NaN; all types of NaN aree converted to qNaN
|
||||
h = (em > (255 << 23))? 0x7e00 : h;
|
||||
|
||||
return (uint16_t)(s | h);
|
||||
|
|
@ -1918,8 +1918,8 @@ static inline void sw_texture_sample_nearest(float *color, const sw_texture_t *t
|
|||
|
||||
static inline void sw_texture_sample_linear(float *color, const sw_texture_t *tex, float u, float v)
|
||||
{
|
||||
// TODO: With a bit more cleverness we could clearly reduce the
|
||||
// number of operations here, but for now it works fine
|
||||
// TODO: With a bit more cleverness thee number of operations can
|
||||
// be clearly reduced, but for now it works fine
|
||||
|
||||
float xf = (u*tex->width) - 0.5f;
|
||||
float yf = (v*tex->height) - 0.5f;
|
||||
|
|
@ -1933,7 +1933,7 @@ static inline void sw_texture_sample_linear(float *color, const sw_texture_t *te
|
|||
int x1 = x0 + 1;
|
||||
int y1 = y0 + 1;
|
||||
|
||||
// NOTE: If the textures are POT we could avoid the division for SW_REPEAT
|
||||
// NOTE: If the textures are POT, avoid the division for SW_REPEAT
|
||||
|
||||
if (tex->sWrap == SW_CLAMP)
|
||||
{
|
||||
|
|
@ -1974,7 +1974,7 @@ static inline void sw_texture_sample_linear(float *color, const sw_texture_t *te
|
|||
static inline void sw_texture_sample(float *color, const sw_texture_t *tex, float u, float v, float dUdx, float dUdy, float dVdx, float dVdy)
|
||||
{
|
||||
// Previous method: There is no need to compute the square root
|
||||
// because using the squared value, the comparison remains `L2 > 1.0f*1.0f`
|
||||
// because using the squared value, the comparison remains (L2 > 1.0f*1.0f)
|
||||
//float du = sqrtf(dUdx*dUdx + dUdy*dUdy);
|
||||
//float dv = sqrtf(dVdx*dVdx + dVdy*dVdy);
|
||||
//float L = (du > dv)? du : dv;
|
||||
|
|
@ -2204,12 +2204,12 @@ static inline bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VE
|
|||
static inline bool sw_triangle_face_culling(void)
|
||||
{
|
||||
// NOTE: Face culling is done before clipping to avoid unnecessary computations
|
||||
// To handle triangles crossing the w=0 plane correctly,
|
||||
// we perform the winding order test in homogeneous coordinates directly,
|
||||
// before the perspective division (division by w)
|
||||
// This test determines the orientation of the triangle in the (x,y,w) plane,
|
||||
// which corresponds to the projected 2D winding order sign,
|
||||
// even with negative w values
|
||||
// To handle triangles crossing the w=0 plane correctly,
|
||||
// the winding order test is performeed in homogeneous coordinates directly,
|
||||
// before the perspective division (division by w)
|
||||
// This test determines the orientation of the triangle in the (x,y,w) plane,
|
||||
// which corresponds to the projected 2D winding order sign,
|
||||
// even with negative w values
|
||||
|
||||
// Preload homogeneous coordinates into local variables
|
||||
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
|
||||
|
|
@ -2558,13 +2558,13 @@ static inline void sw_triangle_render(void)
|
|||
static inline bool sw_quad_face_culling(void)
|
||||
{
|
||||
// NOTE: Face culling is done before clipping to avoid unnecessary computations
|
||||
// To handle quads crossing the w=0 plane correctly,
|
||||
// we perform the winding order test in homogeneous coordinates directly,
|
||||
// before the perspective division (division by w)
|
||||
// For a convex quad with vertices P0, P1, P2, P3 in sequential order,
|
||||
// the winding order of the quad is the same as the winding order
|
||||
// of the triangle P0 P1 P2. We use the homogeneous triangle
|
||||
// winding test on this first triangle
|
||||
// To handle quads crossing the w=0 plane correctly,
|
||||
// the winding order test is performed in homogeneous coordinates directly,
|
||||
// before the perspective division (division by w)
|
||||
// For a convex quad with vertices P0, P1, P2, P3 in sequential order,
|
||||
// the winding order of the quad is the same as the winding order
|
||||
// of the triangle P0 P1 P2. The homogeneous triangle is used on
|
||||
// winding test on this first triangle
|
||||
|
||||
// Preload homogeneous coordinates into local variables
|
||||
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
|
||||
|
|
@ -2649,7 +2649,7 @@ static inline bool sw_quad_is_axis_aligned(void)
|
|||
{
|
||||
// Reject quads with perspective projection
|
||||
// The fast path assumes affine (non-perspective) quads,
|
||||
// so we require all vertices to have homogeneous w = 1.0
|
||||
// so it's required for all vertices to have homogeneous w = 1.0
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (RLSW.vertexBuffer[i].homogeneous[3] != 1.0f) return false;
|
||||
|
|
@ -2721,7 +2721,7 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
|
|||
|
||||
// TODO: REVIEW: Could a perfectly aligned quad, where one of the four points has a different depth,
|
||||
// still appear perfectly aligned from a certain point of view?
|
||||
// Because in that case, we would still need to perform perspective division for textures and colors...
|
||||
// Because in that case, it's still needed to perform perspective division for textures and colors...
|
||||
#define DEFINE_QUAD_RASTER_AXIS_ALIGNED(FUNC_NAME, ENABLE_TEXTURE, ENABLE_DEPTH_TEST, ENABLE_COLOR_BLEND) \
|
||||
static inline void FUNC_NAME(void) \
|
||||
{ \
|
||||
|
|
@ -3090,7 +3090,7 @@ static inline void FUNC_NAME(const sw_vertex_t *v0, const sw_vertex_t *v1) \
|
|||
\
|
||||
for (int i = 0; i < numPixels; i++) \
|
||||
{ \
|
||||
/* REVIEW: May require reviewing projection details */ \
|
||||
/* TODO: REVIEW: May require reviewing projection details */ \
|
||||
int px = (int)(x - 0.5f); \
|
||||
int py = (int)(y - 0.5f); \
|
||||
\
|
||||
|
|
@ -3721,7 +3721,7 @@ void swBlitFramebuffer(int xDst, int yDst, int wDst, int hDst, int xSrc, int ySr
|
|||
ySrc = sw_clampi(ySrc, 0, hSrc);
|
||||
|
||||
// Check if the sizes are identical after clamping the source to avoid unexpected issues
|
||||
// REVIEW: This repeats the operations if true, so we could make a copy function without these checks
|
||||
// TODO: REVIEW: This repeats the operations if true, so a copy function can be made without these checks
|
||||
if (xDst == xSrc && yDst == ySrc && wDst == wSrc && hDst == hSrc)
|
||||
{
|
||||
swCopyFramebuffer(xSrc, ySrc, wSrc, hSrc, format, type, pixels);
|
||||
|
|
|
|||
|
|
@ -1189,7 +1189,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
|||
if (FLAG_IS_SET(source, AINPUT_SOURCE_JOYSTICK) ||
|
||||
FLAG_IS_SET(source, AINPUT_SOURCE_GAMEPAD))
|
||||
{
|
||||
// For now we'll assume a single gamepad which we "detect" on its input event
|
||||
// Assuming a single gamepad, "detected" on its input event
|
||||
CORE.Input.Gamepad.ready[0] = true;
|
||||
|
||||
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue(
|
||||
|
|
@ -1256,7 +1256,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
|||
FLAG_IS_SET(source, AINPUT_SOURCE_GAMEPAD)) &&
|
||||
!FLAG_IS_SET(source, AINPUT_SOURCE_KEYBOARD))
|
||||
{
|
||||
// For now we'll assume a single gamepad which we "detect" on its input event
|
||||
// Assuming a single gamepad, "detected" on its input event
|
||||
CORE.Input.Gamepad.ready[0] = true;
|
||||
|
||||
GamepadButton button = AndroidTranslateGamepadButton(keycode);
|
||||
|
|
|
|||
|
|
@ -602,7 +602,7 @@ void SetWindowIcon(Image image)
|
|||
icon[0].height = image.height;
|
||||
icon[0].pixels = (unsigned char *)image.data;
|
||||
|
||||
// NOTE 1: We only support one image icon
|
||||
// NOTE 1: Only one image icon supported
|
||||
// NOTE 2: The specified image data is copied before this function returns
|
||||
glfwSetWindowIcon(platform.handle, 1, icon);
|
||||
}
|
||||
|
|
@ -833,7 +833,7 @@ int GetCurrentMonitor(void)
|
|||
}
|
||||
else
|
||||
{
|
||||
// In case the window is between two monitors, we use below logic
|
||||
// In case the window is between two monitors, below logic is used
|
||||
// to try to detect the "current monitor" for that window, note that
|
||||
// this is probably an overengineered solution for a very side case
|
||||
// trying to match SDL behaviour
|
||||
|
|
@ -1186,7 +1186,7 @@ void SetMouseCursor(int cursor)
|
|||
if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(platform.handle, NULL);
|
||||
else
|
||||
{
|
||||
// NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
|
||||
// NOTE: Mapping internal GLFW enum values to MouseCursor enum values
|
||||
glfwSetCursor(platform.handle, glfwCreateStandardCursor(0x00036000 + cursor));
|
||||
}
|
||||
}
|
||||
|
|
@ -1211,7 +1211,7 @@ void PollInputEvents(void)
|
|||
CORE.Input.Keyboard.charPressedQueueCount = 0;
|
||||
|
||||
// Reset last gamepad button/axis registered state
|
||||
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
|
||||
CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
|
||||
//CORE.Input.Gamepad.axisCount = 0;
|
||||
|
||||
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
|
||||
|
|
@ -1247,7 +1247,7 @@ void PollInputEvents(void)
|
|||
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
||||
|
||||
// Check if gamepads are ready
|
||||
// NOTE: We do it here in case of disconnection
|
||||
// NOTE: Doing it here in case of disconnection
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
|
||||
|
|
@ -1263,7 +1263,7 @@ void PollInputEvents(void)
|
|||
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
|
||||
|
||||
// Get current gamepad state
|
||||
// NOTE: There is no callback available, so we get it manually
|
||||
// NOTE: There is no callback available, getting it manually
|
||||
GLFWgamepadstate state = { 0 };
|
||||
int result = glfwGetGamepadState(i, &state); // This remaps all gamepads so they have their buttons mapped like an xbox controller
|
||||
if (result == GLFW_FALSE) // No joystick is connected, no gamepad mapping or an error occurred
|
||||
|
|
@ -1359,8 +1359,8 @@ void PollInputEvents(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
// Module Internal Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Function wrappers around RL_*alloc macros, used by glfwInitAllocator() inside of InitPlatform()
|
||||
// We need to provide these because GLFWallocator expects function pointers with specific signatures
|
||||
// Function wrappers around RL_*ALLOC macros, used by glfwInitAllocator() inside of InitPlatform()
|
||||
// GLFWallocator expects function pointers with specific signatures to be provided
|
||||
// REF: https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
|
||||
static void *AllocateWrapper(size_t size, void *user)
|
||||
{
|
||||
|
|
@ -1742,7 +1742,7 @@ int InitPlatform(void)
|
|||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
// WARNING: If glfwGetJoystickName() is longer than MAX_GAMEPAD_NAME_LENGTH,
|
||||
// we can get a not-NULL terminated string, so, we only copy up to (MAX_GAMEPAD_NAME_LENGTH - 1)
|
||||
// only copying up to (MAX_GAMEPAD_NAME_LENGTH - 1)
|
||||
if (glfwJoystickPresent(i))
|
||||
{
|
||||
CORE.Input.Gamepad.ready[i] = true;
|
||||
|
|
@ -1819,8 +1819,8 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
|
|||
{
|
||||
//TRACELOG(LOG_INFO, "GLFW3: Window framebuffer size callback called [%i,%i]", width, height);
|
||||
|
||||
// WARNING: On window minimization, callback is called,
|
||||
// but we don't want to change internal screen values, it breaks things
|
||||
// WARNING: On window minimization, callback is called with 0 values,
|
||||
// but internal screen values should not be changed, it breaks things
|
||||
if ((width == 0) || (height == 0)) return;
|
||||
|
||||
// Reset viewport and projection matrix for new size
|
||||
|
|
@ -1926,7 +1926,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
|
|||
{
|
||||
if (count > 0)
|
||||
{
|
||||
// In case previous dropped filepaths have not been freed, we free them
|
||||
// In case previous dropped filepaths have not been freed, free them
|
||||
if (CORE.Window.dropFileCount > 0)
|
||||
{
|
||||
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
|
||||
|
|
@ -1937,7 +1937,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
|
|||
CORE.Window.dropFilepaths = NULL;
|
||||
}
|
||||
|
||||
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
|
||||
// WARNING: Paths are freed by GLFW when the callback returns, keeping an internal copy
|
||||
CORE.Window.dropFileCount = count;
|
||||
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
|
||||
|
||||
|
|
@ -1954,7 +1954,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
|
|||
{
|
||||
if (key < 0) return; // Security check, macOS fn key generates -1
|
||||
|
||||
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
|
||||
// WARNING: GLFW could return GLFW_REPEAT, it needs to be considered as 1
|
||||
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
|
||||
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
|
||||
else if (action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
|
||||
|
|
@ -2079,7 +2079,7 @@ static void JoystickCallback(int jid, int event)
|
|||
if (event == GLFW_CONNECTED)
|
||||
{
|
||||
// WARNING: If glfwGetJoystickName() is longer than MAX_GAMEPAD_NAME_LENGTH,
|
||||
// we can get a not-NULL terminated string, so, we clean destination and only copy up to -1
|
||||
// only copy up to (MAX_GAMEPAD_NAME_LENGTH -1) to destination string
|
||||
memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
|
||||
strncpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid), MAX_GAMEPAD_NAME_LENGTH - 1);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -49,7 +49,7 @@
|
|||
#define USING_SDL3_PROJECT
|
||||
#endif
|
||||
#ifndef SDL_ENABLE_OLD_NAMES
|
||||
#define SDL_ENABLE_OLD_NAMES // Just in case we're on SDL3, we need some in-between compatibily
|
||||
#define SDL_ENABLE_OLD_NAMES // Just in case on SDL3, some in-between compatibily is needed
|
||||
#endif
|
||||
// SDL base library (window/rendered, input, timing... functionality)
|
||||
#ifdef USING_SDL3_PROJECT
|
||||
|
|
@ -254,10 +254,10 @@ static const int CursorsLUT[] = {
|
|||
#if defined(USING_VERSION_SDL3)
|
||||
|
||||
// SDL3 Migration:
|
||||
// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed,
|
||||
// and you can call SDL_GetWindowFullscreenMode()
|
||||
// to see whether an exclusive fullscreen mode will be used
|
||||
// or the borderless fullscreen desktop mode will be used
|
||||
// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed,
|
||||
// and you can call SDL_GetWindowFullscreenMode()
|
||||
// to see whether an exclusive fullscreen mode will be used
|
||||
// or the borderless fullscreen desktop mode will be used
|
||||
#define SDL_WINDOW_FULLSCREEN_DESKTOP SDL_WINDOW_FULLSCREEN
|
||||
|
||||
#define SDL_IGNORE false
|
||||
|
|
@ -340,9 +340,8 @@ SDL_Surface *SDL_CreateRGBSurface(Uint32 flags, int width, int height, int depth
|
|||
}
|
||||
|
||||
// SDL3 Migration:
|
||||
// SDL_GetDisplayDPI() -
|
||||
// not reliable across platforms, approximately replaced by multiplying
|
||||
// SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms
|
||||
// SDL_GetDisplayDPI() not reliable across platforms, approximately replaced by multiplying
|
||||
// SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms
|
||||
// returns 0 on success or a negative error code on failure
|
||||
int SDL_GetDisplayDPI(int displayIndex, float *ddpi, float *hdpi, float *vdpi)
|
||||
{
|
||||
|
|
@ -413,7 +412,7 @@ int SDL_GetNumTouchFingers(SDL_TouchID touchID)
|
|||
return count;
|
||||
}
|
||||
|
||||
#else // We're on SDL2
|
||||
#else // SDL2 fallback
|
||||
|
||||
// Since SDL2 doesn't have this function we leave a stub
|
||||
// SDL_GetClipboardData function is available since SDL 3.1.3. (e.g. SDL3)
|
||||
|
|
@ -833,10 +832,9 @@ void SetWindowMonitor(int monitor)
|
|||
if ((monitor >= 0) && (monitor < monitorCount))
|
||||
#endif
|
||||
{
|
||||
// NOTE:
|
||||
// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
|
||||
// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
|
||||
// 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again
|
||||
// NOTE 1: SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
|
||||
// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
|
||||
// NOTE 2: A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again
|
||||
const bool wasFullscreen = (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))? true : false;
|
||||
|
||||
const int screenWidth = CORE.Window.screen.width;
|
||||
|
|
@ -854,14 +852,13 @@ void SetWindowMonitor(int monitor)
|
|||
// If the screen size is larger than the monitor usable area, anchor it on the top left corner, otherwise, center it
|
||||
if ((screenWidth >= usableBounds.w) || (screenHeight >= usableBounds.h))
|
||||
{
|
||||
// NOTE:
|
||||
// 1. There's a known issue where if the window larger than the target display bounds,
|
||||
// when moving the windows to that display, the window could be clipped back
|
||||
// ending up positioned partly outside the target display
|
||||
// 2. The workaround for that is, previously to moving the window,
|
||||
// setting the window size to the target display size, so they match
|
||||
// 3. It wasn't done here because we can't assume changing the window size automatically
|
||||
// is acceptable behavior by the user
|
||||
// NOTE 1: There's a known issue where if the window larger than the target display bounds,
|
||||
// when moving the windows to that display, the window could be clipped back
|
||||
// ending up positioned partly outside the target display
|
||||
// NOTE 2: The workaround for that is, previously to moving the window,
|
||||
// setting the window size to the target display size, so they match
|
||||
// NOTE 3: It wasn't done here because we can't assume changing the window size automatically
|
||||
// is acceptable behavior by the user
|
||||
SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
|
||||
CORE.Window.position.x = usableBounds.x;
|
||||
CORE.Window.position.y = usableBounds.y;
|
||||
|
|
@ -1250,7 +1247,7 @@ void DisableCursor(void)
|
|||
void SwapScreenBuffer(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
// NOTE: We use a preprocessor condition here because `rlCopyFramebuffer` is only declared for software rendering
|
||||
// NOTE: We use a preprocessor condition here because rlCopyFramebuffer() is only declared for software rendering
|
||||
SDL_Surface *surface = SDL_GetWindowSurface(platform.window);
|
||||
rlCopyFramebuffer(0, 0, CORE.Window.render.width, CORE.Window.render.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, surface->pixels);
|
||||
SDL_UpdateWindowSurface(platform.window);
|
||||
|
|
@ -1617,7 +1614,7 @@ void PollInputEvents(void)
|
|||
case SDL_MOUSEBUTTONDOWN:
|
||||
{
|
||||
// NOTE: SDL2 mouse button order is LEFT, MIDDLE, RIGHT, but raylib uses LEFT, RIGHT, MIDDLE like GLFW
|
||||
// The following conditions align SDL with raylib.h MouseButton enum order
|
||||
// The following conditions align SDL with raylib.h MouseButton enum order
|
||||
int btn = event.button.button - 1;
|
||||
if (btn == 2) btn = 1;
|
||||
else if (btn == 1) btn = 2;
|
||||
|
|
@ -1630,7 +1627,7 @@ void PollInputEvents(void)
|
|||
case SDL_MOUSEBUTTONUP:
|
||||
{
|
||||
// NOTE: SDL2 mouse button order is LEFT, MIDDLE, RIGHT, but raylib uses LEFT, RIGHT, MIDDLE like GLFW
|
||||
// The following conditions align SDL with raylib.h MouseButton enum order
|
||||
// The following conditions align SDL with raylib.h MouseButton enum order
|
||||
int btn = event.button.button - 1;
|
||||
if (btn == 2) btn = 1;
|
||||
else if (btn == 1) btn = 2;
|
||||
|
|
|
|||
|
|
@ -433,7 +433,7 @@ static bool UpdateWindowSize(int mode, HWND hwnd, int width, int height, unsigne
|
|||
return true;
|
||||
}
|
||||
|
||||
// Verify if we are running in Windows 10 version 1703 (Creators Update)
|
||||
// Check if running in Windows 10 version 1703 (Creators Update)
|
||||
static BOOL IsWindows10Version1703OrGreaterWin32(void)
|
||||
{
|
||||
HMODULE ntdll = LoadLibraryW(L"ntdll.dll");
|
||||
|
|
@ -1138,7 +1138,7 @@ void ShowCursor(void)
|
|||
// Hides mouse cursor
|
||||
void HideCursor(void)
|
||||
{
|
||||
// NOTE: We use SetCursor() instead of ShowCursor() because
|
||||
// NOTE: Using SetCursor() instead of ShowCursor() because
|
||||
// it makes it easy to only hide the cursor while it's inside the client area
|
||||
SetCursor(NULL);
|
||||
CORE.Input.Mouse.cursorHidden = true;
|
||||
|
|
@ -1345,7 +1345,7 @@ void PollInputEvents(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Initialize modern OpenGL context
|
||||
// NOTE: We need to create a dummy context first to query required extensions
|
||||
// NOTE: Creating a dummy context first to query required extensions
|
||||
HGLRC InitOpenGL(HWND hwnd, HDC hdc)
|
||||
{
|
||||
// First, create a dummy context to get WGL extensions
|
||||
|
|
@ -1460,7 +1460,7 @@ HGLRC InitOpenGL(HWND hwnd, HDC hdc)
|
|||
0 // Terminator
|
||||
};
|
||||
|
||||
// NOTE: We are not sharing context resources so, second parameters is NULL
|
||||
// NOTE: Not sharing context resources so, second parameters is NULL
|
||||
realContext = wglCreateContextAttribsARB(hdc, NULL, contextAttribs);
|
||||
|
||||
// Check for error context creation errors
|
||||
|
|
@ -1476,8 +1476,8 @@ HGLRC InitOpenGL(HWND hwnd, HDC hdc)
|
|||
// Activate real context
|
||||
if (realContext) wglMakeCurrent(hdc, realContext);
|
||||
|
||||
// Once we got a real modern OpenGL context,
|
||||
// we can load required extensions (function pointers)
|
||||
// Once a real modern OpenGL context is created,
|
||||
// required extensions can be loaded (function pointers)
|
||||
rlLoadExtensions(WglGetProcAddress);
|
||||
|
||||
return realContext;
|
||||
|
|
@ -1521,7 +1521,7 @@ int InitPlatform(void)
|
|||
.lpfnWndProc = WndProc, // Custom procedure assigned
|
||||
.cbWndExtra = sizeof(LONG_PTR), // extra space for the Tuple object ptr
|
||||
.hInstance = hInstance,
|
||||
.hCursor = LoadCursorW(NULL, (LPCWSTR)IDC_ARROW), // TODO: Audit if we want to set this since we're implementing WM_SETCURSOR
|
||||
.hCursor = LoadCursorW(NULL, (LPCWSTR)IDC_ARROW), // TODO: Check if this is really required, since WM_SETCURSOR event is processed
|
||||
.lpszClassName = CLASS_NAME // Class name: L"raylibWindow"
|
||||
};
|
||||
|
||||
|
|
@ -1854,8 +1854,8 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
|||
SIZE *inoutSize = (SIZE *)lparam;
|
||||
UINT newDpi = (UINT)wparam; // TODO: WARNING: Converting from WPARAM = UINT_PTR
|
||||
|
||||
// for any of these other cases, we might want to post a window
|
||||
// resize event after the dpi changes?
|
||||
// For the following flag changes, a window resize event should be posted,
|
||||
// TODO: Should it be done after dpi changes?
|
||||
if (CORE.Window.flags & FLAG_WINDOW_MINIMIZED) return TRUE;
|
||||
if (CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) return TRUE;
|
||||
if (CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) return TRUE;
|
||||
|
|
@ -2025,8 +2025,8 @@ static void HandleRawInput(LPARAM lparam)
|
|||
|
||||
if (input.data.mouse.usFlags & MOUSE_VIRTUAL_DESKTOP) TRACELOG(LOG_ERROR, "TODO: handle virtual desktop mouse inputs!");
|
||||
|
||||
// Trick to keep the mouse position at 0,0 and instead move
|
||||
// the previous position so we can still get a proper mouse delta
|
||||
// Trick to keep the mouse position at (0,0) and instead move
|
||||
// the previous position so a proper mouse delta can still be retrieved
|
||||
//CORE.Input.Mouse.previousPosition.x -= input.data.mouse.lLastX;
|
||||
//CORE.Input.Mouse.previousPosition.y -= input.data.mouse.lLastY;
|
||||
//if (CORE.Input.Mouse.currentPosition.x != 0) abort();
|
||||
|
|
@ -2138,12 +2138,12 @@ static unsigned SanitizeFlags(int mode, unsigned flags)
|
|||
// This design takes care of many odd corner cases. For example, if you want to restore
|
||||
// a window that was previously maximized AND minimized and you want to remove both these
|
||||
// flags, you actually need to call ShowWindow with SW_RESTORE twice. Another example is
|
||||
// if you have a maximized window, if the undecorated flag is modified then we'd need to
|
||||
// update the window style, but updating the style would mean the window size would change
|
||||
// causing the window to lose its Maximized state which would mean we'd need to update the
|
||||
// window size and then update the window style a second time to restore that maximized
|
||||
// if you have a maximized window, if the undecorated flag is modified then the window style
|
||||
// needs to be updated, but updating the style would mean the window size would change
|
||||
// causing the window to lose its Maximized state which would mean the window size
|
||||
// needs to be updated, followed by the update of window style, a second time, to restore that maximized
|
||||
// state. This implementation is able to handle any/all of these special situations with a
|
||||
// retry loop that continues until we either reach the desired state or the state stops changing
|
||||
// retry loop that continues until either the desired state is reached or the state stops changing
|
||||
static void UpdateFlags(HWND hwnd, unsigned desiredFlags, int width, int height)
|
||||
{
|
||||
// Flags that just apply immediately without needing any operations
|
||||
|
|
|
|||
|
|
@ -1161,7 +1161,8 @@ int InitPlatform(void)
|
|||
platform.fd = open("/dev/dri/by-path/platform-gpu-card", O_RDWR); // VideoCore VI (Raspberry Pi 4)
|
||||
if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: platform-gpu-card opened successfully");
|
||||
|
||||
if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL))
|
||||
drmModeRes *res = NULL;
|
||||
if ((platform.fd == -1) || ((res = drmModeGetResources(platform.fd)) == NULL))
|
||||
{
|
||||
if (platform.fd != -1) close(platform.fd);
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to open platform-gpu-card, trying card1");
|
||||
|
|
@ -1169,7 +1170,7 @@ int InitPlatform(void)
|
|||
if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: card1 opened successfully");
|
||||
}
|
||||
|
||||
if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL))
|
||||
if ((platform.fd == -1) || ((res = drmModeGetResources(platform.fd)) == NULL))
|
||||
{
|
||||
if (platform.fd != -1) close(platform.fd);
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card1, trying card0");
|
||||
|
|
@ -1177,7 +1178,7 @@ int InitPlatform(void)
|
|||
if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: card0 opened successfully");
|
||||
}
|
||||
|
||||
if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL))
|
||||
if ((platform.fd == -1) || ((res = drmModeGetResources(platform.fd)) == NULL))
|
||||
{
|
||||
if (platform.fd != -1) close(platform.fd);
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card0, trying card2");
|
||||
|
|
@ -1192,7 +1193,6 @@ int InitPlatform(void)
|
|||
return -1;
|
||||
}
|
||||
|
||||
drmModeRes *res = drmModeGetResources(platform.fd);
|
||||
if (!res)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources");
|
||||
|
|
|
|||
|
|
@ -499,7 +499,7 @@ int InitPlatform(void)
|
|||
}
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
// If everything work as expected, we can continue
|
||||
// If everything worked as expected, continue
|
||||
CORE.Window.render.width = CORE.Window.screen.width;
|
||||
CORE.Window.render.height = CORE.Window.screen.height;
|
||||
CORE.Window.currentFbo.width = CORE.Window.render.width;
|
||||
|
|
|
|||
|
|
@ -316,15 +316,16 @@ void ToggleBorderlessWindowed(void)
|
|||
// 2. The style unset handles the possibility of a width="value%" like on the default shell.html file
|
||||
EM_ASM
|
||||
(
|
||||
const canvasId = UTF8ToString($0);
|
||||
setTimeout(function()
|
||||
{
|
||||
Module.requestFullscreen(false, true);
|
||||
setTimeout(function()
|
||||
{
|
||||
canvas.style.width="unset";
|
||||
document.querySelector(canvasId).style.width="unset";
|
||||
}, 100);
|
||||
}, 100);
|
||||
);
|
||||
, platform.canvasId);
|
||||
FLAG_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
|
||||
}
|
||||
}
|
||||
|
|
@ -953,8 +954,8 @@ void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float d
|
|||
if (duration > MAX_GAMEPAD_VIBRATION_TIME) duration = MAX_GAMEPAD_VIBRATION_TIME;
|
||||
duration *= 1000.0f; // Convert duration to ms
|
||||
|
||||
// Note: At the moment (2024.10.21) Chrome, Edge, Opera, Safari, Android Chrome, Android Webview only support the vibrationActuator API,
|
||||
// and Firefox only supports the hapticActuators API
|
||||
// NOTE: At the moment (2024.10.21) Chrome, Edge, Opera, Safari, Android Chrome, Android Webview only support the vibrationActuator API,
|
||||
// and Firefox only supports the hapticActuators API
|
||||
EM_ASM({
|
||||
try
|
||||
{
|
||||
|
|
@ -1238,9 +1239,9 @@ int InitPlatform(void)
|
|||
// Avoid creating a WebGL canvas, avoid calling glfwCreateWindow()
|
||||
emscripten_set_canvas_element_size(platform.canvasId, CORE.Window.screen.width, CORE.Window.screen.height);
|
||||
EM_ASM({
|
||||
const canvas = document.getElementById("canvas");
|
||||
const canvas = document.querySelector(UTF8ToString($0));
|
||||
Module.canvas = canvas;
|
||||
});
|
||||
}, platform.canvasId);
|
||||
|
||||
// Load memory framebuffer with desired screen size
|
||||
// NOTE: Despite using a software framebuffer for blitting, GLFW still creates a WebGL canvas,
|
||||
|
|
@ -1798,8 +1799,8 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
|
|||
// Emscripten: Called on fullscreen change events
|
||||
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
|
||||
{
|
||||
// NOTE: 1. Reset the fullscreen flags if the user left fullscreen manually by pressing the Escape key
|
||||
// 2. Which is a necessary safeguard because that case will bypass the toggles CORE.Window.flags resets
|
||||
// NOTE 1: Reset the fullscreen flags if the user left fullscreen manually by pressing the Escape key
|
||||
// NOTE 2: Which is a necessary safeguard because that case will bypass the toggles CORE.Window.flags resets
|
||||
if (platform.ourFullscreen) platform.ourFullscreen = false;
|
||||
else
|
||||
{
|
||||
|
|
|
|||
|
|
@ -137,7 +137,7 @@ bool WindowShouldClose(void)
|
|||
// and encapsulating one frame execution on a UpdateDrawFrame() function,
|
||||
// allowing the browser to manage execution asynchronously
|
||||
|
||||
// Optionally we can manage the time we give-control-back-to-browser if required,
|
||||
// NOTE: Optionally, time can be managed, giving control back-to-browser as required,
|
||||
// but it seems below line could generate stuttering on some browsers
|
||||
emscripten_sleep(12);
|
||||
|
||||
|
|
@ -280,15 +280,16 @@ void ToggleBorderlessWindowed(void)
|
|||
// 2. The style unset handles the possibility of a width="value%" like on the default shell.html file
|
||||
EM_ASM
|
||||
(
|
||||
const canvasId = UTF8ToString($0);
|
||||
setTimeout(function()
|
||||
{
|
||||
Module.requestFullscreen(false, true);
|
||||
setTimeout(function()
|
||||
{
|
||||
canvas.style.width="unset";
|
||||
document.querySelector(canvasId).style.width="unset";
|
||||
}, 100);
|
||||
}, 100);
|
||||
);
|
||||
, platform.canvasId);
|
||||
FLAG_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
|
||||
}
|
||||
}
|
||||
|
|
@ -1358,7 +1359,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
|
|||
{
|
||||
if (count > 0)
|
||||
{
|
||||
// In case previous dropped filepaths have not been freed, we free them
|
||||
// In case previous dropped filepaths have not been freed, free them
|
||||
if (CORE.Window.dropFileCount > 0)
|
||||
{
|
||||
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
|
||||
|
|
@ -1369,7 +1370,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
|
|||
CORE.Window.dropFilepaths = NULL;
|
||||
}
|
||||
|
||||
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
|
||||
// WARNING: Paths are freed by GLFW when the callback returns, an internal copy should be kept
|
||||
CORE.Window.dropFileCount = count;
|
||||
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
|
||||
|
||||
|
|
@ -1610,7 +1611,7 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
|
|||
double canvasWidth = 0.0;
|
||||
double canvasHeight = 0.0;
|
||||
// NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
|
||||
// we are looking for actual CSS size: canvas.style.width and canvas.style.height
|
||||
// looking for actual CSS size: canvas.style.width and canvas.style.height
|
||||
// EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
|
||||
emscripten_get_element_css_size(platform.canvasId, &canvasWidth, &canvasHeight);
|
||||
|
||||
|
|
@ -1630,7 +1631,7 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
|
|||
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
|
||||
}
|
||||
|
||||
// Update mouse position if we detect a single touch
|
||||
// Update mouse position if a single touch is detected
|
||||
if (CORE.Input.Touch.pointCount == 1)
|
||||
{
|
||||
CORE.Input.Mouse.currentPosition.x = CORE.Input.Touch.position[0].x;
|
||||
|
|
|
|||
18
src/raudio.c
18
src/raudio.c
|
|
@ -2418,7 +2418,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
|
|||
audioBuffer->frameCursorPos = (audioBuffer->frameCursorPos + framesToRead)%audioBuffer->sizeInFrames;
|
||||
framesRead += framesToRead;
|
||||
|
||||
// If we've read to the end of the buffer, mark it as processed
|
||||
// If the end of the buffer is read, mark it as processed
|
||||
if (framesToRead == framesRemainingInOutputBuffer)
|
||||
{
|
||||
audioBuffer->isSubBufferProcessed[currentSubBufferIndex] = true;
|
||||
|
|
@ -2426,7 +2426,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
|
|||
|
||||
currentSubBufferIndex = (currentSubBufferIndex + 1)%2;
|
||||
|
||||
// We need to break from this loop if we're not looping
|
||||
// Break from this loop if looping not enabled
|
||||
if (!audioBuffer->looping)
|
||||
{
|
||||
StopAudioBufferInLockedState(audioBuffer);
|
||||
|
|
@ -2453,10 +2453,12 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
|
|||
// Reads audio data from an AudioBuffer object in device format, returned data will be in a format appropriate for mixing
|
||||
static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, float *framesOut, ma_uint32 frameCount)
|
||||
{
|
||||
// What's going on here is that we're continuously converting data from the AudioBuffer's internal format to the mixing format, which
|
||||
// should be defined by the output format of the data converter. We do this until frameCount frames have been output. The important
|
||||
// detail to remember here is that we never, ever attempt to read more input data than is required for the specified number of output
|
||||
// frames. This can be achieved with ma_data_converter_get_required_input_frame_count()
|
||||
// NOTE: Continuously converting data from the AudioBuffer's internal format to the mixing format,
|
||||
// which should be defined by the output format of the data converter.
|
||||
// This is done until frameCount frames have been output.
|
||||
// The important detail to remember is that more data than required should neeveer be read,
|
||||
// for the specified number of output frames.
|
||||
// This can be achieved with ma_data_converter_get_required_input_frame_count()
|
||||
ma_uint8 inputBuffer[4096] = { 0 };
|
||||
ma_uint32 inputBufferFrameCap = sizeof(inputBuffer)/ma_get_bytes_per_frame(audioBuffer->converter.formatIn, audioBuffer->converter.channelsIn);
|
||||
|
||||
|
|
@ -2573,8 +2575,8 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
|
|||
}
|
||||
}
|
||||
|
||||
// If for some reason we weren't able to read every frame we'll need to break from the loop
|
||||
// Not doing this could theoretically put us into an infinite loop
|
||||
// If for some reason is not possible to read every frame, the loop needs to be broken
|
||||
// Not doing this could theoretically eend up into an infinite loop
|
||||
if (framesToRead > 0) break;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -336,7 +336,7 @@ typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
|
|||
typedef struct Camera2D {
|
||||
Vector2 offset; // Camera offset (screen space offset from window origin)
|
||||
Vector2 target; // Camera target (world space target point that is mapped to screen space offset)
|
||||
float rotation; // Camera rotation in degrees (pivots around target)
|
||||
float rotation; // Camera rotation in degrees (pivots around target)
|
||||
float zoom; // Camera zoom (scaling around target), must not be set to 0, set to 1.0f for no scale
|
||||
} Camera2D;
|
||||
|
||||
|
|
@ -512,7 +512,6 @@ typedef struct VrStereoConfig {
|
|||
|
||||
// File path list
|
||||
typedef struct FilePathList {
|
||||
unsigned int capacity; // Filepaths max entries
|
||||
unsigned int count; // Filepaths entries count
|
||||
char **paths; // Filepaths entries
|
||||
} FilePathList;
|
||||
|
|
@ -1152,6 +1151,8 @@ RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload fi
|
|||
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
|
||||
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
|
||||
RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
|
||||
RLAPI unsigned int GetDirectoryFileCount(const char *dirPath); // Get the file count in a directory
|
||||
RLAPI unsigned int GetDirectoryFileCountEx(const char *basePath, const char *filter, bool scanSubdirs);// Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
|
||||
|
||||
// Compression/Encoding functionality
|
||||
RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
|
||||
|
|
|
|||
|
|
@ -66,11 +66,11 @@
|
|||
// Function specifiers definition
|
||||
#if defined(RAYMATH_IMPLEMENTATION)
|
||||
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
|
||||
#define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll)
|
||||
#define RMAPI __declspec(dllexport) extern inline // Building raylib as a Win32 shared library (.dll)
|
||||
#elif defined(BUILD_LIBTYPE_SHARED)
|
||||
#define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib)
|
||||
#define RMAPI __attribute__((visibility("default"))) // Building raylib as a Unix shared library (.so/.dylib)
|
||||
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
|
||||
#define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
|
||||
#define RMAPI __declspec(dllimport) // Using raylib as a Win32 shared library (.dll)
|
||||
#else
|
||||
#define RMAPI extern inline // Provide external definition
|
||||
#endif
|
||||
|
|
@ -595,7 +595,7 @@ RMAPI int Vector2Equals(Vector2 p, Vector2 q)
|
|||
// v: normalized direction of the incoming ray
|
||||
// n: normalized normal vector of the interface of two optical media
|
||||
// r: ratio of the refractive index of the medium from where the ray comes
|
||||
// to the refractive index of the medium on the other side of the surface
|
||||
// to the refractive index of the medium on the other side of the surface
|
||||
RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)
|
||||
{
|
||||
Vector2 result = { 0 };
|
||||
|
|
@ -1083,7 +1083,7 @@ RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
|
|||
}
|
||||
|
||||
// Projects a Vector3 from screen space into object space
|
||||
// NOTE: We are avoiding calling other raymath functions despite available
|
||||
// NOTE: Self-contained function, no other raymath functions are called
|
||||
RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
|
||||
{
|
||||
Vector3 result = { 0 };
|
||||
|
|
@ -1245,7 +1245,7 @@ RMAPI int Vector3Equals(Vector3 p, Vector3 q)
|
|||
// v: normalized direction of the incoming ray
|
||||
// n: normalized normal vector of the interface of two optical media
|
||||
// r: ratio of the refractive index of the medium from where the ray comes
|
||||
// to the refractive index of the medium on the other side of the surface
|
||||
// to the refractive index of the medium on the other side of the surface
|
||||
RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
|
||||
{
|
||||
Vector3 result = { 0 };
|
||||
|
|
@ -2363,13 +2363,13 @@ RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
|
|||
{
|
||||
Quaternion result = { 0 };
|
||||
|
||||
float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
|
||||
float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
|
||||
Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)
|
||||
|
||||
result.x = cross.x;
|
||||
result.y = cross.y;
|
||||
result.z = cross.z;
|
||||
result.w = 1.0f + cos2Theta;
|
||||
result.w = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z + cos2Theta*cos2Theta) + cos2Theta;
|
||||
|
||||
// QuaternionNormalize(q);
|
||||
// NOTE: Normalize to essentially nlerp the original and identity to 0.5
|
||||
|
|
@ -2663,14 +2663,14 @@ RMAPI Matrix MatrixCompose(Vector3 translation, Quaternion rotation, Vector3 sca
|
|||
forward = Vector3RotateByQuaternion(forward, rotation);
|
||||
|
||||
// Set result matrix output
|
||||
Matrix result = {
|
||||
right.x, up.x, forward.x, translation.x,
|
||||
right.y, up.y, forward.y, translation.y,
|
||||
right.z, up.z, forward.z, translation.z,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
Matrix result = {
|
||||
right.x, up.x, forward.x, translation.x,
|
||||
right.y, up.y, forward.y, translation.y,
|
||||
right.z, up.z, forward.z, translation.z,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
return result;
|
||||
return result;
|
||||
}
|
||||
|
||||
// Decompose a transformation matrix into its rotational, translational and scaling components and remove shear
|
||||
|
|
|
|||
232
src/rcore.c
232
src/rcore.c
|
|
@ -267,9 +267,15 @@
|
|||
#define MAX_AUTOMATION_EVENTS 16384 // Maximum number of automation events to record
|
||||
#endif
|
||||
|
||||
#ifndef DIRECTORY_FILTER_TAG
|
||||
#define DIRECTORY_FILTER_TAG "DIR" // Name tag used to request directory inclusion on directory scan
|
||||
#endif // NOTE: Used in ScanDirectoryFiles(), ScanDirectoryFilesRecursively() and LoadDirectoryFilesEx()
|
||||
#ifndef FILE_FILTER_TAG_ALL
|
||||
#define FILE_FILTER_TAG_ALL "*.*" // Filter to include all file types and directories on directory scan
|
||||
#endif // NOTE: Used in ScanDirectoryFiles(), LoadDirectoryFilesEx() and GetDirectoryFileCountEx()
|
||||
#ifndef FILE_FILTER_TAG_FILE_ONLY
|
||||
#define FILE_FILTER_TAG_FILE_ONLY "FILES*" // Filter to include all file types on directory scan
|
||||
#endif // NOTE: Used in ScanDirectoryFiles(), LoadDirectoryFilesEx() and GetDirectoryFileCountEx()
|
||||
#ifndef FILE_FILTER_TAG_DIR_ONLY
|
||||
#define FILE_FILTER_TAG_DIR_ONLY "DIR*" // Filter to include directories on directory scan
|
||||
#endif // NOTE: Used in ScanDirectoryFiles(), LoadDirectoryFilesEx() and GetDirectoryFileCountEx()
|
||||
|
||||
// Flags operation macros
|
||||
#define FLAG_SET(n, f) ((n) |= (f))
|
||||
|
|
@ -505,8 +511,7 @@ extern void ClosePlatform(void); // Close platform
|
|||
static void InitTimer(void); // Initialize timer, hi-resolution if available (required by InitPlatform())
|
||||
static void SetupViewport(int width, int height); // Set viewport for a provided width and height
|
||||
|
||||
static void ScanDirectoryFiles(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories in a base path
|
||||
static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories recursively from a base path
|
||||
static void ScanDirectoryFiles(const char *basePath, FilePathList *list, const char *filter, unsigned int expectedFileCount, bool scanSubdirs); // Scan all files and directories in a base path
|
||||
|
||||
#if defined(SUPPORT_AUTOMATION_EVENTS)
|
||||
static void RecordAutomationEvent(void); // Record frame events (to internal events array)
|
||||
|
|
@ -525,7 +530,7 @@ const char *TextFormat(const char *text, ...); // Formatting of text with variab
|
|||
#define PLATFORM_DESKTOP_GLFW
|
||||
#endif
|
||||
|
||||
// We're using '#pragma message' because '#warning' is not adopted by MSVC
|
||||
// Using '#pragma message' because '#warning' is not adopted by MSVC
|
||||
#if defined(SUPPORT_CLIPBOARD_IMAGE)
|
||||
#if !defined(SUPPORT_MODULE_RTEXTURES)
|
||||
#pragma message ("WARNING: Enabling SUPPORT_CLIPBOARD_IMAGE requires SUPPORT_MODULE_RTEXTURES to work properly")
|
||||
|
|
@ -1499,7 +1504,7 @@ Matrix GetCameraMatrix2D(Camera2D camera)
|
|||
// When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
|
||||
// not for the camera getting bigger, hence the invert. Same deal with rotation
|
||||
// 3. Move it by (-offset);
|
||||
// Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
|
||||
// Offset defines target transform relative to screen, but since effectively "moving" screen (camera)
|
||||
// we need to do it into opposite direction (inverse transform)
|
||||
|
||||
// Having camera transform in world-space, inverse of it gives the modelview transform
|
||||
|
|
@ -2738,6 +2743,10 @@ const char *GetApplicationDirectory(void)
|
|||
appDir[0] = '.';
|
||||
appDir[1] = '/';
|
||||
}
|
||||
|
||||
#elif defined(__wasm__)
|
||||
|
||||
appDir[0] = '/';
|
||||
#endif
|
||||
|
||||
return appDir;
|
||||
|
|
@ -2749,53 +2758,36 @@ const char *GetApplicationDirectory(void)
|
|||
// No recursive scanning is done!
|
||||
FilePathList LoadDirectoryFiles(const char *dirPath)
|
||||
{
|
||||
FilePathList files = { 0 };
|
||||
unsigned int fileCounter = 0;
|
||||
|
||||
struct dirent *entity;
|
||||
DIR *dir = opendir(dirPath);
|
||||
|
||||
if (dir != NULL) // It's a directory
|
||||
{
|
||||
// SCAN 1: Count files
|
||||
while ((entity = readdir(dir)) != NULL)
|
||||
{
|
||||
// NOTE: We skip '.' (current dir) and '..' (parent dir) filepaths
|
||||
if ((strcmp(entity->d_name, ".") != 0) && (strcmp(entity->d_name, "..") != 0)) fileCounter++;
|
||||
}
|
||||
|
||||
// Memory allocation for dirFileCount
|
||||
files.capacity = fileCounter;
|
||||
files.paths = (char **)RL_CALLOC(files.capacity, sizeof(char *));
|
||||
for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
||||
|
||||
closedir(dir);
|
||||
|
||||
// SCAN 2: Read filepaths
|
||||
// NOTE: Directory paths are also registered
|
||||
ScanDirectoryFiles(dirPath, &files, NULL);
|
||||
|
||||
// Security check: read files.count should match fileCounter
|
||||
if (files.count != files.capacity) TRACELOG(LOG_WARNING, "FILEIO: Read files count do not match capacity allocated");
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory"); // Maybe it's a file...
|
||||
|
||||
return files;
|
||||
return LoadDirectoryFilesEx(dirPath, FILE_FILTER_TAG_ALL, false);
|
||||
}
|
||||
|
||||
// Load directory filepaths with extension filtering and recursive directory scan
|
||||
// NOTE: On recursive loading we do not pre-scan for file count, we use MAX_FILEPATH_CAPACITY
|
||||
// WARNING: Directory is scanned twice, first time to get files count
|
||||
FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs)
|
||||
{
|
||||
FilePathList files = { 0 };
|
||||
|
||||
files.capacity = MAX_FILEPATH_CAPACITY;
|
||||
files.paths = (char **)RL_CALLOC(files.capacity, sizeof(char *));
|
||||
for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
||||
if (DirectoryExists(basePath)) // It's a directory
|
||||
{
|
||||
// SCAN 1: Count files
|
||||
unsigned int fileCounter = GetDirectoryFileCountEx(basePath, filter, scanSubdirs);
|
||||
|
||||
// WARNING: basePath is always prepended to scanned paths
|
||||
if (scanSubdirs) ScanDirectoryFilesRecursively(basePath, &files, filter);
|
||||
else ScanDirectoryFiles(basePath, &files, filter);
|
||||
// Memory allocation for dirFileCount
|
||||
files.paths = (char **)RL_CALLOC(fileCounter, sizeof(char *));
|
||||
for (unsigned int i = 0; i < fileCounter; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
||||
|
||||
// SCAN 2: Read filepaths
|
||||
// WARNING: basePath is always prepended to scanned paths
|
||||
ScanDirectoryFiles(basePath, &files, filter, fileCounter, scanSubdirs);
|
||||
|
||||
// Security check: read files.count should match fileCounter
|
||||
if (files.count != fileCounter)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "FILEIO: Read files count (%u) does not match capacity allocated (%u)", files.count, fileCounter);
|
||||
files.count = fileCounter; // Avoid memory leak when unloading this FilePathList
|
||||
}
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath); // Maybe it's a file...
|
||||
|
||||
return files;
|
||||
}
|
||||
|
|
@ -2806,7 +2798,7 @@ void UnloadDirectoryFiles(FilePathList files)
|
|||
{
|
||||
if (files.paths != NULL)
|
||||
{
|
||||
for (unsigned int i = 0; i < files.capacity; i++) RL_FREE(files.paths[i]);
|
||||
for (unsigned int i = 0; i < files.count; i++) RL_FREE(files.paths[i]);
|
||||
|
||||
RL_FREE(files.paths);
|
||||
}
|
||||
|
|
@ -2962,6 +2954,59 @@ void UnloadDroppedFiles(FilePathList files)
|
|||
}
|
||||
}
|
||||
|
||||
// Get the file count in a directory
|
||||
unsigned int GetDirectoryFileCount(const char *dirPath)
|
||||
{
|
||||
return GetDirectoryFileCountEx(dirPath, FILE_FILTER_TAG_ALL, false);
|
||||
}
|
||||
|
||||
// Get the file count in a directory with extension filtering and recursive directory scan. Use 'FILE_FILTER_TAG_DIR_ONLY' in the filter string to include directories in the result
|
||||
unsigned int GetDirectoryFileCountEx(const char *basePath, const char *filter, bool scanSubdirs)
|
||||
{
|
||||
unsigned int fileCounter = 0;
|
||||
|
||||
// WARNING: Path can not be static or it will be reused between recursive function calls!
|
||||
char path[MAX_FILEPATH_LENGTH] = { 0 };
|
||||
memset(path, 0, MAX_FILEPATH_LENGTH);
|
||||
|
||||
struct dirent *entity;
|
||||
DIR *dir = opendir(basePath);
|
||||
|
||||
if (dir != NULL) // It's a directory
|
||||
{
|
||||
while ((entity = readdir(dir)) != NULL)
|
||||
{
|
||||
// NOTE: We skip '.' (current dir) and '..' (parent dir) filepaths
|
||||
if ((strcmp(entity->d_name, ".") != 0) && (strcmp(entity->d_name, "..") != 0))
|
||||
{
|
||||
// Construct new path from our base path
|
||||
#if defined(_WIN32)
|
||||
int pathLength = snprintf(path, MAX_FILEPATH_LENGTH - 1, "%s\\%s", basePath, entity->d_name);
|
||||
#else
|
||||
int pathLength = snprintf(path, MAX_FILEPATH_LENGTH - 1, "%s/%s", basePath, entity->d_name);
|
||||
#endif
|
||||
// Don't add to count if path too long
|
||||
if ((pathLength < 0) || (pathLength >= MAX_FILEPATH_LENGTH))
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "FILEIO: Path longer than %d characters (%s...)", MAX_FILEPATH_LENGTH, basePath);
|
||||
}
|
||||
else if (IsPathFile(path))
|
||||
{
|
||||
if ((filter == NULL) || (strstr(filter, FILE_FILTER_TAG_ALL) != NULL) ||
|
||||
(strstr(filter, FILE_FILTER_TAG_FILE_ONLY) != NULL) || IsFileExtension(path, filter)) fileCounter++;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((filter != NULL) && ((strstr(filter, FILE_FILTER_TAG_ALL) != NULL) || (strstr(filter, FILE_FILTER_TAG_DIR_ONLY) != NULL))) fileCounter++;
|
||||
if (scanSubdirs) fileCounter += GetDirectoryFileCountEx(path, filter, scanSubdirs);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath); // Maybe it's a file...
|
||||
return fileCounter;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition: Compression and Encoding
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -3968,6 +4013,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
|
|||
}
|
||||
|
||||
// Get the last gamepad button pressed
|
||||
// NOTE: Returns last gamepad button down, down->up change not considered
|
||||
int GetGamepadButtonPressed(void)
|
||||
{
|
||||
return CORE.Input.Gamepad.lastButtonPressed;
|
||||
|
|
@ -4225,66 +4271,7 @@ void SetupViewport(int width, int height)
|
|||
// Scan all files and directories in a base path
|
||||
// WARNING: files.paths[] must be previously allocated and
|
||||
// contain enough space to store all required paths
|
||||
static void ScanDirectoryFiles(const char *basePath, FilePathList *files, const char *filter)
|
||||
{
|
||||
static char path[MAX_FILEPATH_LENGTH] = { 0 };
|
||||
memset(path, 0, MAX_FILEPATH_LENGTH);
|
||||
|
||||
struct dirent *dp = NULL;
|
||||
DIR *dir = opendir(basePath);
|
||||
|
||||
if (dir != NULL)
|
||||
{
|
||||
while ((dp = readdir(dir)) != NULL)
|
||||
{
|
||||
if ((strcmp(dp->d_name, ".") != 0) &&
|
||||
(strcmp(dp->d_name, "..") != 0))
|
||||
{
|
||||
// Construct new path from our base path
|
||||
#if defined(_WIN32)
|
||||
int pathLength = snprintf(path, MAX_FILEPATH_LENGTH - 1, "%s\\%s", basePath, dp->d_name);
|
||||
#else
|
||||
int pathLength = snprintf(path, MAX_FILEPATH_LENGTH - 1, "%s/%s", basePath, dp->d_name);
|
||||
#endif
|
||||
|
||||
if ((pathLength < 0) || (pathLength >= MAX_FILEPATH_LENGTH))
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "FILEIO: Path longer than %d characters (%s...)", MAX_FILEPATH_LENGTH, basePath);
|
||||
}
|
||||
else if (filter != NULL)
|
||||
{
|
||||
if (IsPathFile(path))
|
||||
{
|
||||
if (IsFileExtension(path, filter))
|
||||
{
|
||||
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
|
||||
files->count++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (strstr(filter, DIRECTORY_FILTER_TAG) != NULL)
|
||||
{
|
||||
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
|
||||
files->count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
|
||||
files->count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
closedir(dir);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
|
||||
}
|
||||
|
||||
// Scan all files and directories recursively from a base path
|
||||
static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *files, const char *filter)
|
||||
static void ScanDirectoryFiles(const char *basePath, FilePathList *files, const char *filter, unsigned int expectedFileCount, bool scanSubdirs)
|
||||
{
|
||||
// WARNING: Path can not be static or it will be reused between recursive function calls!
|
||||
char path[MAX_FILEPATH_LENGTH] = { 0 };
|
||||
|
|
@ -4295,7 +4282,7 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *fi
|
|||
|
||||
if (dir != NULL)
|
||||
{
|
||||
while (((dp = readdir(dir)) != NULL) && (files->count < files->capacity))
|
||||
while (((dp = readdir(dir)) != NULL) && (files->count < expectedFileCount))
|
||||
{
|
||||
if ((strcmp(dp->d_name, ".") != 0) && (strcmp(dp->d_name, "..") != 0))
|
||||
{
|
||||
|
|
@ -4312,48 +4299,29 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *fi
|
|||
}
|
||||
else if (IsPathFile(path))
|
||||
{
|
||||
if (filter != NULL)
|
||||
{
|
||||
if (IsFileExtension(path, filter))
|
||||
{
|
||||
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
|
||||
files->count++;
|
||||
}
|
||||
}
|
||||
else
|
||||
if ((filter == NULL) || (strstr(filter, FILE_FILTER_TAG_ALL) != NULL) ||
|
||||
(strstr(filter, FILE_FILTER_TAG_FILE_ONLY) != NULL) || IsFileExtension(path, filter))
|
||||
{
|
||||
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
|
||||
files->count++;
|
||||
}
|
||||
|
||||
if (files->count >= files->capacity)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((filter != NULL) && (strstr(filter, DIRECTORY_FILTER_TAG) != NULL))
|
||||
if ((filter != NULL) && ((strstr(filter, FILE_FILTER_TAG_DIR_ONLY) != NULL) || (strstr(filter, FILE_FILTER_TAG_ALL) != NULL)))
|
||||
{
|
||||
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
|
||||
files->count++;
|
||||
}
|
||||
|
||||
if (files->count >= files->capacity)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
|
||||
break;
|
||||
}
|
||||
|
||||
ScanDirectoryFilesRecursively(path, files, filter);
|
||||
if (scanSubdirs) ScanDirectoryFiles(path, files, filter, expectedFileCount, scanSubdirs);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
closedir(dir);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
|
||||
else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath); // Maybe it's a file...
|
||||
}
|
||||
|
||||
#if defined(SUPPORT_AUTOMATION_EVENTS)
|
||||
|
|
|
|||
55
src/rlgl.h
55
src/rlgl.h
|
|
@ -113,11 +113,11 @@
|
|||
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
|
||||
// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
|
||||
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
|
||||
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
|
||||
#define RLAPI __declspec(dllexport) // Building the library as a Win32 shared library (.dll)
|
||||
#elif defined(BUILD_LIBTYPE_SHARED)
|
||||
#define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
|
||||
#define RLAPI __attribute__((visibility("default"))) // Building the library as a Unix shared library (.so/.dylib)
|
||||
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
|
||||
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
|
||||
#define RLAPI __declspec(dllimport) // Using the library as a Win32 shared library (.dll)
|
||||
#endif
|
||||
|
||||
// Function specifiers definition
|
||||
|
|
@ -1270,12 +1270,12 @@ void rlLoadIdentity(void)
|
|||
// Multiply the current matrix by a translation matrix
|
||||
void rlTranslatef(float x, float y, float z)
|
||||
{
|
||||
Matrix matTranslation = {
|
||||
1.0f, 0.0f, 0.0f, x,
|
||||
0.0f, 1.0f, 0.0f, y,
|
||||
0.0f, 0.0f, 1.0f, z,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
Matrix matTranslation = rlMatrixIdentity();
|
||||
|
||||
// Set translation component of matrix
|
||||
matTranslation.m12 = x;
|
||||
matTranslation.m13 = y;
|
||||
matTranslation.m14 = z;
|
||||
|
||||
// NOTE: We transpose matrix with multiplication order
|
||||
*RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
|
||||
|
|
@ -1329,12 +1329,12 @@ void rlRotatef(float angle, float x, float y, float z)
|
|||
// Multiply the current matrix by a scaling matrix
|
||||
void rlScalef(float x, float y, float z)
|
||||
{
|
||||
Matrix matScale = {
|
||||
x, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, y, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, z, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
Matrix matScale = rlMatrixIdentity();
|
||||
|
||||
// Set scale component of matrix
|
||||
matScale.m0 = x;
|
||||
matScale.m5 = y;
|
||||
matScale.m10 = z;
|
||||
|
||||
// NOTE: We transpose matrix with multiplication order
|
||||
*RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
|
||||
|
|
@ -1344,6 +1344,7 @@ void rlScalef(float x, float y, float z)
|
|||
void rlMultMatrixf(const float *matf)
|
||||
{
|
||||
// Matrix creation from array
|
||||
// Conversion from column-major to row-major memory order
|
||||
Matrix mat = { matf[0], matf[4], matf[8], matf[12],
|
||||
matf[1], matf[5], matf[9], matf[13],
|
||||
matf[2], matf[6], matf[10], matf[14],
|
||||
|
|
@ -3731,7 +3732,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
|
|||
// Two possible Options:
|
||||
// 1 - Bind texture to color fbo attachment and glReadPixels()
|
||||
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
|
||||
// We are using Option 1, just need to care for texture format on retrieval
|
||||
// Using Option 1, just need to care for texture format on retrieval
|
||||
// NOTE: This behaviour could be conditioned by graphic driver...
|
||||
unsigned int fboId = rlLoadFramebuffer();
|
||||
|
||||
|
|
@ -4463,13 +4464,7 @@ void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType
|
|||
void rlSetUniformMatrix(int locIndex, Matrix mat)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
float matfloat[16] = {
|
||||
mat.m0, mat.m1, mat.m2, mat.m3,
|
||||
mat.m4, mat.m5, mat.m6, mat.m7,
|
||||
mat.m8, mat.m9, mat.m10, mat.m11,
|
||||
mat.m12, mat.m13, mat.m14, mat.m15
|
||||
};
|
||||
glUniformMatrix4fv(locIndex, 1, false, matfloat);
|
||||
glUniformMatrix4fv(locIndex, 1, false, rlMatrixToFloat(mat));
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
@ -5255,17 +5250,17 @@ static int rlGetPixelDataSize(int width, int height, int format)
|
|||
// Get identity matrix
|
||||
static Matrix rlMatrixIdentity(void)
|
||||
{
|
||||
Matrix result = {
|
||||
1.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
Matrix matIdentity = { 0 };
|
||||
matIdentity.m0 = 1.0f;
|
||||
matIdentity.m5 = 1.0f;
|
||||
matIdentity.m10 = 1.0f;
|
||||
matIdentity.m15 = 1.0f;
|
||||
|
||||
return result;
|
||||
return matIdentity;
|
||||
}
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
// Get float array of matrix data
|
||||
// Explicit conversion to column-major memory layout
|
||||
static rl_float16 rlMatrixToFloatV(Matrix mat)
|
||||
{
|
||||
rl_float16 result = { 0 };
|
||||
|
|
|
|||
|
|
@ -1754,7 +1754,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
|||
// This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData()
|
||||
// It isn't clear which would be reliably faster in all cases and on all platforms,
|
||||
// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
|
||||
// no faster, since we're transferring all the transform matrices anyway
|
||||
// no faster, since all the transform matrices are transferred anyway
|
||||
instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
|
||||
|
||||
// Instances transformation matrices are sent to shader attribute location: SHADER_LOC_VERTEX_INSTANCE_TX
|
||||
|
|
@ -4084,7 +4084,7 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
|
|||
{
|
||||
RayCollision collision = { 0 };
|
||||
|
||||
// Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed)
|
||||
// NOTE: If ray.position is inside the box, the distance is negative (as if the ray was reversed)
|
||||
// Reversing ray.direction will give use the correct result
|
||||
bool insideBox = (ray.position.x > box.min.x) && (ray.position.x < box.max.x) &&
|
||||
(ray.position.y > box.min.y) && (ray.position.y < box.max.y) &&
|
||||
|
|
|
|||
|
|
@ -59,9 +59,9 @@
|
|||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
// Error rate to calculate how many segments we need to draw a smooth circle,
|
||||
// taken from https://stackoverflow.com/a/2244088
|
||||
#ifndef SMOOTH_CIRCLE_ERROR_RATE
|
||||
// Define error rate to calculate how many segments are needed to draw a smooth circle
|
||||
// REF: https://stackoverflow.com/a/2244088
|
||||
#define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate
|
||||
#endif
|
||||
#ifndef SPLINE_SEGMENT_DIVISIONS
|
||||
|
|
@ -318,7 +318,7 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
|
|||
}
|
||||
|
||||
// Draw a color-filled circle (Vector version)
|
||||
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
|
||||
// NOTE: On OpenGL 3.3 and ES2 using QUADS to avoid drawing order issues
|
||||
void DrawCircleV(Vector2 center, float radius, Color color)
|
||||
{
|
||||
DrawCircleSector(center, radius, 0, 360, 36, color);
|
||||
|
|
@ -379,7 +379,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
|
|||
angle += (stepLength*2.0f);
|
||||
}
|
||||
|
||||
// NOTE: In case number of segments is odd, we add one last piece to the cake
|
||||
// NOTE: In case number of segments is odd, adding one last piece to the cake
|
||||
if ((((unsigned int)segments)%2) == 1)
|
||||
{
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
|
@ -722,7 +722,7 @@ void DrawRectangle(int posX, int posY, int width, int height, Color color)
|
|||
}
|
||||
|
||||
// Draw a color-filled rectangle (Vector version)
|
||||
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
|
||||
// NOTE: On OpenGL 3.3 and ES2 using QUADS to avoid drawing order issues
|
||||
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
|
||||
{
|
||||
DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
|
||||
|
|
@ -968,7 +968,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
|
|||
|
||||
/*
|
||||
Quick sketch to make sense of all of this,
|
||||
there are 9 parts to draw, also mark the 12 points we'll use
|
||||
there are 9 parts to draw, also mark the 12 points used
|
||||
|
||||
P0____________________P1
|
||||
/| |\
|
||||
|
|
@ -1024,7 +1024,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
|
|||
angle += (stepLength*2);
|
||||
}
|
||||
|
||||
// NOTE: In case number of segments is odd, we add one last piece to the cake
|
||||
// NOTE: In case number of segments is odd, adding one last piece to the cake
|
||||
if (segments%2)
|
||||
{
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
|
@ -1168,7 +1168,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
|
|||
// Draw rectangle with rounded edges
|
||||
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color)
|
||||
{
|
||||
// NOTE: For line thicknes <=1.0f we use RL_LINES, otherwise wee use RL_QUADS/RL_TRIANGLES
|
||||
// NOTE: For line thicknes <=1.0f using RL_LINES, otherwise using RL_QUADS/RL_TRIANGLES
|
||||
DrawRectangleRoundedLinesEx(rec, roundness, segments, 1.0f, color);
|
||||
}
|
||||
|
||||
|
|
@ -1204,7 +1204,7 @@ void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, f
|
|||
|
||||
/*
|
||||
Quick sketch to make sense of all of this,
|
||||
marks the 16 + 4(corner centers P16-19) points we'll use
|
||||
marks the 16 + 4(corner centers P16-19) points used
|
||||
|
||||
P0 ================== P1
|
||||
// P8 P9 \\
|
||||
|
|
@ -1946,7 +1946,7 @@ void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, C
|
|||
// Draw spline segment: Linear, 2 points
|
||||
void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color)
|
||||
{
|
||||
// NOTE: For the linear spline we don't use subdivisions, just a single quad
|
||||
// NOTE: For the linear spline no subdivisions are used, just a single quad
|
||||
|
||||
Vector2 delta = { p2.x - p1.x, p2.y - p1.y };
|
||||
float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
|
||||
|
|
|
|||
37
src/rtext.c
37
src/rtext.c
|
|
@ -1044,15 +1044,26 @@ bool ExportFontAsCode(Font font, const char *fileName)
|
|||
#define TEXT_BYTES_PER_LINE 20
|
||||
#endif
|
||||
|
||||
#define MAX_FONT_DATA_SIZE 1024*1024 // 1 MB
|
||||
|
||||
// Get file name from path
|
||||
char fileNamePascal[256] = { 0 };
|
||||
strncpy(fileNamePascal, TextToPascal(GetFileNameWithoutExt(fileName)), 256 - 1);
|
||||
|
||||
// NOTE: Text data buffer size is estimated considering image data size in bytes
|
||||
// and requiring 6 char bytes for every byte: "0x00, "
|
||||
char *txtData = (char *)RL_CALLOC(MAX_FONT_DATA_SIZE, sizeof(char));
|
||||
// Get font atlas image and size, required to estimate code file size
|
||||
// NOTE: This mechanism is highly coupled to raylib
|
||||
Image image = LoadImageFromTexture(font.texture);
|
||||
if (image.format != PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) TRACELOG(LOG_WARNING, "Font export as code: Font image format is not GRAY+ALPHA!");
|
||||
int imageDataSize = GetPixelDataSize(image.width, image.height, image.format);
|
||||
|
||||
// Image data is usually GRAYSCALE + ALPHA and can be reduced to GRAYSCALE
|
||||
//ImageFormat(&image, PIXELFORMAT_UNCOMPRESSED_GRAYSCALE);
|
||||
|
||||
// Estimate text code size
|
||||
// - Image data is stored as "0x%02x", so it requires at least 4 char per byte, let's use 6
|
||||
// - font.recs[] data is stored as "{ %1.0f, %1.0f, %1.0f , %1.0f }", let's reserve 64 per rec
|
||||
// - font.glyphs[] data is stored as "{ %i, %i, %i, %i, { 0 }},\n", let's reserve 64 per glyph
|
||||
// - Comments and additional code, let's reserve 32KB
|
||||
int txtDataSize = imageDataSize*6 + font.glyphCount*64 + font.glyphCount*64 + 32768;
|
||||
char *txtData = (char *)RL_CALLOC(txtDataSize, sizeof(char));
|
||||
|
||||
int byteCount = 0;
|
||||
byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n");
|
||||
|
|
@ -1074,15 +1085,6 @@ bool ExportFontAsCode(Font font, const char *fileName)
|
|||
byteCount += sprintf(txtData + byteCount, "// //\n");
|
||||
byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n\n");
|
||||
|
||||
// Support font export and initialization
|
||||
// NOTE: This mechanism is highly coupled to raylib
|
||||
Image image = LoadImageFromTexture(font.texture);
|
||||
if (image.format != PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) TRACELOG(LOG_WARNING, "Font export as code: Font image format is not GRAY+ALPHA!");
|
||||
int imageDataSize = GetPixelDataSize(image.width, image.height, image.format);
|
||||
|
||||
// Image data is usually GRAYSCALE + ALPHA and can be reduced to GRAYSCALE
|
||||
//ImageFormat(&image, PIXELFORMAT_UNCOMPRESSED_GRAYSCALE);
|
||||
|
||||
#define SUPPORT_COMPRESSED_FONT_ATLAS
|
||||
#if defined(SUPPORT_COMPRESSED_FONT_ATLAS)
|
||||
// WARNING: Data is compressed using raylib CompressData() DEFLATE,
|
||||
|
|
@ -1120,8 +1122,7 @@ bool ExportFontAsCode(Font font, const char *fileName)
|
|||
byteCount += sprintf(txtData + byteCount, "};\n\n");
|
||||
|
||||
// Save font glyphs data
|
||||
// NOTE: Glyphs image data not saved (grayscale pixels),
|
||||
// it could be generated from image and recs
|
||||
// NOTE: Glyphs image data not saved (grayscale pixels), it could be generated from image and recs
|
||||
byteCount += sprintf(txtData + byteCount, "// Font glyphs info data\n");
|
||||
byteCount += sprintf(txtData + byteCount, "// NOTE: No glyphs.image data provided\n");
|
||||
byteCount += sprintf(txtData + byteCount, "static GlyphInfo fontGlyphs_%s[%i] = {\n", fileNamePascal, font.glyphCount);
|
||||
|
|
@ -1152,8 +1153,8 @@ bool ExportFontAsCode(Font font, const char *fileName)
|
|||
#if defined(SUPPORT_COMPRESSED_FONT_ATLAS)
|
||||
byteCount += sprintf(txtData + byteCount, " UnloadImage(imFont); // Uncompressed data can be unloaded from memory\n\n");
|
||||
#endif
|
||||
// We have two possible mechanisms to assign font.recs and font.glyphs data,
|
||||
// that data is already available as global arrays, we two options to assign that data:
|
||||
// There are two possible mechanisms to assign font.recs and font.glyphs data,
|
||||
// that data is already available as global arrays, two options to assign that data:
|
||||
// - 1. Data copy. This option consumes more memory and Font MUST be unloaded by user, requiring additional code
|
||||
// - 2. Data assignment. This option consumes less memory and Font MUST NOT be unloaded by user because data is on protected DATA segment
|
||||
//#define SUPPORT_FONT_DATA_COPY
|
||||
|
|
|
|||
|
|
@ -1324,11 +1324,6 @@
|
|||
"name": "FilePathList",
|
||||
"description": "File path list",
|
||||
"fields": [
|
||||
{
|
||||
"type": "unsigned int",
|
||||
"name": "capacity",
|
||||
"description": "Filepaths max entries"
|
||||
},
|
||||
{
|
||||
"type": "unsigned int",
|
||||
"name": "count",
|
||||
|
|
@ -4734,6 +4729,36 @@
|
|||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "GetDirectoryFileCount",
|
||||
"description": "Get the file count in a directory",
|
||||
"returnType": "unsigned int",
|
||||
"params": [
|
||||
{
|
||||
"type": "const char *",
|
||||
"name": "dirPath"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "GetDirectoryFileCountEx",
|
||||
"description": "Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result",
|
||||
"returnType": "unsigned int",
|
||||
"params": [
|
||||
{
|
||||
"type": "const char *",
|
||||
"name": "basePath"
|
||||
},
|
||||
{
|
||||
"type": "const char *",
|
||||
"name": "filter"
|
||||
},
|
||||
{
|
||||
"type": "bool",
|
||||
"name": "scanSubdirs"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CompressData",
|
||||
"description": "Compress data (DEFLATE algorithm), memory must be MemFree()",
|
||||
|
|
|
|||
|
|
@ -1324,11 +1324,6 @@ return {
|
|||
name = "FilePathList",
|
||||
description = "File path list",
|
||||
fields = {
|
||||
{
|
||||
type = "unsigned int",
|
||||
name = "capacity",
|
||||
description = "Filepaths max entries"
|
||||
},
|
||||
{
|
||||
type = "unsigned int",
|
||||
name = "count",
|
||||
|
|
@ -4230,6 +4225,24 @@ return {
|
|||
{type = "FilePathList", name = "files"}
|
||||
}
|
||||
},
|
||||
{
|
||||
name = "GetDirectoryFileCount",
|
||||
description = "Get the file count in a directory",
|
||||
returnType = "unsigned int",
|
||||
params = {
|
||||
{type = "const char *", name = "dirPath"}
|
||||
}
|
||||
},
|
||||
{
|
||||
name = "GetDirectoryFileCountEx",
|
||||
description = "Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result",
|
||||
returnType = "unsigned int",
|
||||
params = {
|
||||
{type = "const char *", name = "basePath"},
|
||||
{type = "const char *", name = "filter"},
|
||||
{type = "bool", name = "scanSubdirs"}
|
||||
}
|
||||
},
|
||||
{
|
||||
name = "CompressData",
|
||||
description = "Compress data (DEFLATE algorithm), memory must be MemFree()",
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
|
|
@ -280,8 +280,7 @@
|
|||
<Field type="float[2]" name="scale" desc="VR distortion scale" />
|
||||
<Field type="float[2]" name="scaleIn" desc="VR distortion scale in" />
|
||||
</Struct>
|
||||
<Struct name="FilePathList" fieldCount="3" desc="File path list">
|
||||
<Field type="unsigned int" name="capacity" desc="Filepaths max entries" />
|
||||
<Struct name="FilePathList" fieldCount="2" desc="File path list">
|
||||
<Field type="unsigned int" name="count" desc="Filepaths entries count" />
|
||||
<Field type="char **" name="paths" desc="Filepaths entries" />
|
||||
</Struct>
|
||||
|
|
@ -679,7 +678,7 @@
|
|||
<Param type="unsigned int" name="frames" desc="" />
|
||||
</Callback>
|
||||
</Callbacks>
|
||||
<Functions count="597">
|
||||
<Functions count="599">
|
||||
<Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context">
|
||||
<Param type="int" name="width" desc="" />
|
||||
<Param type="int" name="height" desc="" />
|
||||
|
|
@ -1137,6 +1136,14 @@
|
|||
<Function name="UnloadDroppedFiles" retType="void" paramCount="1" desc="Unload dropped filepaths">
|
||||
<Param type="FilePathList" name="files" desc="" />
|
||||
</Function>
|
||||
<Function name="GetDirectoryFileCount" retType="unsigned int" paramCount="1" desc="Get the file count in a directory">
|
||||
<Param type="const char *" name="dirPath" desc="" />
|
||||
</Function>
|
||||
<Function name="GetDirectoryFileCountEx" retType="unsigned int" paramCount="3" desc="Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result">
|
||||
<Param type="const char *" name="basePath" desc="" />
|
||||
<Param type="const char *" name="filter" desc="" />
|
||||
<Param type="bool" name="scanSubdirs" desc="" />
|
||||
</Function>
|
||||
<Function name="CompressData" retType="unsigned char *" paramCount="3" desc="Compress data (DEFLATE algorithm), memory must be MemFree()">
|
||||
<Param type="const unsigned char *" name="data" desc="" />
|
||||
<Param type="int" name="dataSize" desc="" />
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user