Merge branch 'master' into examples/shapes_math_angle_rotation

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Ray 2025-10-25 13:41:45 +02:00 committed by GitHub
commit 26257746cf
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138 changed files with 24255 additions and 2548 deletions

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@ -71,7 +71,7 @@ jobs:
# Initializes the CodeQL tools for scanning.
- name: Initialize CodeQL
uses: github/codeql-action/init@v2
uses: github/codeql-action/init@v3
with:
languages: ${{ matrix.language }}
# If you wish to specify custom queries, you can do so here or in a config file.
@ -90,7 +90,7 @@ jobs:
cmake --build . --config $BUILD_TYPE
- name: Perform CodeQL Analysis
uses: github/codeql-action/analyze@v2
uses: github/codeql-action/analyze@v3
with:
category: "/language:${{matrix.language}}"
upload: false

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@ -40,10 +40,10 @@ jobs:
ziptarget: "win64"
- compiler: msvc16
ARCH: "x86"
VSARCHPATH: "Win32"
VSARCHPATH: "Win32"
ziptarget: "win32"
- compiler: msvc16
ARCH: "x64"
ARCH: "x64"
VSARCHPATH: "x64"
ziptarget: "win64"
- compiler: msvc16
@ -61,7 +61,7 @@ jobs:
steps:
- name: Checkout
uses: actions/checkout@master
- name: Setup Release Version
run: |
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_${{ matrix.ziptarget }}_${{ matrix.compiler }}" >> $GITHUB_ENV
@ -69,7 +69,7 @@ jobs:
if: github.event_name == 'release' && github.event.action == 'published'
- name: Setup Environment
run: |
run: |
dir
mkdir build
cd build
@ -98,7 +98,7 @@ jobs:
if: |
matrix.compiler == 'mingw-w64' &&
matrix.arch == 'i686'
- name: Build Library (MinGW-w64 64bit)
run: |
cd src
@ -144,7 +144,7 @@ jobs:
with:
name: ${{ env.RELEASE_NAME }}.zip
path: ./build/${{ env.RELEASE_NAME }}.zip
- name: Upload Artifact to Release
uses: softprops/action-gh-release@v1
with:

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@ -14,7 +14,7 @@ jobs:
- uses: actions/checkout@v4
- name: Update parse files
working-directory: tools/parser
working-directory: tools/rlparser
run: |
make raylib_api
mv raylib_api.* output
@ -22,7 +22,7 @@ jobs:
- name: Diff parse files
id: diff
run: |
git add -N tools/parser
git add -N tools/rlparser
git diff --name-only --exit-code
continue-on-error: true

3
.gitignore vendored
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@ -55,6 +55,8 @@ packages/
*.so
*.so.*
*.dll
*.h.pch
./*.obj
# Emscripten
emsdk
@ -81,6 +83,7 @@ DerivedData/
# VSCode project
.vscode
.clangd
# Jetbrains project
.idea/

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@ -386,6 +386,8 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
setDesktopPlatform(raylib, options.platform);
},
.emscripten => {
const activate_emsdk_step = emsdk.zemscripten.activateEmsdkStep(b);
raylib.step.dependOn(activate_emsdk_step);
raylib.root_module.addCMacro("PLATFORM_WEB", "");
if (options.opengl_version == .auto) {
raylib.root_module.addCMacro("GRAPHICS_API_OPENGL_ES3", "");

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@ -512,11 +512,14 @@ CORE = \
core/core_automation_events \
core/core_basic_screen_manager \
core/core_basic_window \
core/core_clipboard_text \
core/core_custom_frame_control \
core/core_custom_logging \
core/core_delta_time \
core/core_directory_files \
core/core_drop_files \
core/core_high_dpi \
core/core_highdpi_testbed \
core/core_input_actions \
core/core_input_gamepad \
core/core_input_gestures \
@ -526,13 +529,15 @@ CORE = \
core/core_input_mouse_wheel \
core/core_input_multitouch \
core/core_input_virtual_controls \
core/core_monitor_change \
core/core_monitor_detector \
core/core_random_sequence \
core/core_random_values \
core/core_render_texture \
core/core_scissor_test \
core/core_screen_recording \
core/core_smooth_pixelperfect \
core/core_storage_values \
core/core_text_file_loading \
core/core_undo_redo \
core/core_vr_simulator \
core/core_window_flags \
@ -545,6 +550,7 @@ SHAPES = \
shapes/shapes_bouncing_ball \
shapes/shapes_bullet_hell \
shapes/shapes_circle_sector_drawing \
shapes/shapes_clock_of_clocks \
shapes/shapes_collision_area \
shapes/shapes_colors_palette \
shapes/shapes_dashed_line \
@ -554,16 +560,23 @@ SHAPES = \
shapes/shapes_easings_box \
shapes/shapes_easings_rectangles \
shapes/shapes_following_eyes \
shapes/shapes_kaleidoscope \
shapes/shapes_lines_bezier \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_math_angle_rotation \
shapes/shapes_math_sine_cosine \
shapes/shapes_mouse_trail \
shapes/shapes_pie_chart \
shapes/shapes_rectangle_advanced \
shapes/shapes_rectangle_scaling \
shapes/shapes_recursive_tree \
shapes/shapes_ring_drawing \
shapes/shapes_rounded_rectangle_drawing \
shapes/shapes_simple_particles \
shapes/shapes_splines_drawing \
shapes/shapes_starfield_effect \
shapes/shapes_top_down_lights \
shapes/shapes_triangle_strip \
shapes/shapes_vector_angle
TEXTURES = \
@ -608,6 +621,7 @@ TEXT = \
text/text_sprite_fonts \
text/text_unicode_emojis \
text/text_unicode_ranges \
text/text_words_alignment \
text/text_writing_anim
MODELS = \
@ -620,7 +634,6 @@ MODELS = \
models/models_cubicmap_rendering \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_geometry_textures_cube \
models/models_heightmap_rendering \
models/models_loading \
models/models_loading_gltf \
@ -631,6 +644,7 @@ MODELS = \
models/models_orthographic_projection \
models/models_point_rendering \
models/models_rlgl_solar_system \
models/models_rotating_cube \
models/models_skybox_rendering \
models/models_tesseract_view \
models/models_textured_cube \
@ -651,6 +665,7 @@ SHADERS = \
shaders/shaders_hybrid_rendering \
shaders/shaders_julia_set \
shaders/shaders_lightmap_rendering \
shaders/shaders_mandelbrot_set \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \

View File

@ -512,11 +512,14 @@ CORE = \
core/core_automation_events \
core/core_basic_screen_manager \
core/core_basic_window \
core/core_clipboard_text \
core/core_custom_frame_control \
core/core_custom_logging \
core/core_delta_time \
core/core_directory_files \
core/core_drop_files \
core/core_high_dpi \
core/core_highdpi_testbed \
core/core_input_actions \
core/core_input_gamepad \
core/core_input_gestures \
@ -526,13 +529,15 @@ CORE = \
core/core_input_mouse_wheel \
core/core_input_multitouch \
core/core_input_virtual_controls \
core/core_monitor_change \
core/core_monitor_detector \
core/core_random_sequence \
core/core_random_values \
core/core_render_texture \
core/core_scissor_test \
core/core_screen_recording \
core/core_smooth_pixelperfect \
core/core_storage_values \
core/core_text_file_loading \
core/core_undo_redo \
core/core_vr_simulator \
core/core_window_flags \
@ -545,6 +550,7 @@ SHAPES = \
shapes/shapes_bouncing_ball \
shapes/shapes_bullet_hell \
shapes/shapes_circle_sector_drawing \
shapes/shapes_clock_of_clocks \
shapes/shapes_collision_area \
shapes/shapes_colors_palette \
shapes/shapes_dashed_line \
@ -554,16 +560,23 @@ SHAPES = \
shapes/shapes_easings_box \
shapes/shapes_easings_rectangles \
shapes/shapes_following_eyes \
shapes/shapes_kaleidoscope \
shapes/shapes_lines_bezier \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_math_angle_rotation \
shapes/shapes_math_sine_cosine \
shapes/shapes_mouse_trail \
shapes/shapes_pie_chart \
shapes/shapes_rectangle_advanced \
shapes/shapes_rectangle_scaling \
shapes/shapes_recursive_tree \
shapes/shapes_ring_drawing \
shapes/shapes_rounded_rectangle_drawing \
shapes/shapes_simple_particles \
shapes/shapes_splines_drawing \
shapes/shapes_starfield_effect \
shapes/shapes_top_down_lights \
shapes/shapes_triangle_strip \
shapes/shapes_vector_angle
TEXTURES = \
@ -608,6 +621,7 @@ TEXT = \
text/text_sprite_fonts \
text/text_unicode_emojis \
text/text_unicode_ranges \
text/text_words_alignment \
text/text_writing_anim
MODELS = \
@ -620,7 +634,6 @@ MODELS = \
models/models_cubicmap_rendering \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_geometry_textures_cube \
models/models_heightmap_rendering \
models/models_loading \
models/models_loading_gltf \
@ -631,6 +644,7 @@ MODELS = \
models/models_orthographic_projection \
models/models_point_rendering \
models/models_rlgl_solar_system \
models/models_rotating_cube \
models/models_skybox_rendering \
models/models_tesseract_view \
models/models_textured_cube \
@ -651,6 +665,7 @@ SHADERS = \
shaders/shaders_hybrid_rendering \
shaders/shaders_julia_set \
shaders/shaders_lightmap_rendering \
shaders/shaders_mandelbrot_set \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
@ -730,6 +745,9 @@ core/core_basic_screen_manager: core/core_basic_screen_manager.c
core/core_basic_window: core/core_basic_window.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_clipboard_text: core/core_clipboard_text.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_custom_frame_control: core/core_custom_frame_control.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -739,12 +757,18 @@ core/core_custom_logging: core/core_custom_logging.c
core/core_delta_time: core/core_delta_time.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_directory_files: core/core_directory_files.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_drop_files: core/core_drop_files.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_high_dpi: core/core_high_dpi.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_highdpi_testbed: core/core_highdpi_testbed.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_input_actions: core/core_input_actions.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -774,7 +798,7 @@ core/core_input_multitouch: core/core_input_multitouch.c
core/core_input_virtual_controls: core/core_input_virtual_controls.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_monitor_change: core/core_monitor_change.c
core/core_monitor_detector: core/core_monitor_detector.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_random_sequence: core/core_random_sequence.c
@ -789,12 +813,19 @@ core/core_render_texture: core/core_render_texture.c
core/core_scissor_test: core/core_scissor_test.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_screen_recording: core/core_screen_recording.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_smooth_pixelperfect: core/core_smooth_pixelperfect.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_storage_values: core/core_storage_values.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_text_file_loading: core/core_text_file_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file core/resources/text_file.txt@resources/text_file.txt
core/core_undo_redo: core/core_undo_redo.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -827,6 +858,9 @@ shapes/shapes_bullet_hell: shapes/shapes_bullet_hell.c
shapes/shapes_circle_sector_drawing: shapes/shapes_circle_sector_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_clock_of_clocks: shapes/shapes_clock_of_clocks.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_collision_area: shapes/shapes_collision_area.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -854,6 +888,9 @@ shapes/shapes_easings_rectangles: shapes/shapes_easings_rectangles.c
shapes/shapes_following_eyes: shapes/shapes_following_eyes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_kaleidoscope: shapes/shapes_kaleidoscope.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_lines_bezier: shapes/shapes_lines_bezier.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -863,7 +900,13 @@ shapes/shapes_logo_raylib: shapes/shapes_logo_raylib.c
shapes/shapes_logo_raylib_anim: shapes/shapes_logo_raylib_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_math_angle_rotation: shapes/shapes_math_angle_rotation.c
shapes/shapes_math_sine_cosine: shapes/shapes_math_sine_cosine.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_mouse_trail: shapes/shapes_mouse_trail.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_pie_chart: shapes/shapes_pie_chart.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_rectangle_advanced: shapes/shapes_rectangle_advanced.c
@ -872,18 +915,30 @@ shapes/shapes_rectangle_advanced: shapes/shapes_rectangle_advanced.c
shapes/shapes_rectangle_scaling: shapes/shapes_rectangle_scaling.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_recursive_tree: shapes/shapes_recursive_tree.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_ring_drawing: shapes/shapes_ring_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_rounded_rectangle_drawing: shapes/shapes_rounded_rectangle_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_simple_particles: shapes/shapes_simple_particles.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_splines_drawing: shapes/shapes_splines_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_starfield_effect: shapes/shapes_starfield_effect.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_top_down_lights: shapes/shapes_top_down_lights.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_triangle_strip: shapes/shapes_triangle_strip.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_vector_angle: shapes/shapes_vector_angle.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -1060,6 +1115,9 @@ text/text_unicode_ranges: text/text_unicode_ranges.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file text/resources/NotoSansTC-Regular.ttf@resources/NotoSansTC-Regular.ttf
text/text_words_alignment: text/text_words_alignment.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
text/text_writing_anim: text/text_writing_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -1106,10 +1164,6 @@ models/models_first_person_maze: models/models_first_person_maze.c
models/models_geometric_shapes: models/models_geometric_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
models/models_geometry_textures_cube: models/models_geometry_textures_cube.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
models/models_heightmap_rendering: models/models_heightmap_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/heightmap.png@resources/heightmap.png
@ -1153,6 +1207,10 @@ models/models_point_rendering: models/models_point_rendering.c
models/models_rlgl_solar_system: models/models_rlgl_solar_system.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
models/models_rotating_cube: models/models_rotating_cube.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
models/models_skybox_rendering: models/models_skybox_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/shaders/glsl100/skybox.vs@resources/shaders/glsl100/skybox.vs \
@ -1254,6 +1312,10 @@ shaders/shaders_lightmap_rendering: shaders/shaders_lightmap_rendering.c
--preload-file shaders/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png \
--preload-file shaders/resources/spark_flame.png@resources/spark_flame.png
shaders/shaders_mandelbrot_set: shaders/shaders_mandelbrot_set.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/mandelbrot_set.fs@resources/shaders/glsl100/mandelbrot_set.fs
shaders/shaders_mesh_instancing: shaders/shaders_mesh_instancing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/lighting_instancing.vs@resources/shaders/glsl100/lighting_instancing.vs \

View File

@ -17,9 +17,9 @@ You may find it easier to use than other toolchains, especially when it comes to
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
## EXAMPLES COLLECTION [TOTAL: 173]
## EXAMPLES COLLECTION [TOTAL: 187]
### category: core [40]
### category: core [45]
Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
@ -49,7 +49,7 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
| [core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="80"> | ⭐⭐⭐☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="80"> | ⭐⭐☆☆ | 2.5 | 4.0 | [Anata](https://github.com/anatagawa) |
| [core_window_should_close](core/core_window_should_close.c) | <img src="core/core_window_should_close.png" alt="core_window_should_close" width="80"> | ⭐☆☆☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_monitor_change](core/core_monitor_change.c) | <img src="core/core_monitor_change.png" alt="core_monitor_change" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Maicon Santana](https://github.com/maiconpintoabreu) |
| [core_monitor_detector](core/core_monitor_detector.c) | <img src="core/core_monitor_detector.png" alt="core_monitor_detector" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Maicon Santana](https://github.com/maiconpintoabreu) |
| [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) |
| [core_drop_files](core/core_drop_files.c) | <img src="core/core_drop_files.png" alt="core_drop_files" width="80"> | ⭐⭐☆☆ | 1.3 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="80"> | ⭐☆☆☆ | 1.1 | 1.1 | [Ramon Santamaria](https://github.com/raysan5) |
@ -65,8 +65,13 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
| [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_input_actions](core/core_input_actions.c) | <img src="core/core_input_actions.png" alt="core_input_actions" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
| [core_directory_files](core/core_directory_files.c) | <img src="core/core_directory_files.png" alt="core_directory_files" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
| [core_highdpi_testbed](core/core_highdpi_testbed.c) | <img src="core/core_highdpi_testbed.png" alt="core_highdpi_testbed" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_screen_recording](core/core_screen_recording.c) | <img src="core/core_screen_recording.png" alt="core_screen_recording" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
### category: shapes [24]
### category: shapes [32]
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
@ -85,6 +90,7 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
| [shapes_easings_ball](shapes/shapes_easings_ball.c) | <img src="shapes/shapes_easings_ball.png" alt="shapes_easings_ball" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_easings_box](shapes/shapes_easings_box.c) | <img src="shapes/shapes_easings_box.png" alt="shapes_easings_box" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_easings_rectangles](shapes/shapes_easings_rectangles.c) | <img src="shapes/shapes_easings_rectangles.png" alt="shapes_easings_rectangles" width="80"> | ⭐⭐⭐☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_recursive_tree](shapes/shapes_recursive_tree.c) | <img src="shapes/shapes_recursive_tree.png" alt="shapes_recursive_tree" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
| [shapes_ring_drawing](shapes/shapes_ring_drawing.c) | <img src="shapes/shapes_ring_drawing.png" alt="shapes_ring_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_circle_sector_drawing](shapes/shapes_circle_sector_drawing.c) | <img src="shapes/shapes_circle_sector_drawing.png" alt="shapes_circle_sector_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_rounded_rectangle_drawing](shapes/shapes_rounded_rectangle_drawing.c) | <img src="shapes/shapes_rounded_rectangle_drawing.png" alt="shapes_rounded_rectangle_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
@ -94,8 +100,14 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
| [shapes_digital_clock](shapes/shapes_digital_clock.c) | <img src="shapes/shapes_digital_clock.png" alt="shapes_digital_clock" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
| [shapes_double_pendulum](shapes/shapes_double_pendulum.c) | <img src="shapes/shapes_double_pendulum.png" alt="shapes_double_pendulum" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [JoeCheong](https://github.com/Joecheong2006) |
| [shapes_dashed_line](shapes/shapes_dashed_line.c) | <img src="shapes/shapes_dashed_line.png" alt="shapes_dashed_line" width="80"> | ⭐☆☆☆ | 5.5 | 5.5 | [Luís Almeida](https://github.com/luis605) |
| [shapes_triangle_strip](shapes/shapes_triangle_strip.c) | <img src="shapes/shapes_triangle_strip.png" alt="shapes_triangle_strip" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
| [shapes_vector_angle](shapes/shapes_vector_angle.c) | <img src="shapes/shapes_vector_angle.png" alt="shapes_vector_angle" width="80"> | ⭐⭐☆☆ | 1.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_math_angle_rotation](shapes/shapes_math_angle_rotation.c) | <img src="shapes/shapes_math_angle_rotation.png" alt="shapes_math_angle_rotation" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Kris](https://github.com/krispy-snacc) |
| [shapes_pie_chart](shapes/shapes_pie_chart.c) | <img src="shapes/shapes_pie_chart.png" alt="shapes_pie_chart" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Gideon Serfontein](https://github.com/GideonSerf) |
| [shapes_kaleidoscope](shapes/shapes_kaleidoscope.c) | <img src="shapes/shapes_kaleidoscope.png" alt="shapes_kaleidoscope" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
| [shapes_clock_of_clocks](shapes/shapes_clock_of_clocks.c) | <img src="shapes/shapes_clock_of_clocks.png" alt="shapes_clock_of_clocks" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
| [shapes_mouse_trail](shapes/shapes_mouse_trail.c) | <img src="shapes/shapes_mouse_trail.png" alt="shapes_mouse_trail" width="80"> | ⭐☆☆☆ | 5.6 | 5.6-dev | [Balamurugan R](https://github.com/Bala050814) |
| [shapes_simple_particles](shapes/shapes_simple_particles.c) | <img src="shapes/shapes_simple_particles.png" alt="shapes_simple_particles" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
| [shapes_starfield_effect](shapes/shapes_starfield_effect.c) | <img src="shapes/shapes_starfield_effect.png" alt="shapes_starfield_effect" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
### category: textures [26]
@ -130,7 +142,7 @@ Examples using raylib textures functionality, including image/textures loading/g
| [textures_image_rotate](textures/textures_image_rotate.c) | <img src="textures/textures_image_rotate.png" alt="textures_image_rotate" width="80"> | ⭐⭐☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_textured_curve](textures/textures_textured_curve.c) | <img src="textures/textures_textured_curve.png" alt="textures_textured_curve" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) |
### category: text [14]
### category: text [15]
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/rtext.c) module.
@ -146,10 +158,11 @@ Examples using raylib text functionality, including sprite fonts loading/generat
| [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="80"> | ⭐⭐☆☆ | 1.4 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
| [text_unicode_emojis](text/text_unicode_emojis.c) | <img src="text/text_unicode_emojis.png" alt="text_unicode_emojis" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
| [text_unicode_ranges](text/text_unicode_ranges.c) | <img src="text/text_unicode_ranges.png" alt="text_unicode_ranges" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Vlad Adrian](https://github.com/demizdor) |
| [text_unicode_ranges](text/text_unicode_ranges.c) | <img src="text/text_unicode_ranges.png" alt="text_unicode_ranges" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Vadim Gunko](https://github.com/GuvaCode) |
| [text_3d_drawing](text/text_3d_drawing.c) | <img src="text/text_3d_drawing.png" alt="text_3d_drawing" width="80"> | ⭐⭐⭐⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) |
| [text_words_alignment](text/text_words_alignment.c) | <img src="text/text_words_alignment.png" alt="text_words_alignment" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
### category: models [25]
@ -181,9 +194,9 @@ Examples using raylib models functionality, including models loading/generation
| [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
| [models_basic_voxel](models/models_basic_voxel.c) | <img src="models/models_basic_voxel.png" alt="models_basic_voxel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Tim Little](https://github.com/timlittle) |
| [models_geometry_textures_cube](models/models_geometry_textures_cube.c) | <img src="models/models_geometry_textures_cube.png" alt="models_geometry_textures_cube" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
| [models_rotating_cube](models/models_rotating_cube.c) | <img src="models/models_rotating_cube.png" alt="models_rotating_cube" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
### category: shaders [30]
### category: shaders [31]
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
@ -219,6 +232,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
| [shaders_mandelbrot_set](shaders/shaders_mandelbrot_set.c) | <img src="shaders/shaders_mandelbrot_set.png" alt="shaders_mandelbrot_set" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
### category: audio [8]

View File

@ -60,7 +60,7 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE);
float th = GetTime();
float th = (float)GetTime();
Vector3 spherePos = {
.x = 5.0f*cosf(th),

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@ -119,7 +119,6 @@ int main(void)
// Some default standard keyboard/mouse inputs are hardcoded to simplify use
// For advanced camera controls, it's recommended to compute camera movement manually
UpdateCamera(&camera, cameraMode); // Update camera
/*
// Camera PRO usage example (EXPERIMENTAL)
// This new camera function allows custom movement/rotation values to be directly provided

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@ -198,8 +198,8 @@ void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed
//PlaySound(fxJump);
}
Vector3 front = (Vector3){ sin(rot), 0.f, cos(rot) };
Vector3 right = (Vector3){ cos(-rot), 0.f, sin(-rot) };
Vector3 front = (Vector3){ sinf(rot), 0.f, cosf(rot) };
Vector3 right = (Vector3){ cosf(-rot), 0.f, sinf(-rot) };
Vector3 desiredDir = (Vector3){ input.x*right.x + input.y*front.x, 0.0f, input.x*right.z + input.y*front.z, };
body->dir = Vector3Lerp(body->dir, desiredDir, CONTROL*delta);
@ -267,8 +267,8 @@ static void UpdateCameraFPS(Camera *camera)
// Head animation
// Rotate up direction around forward axis
float headSin = sin(headTimer*PI);
float headCos = cos(headTimer*PI);
float headSin = sinf(headTimer*PI);
float headCos = cosf(headTimer*PI);
const float stepRotation = 0.01f;
camera->up = Vector3RotateByAxisAngle(up, pitch, headSin*stepRotation + lean.x);

View File

@ -0,0 +1,208 @@
/*******************************************************************************************
*
* raylib [core] example - clipboard text
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Robin (@RobinsAviary)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h>
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - clipboard text");
const char* clipboardText = NULL;
// List of text the user can switch through and copy
const char* copyableText[] = {"raylib is fun", "hello, clipboard!", "potato chips"};
unsigned int textIndex = 0;
const char* popupText = NULL;
// Initialize timers
// The amount of time the pop-up text is on screen, before fading
const float maxTime = 3.0f;
float textTimer = 0.0f;
// The length of time text is offset
const float animMaxTime = 0.1f;
float pasteAnim = 0.0f;
float copyAnim = 0.0f;
int copyAnimMult = 1;
float textAnim = 0.0f;
float textAlpha = 0.0f;
// Offset amount for animations
const int offsetAmount = -4;
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Check if the user has pressed the copy/paste key combinations
bool pastePressed = (IsKeyDown(KEY_LEFT_CONTROL) && IsKeyPressed(KEY_V));
bool copyPressed = (IsKeyDown(KEY_LEFT_CONTROL) && IsKeyPressed(KEY_C));
// Update animation timers
if (textTimer > 0) textTimer -= GetFrameTime();
if (pasteAnim > 0) pasteAnim -= GetFrameTime();
if (copyAnim > 0) copyAnim -= GetFrameTime();
if (textAnim > 0) textAnim -= GetFrameTime();
// React to the user pressing paste
if (pastePressed)
{
// Most operating systems hide this information until the user presses Ctrl-V on the window.
// Check to see if the clipboard contains an image
// This function does nothing outside of Windows, as it directly calls the Windows API
Image image = GetClipboardImage();
if (IsImageValid(image))
{
// Unload the image
UnloadImage(image);
// Update visuals
popupText = "clipboard contains image";
}
else
{
// Get text from the user's clipboard
clipboardText = GetClipboardText();
// Update visuals
popupText = "text pasted";
pasteAnim = animMaxTime;
}
// Reset animation values
textTimer = maxTime;
textAnim = animMaxTime;
textAlpha = 1;
}
// React to the user pressing copy
if (copyPressed)
{
// Set the text on the user's clipboard
SetClipboardText(copyableText[textIndex]);
// Reset values
textTimer = maxTime;
textAnim = animMaxTime;
copyAnim = animMaxTime;
copyAnimMult = 1;
textAlpha = 1;
// Update the text that pops up at the bottom of the screen
popupText = "text copied";
}
// Switch to the next item in the list when the user presses up
if (IsKeyPressed(KEY_UP))
{
// Reset animation
copyAnim = animMaxTime;
copyAnimMult = 1;
textIndex += 1;
if (textIndex >= sizeof(copyableText) / sizeof(const char*)) // Length of array
{
// Loop back to the other end
textIndex = 0;
}
}
// Switch to the previous item in the list when the user presses down
if (IsKeyPressed(KEY_DOWN))
{
// Reset animation
copyAnim = animMaxTime;
copyAnimMult = -1;
if (textIndex == 0)
{
// Loop back to the other end
textIndex = (sizeof(copyableText) / sizeof(const char*)) - 1; // Length of array minus one
}
else
{
textIndex -= 1;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw the user's pasted text, if there is any yet
if (clipboardText)
{
// Offset animation
int offset = 0;
if (pasteAnim > 0) offset = offsetAmount;
// Draw the pasted text
DrawText("pasted clipboard:", 10, 10 + offset, 20, DARKGREEN);
DrawText(clipboardText, 10, 30 + offset, 20, DARKGRAY);
}
// Offset animation
int textOffset = 0;
if (copyAnim > 0) textOffset = offsetAmount;
// Draw copyable text and controls
DrawText(copyableText[textIndex], 10, 330 + (textOffset * copyAnimMult), 20, MAROON);
DrawText("up/down to change string, ctrl-c to copy, ctrl-v to paste", 10, 355, 20, DARKGRAY);
// Alpha / Offset animation
if (textAlpha > 0)
{
// Offset animation
int offset = 0;
if (textAnim > 0) offset = offsetAmount;
// Draw pop up text
DrawText(popupText, 10, 425 + offset, 20, ColorAlpha(DARKGREEN, textAlpha));
// Fade-out animation
if (textTimer < 0)
{
textAlpha -= GetFrameTime();
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - directory files
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Hugo ARNAL (@hugoarnal) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Hugo ARNAL (@hugoarnal)
*
********************************************************************************************/
#include "raylib.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
#include <string.h> // Required for: strcpy()
#define MAX_FILEPATH_SIZE 2048
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - directory files");
char directory[MAX_FILEPATH_SIZE] = { 0 };
strcpy(directory, GetWorkingDirectory());
FilePathList files = LoadDirectoryFiles(directory);
int btnBackPressed = false;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (btnBackPressed)
{
strcpy(directory, GetPrevDirectoryPath(directory));
UnloadDirectoryFiles(files);
files = LoadDirectoryFiles(directory);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(directory, 100, 40, 20, DARKGRAY);
btnBackPressed = GuiButton((Rectangle){ 40.0f, 40.0f, 20, 20 }, "<");
for (int i = 0; i < (int)files.count; i++)
{
Color color = Fade(LIGHTGRAY, 0.3f);
if (!IsPathFile(files.paths[i]))
{
if (GuiButton((Rectangle){0.0f, 85.0f + 40.0f*(float)i, screenWidth, 40}, ""))
{
strcpy(directory, files.paths[i]);
UnloadDirectoryFiles(files);
files = LoadDirectoryFiles(directory);
}
}
DrawRectangle(0, 85 + 40*i, screenWidth, 40, color);
DrawText(GetFileName(files.paths[i]), 120, 100 + 40*i, 10, GRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadDirectoryFiles(files);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,70 @@
/*******************************************************************************************
*
* raylib [core] example - highdpi testbed
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by Ramon Santamaria (@raysan5) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
// TODO: Load resources / Initialize variables at this point
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables / Implement example logic at this point
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// TODO: Draw everything that requires to be drawn at this point
DrawLineEx((Vector2){ 0, 0 }, (Vector2){ screenWidth, screenHeight }, 2.0f, RED);
DrawLineEx((Vector2){ 0, screenHeight }, (Vector2){ screenWidth, 0 }, 2.0f, RED);
DrawText("example base code template", 260, 400, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded resources at this point
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -177,33 +177,33 @@ int main(void)
ClearBackground(RAYWHITE);
// Draw common elements
DrawText("*", messagePosition.x + 5, messagePosition.y + 5, 10, BLACK);
DrawText("Example optimized for Web/HTML5\non Smartphones with Touch Screen.", messagePosition.x + 15, messagePosition.y + 5, 10, BLACK);
DrawText("*", messagePosition.x + 5, messagePosition.y + 35, 10, BLACK);
DrawText("While running on Desktop Web Browsers,\ninspect and turn on Touch Emulation.", messagePosition.x + 15, messagePosition.y + 35, 10, BLACK);
DrawText("*", (int)messagePosition.x + 5, (int)messagePosition.y + 5, 10, BLACK);
DrawText("Example optimized for Web/HTML5\non Smartphones with Touch Screen.", (int)messagePosition.x + 15, (int)messagePosition.y + 5, 10, BLACK);
DrawText("*", (int)messagePosition.x + 5, (int)messagePosition.y + 35, 10, BLACK);
DrawText("While running on Desktop Web Browsers,\ninspect and turn on Touch Emulation.", (int)messagePosition.x + 15, (int)messagePosition.y + 35, 10, BLACK);
// Draw last gesture
DrawText("Last gesture", lastGesturePosition.x + 33, lastGesturePosition.y - 47, 20, BLACK);
DrawText("Swipe Tap Pinch Touch", lastGesturePosition.x + 17, lastGesturePosition.y - 18, 10, BLACK);
DrawRectangle(lastGesturePosition.x + 20, lastGesturePosition.y, 20, 20, lastGesture == GESTURE_SWIPE_UP ? RED : LIGHTGRAY);
DrawRectangle(lastGesturePosition.x, lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_LEFT ? RED : LIGHTGRAY);
DrawRectangle(lastGesturePosition.x + 40, lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_RIGHT ? RED : LIGHTGRAY);
DrawRectangle(lastGesturePosition.x + 20, lastGesturePosition.y + 40, 20, 20, lastGesture == GESTURE_SWIPE_DOWN ? RED : LIGHTGRAY);
DrawCircle(lastGesturePosition.x + 80, lastGesturePosition.y + 16, 10, lastGesture == GESTURE_TAP ? BLUE : LIGHTGRAY);
DrawText("Last gesture", (int)lastGesturePosition.x + 33, (int)lastGesturePosition.y - 47, 20, BLACK);
DrawText("Swipe Tap Pinch Touch", (int)lastGesturePosition.x + 17, (int)lastGesturePosition.y - 18, 10, BLACK);
DrawRectangle((int)lastGesturePosition.x + 20, (int)lastGesturePosition.y, 20, 20, lastGesture == GESTURE_SWIPE_UP ? RED : LIGHTGRAY);
DrawRectangle((int)lastGesturePosition.x, (int)lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_LEFT ? RED : LIGHTGRAY);
DrawRectangle((int)lastGesturePosition.x + 40, (int)lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_RIGHT ? RED : LIGHTGRAY);
DrawRectangle((int)lastGesturePosition.x + 20, (int)lastGesturePosition.y + 40, 20, 20, lastGesture == GESTURE_SWIPE_DOWN ? RED : LIGHTGRAY);
DrawCircle((int)lastGesturePosition.x + 80, (int)lastGesturePosition.y + 16, 10, lastGesture == GESTURE_TAP ? BLUE : LIGHTGRAY);
DrawRing( (Vector2){lastGesturePosition.x + 103, lastGesturePosition.y + 16}, 6.0f, 11.0f, 0.0f, 360.0f, 0, lastGesture == GESTURE_DRAG ? LIME : LIGHTGRAY);
DrawCircle(lastGesturePosition.x + 80, lastGesturePosition.y + 43, 10, lastGesture == GESTURE_DOUBLETAP ? SKYBLUE : LIGHTGRAY);
DrawCircle(lastGesturePosition.x + 103, lastGesturePosition.y + 43, 10, lastGesture == GESTURE_DOUBLETAP ? SKYBLUE : LIGHTGRAY);
DrawTriangle((Vector2){ lastGesturePosition.x + 122, lastGesturePosition.y + 16 }, (Vector2){ lastGesturePosition.x + 137, lastGesturePosition.y + 26 }, (Vector2){ lastGesturePosition.x + 137, lastGesturePosition.y + 6 }, lastGesture == GESTURE_PINCH_OUT? ORANGE : LIGHTGRAY);
DrawCircle((int)lastGesturePosition.x + 80, (int)lastGesturePosition.y + 43, 10, lastGesture == GESTURE_DOUBLETAP ? SKYBLUE : LIGHTGRAY);
DrawCircle((int)lastGesturePosition.x + 103, (int)lastGesturePosition.y + 43, 10, lastGesture == GESTURE_DOUBLETAP ? SKYBLUE : LIGHTGRAY);
DrawTriangle((Vector2){ lastGesturePosition.x + 122, lastGesturePosition.y + 16 }, (Vector2){ lastGesturePosition.x + 137, lastGesturePosition.y + 26 }, (Vector2){lastGesturePosition.x + 137, lastGesturePosition.y + 6 }, lastGesture == GESTURE_PINCH_OUT? ORANGE : LIGHTGRAY);
DrawTriangle((Vector2){ lastGesturePosition.x + 147, lastGesturePosition.y + 6 }, (Vector2){ lastGesturePosition.x + 147, lastGesturePosition.y + 26 }, (Vector2){ lastGesturePosition.x + 162, lastGesturePosition.y + 16 }, lastGesture == GESTURE_PINCH_OUT? ORANGE : LIGHTGRAY);
DrawTriangle((Vector2){ lastGesturePosition.x + 125, lastGesturePosition.y + 33 }, (Vector2){ lastGesturePosition.x + 125, lastGesturePosition.y + 53 }, (Vector2){ lastGesturePosition.x + 140, lastGesturePosition.y + 43 }, lastGesture == GESTURE_PINCH_IN? VIOLET : LIGHTGRAY);
DrawTriangle((Vector2){ lastGesturePosition.x + 144, lastGesturePosition.y + 43 }, (Vector2){ lastGesturePosition.x + 159, lastGesturePosition.y + 53 }, (Vector2){ lastGesturePosition.x + 159, lastGesturePosition.y + 33 }, lastGesture == GESTURE_PINCH_IN? VIOLET : LIGHTGRAY);
for (i = 0; i < 4; i++) DrawCircle(lastGesturePosition.x + 180, lastGesturePosition.y + 7 + i*15, 5, touchCount <= i? LIGHTGRAY : gestureColor);
for (i = 0; i < 4; i++) DrawCircle((int)lastGesturePosition.x + 180, (int)lastGesturePosition.y + 7 + i*15, 5, touchCount <= i? LIGHTGRAY : gestureColor);
// Draw gesture log
DrawText("Log", gestureLogPosition.x, gestureLogPosition.y, 20, BLACK);
DrawText("Log", (int)gestureLogPosition.x, (int)gestureLogPosition.y, 20, BLACK);
// Loop in both directions to print the gesture log array in the inverted order (and looping around if the index started somewhere in the middle)
for (i = 0, ii = gestureLogIndex; i < GESTURE_LOG_SIZE; i++, ii = (ii + 1) % GESTURE_LOG_SIZE) DrawText(gestureLog[ii], gestureLogPosition.x, gestureLogPosition.y + 410 - i*20, 20, (i == 0 ? gestureColor : LIGHTGRAY));
for (i = 0, ii = gestureLogIndex; i < GESTURE_LOG_SIZE; i++, ii = (ii + 1) % GESTURE_LOG_SIZE) DrawText(gestureLog[ii], (int)gestureLogPosition.x, (int)gestureLogPosition.y + 410 - i*20, 20, (i == 0 ? gestureColor : LIGHTGRAY));
Color logButton1Color, logButton2Color;
switch (logMode)
{
@ -213,31 +213,31 @@ int main(void)
default: logButton1Color=GRAY; logButton2Color=GRAY; break;
}
DrawRectangleRec(logButton1, logButton1Color);
DrawText("Hide", logButton1.x + 7, logButton1.y + 3, 10, WHITE);
DrawText("Repeat", logButton1.x + 7, logButton1.y + 13, 10, WHITE);
DrawText("Hide", (int)logButton1.x + 7, (int)logButton1.y + 3, 10, WHITE);
DrawText("Repeat", (int)logButton1.x + 7, (int)logButton1.y + 13, 10, WHITE);
DrawRectangleRec(logButton2, logButton2Color);
DrawText("Hide", logButton1.x + 62, logButton1.y + 3, 10, WHITE);
DrawText("Hold", logButton1.x + 62, logButton1.y + 13, 10, WHITE);
DrawText("Hide", (int)logButton1.x + 62, (int)logButton1.y + 3, 10, WHITE);
DrawText("Hold", (int)logButton1.x + 62, (int)logButton1.y + 13, 10, WHITE);
// Draw protractor
DrawText("Angle", protractorPosition.x + 55, protractorPosition.y + 76, 10, BLACK);
DrawText("Angle", (int)protractorPosition.x + 55, (int)protractorPosition.y + 76, 10, BLACK);
const char *angleString = TextFormat("%f", currentAngleDegrees);
const int angleStringDot = TextFindIndex(angleString, ".");
const char *angleStringTrim = TextSubtext(angleString, 0, angleStringDot + 3);
DrawText( angleStringTrim, protractorPosition.x + 55, protractorPosition.y + 92, 20, gestureColor);
DrawCircle(protractorPosition.x, protractorPosition.y, 80.0f, WHITE);
DrawText( angleStringTrim, (int)protractorPosition.x + 55, (int)protractorPosition.y + 92, 20, gestureColor);
DrawCircleV(protractorPosition, 80.0f, WHITE);
DrawLineEx((Vector2){ protractorPosition.x - 90, protractorPosition.y }, (Vector2){ protractorPosition.x + 90, protractorPosition.y }, 3.0f, LIGHTGRAY);
DrawLineEx((Vector2){ protractorPosition.x, protractorPosition.y - 90 }, (Vector2){ protractorPosition.x, protractorPosition.y + 90 }, 3.0f, LIGHTGRAY);
DrawLineEx((Vector2){ protractorPosition.x - 80, protractorPosition.y - 45 }, (Vector2){ protractorPosition.x + 80, protractorPosition.y + 45 }, 3.0f, GREEN);
DrawLineEx((Vector2){ protractorPosition.x - 80, protractorPosition.y + 45 }, (Vector2){ protractorPosition.x + 80, protractorPosition.y - 45 }, 3.0f, GREEN);
DrawText("0", protractorPosition.x + 96, protractorPosition.y - 9, 20, BLACK);
DrawText("30", protractorPosition.x + 74, protractorPosition.y - 68, 20, BLACK);
DrawText("90", protractorPosition.x - 11, protractorPosition.y - 110, 20, BLACK);
DrawText("150", protractorPosition.x - 100, protractorPosition.y - 68, 20, BLACK);
DrawText("180", protractorPosition.x - 124, protractorPosition.y - 9, 20, BLACK);
DrawText("210", protractorPosition.x - 100, protractorPosition.y + 50, 20, BLACK);
DrawText("270", protractorPosition.x - 18, protractorPosition.y + 92, 20, BLACK);
DrawText("330", protractorPosition.x + 72, protractorPosition.y + 50, 20, BLACK);
DrawText("0", (int)protractorPosition.x + 96, (int)protractorPosition.y - 9, 20, BLACK);
DrawText("30", (int)protractorPosition.x + 74, (int)protractorPosition.y - 68, 20, BLACK);
DrawText("90", (int)protractorPosition.x - 11, (int)protractorPosition.y - 110, 20, BLACK);
DrawText("150", (int)protractorPosition.x - 100, (int)protractorPosition.y - 68, 20, BLACK);
DrawText("180", (int)protractorPosition.x - 124, (int)protractorPosition.y - 9, 20, BLACK);
DrawText("210", (int)protractorPosition.x - 100, (int)protractorPosition.y + 50, 20, BLACK);
DrawText("270", (int)protractorPosition.x - 18, (int)protractorPosition.y + 92, 20, BLACK);
DrawText("330", (int)protractorPosition.x + 72, (int)protractorPosition.y + 50, 20, BLACK);
if (currentAngleDegrees != 0.0f) DrawLineEx(protractorPosition, finalVector, 3.0f, gestureColor);
// Draw touch and mouse pointer points
@ -251,7 +251,7 @@ int main(void)
DrawCircleV(touchPosition[i], 5.0f, gestureColor);
}
if (touchCount == 2) DrawLineEx(touchPosition[0], touchPosition[1], ((currentGesture == 512)? 8 : 12), gestureColor);
if (touchCount == 2) DrawLineEx(touchPosition[0], touchPosition[1], ((currentGesture == 512)? 8.0f : 12.0f), gestureColor);
}
else
{

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] example - monitor change
* raylib [core] example - monitor detector
*
* Example complexity rating: [] 1/4
*
@ -19,16 +19,16 @@
#define MAX_MONITORS 10
// Monitor Details
typedef struct Monitor {
// Monitor info
typedef struct MonitorInfo {
Vector2 position;
char *name;
const char *name;
int width;
int height;
int physicalWidth;
int physicalHeight;
int refreshRate;
} Monitor;
} MonitorInfo;
//------------------------------------------------------------------------------------
// Program main entry point
@ -40,9 +40,9 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
Monitor monitors[MAX_MONITORS] = { 0 };
MonitorInfo monitors[MAX_MONITORS] = { 0 };
InitWindow(screenWidth, screenHeight, "raylib [core] example - monitor change");
InitWindow(screenWidth, screenHeight, "raylib [core] example - monitor detector");
int currentMonitorIndex = GetCurrentMonitor();
int monitorCount = 0;
@ -67,7 +67,7 @@ int main(void)
monitorCount = GetMonitorCount();
for (int i = 0; i < monitorCount; i++)
{
monitors[i] = (Monitor){
monitors[i] = (MonitorInfo){
GetMonitorPosition(i),
GetMonitorName(i),
GetMonitorWidth(i),
@ -76,10 +76,10 @@ int main(void)
GetMonitorPhysicalHeight(i),
GetMonitorRefreshRate(i)
};
if (monitors[i].position.x < monitorOffsetX) monitorOffsetX = monitors[i].position.x*-1;
if (monitors[i].position.x < monitorOffsetX) monitorOffsetX = (int)monitors[i].position.x*-1;
const int width = monitors[i].position.x + monitors[i].width;
const int height = monitors[i].position.y + monitors[i].height;
const int width = (int)monitors[i].position.x + monitors[i].width;
const int height = (int)monitors[i].position.y + monitors[i].height;
if (maxWidth < width) maxWidth = width;
if (maxHeight < height) maxHeight = height;
@ -99,9 +99,8 @@ int main(void)
// Get currentMonitorIndex if manually moved
currentMonitorIndex = GetCurrentMonitor();
}
const Monitor currentMonitor = monitors[currentMonitorIndex];
float monitorScale = 0.6;
float monitorScale = 0.6f;
if(maxHeight > maxWidth + monitorOffsetX) monitorScale *= ((float)screenHeight/(float)maxHeight);
else monitorScale *= ((float)screenWidth/(float)(maxWidth + monitorOffsetX));
@ -128,7 +127,7 @@ int main(void)
};
// Draw monitor name and information inside the rectangle
DrawText(TextFormat("[%i] %s", i, monitors[i].name), rec.x + 10, rec.y + (int)(100*monitorScale), (int)(120*monitorScale), BLUE);
DrawText(TextFormat("[%i] %s", i, monitors[i].name), (int)rec.x + 10, (int)rec.y + (int)(100*monitorScale), (int)(120*monitorScale), BLUE);
DrawText(
TextFormat("Resolution: [%ipx x %ipx]\nRefreshRate: [%ihz]\nPhysical Size: [%imm x %imm]\nPosition: %3.0f x %3.0f",
monitors[i].width,
@ -138,7 +137,7 @@ int main(void)
monitors[i].physicalHeight,
monitors[i].position.x,
monitors[i].position.y
), rec.x + 10, rec.y + (int)(200*monitorScale), (int)(120*monitorScale), DARKGRAY);
), (int)rec.x + 10, (int)rec.y + (int)(200*monitorScale), (int)(120*monitorScale), DARKGRAY);
// Highlight current monitor
if (i == currentMonitorIndex)

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@ -26,7 +26,7 @@ int main(void)
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - render texture");
// Define a render texture to render
int renderTextureWidth = 300;
int renderTextureHeight = 300;
@ -62,27 +62,29 @@ int main(void)
//-----------------------------------------------------
// Draw our scene to the render texture
BeginTextureMode(target);
ClearBackground(SKYBLUE);
DrawRectangle(0, 0, 20, 20, RED);
DrawCircleV(ballPosition, (float)ballRadius, MAROON);
EndTextureMode();
// Draw render texture to main framebuffer
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw our render texture with rotation applied
// NOTE: We set the origin of the texture to the center of the render texture
DrawTexturePro(target.texture,
(Rectangle){ 0, 0, target.texture.width, -target.texture.height },
(Rectangle){ screenWidth/2, screenHeight/2, target.texture.width, -target.texture.height },
(Vector2){ target.texture.width/2, target.texture.height/2 }, rotation, WHITE);
// NOTE 1: We set the origin of the texture to the center of the render texture
// NOTE 2: We flip vertically the texture setting negative source rectangle height
DrawTexturePro(target.texture,
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
(Rectangle){ screenWidth/2.0f, screenHeight/2.0f, (float)target.texture.width, (float)target.texture.height },
(Vector2){ target.texture.width/2.0f, target.texture.height/2.0f }, rotation, WHITE);
DrawText("DRAWING BOUNCING BALL INSIDE RENDER TEXTURE!", 10, screenHeight - 40, 20, BLACK);
DrawFPS(10, 10);

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@ -0,0 +1,70 @@
/*******************************************************************************************
*
* raylib [core] example - screen recording
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by Ramon Santamaria (@raysan5) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - screen recording");
// TODO: Load resources / Initialize variables at this point
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables / Implement example logic at this point
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// TODO: Draw everything that requires to be drawn at this point
DrawLineEx((Vector2){ 0, 0 }, (Vector2){ screenWidth, screenHeight }, 2.0f, RED);
DrawLineEx((Vector2){ 0, screenHeight }, (Vector2){ screenWidth, 0 }, 2.0f, RED);
DrawText("example base code template", 260, 400, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded resources at this point
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,164 @@
/*******************************************************************************************
*
* raylib [core] example - text file loading
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Aanjishnu Bhattacharyya (@NimComPoo-04) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 0 Aanjishnu Bhattacharyya (@NimComPoo-04)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h" // Required for: Lerp()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - text file loading");
// Setting up the camera
Camera2D cam = {
.offset = {0, 0},
.target = {0, 0},
.rotation = 0,
.zoom = 1
};
// Loading text file from resources/text_file.txt
const char *fileName = "resources/text_file.txt";
char *text = LoadFileText(fileName);
// Loading all the text lines
int lineCount = 0;
char **lines = LoadTextLines(text, &lineCount);
// Stylistic choises
int fontSize = 20;
int textTop = 25 + fontSize; // Top of the screen from where the text is rendered
int wrapWidth = screenWidth - 20;
// Wrap the lines as needed
for (int i = 0; i < lineCount; i++)
{
int j = 0;
int lastSpace = 0; // Keeping track of last valid space to insert '\n'
int lastWrapStart = 0; // Keeping track of the start of this wrapped line.
while (lines[i][j] != '\0')
{
if (lines[i][j] == ' ')
{
// Making a C Style string by adding a '\0' at the required location so that we can use the MeasureText function
lines[i][j] = '\0';
// Checking if the text has crossed the wrapWidth, then going back and inserting a newline
if (MeasureText(lines[i] + lastWrapStart, fontSize) > wrapWidth)
{
lines[i][lastSpace] = '\n';
// Since we added a newline the place of wrap changed so we update our lastWrapStart
lastWrapStart = lastSpace + 1;
}
lines[i][j] = ' '; // Resetting the space back
lastSpace = j; // Since we encountered a new space we update our last encountered space location
}
j++;
}
}
// Calculating the total height so that we can show a scrollbar
int textHeight = 0;
for (int i = 0; i < lineCount; i++)
{
Vector2 size = MeasureTextEx(GetFontDefault(), lines[i], (float)fontSize, 2);
textHeight += (int)size.y + 10;
}
// A simple scrollbar on the side to show how far we have red into the file
Rectangle scrollBar = {
.x = (float)screenWidth - 5,
.y = 0,
.width = 5,
.height = screenHeight*100.0f/(textHeight - screenHeight) // Scrollbar height is just a percentage
};
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
float scroll = GetMouseWheelMove();
cam.target.y -= scroll*fontSize*1.5f; // Choosing an arbitrary speed for scroll
if (cam.target.y < 0) cam.target.y = 0; // Snapping to 0 if we go too far back
// Ensuring that the camera does not scroll past all text
if (cam.target.y > textHeight - screenHeight + textTop)
cam.target.y = (float)textHeight - screenHeight + textTop;
// Computing the position of the scrollBar depending on the percentage of text covered
scrollBar.y = Lerp((float)textTop, (float)screenHeight - scrollBar.height, (float)(cam.target.y - textTop)/(textHeight - screenHeight));
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode2D(cam);
// Going through all the read lines
for (int i = 0, t = textTop; i < lineCount; i++)
{
// Each time we go through and calculate the height of the text to move the cursor appropriately
Vector2 size = MeasureTextEx(GetFontDefault(), lines[i], (float)fontSize, 2);
DrawText(lines[i], 10, t, fontSize, RED);
// Inserting extra space for real newlines,
// wrapped lines are rendered closer together
t += (int)size.y + 10;
}
EndMode2D();
// Header displaying which file is being read currently
DrawRectangle(0, 0, screenWidth, textTop - 10, BEIGE);
DrawText(TextFormat("File: %s", fileName), 10, 10, fontSize, MAROON);
DrawRectangleRec(scrollBar, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTextLines(lines, lineCount);
UnloadFileText(text);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -187,42 +187,42 @@ int main(void)
if (lastUndoIndex > firstUndoIndex)
{
for (int i = firstUndoIndex; i < currentUndoIndex; i++)
DrawRectangle(gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE, LIGHTGRAY);
DrawRectangleRec((Rectangle){gridPosition.x + states[i].cell.x * GRID_CELL_SIZE, gridPosition.y + states[i].cell.y * GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
}
else if (firstUndoIndex > lastUndoIndex)
{
if ((currentUndoIndex < MAX_UNDO_STATES) && (currentUndoIndex > lastUndoIndex))
{
for (int i = firstUndoIndex; i < currentUndoIndex; i++)
DrawRectangle(gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE, LIGHTGRAY);
DrawRectangleRec((Rectangle) { gridPosition.x + states[i].cell.x * GRID_CELL_SIZE, gridPosition.y + states[i].cell.y * GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
}
else
{
for (int i = firstUndoIndex; i < MAX_UNDO_STATES; i++)
DrawRectangle(gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
DrawRectangle((int)gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, (int)gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE, LIGHTGRAY);
for (int i = 0; i < currentUndoIndex; i++)
DrawRectangle(gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
DrawRectangle((int)gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, (int)gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE, LIGHTGRAY);
}
}
// Draw game grid
for (int y = 0; y <= MAX_GRID_CELLS_Y; y++)
DrawLine(gridPosition.x, gridPosition.y + y*GRID_CELL_SIZE,
gridPosition.x + MAX_GRID_CELLS_X*GRID_CELL_SIZE, gridPosition.y + y*GRID_CELL_SIZE, GRAY);
DrawLine((int)gridPosition.x, (int)gridPosition.y + y*GRID_CELL_SIZE,
(int)gridPosition.x + MAX_GRID_CELLS_X*GRID_CELL_SIZE, (int)gridPosition.y + y*GRID_CELL_SIZE, GRAY);
for (int x = 0; x <= MAX_GRID_CELLS_X; x++)
DrawLine(gridPosition.x + x*GRID_CELL_SIZE, gridPosition.y,
gridPosition.x + x*GRID_CELL_SIZE, gridPosition.y + MAX_GRID_CELLS_Y*GRID_CELL_SIZE, GRAY);
DrawLine((int)gridPosition.x + x*GRID_CELL_SIZE, (int)gridPosition.y,
(int)gridPosition.x + x*GRID_CELL_SIZE, (int)gridPosition.y + MAX_GRID_CELLS_Y*GRID_CELL_SIZE, GRAY);
// Draw player
DrawRectangle(gridPosition.x + player.cell.x*GRID_CELL_SIZE, gridPosition.y + player.cell.y*GRID_CELL_SIZE,
DrawRectangle((int)gridPosition.x + player.cell.x*GRID_CELL_SIZE, (int)gridPosition.y + player.cell.y*GRID_CELL_SIZE,
GRID_CELL_SIZE + 1, GRID_CELL_SIZE + 1, player.color);
// Draw undo system buffer info
DrawText("UNDO STATES:", undoInfoPos.x - 85, undoInfoPos.y + 9, 10, DARKGRAY);
DrawText("UNDO STATES:", (int)undoInfoPos.x - 85, (int)undoInfoPos.y + 9, 10, DARKGRAY);
DrawUndoBuffer(undoInfoPos, firstUndoIndex, lastUndoIndex, currentUndoIndex, 24);
EndDrawing();
@ -247,15 +247,15 @@ int main(void)
static void DrawUndoBuffer(Vector2 position, int firstUndoIndex, int lastUndoIndex, int currentUndoIndex, int slotSize)
{
// Draw index marks
DrawRectangle(position.x + 8 + slotSize*currentUndoIndex, position.y - 10, 8, 8, RED);
DrawRectangleLines(position.x + 2 + slotSize*firstUndoIndex, position.y + 27, 8, 8, BLACK);
DrawRectangle(position.x + 14 + slotSize*lastUndoIndex, position.y + 27, 8, 8, BLACK);
DrawRectangle((int)position.x + 8 + slotSize*currentUndoIndex, (int)position.y - 10, 8, 8, RED);
DrawRectangleLines((int)position.x + 2 + slotSize*firstUndoIndex, (int)position.y + 27, 8, 8, BLACK);
DrawRectangle((int)position.x + 14 + slotSize*lastUndoIndex, (int)position.y + 27, 8, 8, BLACK);
// Draw background gray slots
for (int i = 0; i < MAX_UNDO_STATES; i++)
{
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, LIGHTGRAY);
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, GRAY);
DrawRectangle((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, LIGHTGRAY);
DrawRectangleLines((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, GRAY);
}
// Draw occupied slots: firstUndoIndex --> lastUndoIndex
@ -263,22 +263,22 @@ static void DrawUndoBuffer(Vector2 position, int firstUndoIndex, int lastUndoInd
{
for (int i = firstUndoIndex; i < lastUndoIndex + 1; i++)
{
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, SKYBLUE);
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, BLUE);
DrawRectangle((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, SKYBLUE);
DrawRectangleLines((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, BLUE);
}
}
else if (lastUndoIndex < firstUndoIndex)
{
for (int i = firstUndoIndex; i < MAX_UNDO_STATES; i++)
{
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, SKYBLUE);
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, BLUE);
DrawRectangle((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, SKYBLUE);
DrawRectangleLines((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, BLUE);
}
for (int i = 0; i < lastUndoIndex + 1; i++)
{
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, SKYBLUE);
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, BLUE);
DrawRectangle((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, SKYBLUE);
DrawRectangleLines((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, BLUE);
}
}
@ -287,26 +287,26 @@ static void DrawUndoBuffer(Vector2 position, int firstUndoIndex, int lastUndoInd
{
for (int i = firstUndoIndex; i < currentUndoIndex; i++)
{
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, GREEN);
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, LIME);
DrawRectangle((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, GREEN);
DrawRectangleLines((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, LIME);
}
}
else if (currentUndoIndex < firstUndoIndex)
{
for (int i = firstUndoIndex; i < MAX_UNDO_STATES; i++)
{
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, GREEN);
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, LIME);
DrawRectangle((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, GREEN);
DrawRectangleLines((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, LIME);
}
for (int i = 0; i < currentUndoIndex; i++)
{
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, GREEN);
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, LIME);
DrawRectangle((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, GREEN);
DrawRectangleLines((int)position.x + slotSize*i, (int)position.y, slotSize, slotSize, LIME);
}
}
// Draw current selected UNDO slot
DrawRectangle(position.x + slotSize*currentUndoIndex, position.y, slotSize, slotSize, GOLD);
DrawRectangleLines(position.x + slotSize*currentUndoIndex, position.y, slotSize, slotSize, ORANGE);
DrawRectangle((int)position.x + slotSize*currentUndoIndex, (int)position.y, slotSize, slotSize, GOLD);
DrawRectangleLines((int)position.x + slotSize*currentUndoIndex, (int)position.y, slotSize, slotSize, ORANGE);
}

5757
examples/core/raygui.h Normal file

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@ -0,0 +1,18 @@
Starting of the Lorem ipsum dolor sit amet file
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque at interdum ex, et iaculis quam. Mauris consectetur, magna vel malesuada aliquam, mauris enim venenatis arcu, nec cursus orci ante a massa. Curabitur libero elit, cursus eu odio eget, suscipit rhoncus nibh. Nam justo elit, ullamcorper eget dolor et, ullamcorper tristique nulla. Nullam sagittis dolor in tristique tincidunt. Duis ac porttitor erat, a molestie sapien. Aliquam finibus in ipsum quis venenatis.
Mauris odio lorem, pharetra ut egestas quis, tristique eu mauris. Cras sed gravida velit. Suspendisse potenti. Suspendisse lobortis eleifend fermentum. Donec eu dolor est. Etiam ac felis eu ligula auctor feugiat eu quis diam. Sed eleifend id nibh porta viverra. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Morbi at tristique dui, nec pretium est. Mauris mollis massa quis massa aliquet efficitur. Phasellus posuere, elit id tempus consequat, massa ante scelerisque odio, finibus gravida elit tellus eget lectus.
Donec rutrum sagittis ligula a auctor. Aliquam aliquet tincidunt pulvinar. Aenean a porta ex. Aenean at sagittis nulla. Morbi congue luctus est nec gravida. In hac habitasse platea dictumst. Praesent commodo efficitur congue. Duis interdum enim in pharetra dapibus. Proin vestibulum finibus mauris vitae mollis.
Sed ultricies sed enim vel interdum. Nullam nec sagittis est, quis lobortis nunc. Donec auctor elementum velit vel pulvinar. Sed quis efficitur felis, at mollis elit. Integer id elit ante. Ut gravida ante vitae erat scelerisque scelerisque vel in massa. Praesent varius massa eu purus feugiat, non venenatis urna rhoncus. Pellentesque vehicula, tellus eu venenatis efficitur, libero eros lobortis justo, at ultricies lacus diam non libero. Sed metus nulla, consectetur in justo vitae, mollis maximus orci. Vestibulum dapibus ultrices leo, et facilisis odio molestie a. Phasellus facilisis vitae lorem quis viverra. Etiam imperdiet urna dolor, quis interdum ligula tristique id. Aliquam id dapibus enim.
Curabitur congue elit in magna tristique, sit amet porta quam viverra. Integer nec placerat libero. Praesent sem dolor, tristique eu augue non, ultricies mollis nibh. Fusce finibus, lorem sollicitudin eleifend gravida, eros quam tempus leo, ut iaculis libero ex vitae libero. Sed placerat fringilla accumsan. Nulla laoreet cursus justo nec elementum. Proin facilisis lobortis velit, a sollicitudin leo mollis eu. Aenean et leo est.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque at interdum ex, et iaculis quam. Mauris consectetur, magna vel malesuada aliquam, mauris enim venenatis arcu, nec cursus orci ante a massa. Curabitur libero elit, cursus eu odio eget, suscipit rhoncus nibh. Nam justo elit, ullamcorper eget dolor et, ullamcorper tristique nulla. Nullam sagittis dolor in tristique tincidunt. Duis ac porttitor erat, a molestie sapien. Aliquam finibus in ipsum quis venenatis.
Mauris odio lorem, pharetra ut egestas quis, tristique eu mauris. Cras sed gravida velit. Suspendisse potenti. Suspendisse lobortis eleifend fermentum. Donec eu dolor est. Etiam ac felis eu ligula auctor feugiat eu quis diam. Sed eleifend id nibh porta viverra. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Morbi at tristique dui, nec pretium est. Mauris mollis massa quis massa aliquet efficitur. Phasellus posuere, elit id tempus consequat, massa ante scelerisque odio, finibus gravida elit tellus eget lectus.
Donec rutrum sagittis ligula a auctor. Aliquam aliquet tincidunt pulvinar. Aenean a porta ex. Aenean at sagittis nulla. Morbi congue luctus est nec gravida. In hac habitasse platea dictumst. Praesent commodo efficitur congue. Duis interdum enim in pharetra dapibus. Proin vestibulum finibus mauris vitae mollis.
Sed ultricies sed enim vel interdum. Nullam nec sagittis est, quis lobortis nunc. Donec auctor elementum velit vel pulvinar. Sed quis efficitur felis, at mollis elit. Integer id elit ante. Ut gravida ante vitae erat scelerisque scelerisque vel in massa. Praesent varius massa eu purus feugiat, non venenatis urna rhoncus. Pellentesque vehicula, tellus eu venenatis efficitur, libero eros lobortis justo, at ultricies lacus diam non libero. Sed metus nulla, consectetur in justo vitae, mollis maximus orci. Vestibulum dapibus ultrices leo, et facilisis odio molestie a. Phasellus facilisis vitae lorem quis viverra. Etiam imperdiet urna dolor, quis interdum ligula tristique id. Aliquam id dapibus enim.
wrapping text from the last available space wrapping text from the last available space wrapping text from the last available space
Curabitur congue elit in magna tristique, sit amet porta quam viverra. Integer nec placerat libero. Praesent sem dolor, tristique eu augue non, ultricies mollis nibh. Fusce finibus, lorem sollicitudin eleifend gravida, eros quam tempus leo, ut iaculis libero ex vitae libero. Sed placerat fringilla accumsan. Nulla laoreet cursus justo nec elementum. Proin facilisis lobortis velit, a sollicitudin leo mollis eu. Aenean et leo est.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque at interdum ex, et iaculis quam. Mauris consectetur, magna vel malesuada aliquam, mauris enim venenatis arcu, nec cursus orci ante a massa. Curabitur libero elit, cursus eu odio eget, suscipit rhoncus nibh. Nam justo elit, ullamcorper eget dolor et, ullamcorper tristique nulla. Nullam sagittis dolor in tristique tincidunt. Duis ac porttitor erat, a molestie sapien. Aliquam finibus in ipsum quis venenatis.
Mauris odio lorem, pharetra ut egestas quis, tristique eu mauris. Cras sed gravida velit. Suspendisse potenti. Suspendisse lobortis eleifend fermentum. Donec eu dolor est. Etiam ac felis eu ligula auctor feugiat eu quis diam. Sed eleifend id nibh porta viverra. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Morbi at tristique dui, nec pretium est. Mauris mollis massa quis massa aliquet efficitur. Phasellus posuere, elit id tempus consequat, massa ante scelerisque odio, finibus gravida elit tellus eget lectus.
Donec rutrum sagittis ligula a auctor. Aliquam aliquet tincidunt pulvinar. Aenean a porta ex. Aenean at sagittis nulla. Morbi congue luctus est nec gravida. In hac habitasse platea dictumst. Praesent commodo efficitur congue. Duis interdum enim in pharetra dapibus. Proin vestibulum finibus mauris vitae mollis.
Sed ultricies sed enim vel interdum. Nullam nec sagittis est, quis lobortis nunc. Donec auctor elementum velit vel pulvinar. Sed quis efficitur felis, at mollis elit. Integer id elit ante. Ut gravida ante vitae erat scelerisque scelerisque vel in massa. Praesent varius massa eu purus feugiat, non venenatis urna rhoncus. Pellentesque vehicula, tellus eu venenatis efficitur, libero eros lobortis justo, at ultricies lacus diam non libero. Sed metus nulla, consectetur in justo vitae, mollis maximus orci. Vestibulum dapibus ultrices leo, et facilisis odio molestie a. Phasellus facilisis vitae lorem quis viverra. Etiam imperdiet urna dolor, quis interdum ligula tristique id. Aliquam id dapibus enim.
Curabitur congue elit in magna tristique, sit amet porta quam viverra. Integer nec placerat libero. Praesent sem dolor, tristique eu augue non, ultricies mollis nibh. Fusce finibus, lorem sollicitudin eleifend gravida, eros quam tempus leo, ut iaculis libero ex vitae libero. Sed placerat fringilla accumsan. Nulla laoreet cursus justo nec elementum. Proin facilisis lobortis velit, a sollicitudin leo mollis eu. Aenean et leo est.
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@ -31,7 +31,7 @@ core;core_world_screen;★★☆☆;1.3;1.4;2015;2025;"Ramon Santamaria";@raysan
core;core_window_flags;★★★☆;3.5;3.5;2020;2025;"Ramon Santamaria";@raysan5
core;core_window_letterbox;★★☆☆;2.5;4.0;2019;2025;"Anata";@anatagawa
core;core_window_should_close;★☆☆☆;4.2;4.2;2013;2025;"Ramon Santamaria";@raysan5
core;core_monitor_change;★☆☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu
core;core_monitor_detector;★☆☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu
core;core_custom_logging;★★★☆;2.5;2.5;2018;2025;"Pablo Marcos Oltra";@pamarcos
core;core_drop_files;★★☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
core;core_random_values;★☆☆☆;1.1;1.1;2014;2025;"Ramon Santamaria";@raysan5
@ -47,6 +47,11 @@ core;core_high_dpi;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997
core;core_render_texture;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
core;core_input_actions;★★☆☆;5.5;5.6;2025;2025;"Jett";@JettMonstersGoBoom
core;core_directory_files;★☆☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
core;core_highdpi_testbed;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
core;core_screen_recording;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
core;core_clipboard_text;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
core;core_text_file_loading;★☆☆☆;5.5;5.6;0;0;"Aanjishnu Bhattacharyya";@NimComPoo-04
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
@ -60,6 +65,7 @@ shapes;shapes_following_eyes;★★☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@
shapes;shapes_easings_ball;★★☆☆;2.5;2.5;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_easings_box;★★☆☆;2.5;2.5;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_easings_rectangles;★★★☆;2.0;2.5;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_recursive_tree;★★★☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
shapes;shapes_ring_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
shapes;shapes_circle_sector_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
shapes;shapes_rounded_rectangle_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
@ -69,8 +75,15 @@ shapes;shapes_splines_drawing;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";
shapes;shapes_digital_clock;★★★★;5.5;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl
shapes;shapes_double_pendulum;★★☆☆;5.5;5.5;2025;2025;"JoeCheong";@Joecheong2006
shapes;shapes_dashed_line;★☆☆☆;5.5;5.5;2025;2025;"Luís Almeida";@luis605
shapes;shapes_triangle_strip;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
shapes;shapes_vector_angle;★★☆☆;1.0;5.0;2023;2025;"Ramon Santamaria";@raysan5
shapes;shapes_math_angle_rotation;★☆☆☆;5.5;5.6;0;0;"Kris";@krispy-snacc
shapes;shapes_pie_chart;★★★☆;5.5;5.6;2025;2025;"Gideon Serfontein";@GideonSerf
shapes;shapes_kaleidoscope;★★☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
shapes;shapes_clock_of_clocks;★★☆☆;5.5;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
shapes;shapes_math_sine_cosine;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
shapes;shapes_mouse_trail;★☆☆☆;5.6;5.6-dev;2025;2025;"Balamurugan R";@Bala050814
shapes;shapes_simple_particles;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
shapes;shapes_starfield_effect;★★☆☆;5.5;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
@ -107,10 +120,11 @@ text;text_input_box;★★☆☆;1.7;3.5;2017;2025;"Ramon Santamaria";@raysan5
text;text_writing_anim;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
text;text_rectangle_bounds;★★★★;2.5;4.0;2018;2025;"Vlad Adrian";@demizdor
text;text_unicode_emojis;★★★★;2.5;4.0;2019;2025;"Vlad Adrian";@demizdor
text;text_unicode_ranges;★★★★;5.5;5.6;2025;2025;"Vlad Adrian";@demizdor
text;text_unicode_ranges;★★★★;5.5;5.6;2025;2025;"Vadim Gunko";@GuvaCode
text;text_3d_drawing;★★★★;3.5;4.0;2021;2025;"Vlad Adrian";@demizdor
text;text_codepoints_loading;★★★☆;4.2;4.2;2022;2025;"Ramon Santamaria";@raysan5
text;text_inline_styling;★★★☆;5.6-dev;5.6-dev;2025;2025;"Wagner Barongello";@SultansOfCode
text;text_words_alignment;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
models;models_animation_playing;★★☆☆;2.5;3.5;2019;2025;"Culacant";@culacant
models;models_billboard_rendering;★★★☆;1.3;3.5;2015;2025;"Ramon Santamaria";@raysan5
models;models_box_collisions;★☆☆☆;1.3;3.5;2015;2025;"Ramon Santamaria";@raysan5
@ -135,7 +149,7 @@ models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Hold
models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
models;models_geometry_textures_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
models;models_rotating_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
shaders;shaders_ascii_rendering;★★☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu
shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
@ -148,6 +162,7 @@ shaders;shaders_texture_rendering;★★☆☆;2.0;3.7;2019;2025;"Michał Ciesie
shaders;shaders_texture_outline;★★★☆;4.0;4.0;2021;2025;"Serenity Skiff";@GoldenThumbs
shaders;shaders_texture_waves;★★☆☆;2.5;3.7;2019;2025;"Anata";@anatagawa
shaders;shaders_julia_set;★★★☆;2.5;4.0;2019;2025;"Josh Colclough";@joshcol9232
shaders;shaders_mandelbrot_set;★★★☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
shaders;shaders_eratosthenes_sieve;★★★☆;2.5;4.0;2019;2025;"ProfJski";@ProfJski
shaders;shaders_fog_rendering;★★★☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
shaders;shaders_simple_mask;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho

View File

@ -88,7 +88,7 @@ int main(void)
if (!voxels[x][y][z]) continue; // Skip empty voxels
// Build a bounding box for this voxel
Vector3 position = { x, y, z };
Vector3 position = { (float)x, (float)y, (float)z };
BoundingBox box = {
(Vector3){ position.x - 0.5f, position.y - 0.5f, position.z - 0.5f },
(Vector3){ position.x + 0.5f, position.y + 0.5f, position.z + 0.5f }
@ -126,7 +126,7 @@ int main(void)
{
if (!voxels[x][y][z]) continue;
Vector3 position = { x, y, z };
Vector3 position = { (float)x, (float)y, (float)z };
DrawModel(cubeModel, position, 1.0f, BEIGE);
DrawCubeWires(position, 1.0f, 1.0f, 1.0f, BLACK);
}

View File

@ -0,0 +1,538 @@
/*******************************************************************************************
*
* raylib [models] example - decals
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 5.6-dev
*
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
* Based on previous work by @mrdoob
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 JP Mortiboys (@themushroompirates) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include <string.h> // Required for: memcpy()
#undef FLT_MAX
#define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111
#define MAX_DECALS 256
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct MeshBuilder {
int vertexCount;
int vertexCapacity;
Vector3 *vertices;
Vector2 *uvs;
} MeshBuilder;
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]);
static void FreeMeshBuilder(MeshBuilder *mb);
static Mesh BuildMesh(MeshBuilder *mb);
static Mesh GenMeshDecal(Mesh inputMesh, Ray ray);
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [models] example - decals");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load character model
Model model = LoadModel("resources/models/obj/character.obj");
// Apply character skin
Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png");
SetTextureFilter(modelTexture, TEXTURE_FILTER_BILINEAR);
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture;
BoundingBox modelBBox = GetMeshBoundingBox(model.meshes[0]); // Get mesh bounding box
camera.target = Vector3Lerp(modelBBox.min, modelBBox.max, 0.5f);
camera.position = Vector3Scale(modelBBox.max, 1.0f);
camera.position.x *= 0.1f;
float modelSize = fminf(
fminf(fabsf(modelBBox.max.x - modelBBox.min.x), fabsf(modelBBox.max.y - modelBBox.min.y)),
fabsf(modelBBox.max.z - modelBBox.min.z));
camera.position = (Vector3){ 0.0f, modelBBox.max.y*1.2f, modelSize*3.0f };
float decalSize = modelSize*0.25f;
float decalOffset = 0.01f;
Model placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize));
placementCube.materials[0].maps[0].color = LIME;
Material decalMaterial = LoadMaterialDefault();
decalMaterial.maps[0].color = YELLOW;
Image decalImage = LoadImage("resources/raylib_logo.png");
ImageResizeNN(&decalImage, decalImage.width/4, decalImage.height/4);
Texture decalTexture = LoadTextureFromImage(decalImage);
UnloadImage(decalImage);
SetTextureFilter(decalTexture, TEXTURE_FILTER_BILINEAR);
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].texture = decalTexture;
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
// We're going to use these to build up our decal meshes
// They'll resize automatically as we go, we'll free them at the end
MeshBuilder meshBuilders[2] = { 0 };
bool showModel = true;
Model decalModels[MAX_DECALS] = { 0 };
int decalCount = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&camera, CAMERA_THIRD_PERSON);
if (IsKeyPressed(KEY_SPACE)) showModel = !showModel;
// Display information about closest hit
RayCollision collision = { 0 };
collision.distance = FLT_MAX;
collision.hit = false;
// Get mouse ray
Ray ray = GetScreenToWorldRay(GetMousePosition(), camera);
// Check ray collision against bounding box first, before trying the full ray-mesh test
RayCollision boxHitInfo = GetRayCollisionBox(ray, modelBBox);
if ((boxHitInfo.hit) && (decalCount < MAX_DECALS))
{
// Check ray collision against model meshes
RayCollision meshHitInfo = { 0 };
for (int m = 0; m < model.meshCount; m++)
{
// NOTE: We consider the model.transform for the collision check but
// it can be checked against any transform Matrix, used when checking against same
// model drawn multiple times with multiple transforms
meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], model.transform);
if (meshHitInfo.hit)
{
// Save the closest hit mesh
if (!collision.hit || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
}
}
if (meshHitInfo.hit) collision = meshHitInfo;
}
// Add decal to mesh on hit point
if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (decalCount < MAX_DECALS))
{
// Create the transformation to project the decal
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){ 0.0f, 1.0f, 0.0f });
// Spin the placement around a bit
splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD*((float)GetRandomValue(-180, 180))));
Matrix splatInv = MatrixInvert(splat);
// Reset the mesh builders
meshBuilders[0].vertexCount = 0;
meshBuilders[1].vertexCount = 0;
// We'll be flip-flopping between the two mesh builders
// Reading from one and writing to the other, then swapping
int mbIndex = 0;
// First pass, just get any triangle inside the bounding box (for each mesh of the model)
for (int meshIndex = 0; meshIndex < model.meshCount; meshIndex++)
{
Mesh mesh = model.meshes[meshIndex];
for (int tri = 0; tri < mesh.triangleCount; tri++)
{
Vector3 vertices[3] = { 0 };
// The way we calculate the vertices of the mesh triangle
// depend on whether the mesh vertices are indexed or not
if (mesh.indices == 0)
{
for (int v = 0; v < 3; v++)
{
vertices[v] = (Vector3){
mesh.vertices[3*3*tri + 3*v + 0],
mesh.vertices[3*3*tri + 3*v + 1],
mesh.vertices[3*3*tri + 3*v + 2]
};
}
}
else
{
for (int v = 0; v < 3; v++)
{
vertices[v] = (Vector3){
mesh.vertices[ 3*mesh.indices[3*tri+0] + v],
mesh.vertices[ 3*mesh.indices[3*tri+1] + v],
mesh.vertices[ 3*mesh.indices[3*tri+2] + v]
};
}
}
// Transform all 3 vertices of the triangle
// and check if they are inside our decal box
int insideCount = 0;
for (int i = 0; i < 3; i++)
{
// To splat space
Vector3 v = Vector3Transform(vertices[i], splat);
if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++;
// We need to keep the transformed vertex
vertices[i] = v;
}
// If any of them are inside, we add the triangle - we'll clip it later
if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices);
}
}
// Clipping time! We need to clip against all 6 directions
Vector3 planes[6] = {
{ 1, 0, 0 },
{ -1, 0, 0 },
{ 0, 1, 0 },
{ 0, -1, 0 },
{ 0, 0, 1 },
{ 0, 0, -1 }
};
for (int face = 0; face < 6; face++)
{
// Swap current model builder (so we read from the one we just wrote to)
mbIndex = 1 - mbIndex;
MeshBuilder *inMesh = &meshBuilders[1 - mbIndex];
MeshBuilder *outMesh = &meshBuilders[mbIndex];
// Reset write builder
outMesh->vertexCount = 0;
float s = 0.5f*decalSize;
for (int i = 0; i < inMesh->vertexCount; i += 3)
{
Vector3 nV1, nV2, nV3, nV4;
float d1 = Vector3DotProduct(inMesh->vertices[ i + 0 ], planes[face] ) - s;
float d2 = Vector3DotProduct(inMesh->vertices[ i + 1 ], planes[face] ) - s;
float d3 = Vector3DotProduct(inMesh->vertices[ i + 2 ], planes[face] ) - s;
int v1Out = (d1 > 0);
int v2Out = (d2 > 0);
int v3Out = (d3 > 0);
// Calculate, how many vertices of the face lie outside of the clipping plane
int total = v1Out + v2Out + v3Out;
switch (total)
{
case 0:
{
// The entire face lies inside of the plane, no clipping needed
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){inMesh->vertices[i], inMesh->vertices[i+1], inMesh->vertices[i+2]});
} break;
case 1:
{
// One vertex lies outside of the plane, perform clipping
if (v1Out)
{
nV1 = inMesh->vertices[i + 1];
nV2 = inMesh->vertices[i + 2];
nV3 = ClipSegment(inMesh->vertices[i], nV1, planes[face], s);
nV4 = ClipSegment(inMesh->vertices[i], nV2, planes[face], s);
}
if (v2Out)
{
nV1 = inMesh->vertices[i];
nV2 = inMesh->vertices[i + 2];
nV3 = ClipSegment(inMesh->vertices[i + 1], nV1, planes[face], s);
nV4 = ClipSegment(inMesh->vertices[i + 1], nV2, planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV3, nV2, nV1});
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV2, nV3, nV4});
break;
}
if (v3Out)
{
nV1 = inMesh->vertices[i];
nV2 = inMesh->vertices[i + 1];
nV3 = ClipSegment(inMesh->vertices[i + 2], nV1, planes[face], s);
nV4 = ClipSegment(inMesh->vertices[i + 2], nV2, planes[face], s);
}
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV4, nV3, nV2});
} break;
case 2:
{
// Two vertices lies outside of the plane, perform clipping
if (!v1Out)
{
nV1 = inMesh->vertices[i];
nV2 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
nV3 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
}
if (!v2Out)
{
nV1 = inMesh->vertices[i + 1];
nV2 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
nV3 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
}
if (!v3Out)
{
nV1 = inMesh->vertices[i + 2];
nV2 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
nV3 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
}
} break;
case 3: // The entire face lies outside of the plane, so let's discard the corresponding vertices
default: break;
}
}
}
// Now we just need to re-transform the vertices
MeshBuilder *theMesh = &meshBuilders[mbIndex];
// Allocate room for UVs
if (theMesh->vertexCount > 0)
{
theMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2)*theMesh->vertexCount);
for (int i = 0; i < theMesh->vertexCount; i++)
{
// Calculate the UVs based on the projected coords
// They are clipped to (-decalSize .. decalSize) and we want them (0..1)
theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f);
theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f);
// From splat space to world space
theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], splatInv);
// Tiny nudge in the normal direction so it renders properly over the mesh
theMesh->vertices[i] = Vector3Add(theMesh->vertices[i], Vector3Scale(collision.normal, decalOffset));
}
// Decal model data ready, create it and add it
int decalIndex = decalCount++;
decalModels[decalIndex] = LoadModelFromMesh(BuildMesh(theMesh));
decalModels[decalIndex].materials[0] = decalMaterial;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Draw the model at the origin and default scale
if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
// Draw the decal models
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
// If we hit the mesh, draw the box for the decal
if (collision.hit)
{
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0});
placementCube.transform = MatrixInvert(splat);
DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f));
}
DrawGrid(10, 10.0f);
EndMode3D();
float yPos = 10;
float x0 = GetScreenWidth() - 300;
float x1 = x0 + 100;
float x2 = x1 + 100;
DrawText("Vertices", x1, yPos, 10, LIME);
DrawText("Triangles", x2, yPos, 10, LIME);
yPos += 15;
int vertexCount = 0;
int triangleCount = 0;
for (int i = 0; i < model.meshCount; i++)
{
vertexCount += model.meshes[i].vertexCount;
triangleCount += model.meshes[i].triangleCount;
}
DrawText("Main model", x0, yPos, 10, LIME);
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
yPos += 15;
for (int i = 0; i < decalCount; i++)
{
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
vertexCount += decalModels[i].meshes[0].vertexCount;
triangleCount += decalModels[i].meshes[0].triangleCount;
yPos += 15;
}
DrawText("TOTAL", x0, yPos, 10, LIME);
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
yPos += 15;
DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model);
UnloadTexture(modelTexture);
// TODO: WARNING: This line crashes program on closing
//for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
UnloadTexture(decalTexture);
FreeMeshBuilder(&meshBuilders[0]);
FreeMeshBuilder(&meshBuilders[1]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Add triangles to mesh builder (dynamic array manager)
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3])
{
// Reallocate and copy if we need to
if (mb->vertexCapacity <= (mb->vertexCount + 3))
{
int newVertexCapacity = (1 + (mb->vertexCapacity/256))*256;
Vector3 *newVertices = (Vector3 *)MemAlloc(newVertexCapacity*sizeof(Vector3));
if (mb->vertexCapacity > 0)
{
memcpy(newVertices, mb->vertices, mb->vertexCount*sizeof(Vector3));
MemFree(mb->vertices);
}
mb->vertices = newVertices;
mb->vertexCapacity = newVertexCapacity;
}
// Add 3 vertices
int index = mb->vertexCount;
mb->vertexCount += 3;
for (int i = 0; i < 3; i++) mb->vertices[index+i] = vertices[i];
}
// Free mesh builder
static void FreeMeshBuilder(MeshBuilder *mb)
{
MemFree(mb->vertices);
if (mb->uvs) MemFree(mb->uvs);
*mb = (MeshBuilder){ 0 };
}
// Build a Mesh from MeshBuilder data
static Mesh BuildMesh(MeshBuilder *mb)
{
Mesh outMesh = { 0 };
outMesh.vertexCount = mb->vertexCount;
outMesh.triangleCount = mb->vertexCount/3;
outMesh.vertices = MemAlloc(outMesh.vertexCount*3*sizeof(float));
if (mb->uvs) outMesh.texcoords = MemAlloc(outMesh.vertexCount*2*sizeof(float));
for (int i = 0; i < mb->vertexCount; i++)
{
outMesh.vertices[3*i+0] = mb->vertices[i].x;
outMesh.vertices[3*i+1] = mb->vertices[i].y;
outMesh.vertices[3*i+2] = mb->vertices[i].z;
if (mb->uvs)
{
outMesh.texcoords[2*i+0] = mb->uvs[i].x;
outMesh.texcoords[2*i+1] = mb->uvs[i].y;
}
}
UploadMesh(&outMesh, false);
return outMesh;
}
// Clip segment
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
{
float d0 = Vector3DotProduct(v0, p) - s;
float d1 = Vector3DotProduct(v1, p) - s;
float s0 = d0/(d0 - d1);
Vector3 position = Vector3Lerp(v0, v1, s0);
return position;
}

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [models] example - geometry textures cube
* raylib [models] example - rotating cube
*
* Example complexity rating: [] 1/4
*
@ -27,11 +27,11 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometry textures cube");
InitWindow(screenWidth, screenHeight, "raylib [models] example - rotating cube");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 0.0f, 0.0f, 4.0f };
camera.position = (Vector3){ 0.0f, 3.0f, 3.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
@ -40,7 +40,7 @@ int main(void)
// Load image to create texture for the cube
Model model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
Image img = LoadImage("resources/cubicmap_atlas.png");
Image crop = ImageFromImage(img, (Rectangle){0, img.height/2, img.width/2, img.height/2});
Image crop = ImageFromImage(img, (Rectangle){0, img.height/2.0f, img.width/2.0f, img.height/2.0f});
Texture2D texture = LoadTextureFromImage(crop);
UnloadImage(img);
UnloadImage(crop);
@ -58,6 +58,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
rotation += 1.0f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
@ -67,7 +68,11 @@ int main(void)
BeginMode3D(camera);
DrawModelEx(model, (Vector3){0,0,0}, (Vector3){0.5f,1,0}, rotation, (Vector3){1,1,1}, WHITE);
// Draw model defining: position, size, rotation-axis, rotation (degrees), size, and tint-color
DrawModelEx(model, (Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.5f, 1.0f, 0.0f },
rotation, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
DrawGrid(10, 1.0f);
EndMode3D();
@ -81,6 +86,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@ -65,7 +65,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
rotation = DEG2RAD*45.0f*GetTime();
rotation = DEG2RAD*45.0f*(float)GetTime();
for (int i = 0; i < 16; i++)
{

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@ -0,0 +1,12 @@
# Blender MTL File: 'None'
# Material Count: 1
newmtl skin
Ns 86.470579
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 0.000000
illum 9

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@ -59,7 +59,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [others] example - compute shader");
const Vector2 resolution = { screenWidth, screenHeight };
const Vector2 resolution = { (float)screenWidth, (float)screenHeight };
unsigned int brushSize = 8;
// Game of Life logic compute shader

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#version 100
#define PI 3.1415926535897932384626433832795
precision highp float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// For example, on RasperryPi for this examply only supports up to 60
uniform int maxIterations; // Max iterations per pixel
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
const float max2 = max*max; // Square of max to avoid computing square root
// WebGL shaders for loop iteration limit only const
const int maxIterationsLimit = 20000;
void main()
{
// The pixel coordinates are scaled so they are on the mandelbrot scale
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
c.x += offset.x;
c.y += offset.y;
float a = 0.0;
float b = 0.0;
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
for (int iter = 0; iter < maxIterationsLimit; ++iter)
{
float aa = a*a;
float bb = b*b;
if (iter >= maxIterations)
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
if (aa + bb > max2)
{
float normR = float(iter - (iter/55)*55)/55.0;
float normG = float(iter - (iter/69)*69)/69.0;
float normB = float(iter - (iter/40)*40)/40.0;
gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
return;
}
float twoab = 2.0*a*b;
a = aa - bb + c.x;
b = twoab + c.y;
}
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}

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@ -0,0 +1,59 @@
#version 120
#define PI 3.1415926535897932384626433832795
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// For example, on RasperryPi for this examply only supports up to 60
uniform int maxIterations; // Max iterations per pixel
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
const float max2 = max*max; // Square of max to avoid computing square root
void main()
{
// The pixel coordinates are scaled so they are on the mandelbrot scale
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
c.x += offset.x;
c.y += offset.y;
float a = 0.0;
float b = 0.0;
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
int iter = 0;
while (iter < maxIterations)
{
float aa = a*a;
float bb = b*b;
if (aa + bb > max2)
break;
float twoab = 2.0*a*b;
a = aa - bb + c.x;
b = twoab + c.y;
++iter;
}
if (iter >= maxIterations)
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
float normR = float(iter - (iter/55)*55)/55.0;
float normG = float(iter - (iter/69)*69)/69.0;
float normB = float(iter - (iter/40)*40)/40.0;
gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
}
}

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@ -0,0 +1,58 @@
#version 330
#define PI 3.1415926535897932384626433832795
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
uniform int maxIterations; // Max iterations per pixel
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
const float max2 = max*max; // Square of max to avoid computing square root
void main()
{
// The pixel coordinates are scaled so they are on the mandelbrot scale
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
c.x += offset.x;
c.y += offset.y;
float a = 0.0;
float b = 0.0;
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
int iter = 0;
for (iter = 0; iter < maxIterations; ++iter)
{
float aa = a*a;
float bb = b*b;
if (aa + bb > max2)
break;
float twoab = 2.0*a*b;
a = aa - bb + c.x;
b = twoab + c.y;
}
if (iter >= maxIterations)
{
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
float normR = float(iter%55)/55.0;
float normG = float(iter%69)/69.0;
float normB = float(iter%40)/40.0;
finalColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
}
}

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@ -252,7 +252,11 @@ int main()
// Draw spheres to show the lights positions
for (int i = 0; i < MAX_LIGHTS; i++)
{
Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
Color lightColor = (Color){
(unsigned char)(lights[i].color[0]*255),
(unsigned char)(lights[i].color[1] * 255),
(unsigned char)(lights[i].color[2] * 255),
(unsigned char)(lights[i].color[3] * 255) };
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));

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@ -102,7 +102,7 @@ int main(void)
BeginBlendMode(BLEND_ADDITIVE);
DrawTexturePro(
light,
(Rectangle){ 0, 0, light.width, light.height },
(Rectangle){ 0, 0, (float)light.width, (float)light.height },
(Rectangle){ 0, 0, 20, 20 },
(Vector2){ 10.0, 10.0 },
0.0,
@ -110,7 +110,7 @@ int main(void)
);
DrawTexturePro(
light,
(Rectangle){ 0, 0, light.width, light.height },
(Rectangle){ 0, 0, (float)light.width, (float)light.height },
(Rectangle){ 8, 4, 20, 20 },
(Vector2){ 10.0, 10.0 },
0.0,
@ -118,7 +118,7 @@ int main(void)
);
DrawTexturePro(
light,
(Rectangle){ 0, 0, light.width, light.height },
(Rectangle){ 0, 0, (float)light.width, (float)light.height },
(Rectangle){ 8, 8, 10, 10 },
(Vector2){ 5.0, 5.0 },
0.0,
@ -152,7 +152,7 @@ int main(void)
DrawTexturePro(
lightmap.texture,
(Rectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE },
(Rectangle){ GetRenderWidth() - MAP_SIZE*8 - 10, 10, MAP_SIZE*8, MAP_SIZE*8 },
(Rectangle){ (float)GetRenderWidth() - MAP_SIZE*8 - 10, 10, (float)MAP_SIZE*8, (float)MAP_SIZE*8 },
(Vector2){ 0.0, 0.0 },
0.0,
WHITE);

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/*******************************************************************************************
*
* raylib [shaders] example - mandelbrot set
*
* Example complexity rating: [] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jordi Santonja (@JordSant)
* Based on previous work by Josh Colclough (@joshcol9232)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jordi Santonja (@JordSant)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
// A few good interesting places
const float pointsOfInterest[6][3] =
{
{ -1.76826775f, -0.00422996283f, 28435.9238f },
{ 0.322004497f, -0.0357099883f, 56499.7266f },
{ -0.748880744f, -0.0562955774f, 9237.59082f },
{ -1.78385007f, -0.0156200649f, 14599.5283f },
{ -0.0985441282f, -0.924688697f, 26259.8535f },
{ 0.317785531f, -0.0322612226f, 29297.9258f },
};
const int screenWidth = 800;
const int screenHeight = 450;
const float zoomSpeed = 1.01f;
const float offsetSpeedMul = 2.0f;
const float startingZoom = 0.6f;
const float startingOffset[2] = { -0.5f, 0.0f };
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mandelbrot set");
// Load mandelbrot set shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mandelbrot_set.fs", GLSL_VERSION));
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
// Offset and zoom to draw the mandelbrot set at. (centered on screen and default size)
float offset[2] = { startingOffset[0], startingOffset[1] };
float zoom = startingZoom;
// Depending on the zoom the mximum number of iterations must be adapted to get more detail as we zzoom in
// The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys
#if defined(PLATFORM_DESKTOP)
int maxIterations = 333;
float maxIterationsMultiplier = 166.5f;
#else
int maxIterations = 43;
float maxIterationsMultiplier = 22.0f;
#endif
// Get variable (uniform) locations on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
int zoomLoc = GetShaderLocation(shader, "zoom");
int offsetLoc = GetShaderLocation(shader, "offset");
int maxIterationsLoc = GetShaderLocation(shader, "maxIterations");
// Upload the shader uniform values!
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
bool showControls = true; // Show controls
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
bool updateShader = false;
// Press [1 - 6] to reset c to a point of interest
if (IsKeyPressed(KEY_ONE) ||
IsKeyPressed(KEY_TWO) ||
IsKeyPressed(KEY_THREE) ||
IsKeyPressed(KEY_FOUR) ||
IsKeyPressed(KEY_FIVE) ||
IsKeyPressed(KEY_SIX))
{
int interestIndex = 0;
if (IsKeyPressed(KEY_ONE)) interestIndex = 0;
else if (IsKeyPressed(KEY_TWO)) interestIndex = 1;
else if (IsKeyPressed(KEY_THREE)) interestIndex = 2;
else if (IsKeyPressed(KEY_FOUR)) interestIndex = 3;
else if (IsKeyPressed(KEY_FIVE)) interestIndex = 4;
else if (IsKeyPressed(KEY_SIX)) interestIndex = 5;
offset[0] = pointsOfInterest[interestIndex][0];
offset[1] = pointsOfInterest[interestIndex][1];
zoom = pointsOfInterest[interestIndex][2];
updateShader = true;
}
// If "R" is pressed, reset zoom and offset
if (IsKeyPressed(KEY_R))
{
offset[0] = startingOffset[0];
offset[1] = startingOffset[1];
zoom = startingZoom;
updateShader = true;
}
if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
// Change number of max iterations with UP and DOWN keys
// WARNING: Increasing the number of max iterations greatly impacts performance
if (IsKeyPressed(KEY_UP))
{
maxIterationsMultiplier *= 1.4f;
updateShader = true;
}
else if (IsKeyPressed(KEY_DOWN))
{
maxIterationsMultiplier /= 1.4f;
updateShader = true;
}
// If either left or right button is pressed, zoom in/out
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : (1.0f/zoomSpeed);
const Vector2 mousePos = GetMousePosition();
Vector2 offsetVelocity;
// Find the velocity at which to change the camera. Take the distance of the mouse
// From the center of the screen as the direction, and adjust magnitude based on the current zoom
offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;
// Apply move velocity to camera
offset[0] += GetFrameTime()*offsetVelocity.x;
offset[1] += GetFrameTime()*offsetVelocity.y;
updateShader = true;
}
// In case a parameter has been changed, update the shader values
if (updateShader)
{
// As we zoom in, increase the number of max iterations to get more detail
// Aproximate formula, but it works-ish
maxIterations = (int)(sqrtf(2.0f*sqrtf(fabsf(1.0f - sqrtf(37.5f*zoom))))*maxIterationsMultiplier);
// Update the shader uniform values!
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Using a render texture to draw Mandelbrot set
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// So shader can not be applied here directly because input vertexTexCoord
// Do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode();
BeginDrawing();
ClearBackground(BLACK); // Clear screen background
// Draw the saved texture and rendered mandelbrot set with shader
// NOTE: We do not invert texture on Y, already considered inside shader
BeginShaderMode(shader);
// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
// When rendering the RenderTexture2D to fit in the HighDPI scaled Window
DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, WHITE);
EndShaderMode();
if (showControls)
{
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);
DrawText("Press F1 to toggle these controls", 10, 30, 10, RAYWHITE);
DrawText("Press [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
DrawText("Press UP | DOWN to change number of iterations", 10, 60, 10, RAYWHITE);
DrawText("Press R to recenter the camera", 10, 75, 10, RAYWHITE);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -113,7 +113,7 @@ int main(void)
if (IsKeyPressed(KEY_N)) useNormalMap = !useNormalMap;
// Spin plane model at a constant rate
plane.transform = MatrixRotateY(GetTime()*0.5f);
plane.transform = MatrixRotateY((float)GetTime()*0.5f);
// Update shader values
float lightPos[3] = {lightPosition.x, lightPosition.y, lightPosition.z};

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@ -68,8 +68,8 @@ int main(void)
// Draw circle to bullet texture, then draw bullet using DrawTexture()
// NOTE: This is done to improve the performance, since DrawCircle() is very slow
BeginTextureMode(bulletTexture);
DrawCircle(12, 12, bulletRadius, WHITE);
DrawCircleLines(12, 12, bulletRadius, BLACK);
DrawCircle(12, 12, (float)bulletRadius, WHITE);
DrawCircleLines(12, 12, (float)bulletRadius, BLACK);
EndTextureMode();
bool drawInPerformanceMode = true; // Switch between DrawCircle() and DrawTexture()
@ -192,8 +192,8 @@ int main(void)
if (!bullets[i].disabled)
{
DrawTexture(bulletTexture.texture,
bullets[i].position.x - bulletTexture.texture.width*0.5f,
bullets[i].position.y - bulletTexture.texture.height*0.5f,
(int)(bullets[i].position.x - bulletTexture.texture.width*0.5f),
(int)(bullets[i].position.y - bulletTexture.texture.height*0.5f),
bullets[i].color);
}
}
@ -206,8 +206,8 @@ int main(void)
// Do not draw disabled bullets (out of screen)
if (!bullets[i].disabled)
{
DrawCircleV(bullets[i].position, bulletRadius, bullets[i].color);
DrawCircleLinesV(bullets[i].position, bulletRadius, BLACK);
DrawCircleV(bullets[i].position, (float)bulletRadius, bullets[i].color);
DrawCircleLinesV(bullets[i].position, (float)bulletRadius, BLACK);
}
}
}

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@ -0,0 +1,230 @@
/*******************************************************************************************
*
* raylib [shapes] example - clock of clocks
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
*
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 JP Mortiboys (@themushroompirates)
*
********************************************************************************************/
#if defined(WIN32)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "raylib.h"
#include "raymath.h" // Required for: Lerp()
#include <time.h> // Required for: time(), localtime()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - clock of clocks");
const Color bgColor = ColorLerp(DARKBLUE, BLACK, 0.75f);
const Color handsColor = ColorLerp(YELLOW, RAYWHITE, .25f);
const float clockFaceSize = 24;
const float clockFaceSpacing = 8.0f;
const float sectionSpacing = 16.0f;
const Vector2 TL = (Vector2){ 0.0f, 90.0f }; // Top-left corner
const Vector2 TR = (Vector2){ 90.0f, 180.0f }; // Top-right corner
const Vector2 BR = (Vector2){ 180.0f, 270.0f }; // Bottom-right corner
const Vector2 BL = (Vector2){ 0.0f, 270.0f }; // Bottom-left corner
const Vector2 HH = (Vector2){ 0.0f, 180.0f }; // Horizontal line
const Vector2 VV = (Vector2){ 90.0f, 270.0f }; // Vertical line
const Vector2 ZZ = (Vector2){ 135.0f, 135.0f }; // Not relevant
const Vector2 digitAngles[10][24] = {
/* 0 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,VV,VV,VV,/* */ VV,VV,VV,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR },
/* 1 */ { TL,HH,TR,ZZ, /* */ BL,TR,VV,ZZ,/* */ ZZ,VV,VV,ZZ,/* */ ZZ,VV,VV,ZZ,/* */ TL,BR,BL,TR,/* */ BL,HH,HH,BR },
/* 2 */ { TL,HH,HH,TR, /* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ VV,TL,HH,BR,/* */ VV,BL,HH,TR,/* */ BL,HH,HH,BR },
/* 3 */ { TL,HH,HH,TR, /* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,HH,BR },
/* 4 */ { TL,TR,TL,TR, /* */ VV,VV,VV,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,TR,VV,/* */ ZZ,ZZ,VV,VV,/* */ ZZ,ZZ,BL,BR },
/* 5 */ { TL,HH,HH,TR, /* */ VV,TL,HH,BR,/* */ VV,BL,HH,TR,/* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,HH,BR },
/* 6 */ { TL,HH,HH,TR, /* */ VV,TL,HH,BR,/* */ VV,BL,HH,TR,/* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR },
/* 7 */ { TL,HH,HH,TR, /* */ BL,HH,TR,VV,/* */ ZZ,ZZ,VV,VV,/* */ ZZ,ZZ,VV,VV,/* */ ZZ,ZZ,VV,VV,/* */ ZZ,ZZ,BL,BR },
/* 8 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR },
/* 9 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,HH,BR },
};
// Time for the hands to move to the new position (in seconds); this must be <1s
const float handsMoveDuration = .5f;
// We store the previous seconds value so we can see if the time has changed
int prevSeconds = -1;
// This represents the real position where the hands are right now
Vector2 currentAngles[6][24] = { 0 };
// This is the position where the hands were moving from
Vector2 srcAngles[6][24] = { 0 };
// This is the position where the hands are moving to
Vector2 dstAngles[6][24] = { 0 };
// Current animation timer
float handsMoveTimer = 0.0f;
// 12 or 24 hour mode
int hourMode = 24;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Get the current time
time_t rawtime;
struct tm *timeinfo;
time(&rawtime);
timeinfo = localtime(&rawtime);
if (timeinfo->tm_sec != prevSeconds) {
// The time has changed, so we need to move the hands to the new positions
prevSeconds = timeinfo->tm_sec;
// Format the current time so we can access the individual digits
const char *clockDigits = TextFormat("%02d%02d%02d", timeinfo->tm_hour % hourMode, timeinfo->tm_min, timeinfo->tm_sec);
// Fetch where we want all the hands to be
for (int digit = 0; digit < 6; digit++) {
for (int cell = 0; cell < 24; cell++) {
srcAngles[digit][cell] = currentAngles[digit][cell];
dstAngles[digit][cell] = digitAngles[ clockDigits[digit] - '0' ][cell];
// Quick exception for 12h mode
if (digit == 0 && hourMode == 12 && clockDigits[0] == '0') {
dstAngles[digit][cell] = ZZ;
}
if (srcAngles[digit][cell].x > dstAngles[digit][cell].x) {
srcAngles[digit][cell].x -= 360.0f;
}
if (srcAngles[digit][cell].y > dstAngles[digit][cell].y) {
srcAngles[digit][cell].y -= 360.0f;
}
}
}
// Reset the timer
handsMoveTimer = -GetFrameTime();
}
// Now let's animate all the hands if we need to
if (handsMoveTimer < handsMoveDuration) {
// Increase the timer but don't go above the maximum
handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration);
// Calculate the % completion of the animation
float t = handsMoveTimer / handsMoveDuration;
// A little cheeky smoothstep
t = t * t * (3.0f - 2.0f * t);
for (int digit = 0; digit < 6; digit++) {
for (int cell = 0; cell < 24; cell++) {
currentAngles[digit][cell].x = Lerp(srcAngles[digit][cell].x, dstAngles[digit][cell].x, t);
currentAngles[digit][cell].y = Lerp(srcAngles[digit][cell].y, dstAngles[digit][cell].y, t);
}
}
if (handsMoveTimer == handsMoveDuration) {
// The animation has now finished
}
}
// Handle input
// Toggle between 12 and 24 hour mode with space
if (IsKeyPressed(KEY_SPACE)) {
hourMode = 36 - hourMode;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(bgColor);
DrawText(TextFormat("%d-h mode, space to change", hourMode), 10, 30, 20, RAYWHITE);
float xOffset = 4.0f;
for (int digit = 0; digit < 6; digit++) {
for (int row = 0; row < 6; row++) {
for (int col = 0; col < 4; col++) {
Vector2 centre = (Vector2){
xOffset + col*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f,
100 + row*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f
};
DrawRing(centre, clockFaceSize * 0.5f - 2.0f, clockFaceSize * 0.5f, 0, 360, 24, DARKGRAY);
// Big hand
DrawRectanglePro(
(Rectangle){centre.x, centre.y, clockFaceSize*.5f+4.0f, 4.0f},
(Vector2){ 2.0f, 2.0f },
currentAngles[digit][row*4+col].x,
handsColor
);
// Little hand
DrawRectanglePro(
(Rectangle){centre.x, centre.y, clockFaceSize*.5f+2.0f, 4.0f},
(Vector2){ 2.0f, 2.0f },
currentAngles[digit][row*4+col].y,
handsColor
);
}
}
xOffset += (clockFaceSize+clockFaceSpacing) * 4;
if (digit % 2 == 1) {
DrawRing((Vector2){xOffset + 4.0f, 160.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
DrawRing((Vector2){xOffset + 4.0f, 225.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
xOffset += sectionSpacing;
}
}
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -68,7 +68,7 @@ int main(void)
ClearBackground(RAYWHITE);
// Draw the dashed line with the current properties
DrawLineDashed(lineStartPosition, lineEndPosition, dashLength, blankLength, lineColors[colorIndex]);
DrawLineDashed(lineStartPosition, lineEndPosition, (int)dashLength, (int)blankLength, lineColors[colorIndex]);
// Draw UI and Instructions
DrawRectangle(5, 5, 265, 95, Fade(SKYBLUE, 0.5f));

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@ -15,6 +15,8 @@
*
********************************************************************************************/
#define _CRT_SECURE_NO_WARNINGS // Disable some Visual Studio warnings
#include "raylib.h"
#include <math.h> // Required for: cosf(), sinf()
@ -158,7 +160,7 @@ static void UpdateClock(Clock *clock)
clock->minute.value = timeinfo->tm_min;
clock->hour.value = timeinfo->tm_hour;
clock->hour.angle = (timeinfo->tm_hour%12)*180.0/6.0f;
clock->hour.angle = (timeinfo->tm_hour%12)*180.0f/6.0f;
clock->hour.angle += (timeinfo->tm_min%60)*30/60.0f;
clock->hour.angle -= 90;
@ -175,8 +177,8 @@ static void UpdateClock(Clock *clock)
static void DrawClockAnalog(Clock clock, Vector2 position)
{
// Draw clock base
DrawCircleV(position, clock.second.length + 40, LIGHTGRAY);
DrawCircleV(position, 12, GRAY);
DrawCircleV(position, clock.second.length + 40.0f, LIGHTGRAY);
DrawCircleV(position, 12.0f, GRAY);
// Draw clock minutes/seconds lines
for (int i = 0; i < 60; i++)
@ -192,15 +194,15 @@ static void DrawClockAnalog(Clock clock, Vector2 position)
}
// Draw hand seconds
DrawRectanglePro((Rectangle){ position.x, position.y, clock.second.length, clock.second.thickness },
DrawRectanglePro((Rectangle){ position.x, position.y, (float)clock.second.length, (float)clock.second.thickness },
(Vector2){ 0.0f, clock.second.thickness/2.0f }, clock.second.angle, clock.second.color);
// Draw hand minutes
DrawRectanglePro((Rectangle){ position.x, position.y, clock.minute.length, clock.minute.thickness },
DrawRectanglePro((Rectangle){ position.x, position.y, (float)clock.minute.length, (float)clock.minute.thickness },
(Vector2){ 0.0f, clock.minute.thickness/2.0f }, clock.minute.angle, clock.minute.color);
// Draw hand hours
DrawRectanglePro((Rectangle){ position.x, position.y, clock.hour.length, clock.hour.thickness },
DrawRectanglePro((Rectangle){ position.x, position.y, (float)clock.hour.length, (float)clock.hour.thickness },
(Vector2){ 0.0f, clock.hour.thickness/2.0f }, clock.hour.angle, clock.hour.color);
}
@ -212,14 +214,14 @@ static void DrawClockDigital(Clock clock, Vector2 position)
DrawDisplayValue((Vector2){ position.x, position.y }, clock.hour.value/10, RED, Fade(LIGHTGRAY, 0.3f));
DrawDisplayValue((Vector2){ position.x + 120, position.y }, clock.hour.value%10, RED, Fade(LIGHTGRAY, 0.3f));
DrawCircle(position.x + 240, position.y + 70, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
DrawCircle(position.x + 240, position.y + 150, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
DrawCircle((int)position.x + 240, (int)position.y + 70, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
DrawCircle((int)position.x + 240, (int)position.y + 150, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
DrawDisplayValue((Vector2){ position.x + 260, position.y }, clock.minute.value/10, RED, Fade(LIGHTGRAY, 0.3f));
DrawDisplayValue((Vector2){ position.x + 380, position.y }, clock.minute.value%10, RED, Fade(LIGHTGRAY, 0.3f));
DrawCircle(position.x + 500, position.y + 70, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
DrawCircle(position.x + 500, position.y + 150, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
DrawCircle((int)position.x + 500, (int)position.y + 70, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
DrawCircle((int)position.x + 500, (int)position.y + 150, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
DrawDisplayValue((Vector2){ position.x + 520, position.y }, clock.second.value/10, RED, Fade(LIGHTGRAY, 0.3f));
DrawDisplayValue((Vector2){ position.x + 640, position.y }, clock.second.value%10, RED, Fade(LIGHTGRAY, 0.3f));

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@ -21,7 +21,7 @@
// Constant for Simulation
#define SIMULATION_STEPS 30
#define G 9.81
#define G 9.81f
//----------------------------------------------------------------------------------
// Module Functions Declaration
@ -43,9 +43,9 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
// Simulation Paramters
float l1 = 15, m1 = 0.2, theta1 = DEG2RAD*170, w1 = 0;
float l2 = 15, m2 = 0.1, theta2 = DEG2RAD*0, w2 = 0;
float lengthScaler = 0.1;
float l1 = 15.0f, m1 = 0.2f, theta1 = DEG2RAD*170, w1 = 0;
float l2 = 15.0f, m2 = 0.1f, theta2 = DEG2RAD*0, w2 = 0;
float lengthScaler = 0.1f;
float totalM = m1 + m2;
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
@ -57,8 +57,8 @@ int main(void)
float L2 = l2*lengthScaler;
// Draw parameters
int lineThick = 20, trailThick = 2;
float fateAlpha = 0.01;
float lineThick = 20, trailThick = 2;
float fateAlpha = 0.01f;
// Create framebuffer
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
@ -129,15 +129,15 @@ int main(void)
ClearBackground(BLACK);
// Draw trails texture
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
// Draw double pendulum
DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10*l1, lineThick },
(Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta1, RAYWHITE);
DrawRectanglePro((Rectangle){ screenWidth/2.0f, screenHeight/2.0f - 100, 10*l1, lineThick },
(Vector2){0, lineThick*0.5f}, 90 - RAD2DEG*theta1, RAYWHITE);
Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10*l2, lineThick },
(Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta2, RAYWHITE);
DrawRectanglePro((Rectangle){ screenWidth/2.0f + endpoint1.x, screenHeight/2.0f - 100 + endpoint1.y, 10*l2, lineThick },
(Vector2){0, lineThick*0.5f}, 90 - RAD2DEG*theta2, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
@ -159,7 +159,7 @@ int main(void)
// Calculate pendulum end point
static Vector2 CalculatePendulumEndPoint(float l, float theta)
{
return (Vector2){ 10*l*sin(theta), 10*l*cos(theta) };
return (Vector2){ 10*l*sinf(theta), 10*l*cosf(theta) };
}
// Calculate double pendulum end point

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@ -0,0 +1,92 @@
/*******************************************************************************************
*
* raylib [shapes] example - kaleidoscope
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Hugo ARNAL (@hugoarnal) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Hugo ARNAL (@hugoarnal)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - kaleidoscope");
int symmetry = 6;
float angle = 360.0f/(float)symmetry;
float thickness = 3.0f;
Vector2 prevMousePos = { 0 };
SetTargetFPS(60);
ClearBackground(BLACK);
Vector2 offset = { (float)screenWidth/2.0f, (float)screenHeight/2.0f };
Camera2D camera = { 0 };
camera.target = (Vector2){ 0 };
camera.offset = offset;
camera.rotation = 0.0f;
camera.zoom = 1.0f;
Vector2 scaleVector = { 1.0f, -1.0f };
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Vector2 mousePos = GetMousePosition();
Vector2 lineStart = Vector2Subtract(mousePos, offset);
Vector2 lineEnd = Vector2Subtract(prevMousePos, offset);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
BeginMode2D(camera);
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) {
for (int i = 0; i < symmetry; i++) {
lineStart = Vector2Rotate(lineStart, angle*DEG2RAD);
lineEnd = Vector2Rotate(lineEnd, angle*DEG2RAD);
DrawLineEx(lineStart, lineEnd, thickness, WHITE);
Vector2 reflectLineStart = Vector2Multiply(lineStart, scaleVector);
Vector2 reflectLineEnd = Vector2Multiply(lineEnd, scaleVector);
DrawLineEx(reflectLineStart, reflectLineEnd, thickness, WHITE);
}
}
prevMousePos = mousePos;
EndMode2D();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,146 @@
/*******************************************************************************************
*
* raylib [shapes] example - lines drawing
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6
*
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Robin (@RobinsAviary)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines drawing");
// Hint text that shows before you click the screen
bool startText = true;
// The mouse's position on the previous frame
Vector2 mousePositionPrevious = GetMousePosition();
// The canvas to draw lines on
RenderTexture canvas = LoadRenderTexture(screenWidth, screenHeight);
// The background color of the canvas
const Color backgroundColor = RAYWHITE;
// The line's thickness
float lineThickness = 8.0f;
// The lines hue (in HSV, from 0-360)
float lineHue = 0.0f;
// Clear the canvas to the background color
BeginTextureMode(canvas);
ClearBackground(backgroundColor);
EndTextureMode();
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Disable the hint text once the user clicks
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && startText)
{
startText = false;
}
// Clear the canvas when the user middle-clicks
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
{
BeginTextureMode(canvas);
ClearBackground(backgroundColor);
EndTextureMode();
}
// Store whether the left and right buttons are down
bool leftButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
bool rightButtonDown = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
if (leftButtonDown || rightButtonDown)
{
// The color for the line
Color drawColor;
if (leftButtonDown)
{
// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
// While the hue is >=360, subtract it to bring it down into the range 0-360
// This is more visually accurate than resetting to zero
while (lineHue >= 360.0f)
{
lineHue -= 360.0f;
}
// Create the final color
drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
}
else if (rightButtonDown)
{
// Use the background color as an "eraser"
drawColor = backgroundColor;
}
// Draw the line onto the canvas
BeginTextureMode(canvas);
// Circles act as "caps", smoothing corners
DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
EndTextureMode();
}
// Update line thickness based on mousewheel
lineThickness += GetMouseWheelMove();
lineThickness = Clamp(lineThickness, 1.0, 500.0f);
// Update mouse's previous position
mousePositionPrevious = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
DrawTextureRec(canvas.texture, (Rectangle){ 0.0f, 0.0f, (float)canvas.texture.width,(float)-canvas.texture.height }, Vector2Zero(), WHITE);
// Draw the preview circle
if (!leftButtonDown) DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, (Color){ 127, 127, 127, 127 });
// Draw the hint text
if (startText) DrawText("try clicking and dragging!", 275, 215, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload the canvas render texture
UnloadRenderTexture(canvas);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,176 @@
/*******************************************************************************************
*
* raylib [shapes] example - math sine cosine
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by Jopestpe (@jopestpe)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Jopestpe (@jopestpe)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#include "raymath.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
// Wave points for sine/cosine visualization
#define WAVE_POINTS 36
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math sine cosine");
Vector2 sinePoints[WAVE_POINTS];
Vector2 cosPoints[WAVE_POINTS];
Vector2 center = { (screenWidth/2.0f) - 30.f, screenHeight/2.0f };
Rectangle start = { 20.f, screenHeight - 120.f , 200.0f, 100.0f};
float radius = 130.0f;
float angle = 0.0f;
bool pause = false;
for (int i = 0; i < WAVE_POINTS; i++)
{
float t = i/(float)(WAVE_POINTS - 1);
float currentAngle = t*360.0f*DEG2RAD;
sinePoints[i] = (Vector2){ start.x + t*start.width, start.y + start.height/2.0f - sinf(currentAngle)*(start.height/2.0f) };
cosPoints[i] = (Vector2){ start.x + t*start.width, start.y + start.height/2.0f - cosf(currentAngle)*(start.height/2.0f) };
}
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
float angleRad = angle*DEG2RAD;
float cosRad = cosf(angleRad);
float sinRad = sinf(angleRad);
Vector2 point = { center.x + cosRad*radius, center.y - sinRad*radius };
Vector2 limitMin = { center.x - radius, center.y - radius };
Vector2 limitMax = { center.x + radius, center.y + radius };
float complementary = 90.0f - angle;
float supplementary = 180.0f - angle;
float explementary = 360.0f - angle;
float tangent = Clamp(tanf(angleRad), -10.0f, 10.0f);
float cotangent = (fabsf(tangent) > 0.001f) ? Clamp(1.0f/tangent, -radius, radius) : 0.0f;
Vector2 tangentPoint = { center.x + radius, center.y - tangent*radius };
Vector2 cotangentPoint = { center.x + cotangent*radius, center.y - radius };
angle = Wrap(angle + (!pause ? 1.0f : 0.0f), 0.0f, 360.0f);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Cotangent (orange)
DrawLineEx((Vector2){ center.x , limitMin.y }, (Vector2){ cotangentPoint.x, limitMin.y }, 2.0f, ORANGE);
DrawLineDashed(center, cotangentPoint, 10.0f, 4.0f, ORANGE);
// Side background
DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
// Base circle and axes
DrawCircleLinesV(center, radius, GRAY);
DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY);
DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.f, GRAY);
// Wave graph axes
DrawLineEx((Vector2){ start.x , start.y }, (Vector2){ start.x , start.y + start.height }, 2.0f, GRAY);
DrawLineEx((Vector2){ start.x + start.width, start.y }, (Vector2){ start.x + start.width, start.y + start.height }, 2.0f, GRAY);
DrawLineEx((Vector2){ start.x, start.y + start.height/2 }, (Vector2){ start.x + start.width, start.y + start.height/2 }, 2.0f, GRAY);
// Wave graph axis labels
DrawText("1", start.x - 8, start.y, 6, GRAY);
DrawText("0", start.x - 8, start.y + start.height/2 - 6, 6, GRAY);
DrawText("-1", start.x - 12, start.y + start.height - 8, 6, GRAY);
DrawText("0", start.x - 2, start.y + start.height + 4, 6, GRAY);
DrawText("360", start.x + start.width - 8, start.y + start.height + 4, 6, GRAY);
// Sine (red - vertical)
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ center.x, point.y }, 2.0f, RED);
DrawLineDashed((Vector2){ point.x, center.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, RED);
DrawText(TextFormat("Sine %.2f", sinRad), 640, 190, 6, RED);
DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-sinRad + 1)*start.height/2.0f) }, 4.0f, RED);
DrawSplineLinear(sinePoints, WAVE_POINTS, 1.0f, RED);
// Cosine (blue - horizontal)
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ point.x, center.y }, 2.0f, BLUE);
DrawLineDashed((Vector2){ center.x , point.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, BLUE);
DrawText(TextFormat("Cosine %.2f", cosRad), 640, 210, 6, BLUE);
DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-cosRad + 1)*start.height/2.0f) }, 4.0f, BLUE);
DrawSplineLinear(cosPoints, WAVE_POINTS, 1.0f, BLUE);
// Tangent (purple)
DrawLineEx((Vector2){ limitMax.x , center.y }, (Vector2){ limitMax.x, tangentPoint.y }, 2.0f, PURPLE);
DrawLineDashed(center, tangentPoint, 10.0f, 4.0f, PURPLE);
DrawText(TextFormat("Tangent %.2f", tangent), 640, 230, 6, PURPLE);
// Cotangent (orange)
DrawText(TextFormat("Cotangent %.2f", cotangent), 640, 250, 6, ORANGE);
// Complementary angle (beige)
DrawCircleSectorLines(center, radius*0.6f , -angle, -90.f , 36.0f, BEIGE);
DrawText(TextFormat("Complementary %0.f°",complementary), 640, 150, 6, BEIGE);
// Supplementary angle (darkblue)
DrawCircleSectorLines(center, radius*0.5f , -angle, -180.f , 36.0f, DARKBLUE);
DrawText(TextFormat("Supplementary %0.f°",supplementary), 640, 130, 6, DARKBLUE);
// Explementary angle (pink)
DrawCircleSectorLines(center, radius*0.4f , -angle, -360.f , 36.0f, PINK);
DrawText(TextFormat("Explementary %0.f°",explementary), 640, 170, 6, PINK);
// Current angle - arc (lime), radius (black), endpoint (black)
DrawCircleSectorLines(center, radius*0.7f , -angle, 0.f, 36.0f, LIME);
DrawLineEx((Vector2){ center.x , center.y }, point, 2.0f, BLACK);
DrawCircleV(point, 4.0f, BLACK);
// Draw GUI controls
//------------------------------------------------------------------------------
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(GRAY));
GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(LIME));
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.f);
// Angle values panel
GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
//------------------------------------------------------------------------------
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - Draw a mouse trail (position history)
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.6
*
* Example contributed by Balamurugan R (@Bala050814]) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Balamurugan R (@Bala050814)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
// Define the maximum number of positions to store in the trail
#define MAX_TRAIL_LENGTH 30
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - mouse trail");
// Array to store the history of mouse positions (our fixed-size queue)
Vector2 trailPositions[MAX_TRAIL_LENGTH] = { 0 };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Vector2 mousePosition = GetMousePosition();
// Shift all existing positions backward by one slot in the array
// The last element (the oldest position) is dropped
for (int i = MAX_TRAIL_LENGTH - 1; i > 0; i--)
{
trailPositions[i] = trailPositions[i - 1];
}
// Store the new, current mouse position at the start of the array (Index 0)
trailPositions[0] = mousePosition;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
// Draw the trail by looping through the history array
for (int i = 0; i < MAX_TRAIL_LENGTH; i++)
{
// Ensure we skip drawing if the array hasn't been fully filled on startup
if ((trailPositions[i].x != 0.0f) || (trailPositions[i].y != 0.0f))
{
// Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
float ratio = (float)(MAX_TRAIL_LENGTH - i) / MAX_TRAIL_LENGTH;
// Fade effect: oldest positions are more transparent
// Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio
Color trailColor = Fade(SKYBLUE, ratio*0.5f + 0.5f);
// Size effect: oldest positions are smaller
float trailRadius = 15.0f*ratio;
DrawCircleV(trailPositions[i], trailRadius, trailColor);
}
}
// Draw a distinct white circle for the current mouse position (Index 0)
DrawCircleV(mousePosition, 15.0f, WHITE);
DrawText("Move the mouse to see the trail effect!", 10, screenHeight - 30, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - pie chart
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Gideon Serfontein (@GideonSerf) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Gideon Serfontein (@GideonSerf)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#include <stdio.h>
#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
#define MAX_PIE_SLICES 10 // Max pie slices
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - pie chart");
int sliceCount = 7;
float donutInnerRadius = 25.0f;
float values[MAX_PIE_SLICES] = { 300.0f, 100.0f, 450.0f, 350.0f, 600.0f, 380.0f, 750.0f }; // Initial slice values
char labels[MAX_PIE_SLICES][32] = { 0 };
bool editingLabel[MAX_PIE_SLICES] = { 0 };
for (int i = 0; i < MAX_PIE_SLICES; i++)
snprintf(labels[i], 32, "Slice %02i", i + 1);
bool showValues = true;
bool showPercentages = false;
bool showDonut = false;
int hoveredSlice = -1;
Rectangle scrollPanelBounds = {0};
Vector2 scrollContentOffset = {0};
Rectangle view = { 0 };
// UI layout parameters
const int panelWidth = 270;
const int panelMargin = 5;
// UI Panel top-left anchor
const Vector2 panelPos = {
(float)screenWidth - panelMargin - panelWidth,
(float)panelMargin
};
// UI Panel rectangle
const Rectangle panelRect = {
panelPos.x, panelPos.y,
(float)panelWidth,
(float)screenHeight - 2.0f*panelMargin
};
// Pie chart geometry
const Rectangle canvas = { 0, 0, panelPos.x, (float)screenHeight };
const Vector2 center = { canvas.width/2.0f, canvas.height/2.0f};
const float radius = 205.0f;
// Total value for percentage calculations
float totalValue = 0.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
// Calculate total value for percentage calculations
totalValue = 0.0f;
for (int i = 0; i < sliceCount; i++) totalValue += values[i];
// Check for mouse hover over slices
hoveredSlice = -1; // Reset hovered slice
Vector2 mousePos = GetMousePosition();
if (CheckCollisionPointRec(mousePos, canvas)) // Only check if mouse is inside the canvas
{
float dx = mousePos.x - center.x;
float dy = mousePos.y - center.y;
float distance = sqrtf(dx*dx + dy*dy);
if (distance <= radius) // Inside the pie radius
{
float angle = atan2f(dy, dx)*RAD2DEG;
if (angle < 0) angle += 360;
float currentAngle = 0.0f;
for (int i = 0; i < sliceCount; i++)
{
float sweep = (totalValue > 0)? (values[i]/totalValue)*360.0f : 0.0f;
if ((angle >= currentAngle) && (angle < (currentAngle + sweep)))
{
hoveredSlice = i;
break;
}
currentAngle += sweep;
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw the pie chart on the canvas
float startAngle = 0.0f;
for (int i = 0; i < sliceCount; i++)
{
float sweepAngle = (totalValue > 0)? (values[i]/totalValue)*360.0f : 0.0f;
float midAngle = startAngle + sweepAngle/2.0f; // Middle angle for label positioning
Color color = ColorFromHSV((float)i/sliceCount*360.0f, 0.75f, 0.9f);
float currentRadius = radius;
// Make the hovered slice pop out by adding 5 pixels to its radius
if (i == hoveredSlice) currentRadius += 20.0f;
// Draw the pie slice using raylib's DrawCircleSector function
DrawCircleSector(center, currentRadius, startAngle, startAngle + sweepAngle, 120, color);
// Draw the label for the current slice
if (values[i] > 0)
{
char labelText[64] = { 0 };
if (showValues && showPercentages) snprintf(labelText, 64, "%.1f (%.0f%%)", values[i], (values[i]/totalValue)*100.0f);
else if (showValues) snprintf(labelText, 64, "%.1f", values[i]);
else if (showPercentages) snprintf(labelText, 64, "%.0f%%", (values[i]/totalValue)*100.0f);
else labelText[0] = '\0';
Vector2 textSize = MeasureTextEx(GetFontDefault(), labelText, 20, 1);
float labelRadius = radius*0.7f;
Vector2 labelPos = { center.x + cosf(midAngle*DEG2RAD)*labelRadius - textSize.x/2.0f,
center.y + sinf(midAngle*DEG2RAD)*labelRadius - textSize.y/2.0f };
DrawText(labelText, (int)labelPos.x, (int)labelPos.y, 20, WHITE);
}
// Draw inner circle to create donut effect
// TODO: This is a hacky solution, better use DrawRing()
if (showDonut) DrawCircle(center.x, center.y, donutInnerRadius, RAYWHITE);
startAngle += sweepAngle;
}
// UI control panel
DrawRectangleRec(panelRect, Fade(LIGHTGRAY, 0.5f));
DrawRectangleLinesEx(panelRect, 1.0f, GRAY);
GuiSpinner((Rectangle){ panelPos.x + 95, (float)panelPos.y + 12, 125, 25 }, "Slices ", &sliceCount, 1, MAX_PIE_SLICES, false);
GuiCheckBox((Rectangle){ panelPos.x + 20, (float)panelPos.y + 12 + 40, 20, 20 }, "Show Values", &showValues);
GuiCheckBox((Rectangle){ panelPos.x + 20, (float)panelPos.y + 12 + 70, 20, 20 }, "Show Percentages", &showPercentages);
GuiCheckBox((Rectangle){ panelPos.x + 20, (float)panelPos.y + 12 + 100, 20, 20 }, "Make Donut", &showDonut);
if (showDonut) GuiDisable();
GuiSliderBar((Rectangle){ panelPos.x + 80, (float)panelPos.y + 12 + 130, panelRect.width - 100, 30 },
"Inner Radius", NULL, &donutInnerRadius, 5.0f, radius - 10.0f);
GuiEnable();
GuiLine((Rectangle){ panelPos.x + 10, (float)panelPos.y + 12 + 170, panelRect.width - 20, 1 }, NULL);
// Scrollable area for slice editors
scrollPanelBounds = (Rectangle){
panelPos.x + panelMargin,
(float)panelPos.y + 12 + 190,
panelRect.width - panelMargin*2,
panelRect.y + panelRect.height - panelPos.y + 12 + 190 - panelMargin
};
int contentHeight = sliceCount*35;
GuiScrollPanel(scrollPanelBounds, NULL,
(Rectangle){ 0, 0, panelRect.width - 25, (float)contentHeight },
&scrollContentOffset, &view);
const float contentX = view.x + scrollContentOffset.x; // Left of content
const float contentY = view.y + scrollContentOffset.y; // Top of content
BeginScissorMode((int)view.x, (int)view.y, (int)view.width, (int)view.height);
for (int i = 0; i < sliceCount; i++)
{
const int rowY = (int)(contentY + 5 + i*35);
// Color indicator
Color color = ColorFromHSV((float)i/sliceCount*360.0f, 0.75f, 0.9f);
DrawRectangle((int)(contentX + 15), rowY + 5, 20, 20, color);
// Label textbox
if (GuiTextBox((Rectangle){ contentX + 45, (float)rowY, 75, 30 }, labels[i], 32, editingLabel[i])) editingLabel[i] = !editingLabel[i];
GuiSliderBar((Rectangle){ contentX + 130, (float)rowY, 110, 30 }, NULL, NULL, &values[i], 0.0f, 1000.0f);
}
EndScissorMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - recursive tree
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by Jopestpe (@jopestpe)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jopestpe (@jopestpe)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct {
Vector2 start;
Vector2 end;
float angle;
float length;
} Branch;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - recursive tree");
Vector2 start = { (screenWidth/2.0f) - 125.0f, (float)screenHeight };
float angle = 40.0f;
float thick = 1.0f;
float treeDepth = 10.0f;
float branchDecay = 0.66f;
float length = 120.0f;
bool bezier = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
float theta = angle*DEG2RAD;
int maxBranches = (int)(powf(2, floorf(treeDepth)));
Branch branches[1030] = { 0 };
int count = 0;
Vector2 initialEnd = { start.x + length*sinf(0.0f), start.y - length*cosf(0.0f) };
branches[count++] = (Branch){start, initialEnd, 0.0f, length};
for (int i = 0; i < count; i++)
{
Branch branch = branches[i];
if (branch.length < 2) continue;
float nextLength = branch.length*branchDecay;
if (count < maxBranches && nextLength >= 2)
{
Vector2 branchStart = branch.end;
float angle1 = branch.angle + theta;
Vector2 branchEnd1 = { branchStart.x + nextLength*sinf(angle1), branchStart.y - nextLength*cosf(angle1) };
branches[count++] = (Branch){branchStart, branchEnd1, angle1, nextLength};
float angle2 = branch.angle - theta;
Vector2 branchEnd2 = { branchStart.x + nextLength*sinf(angle2), branchStart.y - nextLength*cosf(angle2) };
branches[count++] = (Branch){branchStart, branchEnd2, angle2, nextLength};
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < count; i++)
{
Branch branch = branches[i];
if (branch.length >= 2)
{
if (bezier) DrawLineBezier(branch.start, branch.end, thick, RED);
else DrawLineEx(branch.start, branch.end, thick, RED);
}
}
DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
// Draw GUI controls
//------------------------------------------------------------------------------
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f", angle), &angle, 0, 180);
GuiSliderBar((Rectangle){ 640, 70, 120, 20 }, "Length", TextFormat("%.0f", length), &length, 12.0f, 240.0f);
GuiSliderBar((Rectangle){ 640, 100, 120, 20}, "Decay", TextFormat("%.2f", branchDecay), &branchDecay, 0.1f, 0.78f);
GuiSliderBar((Rectangle){ 640, 130, 120, 20 }, "Depth", TextFormat("%.0f", treeDepth), &treeDepth, 1.0f, 10.f);
GuiSliderBar((Rectangle){ 640, 160, 120, 20}, "Thick", TextFormat("%.0f", thick), &thick, 1, 8);
GuiCheckBox((Rectangle){ 640, 190, 20, 20 }, "Bezier", &bezier);
//------------------------------------------------------------------------------
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - simple particles
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jordi Santonja (@JordSant)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jordi Santonja (@JordSant)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: calloc(), free()
#include <math.h> // Required for: cosf(), sinf()
#define MAX_PARTICLES 3000 // Max number of particles
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum ParticleType {
WATER = 0,
SMOKE,
FIRE
} ParticleType;
static const char particleTypeNames[3][10] = { "WATER", "SMOKE", "FIRE" };
typedef struct Particle {
ParticleType type; // Particle type (WATER, SMOKE, FIRE)
Vector2 position; // Particle position on screen
Vector2 velocity; // Particle current speed and direction
float radius; // Particle radius
Color color; // Particle color
float lifeTime; // Particle life time
bool alive; // Particle alive: inside screen and life time
} Particle;
typedef struct CircularBuffer {
int head; // Index for the next write
int tail; // Index for the next read
Particle *buffer; // Particle buffer array
} CircularBuffer;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
static void EmitParticle(CircularBuffer *circularBuffer, Vector2 emitterPosition, ParticleType type);
static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer);
static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight);
static void UpdateCircularBuffer(CircularBuffer *circularBuffer);
static void DrawParticles(CircularBuffer *circularBuffer);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - simple particles");
// Definition of particles
Particle *particles = (Particle*)RL_CALLOC(MAX_PARTICLES, sizeof(Particle)); // Particle array
CircularBuffer circularBuffer = { 0, 0, particles };
// Particle emitter parameters
int emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
ParticleType currentType = WATER;
Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Emit new particles: when emissionRate is 1, emit every frame
if (emissionRate < 0)
{
if (rand()%(-emissionRate) == 0) EmitParticle(&circularBuffer, emitterPosition, currentType);
}
else
{
for (int i = 0; i <= emissionRate; ++i) EmitParticle(&circularBuffer, emitterPosition, currentType);
}
// Update the parameters of each particle
UpdateParticles(&circularBuffer, screenWidth, screenHeight);
// Remove dead particles from the circular buffer
UpdateCircularBuffer(&circularBuffer);
// Change Particle Emission Rate (UP/DOWN arrows)
if (IsKeyPressed(KEY_UP)) emissionRate++;
if (IsKeyPressed(KEY_DOWN)) emissionRate--;
// Change Particle Type (LEFT/RIGHT arrows)
if (IsKeyPressed(KEY_RIGHT)) (currentType == FIRE)? (currentType = WATER) : currentType++;
if (IsKeyPressed(KEY_LEFT)) (currentType == WATER)? (currentType = FIRE) : currentType--;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) emitterPosition = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Call the function with a loop to draw all particles
DrawParticles(&circularBuffer);
// Draw UI and Instructions
DrawRectangle(5, 5, 315, 75, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(5, 5, 315, 75, BLUE);
DrawText("CONTROLS:", 15, 15, 10, BLACK);
DrawText("UP/DOWN: Change Particle Emission Rate", 15, 35, 10, BLACK);
DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, BLACK);
if (emissionRate < 0) DrawText(TextFormat("Particles every %d frames | Type: %s", -emissionRate, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
else DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
DrawFPS(screenWidth - 80, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
RL_FREE(particles); // Free particles array data
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
static void EmitParticle(CircularBuffer *circularBuffer, Vector2 emitterPosition, ParticleType type)
{
Particle *newParticle = AddToCircularBuffer(circularBuffer);
// If buffer is full, newParticle is NULL
if (newParticle != NULL)
{
// Fill particle properties
newParticle->position = emitterPosition;
newParticle->alive = true;
newParticle->lifeTime = 0.0f;
newParticle->type = type;
float speed = (float)(rand()%10)/5.0f;
switch (type)
{
case WATER:
{
newParticle->radius = 5.0f;
newParticle->color = BLUE;
} break;
case SMOKE:
{
newParticle->radius = 7.0f;
newParticle->color = GRAY;
} break;
case FIRE:
{
newParticle->radius = 10.0f;
newParticle->color = YELLOW;
speed /= 10.0f;
} break;
default: break;
}
float direction = (float)(rand()%360);
newParticle->velocity = (Vector2){ speed*cosf(direction*DEG2RAD), speed*sinf(direction*DEG2RAD) };
}
}
static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer)
{
Particle *particle = NULL;
// Check if buffer full
if (((circularBuffer->head + 1)%MAX_PARTICLES) != circularBuffer->tail)
{
// Add new particle to the head position and advance head
particle = &circularBuffer->buffer[circularBuffer->head];
circularBuffer->head = (circularBuffer->head + 1)%MAX_PARTICLES;
}
return particle;
}
static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight)
{
for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
{
// Update particle life and positions
circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
switch (circularBuffer->buffer[i].type)
{
case WATER:
{
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
circularBuffer->buffer[i].velocity.y += 0.2f; // Gravity
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
} break;
case SMOKE:
{
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
circularBuffer->buffer[i].radius += 0.5f; // Increment radius: smoke expands
circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
// If alpha transparent, particle dies
if (circularBuffer->buffer[i].color.a < 4) circularBuffer->buffer[i].alive = false;
} break;
case FIRE:
{
// Add a little horizontal oscillation to fire particles
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime*215.0f);
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
// If radius too small, particle dies
if (circularBuffer->buffer[i].radius <= 0.02f) circularBuffer->buffer[i].alive = false;
} break;
default: break;
}
// Disable particle when out of screen
Vector2 center = circularBuffer->buffer[i].position;
float radius = circularBuffer->buffer[i].radius;
if ((center.x < -radius) || (center.x > (screenWidth + radius)) ||
(center.y < -radius) || (center.y > (screenHeight + radius)))
{
circularBuffer->buffer[i].alive = false;
}
}
}
static void UpdateCircularBuffer(CircularBuffer *circularBuffer)
{
// Update circular buffer: advance tail over dead particles
while ((circularBuffer->tail != circularBuffer->head) && !circularBuffer->buffer[circularBuffer->tail].alive)
{
circularBuffer->tail = (circularBuffer->tail + 1)%MAX_PARTICLES;
}
}
static void DrawParticles(CircularBuffer *circularBuffer)
{
for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
{
if (circularBuffer->buffer[i].alive)
{
DrawCircleV(circularBuffer->buffer[i].position,
circularBuffer->buffer[i].radius,
circularBuffer->buffer[i].color);
}
}
}

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/*******************************************************************************************
*
* raylib [shapes] example - starfield effect
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
*
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 JP Mortiboys (@themushroompirates)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h" // Required for: Lerp()
#define STAR_COUNT 420
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - starfield effect");
Color bgColor = ColorLerp(DARKBLUE, BLACK, 0.69f);
// Speed at which we fly forward
float speed = 10.0f/9.0f;
// We're either drawing lines or circles
bool drawLines = true;
Vector3 stars[STAR_COUNT] = { 0 };
Vector2 starsScreenPos[STAR_COUNT] = { 0 };
// Setup the stars with a random position
for (int i = 0; i < STAR_COUNT; i++)
{
stars[i].x = GetRandomValue(-screenWidth*0.5f, screenWidth*0.5f);
stars[i].y = GetRandomValue(-screenHeight*0.5f, screenHeight*0.5f);
stars[i].z = 1.0f;
}
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Change speed based on mouse
float mouseMove = GetMouseWheelMove();
if ((int)mouseMove != 0) speed += 2.0f*mouseMove/9.0f;
if (speed < 0.0f) speed = 0.1f;
else if (speed > 2.0f) speed = 2.0f;
// Toggle lines / points with space bar
if (IsKeyPressed(KEY_SPACE)) drawLines = !drawLines;
float dt = GetFrameTime();
for (int i = 0; i < STAR_COUNT; i++)
{
// Update star's timer
stars[i].z -= dt*speed;
// Calculate the screen position
starsScreenPos[i] = (Vector2){
screenWidth*0.5f + stars[i].x/stars[i].z,
screenHeight*0.5f + stars[i].y/stars[i].z,
};
// If the star is too old, or offscreen, it dies and we make a new random one
if ((stars[i].z < 0.0f) || (starsScreenPos[i].x < 0) || (starsScreenPos[i].y < 0.0f) ||
(starsScreenPos[i].x > screenWidth) || (starsScreenPos[i].y > screenHeight))
{
stars[i].x = GetRandomValue(-screenWidth*0.5f, screenWidth*0.5f);
stars[i].y = GetRandomValue(-screenHeight*0.5f, screenHeight*0.5f);
stars[i].z = 1.0f;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(bgColor);
for (int i = 0; i < STAR_COUNT; i++)
{
if (drawLines)
{
// Get the time a little while ago for this star, but clamp it
float t = Clamp(stars[i].z + 1.0f/32.0f, 0.0f, 1.0f);
// If it's different enough from the current time, we proceed
if ((t - stars[i].z) > 1e-3)
{
// Calculate the screen position of the old point
Vector2 startPos = (Vector2){
screenWidth*0.5f + stars[i].x/t,
screenHeight*0.5f + stars[i].y/t,
};
// Draw a line connecting the old point to the current point
DrawLineV(startPos, starsScreenPos[i], RAYWHITE);
}
}
else
{
// Make the radius grow as the star ages
float radius = Lerp(stars[i].z, 1.0f, 5.0f);
// Draw the circle
DrawCircleV(starsScreenPos[i], radius, RAYWHITE);
}
}
DrawText(TextFormat("[MOUSE WHEEL] Current Speed: %.0f", 9.0f*speed/2.0f), 10, 40, 20, RAYWHITE);
DrawText(TextFormat("[SPACE] Current draw mode: %s", drawLines ? "Lines" : "Circles"), 10, 70, 20, RAYWHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,111 @@
/*******************************************************************************************
*
* raylib [shapes] example - triangle strip
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by Jopestpe (@jopestpe)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jopestpe (@jopestpe)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - triangle strip");
Vector2 points[122] = { 0 };
Vector2 center = { (screenWidth/2.0f) - 125.f, screenHeight/2.0f };
float segments = 6.0f;
float insideRadius = 100.0f;
float outsideRadius = 150.0f;
bool outline = true;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
int pointCount = (int)(segments);
float angleStep = (360.0f/pointCount)*DEG2RAD;
for (int i = 0, i2 = 0; i < pointCount; i++, i2 += 2)
{
float angle1 = i*angleStep;
points[i2] = (Vector2){ center.x + cosf(angle1)*insideRadius, center.y + sinf(angle1)*insideRadius };
float angle2 = angle1 + angleStep/2.0f;
points[i2 + 1] = (Vector2){ center.x + cosf(angle2)*outsideRadius, center.y + sinf(angle2)*outsideRadius };
}
points[pointCount*2] = points[0];
points[pointCount*2 + 1] = points[1];
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < pointCount; i++)
{
Vector2 a = points[i*2];
Vector2 b = points[i*2 + 1];
Vector2 c = points[i*2 + 2];
Vector2 d = points[i*2 + 3];
float angle1 = i*angleStep;
DrawTriangle(c, b, a, ColorFromHSV(angle1*RAD2DEG, 1.0f, 1.0f));
DrawTriangle(d, b, c, ColorFromHSV((angle1 + angleStep/2)*RAD2DEG, 1.0f, 1.0f));
if (outline)
{
DrawTriangleLines(a, b, c, BLACK);
DrawTriangleLines(c, b, d, BLACK);
}
}
DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
// Draw GUI controls
//------------------------------------------------------------------------------
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Segments", TextFormat("%.0f", segments), &segments, 6.0f, 60.f);
GuiCheckBox((Rectangle){ 640, 70, 20, 20 }, "Outline", &outline);
//------------------------------------------------------------------------------
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -30,7 +30,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - vector angle");
Vector2 v0 = { screenWidth/2, screenHeight/2 };
Vector2 v0 = { screenWidth/2.0f, screenHeight/2.0f };
Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
Vector2 v2 = { 0 }; // Updated with mouse position
@ -97,17 +97,17 @@ int main(void)
DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
}
DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
DrawText("v0", (int)v0.x, (int)v0.y, 10, DARKGRAY);
// If the line from v0 to v1 would overlap the text, move it's position up 10
if (angleMode == 0 && Vector2Subtract(v0, v1).y > 0.0f) DrawText("v1", v1.x, v1.y-10.0f, 10, DARKGRAY);
if (angleMode == 0 && Vector2Subtract(v0, v1).y < 0.0f) DrawText("v1", v1.x, v1.y, 10, DARKGRAY);
if (angleMode == 0 && Vector2Subtract(v0, v1).y > 0.0f) DrawText("v1", (int)v1.x, (int)v1.y-10, 10, DARKGRAY);
if (angleMode == 0 && Vector2Subtract(v0, v1).y < 0.0f) DrawText("v1", (int)v1.x, (int)v1.y, 10, DARKGRAY);
// If angle mode 1, use v1 to emphasize the horizontal line
if (angleMode == 1) DrawText("v1", v0.x + 40.0f, v0.y, 10, DARKGRAY);
if (angleMode == 1) DrawText("v1", (int)v0.x + 40, (int)v0.y, 10, DARKGRAY);
// position adjusted by -10 so it isn't hidden by cursor
DrawText("v2", v2.x-10.0f, v2.y-10.0f, 10, DARKGRAY);
DrawText("v2", (int)v2.x-10, (int)v2.y-10, 10, DARKGRAY);
DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME);

View File

@ -86,7 +86,7 @@ int main(void)
DrawTextStyled(GetFontDefault(), text, (Vector2){ 100, 220 }, 40.0f, 2.0f, BLACK);
textSize = MeasureTextStyled(GetFontDefault(), text, 40.0f, 2.0f);
DrawRectangleLines(100, 220, textSize.x, textSize.y, GREEN);
DrawRectangleLines(100, 220, (int)textSize.x, (int)textSize.y, GREEN);
EndDrawing();
//----------------------------------------------------------------------------------
@ -154,7 +154,7 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
// Parse following color
char colHexText[9] = { 0 };
char *textPtr = &text[i]; // Color should start here, let's see...
const char *textPtr = &text[i]; // Color should start here, let's see...
int colHexCount = 0;
while ((textPtr != NULL) && (textPtr[colHexCount] != '\0') && (textPtr[colHexCount] != ']'))
@ -186,7 +186,7 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
else increaseX += ((float)font.glyphs[index].advanceX*scaleFactor + spacing);
// Draw background rectangle color (if required)
if (colBack.a > 0) DrawRectangle(position.x + textOffsetX, position.y + textOffsetY - backRecPadding, increaseX, fontSize + 2*backRecPadding, colBack);
if (colBack.a > 0) DrawRectangleRec((Rectangle) { position.x + textOffsetX, position.y + textOffsetY - backRecPadding, increaseX, fontSize + 2 * backRecPadding }, colBack);
if ((codepoint != ' ') && (codepoint != '\t'))
{
@ -236,7 +236,7 @@ static Vector2 MeasureTextStyled(Font font, const char *text, float fontSize, fl
{
i += 2; // Skip "[c" or "[b" to start parsing color
char *textPtr = &text[i]; // Color should start here, let's see...
const char *textPtr = &text[i]; // Color should start here, let's see...
int colHexCount = 0;
while ((textPtr != NULL) && (textPtr[colHexCount] != '\0') && (textPtr[colHexCount] != ']'))

View File

@ -6,12 +6,12 @@
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
* Example contributed by Vadim Gunko (@GuvaCode) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
* Copyright (c) 2025 Vadim Gunko (@GuvaCode) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -144,9 +144,9 @@ int main(void)
// Draw font texture scaled to screen
float atlasScale = 380.0f/font.texture.width;
DrawRectangle(400, 16, font.texture.width*atlasScale, font.texture.height*atlasScale, BLACK);
DrawTexturePro(font.texture, (Rectangle){ 0, 0, font.texture.width, font.texture.height },
(Rectangle){ 400, 16, font.texture.width*atlasScale, font.texture.height*atlasScale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
DrawRectangleRec((Rectangle) { 400.0f, 16.0f, font.texture.width* atlasScale, font.texture.height* atlasScale }, BLACK);
DrawTexturePro(font.texture, (Rectangle){ 0, 0, (float)font.texture.width, (float)font.texture.height },
(Rectangle){ 400.0f, 16.0f, font.texture.width*atlasScale, font.texture.height*atlasScale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
DrawRectangleLines(400, 16, 380, 380, RED);
DrawText(TextFormat("ATLAS SIZE: %ix%i px (x%02.2f)", font.texture.width, font.texture.height, atlasScale), 20, 380, 20, BLUE);

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@ -0,0 +1,130 @@
/*******************************************************************************************
*
* raylib [text] example - words alignment
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 JP Mortiboys (@themushroompirates)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h" // Required for: Lerp()
typedef enum TextAlignment {
TEXT_ALIGN_LEFT = 0,
TEXT_ALIGN_TOP = 0,
TEXT_ALIGN_CENTRE = 1,
TEXT_ALIGN_MIDDLE = 1,
TEXT_ALIGN_RIGHT = 2,
TEXT_ALIGN_BOTTOM = 2
} TextAlignment;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
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 };
// Some text to display the current alignment
const char *textAlignNameH[] = { "Left", "Centre", "Right" };
const char *textAlignNameV[] = { "Top", "Middle", "Bottom" };
// Define the text we're going to draw in the rectangle
int wordIndex = 0;
int wordCount = 0;
char **words = TextSplit("raylib is a simple and easy-to-use library to enjoy videogames programming", ' ', &wordCount);
// Initialize the font size we're going to use
int fontSize = 40;
// And of course the font...
Font font = GetFontDefault();
// Intialize the alignment variables
TextAlignment hAlign = TEXT_ALIGN_CENTRE;
TextAlignment vAlign = TEXT_ALIGN_MIDDLE;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_LEFT)) {
hAlign = hAlign - 1;
if (hAlign < 0) hAlign = 0;
}
if (IsKeyPressed(KEY_RIGHT)) {
hAlign = hAlign + 1;
if (hAlign > 2) hAlign = 2;
}
if (IsKeyPressed(KEY_UP)) {
vAlign = vAlign - 1;
if (vAlign < 0) vAlign = 0;
}
if (IsKeyPressed(KEY_DOWN)) {
vAlign = vAlign + 1;
if (vAlign > 2) vAlign = 2;
}
// One word per second
wordIndex = (int)GetTime() % wordCount;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(DARKBLUE);
DrawText("Use Arrow Keys to change the text alignment", 20, 20, 20, LIGHTGRAY);
DrawText(TextFormat("Alignment: Horizontal = %s, Vertical = %s", textAlignNameH[hAlign], textAlignNameV[vAlign]), 20, 40, 20, LIGHTGRAY);
DrawRectangleRec(textContainerRect, BLUE);
// Get the size of the text to draw
Vector2 textSize = MeasureTextEx(font, words[wordIndex], fontSize, fontSize*.1f);
// Calculate the top-left text position based on the rectangle and alignment
Vector2 textPos = (Vector2) {
textContainerRect.x + Lerp(0.0f, textContainerRect.width - textSize.x, ((float)hAlign) * 0.5f),
textContainerRect.y + Lerp(0.0f, textContainerRect.height - textSize.y, ((float)vAlign) * 0.5f)
};
// Draw the text
DrawTextEx(font, words[wordIndex], textPos, fontSize, fontSize*.1f, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -61,13 +61,13 @@ int main(void)
UnloadImage(imageBlue);
UnloadImage(backgroundImage);
Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
Rectangle fudesumiRec = {0, 0, (float)fudesumiImage.width, (float)fudesumiImage.height};
Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
Rectangle redPos = { 410, 10, fudesumiPos.width/2, fudesumiPos.height/2 };
Rectangle greenPos = { 600, 10, fudesumiPos.width/2, fudesumiPos.height/2 };
Rectangle bluePos = { 410, 230, fudesumiPos.width/2, fudesumiPos.height/2 };
Rectangle alphaPos = { 600, 230, fudesumiPos.width/2, fudesumiPos.height/2 };
Rectangle redPos = { 410, 10, fudesumiPos.width/2.0f, fudesumiPos.height/2.0f };
Rectangle greenPos = { 600, 10, fudesumiPos.width/2.0f, fudesumiPos.height/2.0f };
Rectangle bluePos = { 410, 230, fudesumiPos.width/2.0f, fudesumiPos.height/2.0f };
Rectangle alphaPos = { 600, 230, fudesumiPos.width/2.0f, fudesumiPos.height/2.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

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@ -51,11 +51,11 @@
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<Keyword>Win32Proj</Keyword>
<RootNamespace>core_monitor_change</RootNamespace>
<RootNamespace>core_clipboard_text</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>core_monitor_change</ProjectName>
<ProjectName>core_clipboard_text</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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@ -553,7 +553,7 @@
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</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\core\core_monitor_change.c" />
<ClCompile Include="..\..\..\examples\core\core_clipboard_text.c" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\..\examples\examples.rc" />

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@ -51,7 +51,7 @@
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<PropertyGroup Label="Globals">
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<Keyword>Win32Proj</Keyword>
<RootNamespace>core_delta_time</RootNamespace>
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@ -0,0 +1,569 @@
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