diff --git a/.github/workflows/parse_api.yml b/.github/workflows/parse_api.yml index ec76532ba..c8665e1d4 100644 --- a/.github/workflows/parse_api.yml +++ b/.github/workflows/parse_api.yml @@ -22,7 +22,7 @@ jobs: - name: Diff parse files id: diff run: | - git add -N parser + git add -N tools/parser git diff --name-only --exit-code continue-on-error: true diff --git a/CMakeLists.txt b/CMakeLists.txt index f7597694c..da1b3bfe7 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -29,9 +29,9 @@ include(CompilerFlags) # Registers build options that are exposed to cmake include(CMakeOptions.txt) -if (UNIX AND NOT APPLE AND NOT "${PLATFORM}" MATCHES "DRM") +if (UNIX AND NOT APPLE AND NOT "${PLATFORM}" MATCHES "DRM" AND NOT "${PLATFORM}" MATCHES "Web") if (NOT GLFW_BUILD_WAYLAND AND NOT GLFW_BUILD_X11) - MESSAGE(FATAL_ERROR "Cannot disable both Wayland and X11") + message(FATAL_ERROR "Cannot disable both Wayland and X11") endif() endif() @@ -51,7 +51,7 @@ if(NOT TARGET uninstall AND PROJECT_IS_TOP_LEVEL) endif() if (${BUILD_EXAMPLES}) - MESSAGE(STATUS "Building examples is enabled") + message(STATUS "Building examples is enabled") add_subdirectory(examples) endif() diff --git a/cmake/InstallConfigurations.cmake b/cmake/InstallConfigurations.cmake index 6c606e565..84caea2c0 100644 --- a/cmake/InstallConfigurations.cmake +++ b/cmake/InstallConfigurations.cmake @@ -19,9 +19,18 @@ join_paths(libdir_for_pc_file "\${exec_prefix}" "${CMAKE_INSTALL_LIBDIR}") join_paths(includedir_for_pc_file "\${prefix}" "${CMAKE_INSTALL_INCLUDEDIR}") configure_file(../raylib.pc.in raylib.pc @ONLY) configure_file(../cmake/raylib-config-version.cmake raylib-config-version.cmake @ONLY) +configure_file(../cmake/raylib-config.cmake raylib-config.cmake @ONLY) install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib.pc DESTINATION "${CMAKE_INSTALL_LIBDIR}/pkgconfig") install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib-config-version.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib") -install(FILES ${PROJECT_SOURCE_DIR}/../cmake/raylib-config.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib") +install(FILES + "${CMAKE_CURRENT_BINARY_DIR}/raylib-config-version.cmake" + "${CMAKE_CURRENT_BINARY_DIR}/raylib-config.cmake" + DESTINATION ${CMAKE_INSTALL_LIBDIR}/cmake/raylib +) +install(EXPORT raylib-targets + FILE raylib-targets.cmake + DESTINATION ${CMAKE_INSTALL_LIBDIR}/cmake/raylib +) # populates raylib_{FOUND, INCLUDE_DIRS, LIBRARIES, LDFLAGS, DEFINITIONS} include(PopulateConfigVariablesLocally) diff --git a/cmake/LibraryConfigurations.cmake b/cmake/LibraryConfigurations.cmake index e4655500e..c0a7e3d4b 100644 --- a/cmake/LibraryConfigurations.cmake +++ b/cmake/LibraryConfigurations.cmake @@ -7,6 +7,8 @@ if(POLICY CMP0072) cmake_policy(SET CMP0072 NEW) endif() +set(RAYLIB_DEPENDENCIES "include(CMakeFindDependencyMacro)") + if (${PLATFORM} MATCHES "Desktop") set(PLATFORM_CPP "PLATFORM_DESKTOP") @@ -120,15 +122,17 @@ elseif ("${PLATFORM}" MATCHES "SDL") find_package(SDL3 QUIET) if(SDL3_FOUND) message(STATUS "Found SDL3 via find_package()") + set(LIBS_PUBLIC SDL3::SDL3) + set(RAYLIB_DEPENDENCIES "${RAYLIB_DEPENDENCIES}\nfind_dependency(SDL3 REQUIRED)") set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL") - set(LIBS_PRIVATE SDL3::SDL3) add_compile_definitions(USING_SDL3_PACKAGE) else() # Fallback to SDL2 find_package(SDL2 REQUIRED) message(STATUS "Found SDL2 via find_package()") set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL") - set(LIBS_PRIVATE SDL2::SDL2) + set(LIBS_PUBLIC SDL2::SDL2) + set(RAYLIB_DEPENDENCIES "${RAYLIB_DEPENDENCIES}\nfind_dependency(SDL3 REQUIRED)") add_compile_definitions(USING_SDL2_PACKAGE) endif() endif() diff --git a/cmake/raylib-config.cmake b/cmake/raylib-config.cmake index 8906ae4d4..16e677513 100644 --- a/cmake/raylib-config.cmake +++ b/cmake/raylib-config.cmake @@ -1,81 +1,4 @@ -# - Try to find raylib -# Options: -# raylib_USE_STATIC_LIBS - ON by default -# raylib_VERBOSE - OFF by default -# Once done, this defines a raylib target that can be passed to -# target_link_libraries as well as following variables: -# -# raylib_FOUND - System has raylib installed -# raylib_INCLUDE_DIRS - The include directories for the raylib header(s) -# raylib_LIBRARIES - The libraries needed to use raylib -# raylib_LDFLAGS - The linker flags needed with raylib -# raylib_DEFINITIONS - Compiler switches required for using raylib +@PACKAGE_INIT@ +@RAYLIB_DEPENDENCIES@ -option(raylib_USE_STATIC_LIBS "Use static libs" ON) -option(raylib_VERBOSE "Show raylib verbose messages" OFF) - -if (NOT TARGET raylib) - set(XPREFIX PC_RAYLIB) - - find_package(PkgConfig QUIET) - pkg_check_modules(${XPREFIX} QUIET raylib) - - if (raylib_USE_STATIC_LIBS) - set(XPREFIX ${XPREFIX}_STATIC) - endif() - - set(raylib_DEFINITIONS ${${XPREFIX}_CFLAGS}) - - find_path(raylib_INCLUDE_DIR - NAMES raylib.h - HINTS ${${XPREFIX}_INCLUDE_DIRS} ${raylib_DIR}/../../../include/ - ) - - - if (raylib_USE_STATIC_LIBS) - set(RAYLIB_NAMES libraylib.a raylib.lib) - else () - set(RAYLIB_NAMES raylib) - endif () - - find_library(raylib_LIBRARY - NAMES ${RAYLIB_NAMES} - HINTS ${${XPREFIX}_LIBRARY_DIRS} ${raylib_DIR}/../../ - ) - - set(raylib_LIBRARIES ${raylib_LIBRARY}) - set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR}) - set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS}) - - include(FindPackageHandleStandardArgs) - find_package_handle_standard_args(raylib DEFAULT_MSG - raylib_LIBRARY - raylib_INCLUDE_DIR - ) - - mark_as_advanced(raylib_LIBRARY raylib_INCLUDE_DIR) - - if (raylib_USE_STATIC_LIBS) - add_library(raylib STATIC IMPORTED GLOBAL) - else() - add_library(raylib SHARED IMPORTED GLOBAL) - endif() - string (REPLACE ";" " " raylib_LDFLAGS "${raylib_LDFLAGS}") - - set_target_properties(raylib - PROPERTIES - IMPORTED_LOCATION "${raylib_LIBRARIES}" - IMPORTED_IMPLIB "${raylib_LIBRARIES}" - INTERFACE_INCLUDE_DIRECTORIES "${raylib_INCLUDE_DIRS}" - INTERFACE_LINK_LIBRARIES "${raylib_LDFLAGS}" - INTERFACE_COMPILE_OPTIONS "${raylib_DEFINITIONS}" - ) - - if (raylib_VERBOSE) - message(STATUS "raylib_FOUND: ${raylib_FOUND}") - message(STATUS "raylib_INCLUDE_DIRS: ${raylib_INCLUDE_DIRS}") - message(STATUS "raylib_LIBRARIES: ${raylib_LIBRARIES}") - message(STATUS "raylib_LDFLAGS: ${raylib_LDFLAGS}") - message(STATUS "raylib_DEFINITIONS: ${raylib_DEFINITIONS}") - endif() -endif() +include("${CMAKE_CURRENT_LIST_DIR}/raylib-targets.cmake") diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt index 135db49f5..e63c1a7c8 100644 --- a/examples/CMakeLists.txt +++ b/examples/CMakeLists.txt @@ -97,17 +97,9 @@ if (${PLATFORM} MATCHES "Android") list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c) elseif (${PLATFORM} MATCHES "Web") - set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os") - # Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads - set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s WASM=1 -s ASYNCIFY -s ALLOW_MEMORY_GROWTH=1 --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html") - set(CMAKE_EXECUTABLE_SUFFIX ".html") - - list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c) - - # Remove the -rdynamic flag because otherwise emscripten - # does not generate HTML+JS+WASM files, only a non-working - # and fat HTML - string(REPLACE "-rdynamic" "" CMAKE_SHARED_LIBRARY_LINK_C_FLAGS "${CMAKE_SHARED_LIBRARY_LINK_C_FLAGS}") + set(example_sources) # clear example_sources + list(APPEND example_sources others/web_basic_window.c) + list(APPEND example_sources core/core_input_gestures_testbed.c) elseif ("${PLATFORM}" STREQUAL "DRM") list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c) @@ -165,10 +157,34 @@ foreach (example_source ${example_sources}) string(REGEX MATCH ".*/.*/" resources_dir ${example_source}) string(APPEND resources_dir "resources") - if (${PLATFORM} MATCHES "Web" AND EXISTS ${resources_dir}) - # The local resources path needs to be mapped to /resources virtual path - string(APPEND resources_dir "@resources") - set_target_properties(${example_name} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}") + if (${PLATFORM} MATCHES "Web") + target_compile_options(${example_name} PRIVATE -Os) + target_link_options(${example_name} PRIVATE + -sALLOW_MEMORY_GROWTH=1 + -sEXPORTED_RUNTIME_METHODS=[requestFullscreen] + -sUSE_GLFW=3 + --shell-file "${CMAKE_SOURCE_DIR}/src/shell.html" + ) + set_target_properties(${example_name} PROPERTIES SUFFIX ".html") + + if (EXISTS ${resources_dir}) + # The local resources path needs to be mapped to /resources virtual path + string(APPEND resources_dir "@resources") + set_target_properties(${example_name} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}") + endif () + + if(${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_ES3") + target_link_options(${example_name} PUBLIC "-sMIN_WEBGL_VERSION=2") + target_link_options(${example_name} PUBLIC "-sMAX_WEBGL_VERSION=2") + endif() + + # Checks if OSX and links appropriate frameworks (Only required on MacOS) + if (APPLE) + target_link_libraries(${example_name} "-framework IOKit") + target_link_libraries(${example_name} "-framework Cocoa") + target_link_libraries(${example_name} "-framework OpenGL") + endif() + endif () endforeach () diff --git a/examples/Makefile b/examples/Makefile index 86c1e7bec..366327ffe 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -512,14 +512,13 @@ CORE = \ core/core_automation_events \ core/core_basic_screen_manager \ core/core_basic_window \ - core/core_basic_window_web \ core/core_custom_frame_control \ core/core_custom_logging \ core/core_drop_files \ core/core_high_dpi \ core/core_input_gamepad \ core/core_input_gestures \ - core/core_input_gestures_web \ + core/core_input_gestures_testbed \ core/core_input_keys \ core/core_input_mouse \ core/core_input_mouse_wheel \ @@ -527,9 +526,11 @@ CORE = \ core/core_input_virtual_controls \ core/core_random_sequence \ core/core_random_values \ + core/core_render_texture \ core/core_scissor_test \ core/core_smooth_pixelperfect \ core/core_storage_values \ + core/core_undo_redo \ core/core_vr_simulator \ core/core_window_flags \ core/core_window_letterbox \ @@ -539,22 +540,22 @@ CORE = \ SHAPES = \ shapes/shapes_basic_shapes \ shapes/shapes_bouncing_ball \ + shapes/shapes_circle_sector_drawing \ shapes/shapes_collision_area \ shapes/shapes_colors_palette \ shapes/shapes_digital_clock \ shapes/shapes_double_pendulum \ - shapes/shapes_draw_circle_sector \ - shapes/shapes_draw_rectangle_rounded \ - shapes/shapes_draw_ring \ - shapes/shapes_easings_ball_anim \ - shapes/shapes_easings_box_anim \ - shapes/shapes_easings_rectangle_array \ + shapes/shapes_easings_ball \ + shapes/shapes_easings_box \ + shapes/shapes_easings_rectangles \ shapes/shapes_following_eyes \ shapes/shapes_lines_bezier \ shapes/shapes_logo_raylib \ shapes/shapes_logo_raylib_anim \ shapes/shapes_rectangle_advanced \ shapes/shapes_rectangle_scaling \ + shapes/shapes_ring_drawing \ + shapes/shapes_rounded_rectangle_drawing \ shapes/shapes_splines_drawing \ shapes/shapes_top_down_lights @@ -578,7 +579,7 @@ TEXTURES = \ textures/textures_particles_blending \ textures/textures_polygon_drawing \ textures/textures_raw_data \ - textures/textures_sprite_anim \ + textures/textures_sprite_animation \ textures/textures_sprite_button \ textures/textures_sprite_explosion \ textures/textures_srcrec_dstrec \ @@ -594,6 +595,7 @@ TEXT = \ text/text_font_sdf \ text/text_font_spritefont \ text/text_format_text \ + text/text_inline_styling \ text/text_input_box \ text/text_rectangle_bounds \ text/text_sprite_fonts \ @@ -602,16 +604,15 @@ TEXT = \ text/text_writing_anim MODELS = \ - models/models_animation \ - models/models_billboard \ + models/models_animation_playing \ + models/models_billboard_rendering \ models/models_bone_socket \ models/models_box_collisions \ - models/models_cubicmap \ - models/models_draw_cube_texture \ + models/models_cubicmap_rendering \ models/models_first_person_maze \ models/models_geometric_shapes \ - models/models_gpu_skinning \ - models/models_heightmap \ + models/models_animation_gpu_skinning \ + models/models_heightmap_rendering \ models/models_loading \ models/models_loading_gltf \ models/models_loading_m3d \ @@ -623,6 +624,7 @@ MODELS = \ models/models_rlgl_solar_system \ models/models_skybox_rendering \ models/models_tesseract_view \ + models/models_textured_cube \ models/models_waving_cubes \ models/models_yaw_pitch_roll @@ -630,32 +632,32 @@ SHADERS = \ shaders/shaders_basic_lighting \ shaders/shaders_basic_pbr \ shaders/shaders_custom_uniform \ - shaders/shaders_deferred_render \ - shaders/shaders_eratosthenes \ - shaders/shaders_fog \ + shaders/shaders_deferred_rendering \ + shaders/shaders_depth_rendering \ + shaders/shaders_depth_writing \ + shaders/shaders_eratosthenes_sieve \ + shaders/shaders_fog_rendering \ shaders/shaders_hot_reloading \ - shaders/shaders_hybrid_render \ + shaders/shaders_hybrid_rendering \ shaders/shaders_julia_set \ - shaders/shaders_lightmap \ + shaders/shaders_lightmap_rendering \ shaders/shaders_mesh_instancing \ shaders/shaders_model_shader \ shaders/shaders_multi_sample2d \ - shaders/shaders_normal_map \ + shaders/shaders_normalmap_rendering \ shaders/shaders_palette_switch \ shaders/shaders_postprocessing \ - shaders/shaders_raymarching \ + shaders/shaders_raymarching_rendering \ shaders/shaders_rounded_rectangle \ - shaders/shaders_shadowmap \ + shaders/shaders_shadowmap_rendering \ shaders/shaders_shapes_textures \ shaders/shaders_simple_mask \ - shaders/shaders_spotlight \ - shaders/shaders_texture_drawing \ + shaders/shaders_spotlight_rendering \ shaders/shaders_texture_outline \ + shaders/shaders_texture_rendering \ shaders/shaders_texture_tiling \ shaders/shaders_texture_waves \ - shaders/shaders_vertex_displacement \ - shaders/shaders_view_depth \ - shaders/shaders_write_depth + shaders/shaders_vertex_displacement AUDIO = \ audio/audio_mixed_processor \ diff --git a/examples/Makefile.Web b/examples/Makefile.Web index 349462058..7aa216493 100644 --- a/examples/Makefile.Web +++ b/examples/Makefile.Web @@ -512,14 +512,13 @@ CORE = \ core/core_automation_events \ core/core_basic_screen_manager \ core/core_basic_window \ - core/core_basic_window_web \ core/core_custom_frame_control \ core/core_custom_logging \ core/core_drop_files \ core/core_high_dpi \ core/core_input_gamepad \ core/core_input_gestures \ - core/core_input_gestures_web \ + core/core_input_gestures_testbed \ core/core_input_keys \ core/core_input_mouse \ core/core_input_mouse_wheel \ @@ -527,9 +526,11 @@ CORE = \ core/core_input_virtual_controls \ core/core_random_sequence \ core/core_random_values \ + core/core_render_texture \ core/core_scissor_test \ core/core_smooth_pixelperfect \ core/core_storage_values \ + core/core_undo_redo \ core/core_vr_simulator \ core/core_window_flags \ core/core_window_letterbox \ @@ -539,22 +540,22 @@ CORE = \ SHAPES = \ shapes/shapes_basic_shapes \ shapes/shapes_bouncing_ball \ + shapes/shapes_circle_sector_drawing \ shapes/shapes_collision_area \ shapes/shapes_colors_palette \ shapes/shapes_digital_clock \ shapes/shapes_double_pendulum \ - shapes/shapes_draw_circle_sector \ - shapes/shapes_draw_rectangle_rounded \ - shapes/shapes_draw_ring \ - shapes/shapes_easings_ball_anim \ - shapes/shapes_easings_box_anim \ - shapes/shapes_easings_rectangle_array \ + shapes/shapes_easings_ball \ + shapes/shapes_easings_box \ + shapes/shapes_easings_rectangles \ shapes/shapes_following_eyes \ shapes/shapes_lines_bezier \ shapes/shapes_logo_raylib \ shapes/shapes_logo_raylib_anim \ shapes/shapes_rectangle_advanced \ shapes/shapes_rectangle_scaling \ + shapes/shapes_ring_drawing \ + shapes/shapes_rounded_rectangle_drawing \ shapes/shapes_splines_drawing \ shapes/shapes_top_down_lights @@ -578,7 +579,7 @@ TEXTURES = \ textures/textures_particles_blending \ textures/textures_polygon_drawing \ textures/textures_raw_data \ - textures/textures_sprite_anim \ + textures/textures_sprite_animation \ textures/textures_sprite_button \ textures/textures_sprite_explosion \ textures/textures_srcrec_dstrec \ @@ -594,6 +595,7 @@ TEXT = \ text/text_font_sdf \ text/text_font_spritefont \ text/text_format_text \ + text/text_inline_styling \ text/text_input_box \ text/text_rectangle_bounds \ text/text_sprite_fonts \ @@ -602,16 +604,15 @@ TEXT = \ text/text_writing_anim MODELS = \ - models/models_animation \ - models/models_billboard \ + models/models_animation_playing \ + models/models_billboard_rendering \ models/models_bone_socket \ models/models_box_collisions \ - models/models_cubicmap \ - models/models_draw_cube_texture \ + models/models_cubicmap_rendering \ models/models_first_person_maze \ models/models_geometric_shapes \ - models/models_gpu_skinning \ - models/models_heightmap \ + models/models_animation_gpu_skinning \ + models/models_heightmap_rendering \ models/models_loading \ models/models_loading_gltf \ models/models_loading_m3d \ @@ -623,6 +624,7 @@ MODELS = \ models/models_rlgl_solar_system \ models/models_skybox_rendering \ models/models_tesseract_view \ + models/models_textured_cube \ models/models_waving_cubes \ models/models_yaw_pitch_roll @@ -630,32 +632,32 @@ SHADERS = \ shaders/shaders_basic_lighting \ shaders/shaders_basic_pbr \ shaders/shaders_custom_uniform \ - shaders/shaders_deferred_render \ - shaders/shaders_eratosthenes \ - shaders/shaders_fog \ + shaders/shaders_deferred_rendering \ + shaders/shaders_depth_rendering \ + shaders/shaders_depth_writing \ + shaders/shaders_eratosthenes_sieve \ + shaders/shaders_fog_rendering \ shaders/shaders_hot_reloading \ - shaders/shaders_hybrid_render \ + shaders/shaders_hybrid_rendering \ shaders/shaders_julia_set \ - shaders/shaders_lightmap \ + shaders/shaders_lightmap_rendering \ shaders/shaders_mesh_instancing \ shaders/shaders_model_shader \ shaders/shaders_multi_sample2d \ - shaders/shaders_normal_map \ + shaders/shaders_normalmap_rendering \ shaders/shaders_palette_switch \ shaders/shaders_postprocessing \ - shaders/shaders_raymarching \ + shaders/shaders_raymarching_rendering \ shaders/shaders_rounded_rectangle \ - shaders/shaders_shadowmap \ + shaders/shaders_shadowmap_rendering \ shaders/shaders_shapes_textures \ shaders/shaders_simple_mask \ - shaders/shaders_spotlight \ - shaders/shaders_texture_drawing \ + shaders/shaders_spotlight_rendering \ shaders/shaders_texture_outline \ + shaders/shaders_texture_rendering \ shaders/shaders_texture_tiling \ shaders/shaders_texture_waves \ - shaders/shaders_vertex_displacement \ - shaders/shaders_view_depth \ - shaders/shaders_write_depth + shaders/shaders_vertex_displacement AUDIO = \ audio/audio_mixed_processor \ @@ -718,9 +720,6 @@ 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_basic_window_web: core/core_basic_window_web.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) @@ -741,7 +740,7 @@ core/core_input_gamepad: core/core_input_gamepad.c core/core_input_gestures: core/core_input_gestures.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_input_gestures_web: core/core_input_gestures_web.c +core/core_input_gestures_testbed: core/core_input_gestures_testbed.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) core/core_input_keys: core/core_input_keys.c @@ -765,6 +764,9 @@ core/core_random_sequence: core/core_random_sequence.c core/core_random_values: core/core_random_values.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) +core/core_render_texture: core/core_render_texture.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + core/core_scissor_test: core/core_scissor_test.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -774,6 +776,9 @@ core/core_smooth_pixelperfect: core/core_smooth_pixelperfect.c core/core_storage_values: core/core_storage_values.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) +core/core_undo_redo: core/core_undo_redo.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + core/core_vr_simulator: core/core_vr_simulator.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file core/resources/shaders/glsl100/distortion.fs@resources/shaders/glsl100/distortion.fs @@ -797,6 +802,9 @@ shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c shapes/shapes_bouncing_ball: shapes/shapes_bouncing_ball.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) +shapes/shapes_circle_sector_drawing: shapes/shapes_circle_sector_drawing.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) @@ -809,22 +817,13 @@ shapes/shapes_digital_clock: shapes/shapes_digital_clock.c shapes/shapes_double_pendulum: shapes/shapes_double_pendulum.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_draw_circle_sector: shapes/shapes_draw_circle_sector.c +shapes/shapes_easings_ball: shapes/shapes_easings_ball.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_draw_rectangle_rounded: shapes/shapes_draw_rectangle_rounded.c +shapes/shapes_easings_box: shapes/shapes_easings_box.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_draw_ring: shapes/shapes_draw_ring.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) - -shapes/shapes_easings_ball_anim: shapes/shapes_easings_ball_anim.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) - -shapes/shapes_easings_box_anim: shapes/shapes_easings_box_anim.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) - -shapes/shapes_easings_rectangle_array: shapes/shapes_easings_rectangle_array.c +shapes/shapes_easings_rectangles: shapes/shapes_easings_rectangles.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) shapes/shapes_following_eyes: shapes/shapes_following_eyes.c @@ -845,6 +844,12 @@ 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_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_splines_drawing: shapes/shapes_splines_drawing.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -931,7 +936,7 @@ textures/textures_raw_data: textures/textures_raw_data.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file textures/resources/fudesumi.raw@resources/fudesumi.raw -textures/textures_sprite_anim: textures/textures_sprite_anim.c +textures/textures_sprite_animation: textures/textures_sprite_animation.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file textures/resources/scarfy.png@resources/scarfy.png @@ -991,6 +996,9 @@ text/text_font_spritefont: text/text_font_spritefont.c text/text_format_text: text/text_format_text.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) +text/text_inline_styling: text/text_inline_styling.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + text/text_input_box: text/text_input_box.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -1022,13 +1030,13 @@ text/text_writing_anim: text/text_writing_anim.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) # Compile MODELS examples -models/models_animation: models/models_animation.c +models/models_animation_playing: models/models_animation_playing.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file models/resources/models/iqm/guy.iqm@resources/models/iqm/guy.iqm \ --preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \ --preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm -models/models_billboard: models/models_billboard.c +models/models_billboard_rendering: models/models_billboard_rendering.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file models/resources/billboard.png@resources/billboard.png @@ -1042,15 +1050,11 @@ models/models_bone_socket: models/models_bone_socket.c models/models_box_collisions: models/models_box_collisions.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -models/models_cubicmap: models/models_cubicmap.c +models/models_cubicmap_rendering: models/models_cubicmap_rendering.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file models/resources/cubicmap.png@resources/cubicmap.png \ --preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png -models/models_draw_cube_texture: models/models_draw_cube_texture.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png - models/models_first_person_maze: models/models_first_person_maze.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file models/resources/cubicmap.png@resources/cubicmap.png \ @@ -1059,13 +1063,13 @@ 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_gpu_skinning: models/models_gpu_skinning.c +models/models_animation_gpu_skinning: models/models_animation_gpu_skinning.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \ --preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \ --preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs -models/models_heightmap: models/models_heightmap.c +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 @@ -1120,6 +1124,10 @@ models/models_skybox_rendering: models/models_skybox_rendering.c models/models_tesseract_view: models/models_tesseract_view.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) +models/models_textured_cube: models/models_textured_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_waving_cubes: models/models_waving_cubes.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -1154,18 +1162,26 @@ shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c --preload-file shaders/resources/models/barracks_diffuse.png@resources/models/barracks_diffuse.png \ --preload-file shaders/resources/shaders/glsl100/swirl.fs@resources/shaders/glsl100/swirl.fs -shaders/shaders_deferred_render: shaders/shaders_deferred_render.c +shaders/shaders_deferred_rendering: shaders/shaders_deferred_rendering.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/gbuffer.vs@resources/shaders/glsl100/gbuffer.vs \ --preload-file shaders/resources/shaders/glsl100/gbuffer.fs@resources/shaders/glsl100/gbuffer.fs \ --preload-file shaders/resources/shaders/glsl100/deferred_shading.vs@resources/shaders/glsl100/deferred_shading.vs \ --preload-file shaders/resources/shaders/glsl100/deferred_shading.fs@resources/shaders/glsl100/deferred_shading.fs -shaders/shaders_eratosthenes: shaders/shaders_eratosthenes.c +shaders/shaders_depth_rendering: shaders/shaders_depth_rendering.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file shaders/resources/shaders/glsl100/depth_render.fs@resources/shaders/glsl100/depth_render.fs + +shaders/shaders_depth_writing: shaders/shaders_depth_writing.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file shaders/resources/shaders/glsl100/depth_write.fs@resources/shaders/glsl100/depth_write.fs + +shaders/shaders_eratosthenes_sieve: shaders/shaders_eratosthenes_sieve.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/eratosthenes.fs@resources/shaders/glsl100/eratosthenes.fs -shaders/shaders_fog: shaders/shaders_fog.c +shaders/shaders_fog_rendering: shaders/shaders_fog_rendering.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \ --preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs \ @@ -1175,7 +1191,7 @@ shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/reload.fs@resources/shaders/glsl100/reload.fs -shaders/shaders_hybrid_render: shaders/shaders_hybrid_render.c +shaders/shaders_hybrid_rendering: shaders/shaders_hybrid_rendering.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/hybrid_raymarch.fs@resources/shaders/glsl100/hybrid_raymarch.fs \ --preload-file shaders/resources/shaders/glsl100/hybrid_raster.fs@resources/shaders/glsl100/hybrid_raster.fs @@ -1184,7 +1200,7 @@ shaders/shaders_julia_set: shaders/shaders_julia_set.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/julia_set.fs@resources/shaders/glsl100/julia_set.fs -shaders/shaders_lightmap: shaders/shaders_lightmap.c +shaders/shaders_lightmap_rendering: shaders/shaders_lightmap_rendering.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/lightmap.vs@resources/shaders/glsl100/lightmap.vs \ --preload-file shaders/resources/shaders/glsl100/lightmap.fs@resources/shaders/glsl100/lightmap.fs \ @@ -1206,7 +1222,7 @@ shaders/shaders_multi_sample2d: shaders/shaders_multi_sample2d.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/color_mix.fs@resources/shaders/glsl100/color_mix.fs -shaders/shaders_normal_map: shaders/shaders_normal_map.c +shaders/shaders_normalmap_rendering: shaders/shaders_normalmap_rendering.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/normalmap.vs@resources/shaders/glsl100/normalmap.vs \ --preload-file shaders/resources/shaders/glsl100/normalmap.fs@resources/shaders/glsl100/normalmap.fs \ @@ -1235,7 +1251,7 @@ shaders/shaders_postprocessing: shaders/shaders_postprocessing.c --preload-file shaders/resources/shaders/glsl100/bloom.fs@resources/shaders/glsl100/bloom.fs \ --preload-file shaders/resources/shaders/glsl100/blur.fs@resources/shaders/glsl100/blur.fs -shaders/shaders_raymarching: shaders/shaders_raymarching.c +shaders/shaders_raymarching_rendering: shaders/shaders_raymarching_rendering.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs @@ -1244,12 +1260,11 @@ shaders/shaders_rounded_rectangle: shaders/shaders_rounded_rectangle.c --preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \ --preload-file shaders/resources/shaders/glsl100/rounded_rectangle.fs@resources/shaders/glsl100/rounded_rectangle.fs -shaders/shaders_shadowmap: shaders/shaders_shadowmap.c +shaders/shaders_shadowmap_rendering: shaders/shaders_shadowmap_rendering.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/shadowmap.vs@resources/shaders/glsl100/shadowmap.vs \ --preload-file shaders/resources/shaders/glsl100/shadowmap.fs@resources/shaders/glsl100/shadowmap.fs \ - --preload-file shaders/resources/models/robot.glb@resources/models/robot.glb \ - --preload-file shaders/shaders_shadowmap.png@shaders_shadowmap.png + --preload-file shaders/resources/models/robot.glb@resources/models/robot.glb shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ @@ -1262,20 +1277,20 @@ shaders/shaders_simple_mask: shaders/shaders_simple_mask.c --preload-file shaders/resources/plasma.png@resources/plasma.png \ --preload-file shaders/resources/mask.png@resources/mask.png -shaders/shaders_spotlight: shaders/shaders_spotlight.c +shaders/shaders_spotlight_rendering: shaders/shaders_spotlight_rendering.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/raysan.png@resources/raysan.png \ --preload-file shaders/resources/shaders/glsl100/spotlight.fs@resources/shaders/glsl100/spotlight.fs -shaders/shaders_texture_drawing: shaders/shaders_texture_drawing.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/shaders/glsl100/cubes_panning.fs@resources/shaders/glsl100/cubes_panning.fs - shaders/shaders_texture_outline: shaders/shaders_texture_outline.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \ --preload-file shaders/resources/shaders/glsl100/outline.fs@resources/shaders/glsl100/outline.fs +shaders/shaders_texture_rendering: shaders/shaders_texture_rendering.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file shaders/resources/shaders/glsl100/cubes_panning.fs@resources/shaders/glsl100/cubes_panning.fs + shaders/shaders_texture_tiling: shaders/shaders_texture_tiling.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png \ @@ -1291,14 +1306,6 @@ shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c --preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \ --preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs -shaders/shaders_view_depth: shaders/shaders_view_depth.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/shaders/glsl100/depth.fs@resources/shaders/glsl100/depth.fs - -shaders/shaders_write_depth: shaders/shaders_write_depth.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs - # Compile AUDIO examples audio/audio_mixed_processor: audio/audio_mixed_processor.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ diff --git a/examples/README.md b/examples/README.md index 3535682d6..1753a31bc 100644 --- a/examples/README.md +++ b/examples/README.md @@ -6,6 +6,7 @@ The examples assume you have already built the `raylib` library in `../src`. - `make` builds all examples - `make [module]` builds all examples for a particular module (e.g `make core`) +- `make [module]/[name]` builds one examples for a particular module (e.g `make core/core_basic_window`) ### With Zig @@ -16,9 +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: 161] +## EXAMPLES COLLECTION [TOTAL: 163] -### category: core [36] +### category: core [37] Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality. @@ -31,7 +32,8 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c | [core_input_gamepad](core/core_input_gamepad.c) | core_input_gamepad | ⭐☆☆☆ | 1.1 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | | [core_input_multitouch](core/core_input_multitouch.c) | core_input_multitouch | ⭐☆☆☆ | 2.1 | 2.5 | [Berni](https://github.com/Berni8k) | | [core_input_gestures](core/core_input_gestures.c) | core_input_gestures | ⭐⭐☆☆ | 1.4 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | -| [core_input_virtual_controls](core/core_input_virtual_controls.c) | core_input_virtual_controls | ⭐⭐☆☆ | 5.0 | 5.0 | [oblerion](https://github.com/oblerion) | +| [core_input_gestures_testbed](core/core_input_gestures_testbed.c) | core_input_gestures_testbed | ⭐⭐⭐☆ | 5.0 | 5.6-dev | [ubkp](https://github.com/ubkp) | +| [core_input_virtual_controls](core/core_input_virtual_controls.c) | core_input_virtual_controls | ⭐⭐☆☆ | 5.0 | 5.0 | [GreenSnakeLinux](https://github.com/GreenSnakeLinux) | | [core_2d_camera](core/core_2d_camera.c) | core_2d_camera | ⭐⭐☆☆ | 1.5 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) | | [core_2d_camera_mouse_zoom](core/core_2d_camera_mouse_zoom.c) | core_2d_camera_mouse_zoom | ⭐⭐☆☆ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) | | [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | core_2d_camera_platformer | ⭐⭐⭐☆ | 2.5 | 3.0 | [arvyy](https://github.com/arvyy) | @@ -43,10 +45,10 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c | [core_3d_camera_fps](core/core_3d_camera_fps.c) | core_3d_camera_fps | ⭐⭐⭐☆ | 5.5 | 5.5 | [Agnis Aldins](https://github.com/nezvers) | | [core_3d_picking](core/core_3d_picking.c) | core_3d_picking | ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) | | [core_world_screen](core/core_world_screen.c) | core_world_screen | ⭐⭐☆☆ | 1.3 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) | -| [core_custom_logging](core/core_custom_logging.c) | core_custom_logging | ⭐⭐⭐☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) | | [core_window_flags](core/core_window_flags.c) | core_window_flags | ⭐⭐⭐☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | | [core_window_letterbox](core/core_window_letterbox.c) | core_window_letterbox | ⭐⭐☆☆ | 2.5 | 4.0 | [Anata](https://github.com/anatagawa) | | [core_window_should_close](core/core_window_should_close.c) | core_window_should_close | ⭐☆☆☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | +| [core_custom_logging](core/core_custom_logging.c) | core_custom_logging | ⭐⭐⭐☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) | | [core_drop_files](core/core_drop_files.c) | core_drop_files | ⭐⭐☆☆ | 1.3 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | | [core_random_values](core/core_random_values.c) | core_random_values | ⭐☆☆☆ | 1.1 | 1.1 | [Ramon Santamaria](https://github.com/raysan5) | | [core_storage_values](core/core_storage_values.c) | core_storage_values | ⭐⭐☆☆ | 1.4 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | @@ -56,10 +58,10 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c | [core_custom_frame_control](core/core_custom_frame_control.c) | core_custom_frame_control | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) | | [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | core_smooth_pixelperfect | ⭐⭐⭐☆ | 3.7 | 4.0 | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) | | [core_random_sequence](core/core_random_sequence.c) | core_random_sequence | ⭐☆☆☆ | 5.0 | 5.0 | [Dalton Overmyer](https://github.com/REDl3east) | -| [core_basic_window_web](core/core_basic_window_web.c) | core_basic_window_web | ⭐☆☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) | -| [core_input_gestures_web](core/core_input_gestures_web.c) | core_input_gestures_web | ⭐⭐☆☆ | 4.6 | 4.6 | [ubkp](https://github.com/ubkp) | | [core_automation_events](core/core_automation_events.c) | core_automation_events | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) | -| [core_high_dpi](core/core_high_dpi.c) | core_high_dpi | ⭐☆☆☆ | 5.0 | 5.0 | [Jonathan Marler](https://github.com/marler8997) | +| [core_high_dpi](core/core_high_dpi.c) | core_high_dpi | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) | +| [core_render_texture](core/core_render_texture.c) | core_render_texture | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) | +| [core_undo_redo](core/core_undo_redo.c) | core_undo_redo | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) | ### category: shapes [20] @@ -76,16 +78,16 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes]( | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | shapes_lines_bezier | ⭐☆☆☆ | 1.7 | 1.7 | [Ramon Santamaria](https://github.com/raysan5) | | [shapes_collision_area](shapes/shapes_collision_area.c) | shapes_collision_area | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | | [shapes_following_eyes](shapes/shapes_following_eyes.c) | shapes_following_eyes | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | -| [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | shapes_easings_ball_anim | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | -| [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | shapes_easings_box_anim | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | -| [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | shapes_easings_rectangle_array | ⭐⭐⭐☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | -| [shapes_draw_ring](shapes/shapes_draw_ring.c) | shapes_draw_ring | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | -| [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | shapes_draw_circle_sector | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | -| [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | shapes_draw_rectangle_rounded | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | +| [shapes_easings_ball](shapes/shapes_easings_ball.c) | shapes_easings_ball | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | +| [shapes_easings_box](shapes/shapes_easings_box.c) | shapes_easings_box | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | +| [shapes_easings_rectangles](shapes/shapes_easings_rectangles.c) | shapes_easings_rectangles | ⭐⭐⭐☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | +| [shapes_ring_drawing](shapes/shapes_ring_drawing.c) | shapes_ring_drawing | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | +| [shapes_circle_sector_drawing](shapes/shapes_circle_sector_drawing.c) | shapes_circle_sector_drawing | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | +| [shapes_rounded_rectangle_drawing](shapes/shapes_rounded_rectangle_drawing.c) | shapes_rounded_rectangle_drawing | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | | [shapes_top_down_lights](shapes/shapes_top_down_lights.c) | shapes_top_down_lights | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) | | [shapes_rectangle_advanced](shapes/shapes_rectangle_advanced.c) | shapes_rectangle_advanced | ⭐⭐⭐⭐️ | 5.5 | 5.5 | [Everton Jr.](https://github.com/evertonse) | | [shapes_splines_drawing](shapes/shapes_splines_drawing.c) | shapes_splines_drawing | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) | -| [shapes_digital_clock](shapes/shapes_digital_clock.c) | shapes_digital_clock | ⭐⭐☆☆ | 5.5 | 5.5 | [Hamza RAHAL](https://github.com/rhmz-rhl) | +| [shapes_digital_clock](shapes/shapes_digital_clock.c) | shapes_digital_clock | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) | | [shapes_double_pendulum](shapes/shapes_double_pendulum.c) | shapes_double_pendulum | ⭐⭐☆☆ | 5.5 | 5.5 | [JoeCheong](https://github.com/Joecheong2006) | ### category: textures [26] @@ -106,7 +108,7 @@ Examples using raylib textures functionality, including image/textures loading/g | [textures_particles_blending](textures/textures_particles_blending.c) | textures_particles_blending | ⭐☆☆☆ | 1.7 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | | [textures_npatch_drawing](textures/textures_npatch_drawing.c) | textures_npatch_drawing | ⭐⭐⭐☆ | 2.0 | 2.5 | [Jorge A. Gomes](https://github.com/overdev) | | [textures_background_scrolling](textures/textures_background_scrolling.c) | textures_background_scrolling | ⭐☆☆☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | -| [textures_sprite_anim](textures/textures_sprite_anim.c) | textures_sprite_anim | ⭐⭐☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) | +| [textures_sprite_animation](textures/textures_sprite_animation.c) | textures_sprite_animation | ⭐⭐☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) | | [textures_sprite_button](textures/textures_sprite_button.c) | textures_sprite_button | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | textures_sprite_explosion | ⭐⭐☆☆ | 2.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | | [textures_bunnymark](textures/textures_bunnymark.c) | textures_bunnymark | ⭐⭐⭐☆ | 1.6 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | @@ -117,11 +119,11 @@ Examples using raylib textures functionality, including image/textures loading/g | [textures_fog_of_war](textures/textures_fog_of_war.c) | textures_fog_of_war | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | | [textures_gif_player](textures/textures_gif_player.c) | textures_gif_player | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | | [textures_image_kernel](textures/textures_image_kernel.c) | textures_image_kernel | ⭐⭐⭐⭐️ | 1.3 | 1.3 | [Karim Salem](https://github.com/kimo-s) | -| [textures_image_channel](textures/textures_image_channel.c) | textures_image_channel | ⭐⭐☆☆ | 5.1 | 5.1 | [Bruno Cabral](https://github.com/brccabral) | +| [textures_image_channel](textures/textures_image_channel.c) | textures_image_channel | ⭐⭐☆☆ | 5.5 | 5.5 | [Bruno Cabral](https://github.com/brccabral) | | [textures_image_rotate](textures/textures_image_rotate.c) | textures_image_rotate | ⭐⭐☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) | | [textures_textured_curve](textures/textures_textured_curve.c) | textures_textured_curve | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) | -### category: text [13] +### category: text [14] Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/rtext.c) module. @@ -140,6 +142,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat | [text_unicode_ranges](text/text_unicode_ranges.c) | text_unicode_ranges | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Vlad Adrian](https://github.com/demizdor) | | [text_3d_drawing](text/text_3d_drawing.c) | text_3d_drawing | ⭐⭐⭐⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) | | [text_codepoints_loading](text/text_codepoints_loading.c) | text_codepoints_loading | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | +| [text_inline_styling](text/text_inline_styling.c) | text_inline_styling | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) | ### category: models [23] @@ -147,10 +150,10 @@ Examples using raylib models functionality, including models loading/generation | example | image | difficulty
level | version
created | last version
updated | original
developer | |-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------| -| [models_animation](models/models_animation.c) | models_animation | ⭐⭐☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) | -| [models_billboard](models/models_billboard.c) | models_billboard | ⭐⭐⭐☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | +| [models_animation_playing](models/models_animation_playing.c) | models_animation_playing | ⭐⭐☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) | +| [models_billboard_rendering](models/models_billboard_rendering.c) | models_billboard_rendering | ⭐⭐⭐☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | | [models_box_collisions](models/models_box_collisions.c) | models_box_collisions | ⭐☆☆☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | -| [models_cubicmap](models/models_cubicmap.c) | models_cubicmap | ⭐⭐☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | +| [models_cubicmap_rendering](models/models_cubicmap_rendering.c) | models_cubicmap_rendering | ⭐⭐☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | | [models_first_person_maze](models/models_first_person_maze.c) | models_first_person_maze | ⭐⭐☆☆ | 2.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | | [models_geometric_shapes](models/models_geometric_shapes.c) | models_geometric_shapes | ⭐☆☆☆ | 1.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | | [models_mesh_generation](models/models_mesh_generation.c) | models_mesh_generation | ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) | @@ -158,18 +161,18 @@ Examples using raylib models functionality, including models loading/generation | [models_loading](models/models_loading.c) | models_loading | ⭐☆☆☆ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | | [models_loading_gltf](models/models_loading_gltf.c) | models_loading_gltf | ⭐☆☆☆ | 3.7 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | | [models_loading_vox](models/models_loading_vox.c) | models_loading_vox | ⭐☆☆☆ | 4.0 | 4.0 | [Johann Nadalutti](https://github.com/procfxgen) | -| [models_loading_m3d](models/models_loading_m3d.c) | models_loading_m3d | ⭐⭐☆☆ | 4.5 | 4.5 | [bzt](https://github.com/model3d) | +| [models_loading_m3d](models/models_loading_m3d.c) | models_loading_m3d | ⭐⭐☆☆ | 4.5 | 4.5 | [bzt](https://github.com/bztsrc) | | [models_orthographic_projection](models/models_orthographic_projection.c) | models_orthographic_projection | ⭐☆☆☆ | 2.0 | 3.7 | [Max Danielsson](https://github.com/autious) | | [models_point_rendering](models/models_point_rendering.c) | models_point_rendering | ⭐⭐⭐☆ | 5.0 | 5.0 | [Reese Gallagher](https://github.com/satchelfrost) | | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | models_rlgl_solar_system | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) | | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | models_yaw_pitch_roll | ⭐⭐☆☆ | 1.8 | 4.0 | [Berni](https://github.com/Berni8k) | | [models_waving_cubes](models/models_waving_cubes.c) | models_waving_cubes | ⭐⭐⭐☆ | 2.5 | 3.7 | [Codecat](https://github.com/codecat) | -| [models_heightmap](models/models_heightmap.c) | models_heightmap | ⭐☆☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | +| [models_heightmap_rendering](models/models_heightmap_rendering.c) | models_heightmap_rendering | ⭐☆☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | | [models_skybox_rendering](models/models_skybox_rendering.c) | models_skybox_rendering | ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) | -| [models_draw_cube_texture](models/models_draw_cube_texture.c) | models_draw_cube_texture | ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) | -| [models_gpu_skinning](models/models_gpu_skinning.c) | models_gpu_skinning | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) | +| [models_textured_cube](models/models_textured_cube.c) | models_textured_cube | ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) | +| [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) | models_animation_gpu_skinning | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) | | [models_bone_socket](models/models_bone_socket.c) | models_bone_socket | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) | -| [models_tesseract_view](models/models_tesseract_view.c) | models_tesseract_view | ⭐⭐☆☆ | 5.6 | 5.6 | [Timothy van der Valk](https://github.com/arceryz) | +| [models_tesseract_view](models/models_tesseract_view.c) | models_tesseract_view | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) | ### category: shaders [29] @@ -183,29 +186,29 @@ Examples using raylib shaders functionality, including shaders loading, paramete | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | shaders_custom_uniform | ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) | | [shaders_postprocessing](shaders/shaders_postprocessing.c) | shaders_postprocessing | ⭐⭐⭐☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) | | [shaders_palette_switch](shaders/shaders_palette_switch.c) | shaders_palette_switch | ⭐⭐⭐☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) | -| [shaders_raymarching](shaders/shaders_raymarching.c) | shaders_raymarching | ⭐⭐⭐⭐️ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | -| [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | shaders_texture_drawing | ⭐⭐☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/ciessielski) | -| [shaders_texture_outline](shaders/shaders_texture_outline.c) | shaders_texture_outline | ⭐⭐⭐☆ | 4.0 | 4.0 | [Samuel Skiff](https://github.com/GoldenThumbs) | +| [shaders_raymarching_rendering](shaders/shaders_raymarching_rendering.c) | shaders_raymarching_rendering | ⭐⭐⭐⭐️ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | +| [shaders_texture_rendering](shaders/shaders_texture_rendering.c) | shaders_texture_rendering | ⭐⭐☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/ciessielski) | +| [shaders_texture_outline](shaders/shaders_texture_outline.c) | shaders_texture_outline | ⭐⭐⭐☆ | 4.0 | 4.0 | [Serenity Skiff](https://github.com/GoldenThumbs) | | [shaders_texture_waves](shaders/shaders_texture_waves.c) | shaders_texture_waves | ⭐⭐☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) | | [shaders_julia_set](shaders/shaders_julia_set.c) | shaders_julia_set | ⭐⭐⭐☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) | -| [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | shaders_eratosthenes | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) | -| [shaders_fog](shaders/shaders_fog.c) | shaders_fog | ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) | +| [shaders_eratosthenes_sieve](shaders/shaders_eratosthenes_sieve.c) | shaders_eratosthenes_sieve | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) | +| [shaders_fog_rendering](shaders/shaders_fog_rendering.c) | shaders_fog_rendering | ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) | | [shaders_simple_mask](shaders/shaders_simple_mask.c) | shaders_simple_mask | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) | | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | shaders_hot_reloading | ⭐⭐⭐☆ | 3.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | shaders_mesh_instancing | ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) | | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | shaders_multi_sample2d | ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | -| [shaders_normal_map](shaders/shaders_normal_map.c) | shaders_normal_map | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) | -| [shaders_spotlight](shaders/shaders_spotlight.c) | shaders_spotlight | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) | -| [shaders_deferred_render](shaders/shaders_deferred_render.c) | shaders_deferred_render | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) | -| [shaders_hybrid_render](shaders/shaders_hybrid_render.c) | shaders_hybrid_render | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) | +| [shaders_normalmap_rendering](shaders/shaders_normalmap_rendering.c) | shaders_normalmap_rendering | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) | +| [shaders_spotlight_rendering](shaders/shaders_spotlight_rendering.c) | shaders_spotlight_rendering | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) | +| [shaders_deferred_rendering](shaders/shaders_deferred_rendering.c) | shaders_deferred_rendering | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) | +| [shaders_hybrid_rendering](shaders/shaders_hybrid_rendering.c) | shaders_hybrid_rendering | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) | | [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | shaders_texture_tiling | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) | -| [shaders_shadowmap](shaders/shaders_shadowmap.c) | shaders_shadowmap | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) | +| [shaders_shadowmap_rendering](shaders/shaders_shadowmap_rendering.c) | shaders_shadowmap_rendering | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) | | [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | shaders_vertex_displacement | ⭐⭐⭐☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) | -| [shaders_write_depth](shaders/shaders_write_depth.c) | shaders_write_depth | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) | -| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | shaders_basic_pbr | ⭐⭐⭐⭐️ | 5.0 | 5.1 | [Afan OLOVCIC](https://github.com/_DevDad) | -| [shaders_lightmap](shaders/shaders_lightmap.c) | shaders_lightmap | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) | +| [shaders_depth_writing](shaders/shaders_depth_writing.c) | shaders_depth_writing | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) | +| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | shaders_basic_pbr | ⭐⭐⭐⭐️ | 5.0 | 5.5 | [Afan OLOVCIC](https://github.com/_DevDad) | +| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | shaders_lightmap_rendering | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) | | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | shaders_rounded_rectangle | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) | -| [shaders_view_depth](shaders/shaders_view_depth.c) | shaders_view_depth | ⭐⭐⭐☆ | 5.6 | 5.6 | [Luís Almeida](https://github.com/luis605) | +| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | shaders_depth_rendering | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) | ### category: audio [8] @@ -219,7 +222,7 @@ Examples using raylib audio functionality, including sound/music loading and pla | [audio_sound_loading](audio/audio_sound_loading.c) | audio_sound_loading | ⭐☆☆☆ | 1.1 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | | [audio_mixed_processor](audio/audio_mixed_processor.c) | audio_mixed_processor | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) | | [audio_stream_effects](audio/audio_stream_effects.c) | audio_stream_effects | ⭐⭐⭐⭐️ | 4.2 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) | -| [audio_sound_multi](audio/audio_sound_multi.c) | audio_sound_multi | ⭐⭐☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) | +| [audio_sound_multi](audio/audio_sound_multi.c) | audio_sound_multi | ⭐⭐☆☆ | 5.0 | 5.0 | [Jeffery Myers](https://github.com/JeffM2501) | | [audio_sound_positioning](audio/audio_sound_positioning.c) | audio_sound_positioning | ⭐⭐☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) | ### category: others [6] @@ -233,7 +236,7 @@ Examples showing raylib misc functionality that does not fit in other categories | [easings_testbed](others/easings_testbed.c) | easings_testbed | ⭐⭐⭐☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) | | [raylib_opengl_interop](others/raylib_opengl_interop.c) | raylib_opengl_interop | ⭐⭐⭐⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) | | [embedded_files_loading](others/embedded_files_loading.c) | embedded_files_loading | ⭐⭐☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) | -| [raymath_vector_angle](others/raymath_vector_angle.c) | raymath_vector_angle | ⭐⭐☆☆ | 1.0 | 4.6 | [Ramon Santamaria](https://github.com/raysan5) | +| [raymath_vector_angle](others/raymath_vector_angle.c) | raymath_vector_angle | ⭐⭐☆☆ | 1.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) | Some example missing? As always, contributions are welcome, feel free to send new examples! Here is an[examples template](examples_template.c) with instructions to start with! diff --git a/examples/audio/audio_mixed_processor.c b/examples/audio/audio_mixed_processor.c index be6a3c8f9..b2d64642d 100644 --- a/examples/audio/audio_mixed_processor.c +++ b/examples/audio/audio_mixed_processor.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [audio] example - mixed audio processing +* raylib [audio] example - mixed processor * * Example complexity rating: [★★★★] 4/4 * @@ -55,7 +55,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [audio] example - mixed audio processing"); + InitWindow(screenWidth, screenHeight, "raylib [audio] example - mixed processor"); InitAudioDevice(); // Initialize audio device diff --git a/examples/audio/audio_module_playing.c b/examples/audio/audio_module_playing.c index 2d0834e2b..6cf888fcb 100644 --- a/examples/audio/audio_module_playing.c +++ b/examples/audio/audio_module_playing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [audio] example - module playing (streaming) +* raylib [audio] example - module playing * * Example complexity rating: [★☆☆☆] 1/4 * @@ -37,7 +37,7 @@ int main(void) SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X - InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)"); + InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing"); InitAudioDevice(); // Initialize audio device diff --git a/examples/audio/audio_music_stream.c b/examples/audio/audio_music_stream.c index c0028a033..48be49e42 100644 --- a/examples/audio/audio_music_stream.c +++ b/examples/audio/audio_music_stream.c @@ -1,10 +1,10 @@ /******************************************************************************************* * -* raylib [audio] example - music playing (streaming) +* raylib [audio] example - music stream * * Example complexity rating: [★☆☆☆] 1/4 * -* Example originally created with raylib 1.3, last time updated with raylib 4.0 +* Example originally created with raylib 1.3, last time updated with raylib 4.2 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)"); + InitWindow(screenWidth, screenHeight, "raylib [audio] example - music stream"); InitAudioDevice(); // Initialize audio device diff --git a/examples/audio/audio_raw_stream.c b/examples/audio/audio_raw_stream.c index 95505c3f6..4deae2090 100644 --- a/examples/audio/audio_raw_stream.c +++ b/examples/audio/audio_raw_stream.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [audio] example - raw audio streaming +* raylib [audio] example - raw stream * * Example complexity rating: [★★★☆] 3/4 * @@ -62,7 +62,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming"); + InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw stream"); InitAudioDevice(); // Initialize audio device diff --git a/examples/audio/audio_sound_loading.c b/examples/audio/audio_sound_loading.c index 5fb356264..97e26a450 100644 --- a/examples/audio/audio_sound_loading.c +++ b/examples/audio/audio_sound_loading.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [audio] example - sound loading and playing +* raylib [audio] example - sound loading * * Example complexity rating: [★☆☆☆] 1/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing"); + InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading"); InitAudioDevice(); // Initialize audio device diff --git a/examples/audio/audio_sound_multi.c b/examples/audio/audio_sound_multi.c index 6f9aea3f9..79949ed3b 100644 --- a/examples/audio/audio_sound_multi.c +++ b/examples/audio/audio_sound_multi.c @@ -1,10 +1,10 @@ /******************************************************************************************* * -* raylib [audio] example - sound alias +* raylib [audio] example - sound multi * * Example complexity rating: [★★☆☆] 2/4 * -* Example originally created with raylib 4.6, last time updated with raylib 4.6 +* Example originally created with raylib 5.0, last time updated with raylib 5.0 * * Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5) * @@ -31,7 +31,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound alias"); + InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound multi"); InitAudioDevice(); // Initialize audio device diff --git a/examples/audio/audio_sound_positioning.c b/examples/audio/audio_sound_positioning.c index 9f09420a2..69756fa23 100644 --- a/examples/audio/audio_sound_positioning.c +++ b/examples/audio/audio_sound_positioning.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [audio] example - 3d sound positioning +* raylib [audio] example - sound positioning * * Example complexity rating: [★★☆☆] 2/4 * @@ -34,7 +34,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [audio] example - 3d sound positioning"); + InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound positioning"); InitAudioDevice(); diff --git a/examples/core/core_3d_camera_fps.c b/examples/core/core_3d_camera_fps.c index 980660b30..c3c779431 100644 --- a/examples/core/core_3d_camera_fps.c +++ b/examples/core/core_3d_camera_fps.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - 3d first-person camera controller +* raylib [core] example - 3d camera fps * * Example complexity rating: [★★★☆] 3/4 * @@ -11,7 +11,7 @@ * 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 Agnis Aldins (@nezvers) +* Copyright (c) 2025 Agnis Aldins (@nezvers) * ********************************************************************************************/ @@ -80,7 +80,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d first-person camera controller"); + InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera fps"); // Initialize camera variables // NOTE: UpdateCameraFPS() takes care of the rest @@ -261,8 +261,7 @@ static void UpdateCameraFPS(Camera *camera) Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up)); // Rotate view vector around right axis - float pitchAngle = -lookRotation.y - - lean.y; + float pitchAngle = -lookRotation.y - lean.y; pitchAngle = Clamp(pitchAngle, -PI/2 + 0.0001f, PI/2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle); diff --git a/examples/core/core_basic_window_web.png b/examples/core/core_basic_window_web.png deleted file mode 100644 index 6cf44a0c8..000000000 Binary files a/examples/core/core_basic_window_web.png and /dev/null differ diff --git a/examples/core/core_high_dpi.c b/examples/core/core_high_dpi.c index 636442401..312f0c3e2 100644 --- a/examples/core/core_high_dpi.c +++ b/examples/core/core_high_dpi.c @@ -2,12 +2,16 @@ * * raylib [core] example - high dpi * -* Example complexity rating: [★☆☆☆] e/4 +* Example complexity rating: [★★☆☆] 2/4 +* +* Example originally created with raylib 5.0, last time updated with raylib 5.5 +* +* Example contributed by Jonathan Marler (@marler8997) 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) 2013-2025 Ramon Santamaria (@raysan5) +* Copyright (c) 2025 Jonathan Marler (@marler8997) * ********************************************************************************************/ diff --git a/examples/core/core_input_gamepad.c b/examples/core/core_input_gamepad.c index aae6e4b55..1da1c4ce0 100644 --- a/examples/core/core_input_gamepad.c +++ b/examples/core/core_input_gamepad.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - gamepad input +* raylib [core] example - input gamepad * * Example complexity rating: [★☆☆☆] 1/4 * @@ -38,7 +38,7 @@ int main(void) SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation - InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input"); + InitWindow(screenWidth, screenHeight, "raylib [core] example - input gamepad"); Texture2D texPs3Pad = LoadTexture("resources/ps3.png"); Texture2D texXboxPad = LoadTexture("resources/xbox.png"); diff --git a/examples/core/core_input_gestures_testbed.c b/examples/core/core_input_gestures_testbed.c new file mode 100644 index 000000000..055240801 --- /dev/null +++ b/examples/core/core_input_gestures_testbed.c @@ -0,0 +1,316 @@ +/******************************************************************************************* +* +* raylib [core] example - input gestures testbed +* +* Example complexity rating: [★★★☆] 3/4 +* +* Example originally created with raylib 5.0, last time updated with raylib 5.6-dev +* +* Example contributed by ubkp (@ubkp) 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) 2023-2025 ubkp (@ubkp) +* +********************************************************************************************/ + +#include "raylib.h" + +#include // Required for the protractor angle graphic drawing + +#define GESTURE_LOG_SIZE 20 +#define MAX_TOUCH_COUNT 32 + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +static char const *GetGestureName(int gesture); // Get text string for gesture value +static Color GetGestureColor(int gesture); // Get color for gesture value + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures testbed"); + + Vector2 messagePosition = { 160, 7 }; + + // Last gesture variables definitions + int lastGesture = 0; + Vector2 lastGesturePosition = { 165, 130 }; + + // Gesture log variables definitions + // NOTE: The gesture log uses an array (as an inverted circular queue) to store the performed gestures + char gestureLog[GESTURE_LOG_SIZE][12] = { "" }; + // NOTE: The index for the inverted circular queue (moving from last to first direction, then looping around) + int gestureLogIndex = GESTURE_LOG_SIZE; + int previousGesture = 0; + + // Log mode values: + // - 0 shows repeated events + // - 1 hides repeated events + // - 2 shows repeated events but hide hold events + // - 3 hides repeated events and hide hold events + int logMode = 1; + + Color gestureColor = { 0, 0, 0, 255 }; + Rectangle logButton1 = { 53, 7, 48, 26 }; + Rectangle logButton2 = { 108, 7, 36, 26 }; + Vector2 gestureLogPosition = { 10, 10 }; + + // Protractor variables definitions + float angleLength = 90.0f; + float currentAngleDegrees = 0.0f; + Vector2 finalVector = { 0.0f, 0.0f }; + char currentAngleStr[7] = ""; + Vector2 protractorPosition = { 266.0f, 315.0f }; + + 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 + //-------------------------------------------------------------------------------------- + // Handle common gestures data + int i, ii; // Iterators that will be reused by all for loops + const int currentGesture = GetGestureDetected(); + const float currentDragDegrees = GetGestureDragAngle(); + const float currentPitchDegrees = GetGesturePinchAngle(); + const int touchCount = GetTouchPointCount(); + + // Handle last gesture + if ((currentGesture != 0) && (currentGesture != 4) && (currentGesture != previousGesture)) + lastGesture = currentGesture; // Filter the meaningful gestures (1, 2, 8 to 512) for the display + + // Handle gesture log + if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) + { + if (CheckCollisionPointRec(GetMousePosition(), logButton1)) + { + switch (logMode) + { + case 3: logMode = 2; break; + case 2: logMode = 3; break; + case 1: logMode = 0; break; + default: logMode = 1; break; + } + } + else if (CheckCollisionPointRec(GetMousePosition(), logButton2)) + { + switch (logMode) + { + case 3: logMode = 1; break; + case 2: logMode = 0; break; + case 1: logMode = 3; break; + default: logMode = 2; break; + } + } + } + + int fillLog = 0; // Gate variable to be used to allow or not the gesture log to be filled + if (currentGesture !=0) + { + if (logMode == 3) // 3 hides repeated events and hide hold events + { + if (((currentGesture != 4) && (currentGesture != previousGesture)) || (currentGesture < 3)) fillLog = 1; + } + else if (logMode == 2) // 2 shows repeated events but hide hold events + { + if (currentGesture != 4) fillLog = 1; + } + else if (logMode == 1) // 1 hides repeated events + { + if (currentGesture != previousGesture) fillLog = 1; + } + else // 0 shows repeated events + { + fillLog = 1; + } + } + + if (fillLog) // If one of the conditions from logMode was met, fill the gesture log + { + previousGesture = currentGesture; + gestureColor = GetGestureColor(currentGesture); + if (gestureLogIndex <= 0) gestureLogIndex = GESTURE_LOG_SIZE; + gestureLogIndex--; + + // Copy the gesture respective name to the gesture log array + TextCopy(gestureLog[gestureLogIndex], GetGestureName(currentGesture)); + } + + // Handle protractor + if (currentGesture > 255) currentAngleDegrees = currentPitchDegrees; // Pinch In and Pinch Out + else if (currentGesture > 15) currentAngleDegrees = currentDragDegrees; // Swipe Right, Swipe Left, Swipe Up and Swipe Down + else if (currentGesture > 0) currentAngleDegrees = 0.0f; // Tap, Doubletap, Hold and Grab + + float currentAngleRadians = ((currentAngleDegrees + 90.0f)*PI/180); // Convert the current angle to Radians + // Calculate the final vector for display + finalVector = (Vector2){ (angleLength*sinf(currentAngleRadians)) + protractorPosition.x, + (angleLength*cosf(currentAngleRadians)) + protractorPosition.y }; + + // Handle touch and mouse pointer points + Vector2 touchPosition[MAX_TOUCH_COUNT] = { 0 }; + Vector2 mousePosition = { 0 }; + if (currentGesture != GESTURE_NONE) + { + if (touchCount != 0) + { + for (i = 0; i < touchCount; i++) touchPosition[i] = GetTouchPosition(i); // Fill the touch positions + } + else mousePosition = GetMousePosition(); + } + //-------------------------------------------------------------------------------------- + + // Draw + //-------------------------------------------------------------------------------------- + BeginDrawing(); + 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); + + // 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); + 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); + 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); + + // Draw gesture log + DrawText("Log", gestureLogPosition.x, 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)); + Color logButton1Color, logButton2Color; + switch (logMode) + { + case 3: logButton1Color=MAROON; logButton2Color=MAROON; break; + case 2: logButton1Color=GRAY; logButton2Color=MAROON; break; + case 1: logButton1Color=MAROON; logButton2Color=GRAY; break; + 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); + DrawRectangleRec(logButton2, logButton2Color); + DrawText("Hide", logButton1.x + 62, logButton1.y + 3, 10, WHITE); + DrawText("Hold", logButton1.x + 62, logButton1.y + 13, 10, WHITE); + + // Draw protractor + DrawText("Angle", protractorPosition.x + 55, 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); + 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); + if (currentAngleDegrees != 0.0f) DrawLineEx(protractorPosition, finalVector, 3.0f, gestureColor); + + // Draw touch and mouse pointer points + if (currentGesture != GESTURE_NONE) + { + if ( touchCount != 0 ) + { + for (i = 0; i < touchCount; i++) + { + DrawCircleV(touchPosition[i], 50.0f, Fade(gestureColor, 0.5f)); + DrawCircleV(touchPosition[i], 5.0f, gestureColor); + } + + if (touchCount == 2) DrawLineEx(touchPosition[0], touchPosition[1], ((currentGesture == 512)? 8 : 12), gestureColor); + } + else + { + DrawCircleV(mousePosition, 35.0f, Fade(gestureColor, 0.5f)); + DrawCircleV(mousePosition, 5.0f, gestureColor); + } + } + + EndDrawing(); + //-------------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +// Get text string for gesture value +static char const *GetGestureName(int gesture) +{ + switch (gesture) + { + case 0: return "None"; break; + case 1: return "Tap"; break; + case 2: return "Double Tap"; break; + case 4: return "Hold"; break; + case 8: return "Drag"; break; + case 16: return "Swipe Right"; break; + case 32: return "Swipe Left"; break; + case 64: return "Swipe Up"; break; + case 128: return "Swipe Down"; break; + case 256: return "Pinch In"; break; + case 512: return "Pinch Out"; break; + default: return "Unknown"; break; + } +} + +// Get color for gesture value +static Color GetGestureColor(int gesture) +{ + switch (gesture) + { + case 0: return BLACK; break; + case 1: return BLUE; break; + case 2: return SKYBLUE; break; + case 4: return BLACK; break; + case 8: return LIME; break; + case 16: return RED; break; + case 32: return RED; break; + case 64: return RED; break; + case 128: return RED; break; + case 256: return VIOLET; break; + case 512: return ORANGE; break; + default: return BLACK; break; + } +} diff --git a/examples/core/core_input_gestures_web.png b/examples/core/core_input_gestures_testbed.png similarity index 100% rename from examples/core/core_input_gestures_web.png rename to examples/core/core_input_gestures_testbed.png diff --git a/examples/core/core_input_gestures_web.c b/examples/core/core_input_gestures_web.c deleted file mode 100644 index 743639ea0..000000000 --- a/examples/core/core_input_gestures_web.c +++ /dev/null @@ -1,332 +0,0 @@ -/******************************************************************************************* -* -* raylib [core] example - input gestures web -* -* Example complexity rating: [★★☆☆] 2/4 -* -* Example originally created with raylib 4.6-dev, last time updated with raylib 4.6-dev -* -* Example contributed by ubkp (@ubkp) 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) 2023-2025 ubkp (@ubkp) -* -********************************************************************************************/ - -#include "raylib.h" - -#include "math.h" // Required for the protractor angle graphic drawing - -#if defined(PLATFORM_WEB) - #include // Required for the Web/HTML5 -#endif - -//-------------------------------------------------------------------------------------- -// Global definitions and declarations -//-------------------------------------------------------------------------------------- - -// Common variables definitions -//-------------------------------------------------------------------------------------- -int screenWidth = 800; // Update depending on web canvas -const int screenHeight = 450; -Vector2 messagePosition = { 160, 7 }; - -// Last gesture variables definitions -//-------------------------------------------------------------------------------------- -int lastGesture = 0; -Vector2 lastGesturePosition = { 165, 130 }; - -// Gesture log variables definitions and functions declarations -//-------------------------------------------------------------------------------------- -#define GESTURE_LOG_SIZE 20 -char gestureLog[GESTURE_LOG_SIZE][12] = { "" }; // The gesture log uses an array (as an inverted circular queue) to store the performed gestures -int gestureLogIndex = GESTURE_LOG_SIZE; // The index for the inverted circular queue (moving from last to first direction, then looping around) -int previousGesture = 0; - -char const *GetGestureName(int i) -{ - switch (i) { - case 0: return "None"; break; - case 1: return "Tap"; break; - case 2: return "Double Tap"; break; - case 4: return "Hold"; break; - case 8: return "Drag"; break; - case 16: return "Swipe Right"; break; - case 32: return "Swipe Left"; break; - case 64: return "Swipe Up"; break; - case 128: return "Swipe Down"; break; - case 256: return "Pinch In"; break; - case 512: return "Pinch Out"; break; - default: return "Unknown"; break; - } -} - -Color GetGestureColor(int i) -{ - switch (i) { - case 0: return BLACK; break; - case 1: return BLUE; break; - case 2: return SKYBLUE; break; - case 4: return BLACK; break; - case 8: return LIME; break; - case 16: return RED; break; - case 32: return RED; break; - case 64: return RED; break; - case 128: return RED; break; - case 256: return VIOLET; break; - case 512: return ORANGE; break; - default: return BLACK; break; - } -} - -int logMode = 1; // Log mode values: 0 shows repeated events; 1 hides repeated events; 2 shows repeated events but hide hold events; 3 hides repeated events and hide hold events - -Color gestureColor = { 0, 0, 0, 255 }; -Rectangle logButton1 = { 53, 7, 48, 26 }; -Rectangle logButton2 = { 108, 7, 36, 26 }; -Vector2 gestureLogPosition = { 10, 10 }; - -// Protractor variables definitions -//-------------------------------------------------------------------------------------- -float angleLength = 90.0f; -float currentAngleDegrees = 0.0f; -Vector2 finalVector = { 0.0f, 0.0f }; -char currentAngleStr[7] = ""; -Vector2 protractorPosition = { 266.0f, 315.0f }; - -// Update -//-------------------------------------------------------------------------------------- -void Update(void) -{ - // Handle common - //-------------------------------------------------------------------------------------- - int i, ii; // Iterators that will be reused by all for loops - const int currentGesture = GetGestureDetected(); - const float currentDragDegrees = GetGestureDragAngle(); - const float currentPitchDegrees = GetGesturePinchAngle(); - const int touchCount = GetTouchPointCount(); - - // Handle last gesture - //-------------------------------------------------------------------------------------- - if ((currentGesture != 0) && (currentGesture != 4) && (currentGesture != previousGesture)) lastGesture = currentGesture; // Filter the meaningful gestures (1, 2, 8 to 512) for the display - - // Handle gesture log - //-------------------------------------------------------------------------------------- - if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) - { - if (CheckCollisionPointRec(GetMousePosition(), logButton1)) - { - switch (logMode) - { - case 3: logMode=2; break; - case 2: logMode=3; break; - case 1: logMode=0; break; - default: logMode=1; break; - } - } - else if (CheckCollisionPointRec(GetMousePosition(), logButton2)) - { - switch (logMode) - { - case 3: logMode=1; break; - case 2: logMode=0; break; - case 1: logMode=3; break; - default: logMode=2; break; - } - } - } - - int fillLog = 0; // Gate variable to be used to allow or not the gesture log to be filled - if (currentGesture !=0) - { - if (logMode == 3) // 3 hides repeated events and hide hold events - { - if (((currentGesture != 4) && (currentGesture != previousGesture)) || (currentGesture < 3)) fillLog = 1; - } - else if (logMode == 2) // 2 shows repeated events but hide hold events - { - if (currentGesture != 4) fillLog = 1; - } - else if (logMode == 1) // 1 hides repeated events - { - if (currentGesture != previousGesture) fillLog = 1; - } - else // 0 shows repeated events - { - fillLog = 1; - } - } - - if (fillLog) // If one of the conditions from logMode was met, fill the gesture log - { - previousGesture = currentGesture; - gestureColor = GetGestureColor(currentGesture); - if (gestureLogIndex <= 0) gestureLogIndex = GESTURE_LOG_SIZE; - gestureLogIndex--; - - // Copy the gesture respective name to the gesture log array - TextCopy(gestureLog[gestureLogIndex], GetGestureName(currentGesture)); - } - - // Handle protractor - //-------------------------------------------------------------------------------------- - if (currentGesture > 255) // aka Pinch In and Pinch Out - { - currentAngleDegrees = currentPitchDegrees; - } - else if (currentGesture > 15) // aka Swipe Right, Swipe Left, Swipe Up and Swipe Down - { - currentAngleDegrees = currentDragDegrees; - } - else if (currentGesture > 0) // aka Tap, Doubletap, Hold and Grab - { - currentAngleDegrees = 0.0f; - } - - float currentAngleRadians = ((currentAngleDegrees +90.0f)*PI/180); // Convert the current angle to Radians - finalVector = (Vector2){ (angleLength*sinf(currentAngleRadians)) + protractorPosition.x, (angleLength*cosf(currentAngleRadians)) + protractorPosition.y }; // Calculate the final vector for display - - // Handle touch and mouse pointer points - //-------------------------------------------------------------------------------------- - #define MAX_TOUCH_COUNT 32 - - Vector2 touchPosition[MAX_TOUCH_COUNT] = { 0 }; - Vector2 mousePosition = {0, 0}; - if (currentGesture != GESTURE_NONE) - { - if (touchCount != 0) - { - for (i = 0; i < touchCount; i++) touchPosition[i] = GetTouchPosition(i); // Fill the touch positions - } - else mousePosition = GetMousePosition(); - } - - // Draw - //-------------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - // Draw common - //-------------------------------------------------------------------------------------- - 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); - - // 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); - 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); - 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); - - // Draw gesture log - //-------------------------------------------------------------------------------------- - DrawText("Log", gestureLogPosition.x, 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)); - Color logButton1Color, logButton2Color; - switch (logMode) - { - case 3: logButton1Color=MAROON; logButton2Color=MAROON; break; - case 2: logButton1Color=GRAY; logButton2Color=MAROON; break; - case 1: logButton1Color=MAROON; logButton2Color=GRAY; break; - 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); - DrawRectangleRec(logButton2, logButton2Color); - DrawText("Hide", logButton1.x + 62, logButton1.y + 3, 10, WHITE); - DrawText("Hold", logButton1.x + 62, logButton1.y + 13, 10, WHITE); - - // Draw protractor - //-------------------------------------------------------------------------------------- - DrawText("Angle", protractorPosition.x + 55, 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); - 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); - if (currentAngleDegrees != 0.0f) DrawLineEx(protractorPosition, finalVector, 3.0f, gestureColor); - - // Draw touch and mouse pointer points - //-------------------------------------------------------------------------------------- - if (currentGesture != GESTURE_NONE) - { - if ( touchCount != 0 ) - { - for (i = 0; i < touchCount; i++) - { - DrawCircleV(touchPosition[i], 50.0f, Fade(gestureColor, 0.5f)); - DrawCircleV(touchPosition[i], 5.0f, gestureColor); - } - - if (touchCount == 2) DrawLineEx(touchPosition[0], touchPosition[1], ((currentGesture == 512)? 8 : 12), gestureColor); - } - else - { - DrawCircleV(mousePosition, 35.0f, Fade(gestureColor, 0.5f)); - DrawCircleV(mousePosition, 5.0f, gestureColor); - } - } - - EndDrawing(); - //-------------------------------------------------------------------------------------- - -} - -//------------------------------------------------------------------------------------ -// Program main entry point -//------------------------------------------------------------------------------------ -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures web"); - //-------------------------------------------------------------------------------------- - - // Main game loop - //-------------------------------------------------------------------------------------- - #if defined(PLATFORM_WEB) - emscripten_set_main_loop(Update, 0, 1); - #else - SetTargetFPS(60); - while (!WindowShouldClose()) Update(); // Detect window close button or ESC key - #endif - //-------------------------------------------------------------------------------------- - - // De-Initialization - //-------------------------------------------------------------------------------------- - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} diff --git a/examples/core/core_input_keys.c b/examples/core/core_input_keys.c index 6ab099c4e..c5b526178 100644 --- a/examples/core/core_input_keys.c +++ b/examples/core/core_input_keys.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - keyboard input +* raylib [core] example - input keys * * Example complexity rating: [★☆☆☆] 1/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input"); + InitWindow(screenWidth, screenHeight, "raylib [core] example - input keys"); Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 }; diff --git a/examples/core/core_input_mouse.c b/examples/core/core_input_mouse.c index d892b4e9b..bbe519f82 100644 --- a/examples/core/core_input_mouse.c +++ b/examples/core/core_input_mouse.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - mouse input +* raylib [core] example - input mouse * * Example complexity rating: [★☆☆☆] 1/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input"); + InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse"); Vector2 ballPosition = { -100.0f, -100.0f }; Color ballColor = DARKBLUE; diff --git a/examples/core/core_input_virtual_controls.c b/examples/core/core_input_virtual_controls.c index 6a4946655..6cae4b6c7 100644 --- a/examples/core/core_input_virtual_controls.c +++ b/examples/core/core_input_virtual_controls.c @@ -2,23 +2,22 @@ * * raylib [core] example - input virtual controls * -* Example complexity rating: [★★★☆] 3/4 +* Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 5.0, last time updated with raylib 5.0 * -* Example create by GreenSnakeLinux (@GreenSnakeLinux), -* lighter by oblerion (@oblerion) and -* reviewed by Ramon Santamaria (@raysan5) and -* improved by danilwhale (@danilwhale) +* Example contributed by GreenSnakeLinux (@GreenSnakeLinux), +* reviewed by Ramon Santamaria (@raysan5), oblerion (@oblerion) and danilwhale (@danilwhale) * * 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) 2024-2025 oblerion (@oblerion) and Ramon Santamaria (@raysan5) +* Copyright (c) 2024-2025 GreenSnakeLinux (@GreenSnakeLinux) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" + #include typedef enum { @@ -45,24 +44,21 @@ int main(void) Vector2 padPosition = { 100, 350 }; float buttonRadius = 30; - Vector2 buttonPositions[BUTTON_MAX] = - { + Vector2 buttonPositions[BUTTON_MAX] = { { padPosition.x,padPosition.y - buttonRadius*1.5f }, // Up { padPosition.x - buttonRadius*1.5f, padPosition.y }, // Left { padPosition.x + buttonRadius*1.5f, padPosition.y }, // Right { padPosition.x, padPosition.y + buttonRadius*1.5f } // Down }; - const char *buttonLabels[BUTTON_MAX] = - { + const char *buttonLabels[BUTTON_MAX] = { "Y", // Up "X", // Left "B", // Right "A" // Down }; - Color buttonLabelColors[BUTTON_MAX] = - { + Color buttonLabelColors[BUTTON_MAX] = { YELLOW, // Up BLUE, // Left RED, // Right @@ -83,22 +79,15 @@ int main(void) { // Update //-------------------------------------------------------------------------- - if ((GetTouchPointCount() > 0)) - { - // Use touch position - inputPosition = GetTouchPosition(0); - } - else - { - // Use mouse position - inputPosition = GetMousePosition(); - } + if ((GetTouchPointCount() > 0)) inputPosition = GetTouchPosition(0); // Use touch position + else inputPosition = GetMousePosition(); // Use mouse position // Reset pressed button to none pressedButton = BUTTON_NONE; // Make sure user is pressing left mouse button if they're from desktop - if ((GetTouchPointCount() > 0) || ((GetTouchPointCount() == 0) && IsMouseButtonDown(MOUSE_BUTTON_LEFT))) + if ((GetTouchPointCount() > 0) || + ((GetTouchPointCount() == 0) && IsMouseButtonDown(MOUSE_BUTTON_LEFT))) { // Find nearest D-Pad button to the input position for (int i = 0; i < BUTTON_MAX; i++) @@ -123,8 +112,8 @@ int main(void) case BUTTON_DOWN: playerPosition.y += playerSpeed*GetFrameTime(); break; default: break; }; - //-------------------------------------------------------------------------- + // Draw //-------------------------------------------------------------------------- BeginDrawing(); @@ -157,4 +146,3 @@ int main(void) return 0; } - diff --git a/examples/core/core_random_sequence.c b/examples/core/core_random_sequence.c index e3b54976a..580c2bb26 100644 --- a/examples/core/core_random_sequence.c +++ b/examples/core/core_random_sequence.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - generate random sequence +* raylib [core] example - random sequence * * Example complexity rating: [★☆☆☆] 1/4 * @@ -16,6 +16,7 @@ ********************************************************************************************/ #include "raylib.h" + #include "raymath.h" #include // Required for: malloc(), free() @@ -45,7 +46,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random sequence"); + InitWindow(screenWidth, screenHeight, "raylib [core] example - random sequence"); int rectCount = 20; float rectSize = (float)screenWidth/rectCount; diff --git a/examples/core/core_random_values.c b/examples/core/core_random_values.c index 911de2949..7bc976d24 100644 --- a/examples/core/core_random_values.c +++ b/examples/core/core_random_values.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - generate random values +* raylib [core] example - random values * * Example complexity rating: [★☆☆☆] 1/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values"); + InitWindow(screenWidth, screenHeight, "raylib [core] example - random values"); // SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)" diff --git a/examples/core/core_render_texture.c b/examples/core/core_render_texture.c new file mode 100644 index 000000000..a48982b3d --- /dev/null +++ b/examples/core/core_render_texture.c @@ -0,0 +1,99 @@ +/******************************************************************************************* +* +* raylib [core] example - render texture +* +* Example complexity rating: [★☆☆☆] 1/4 +* +* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev +* +* 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 - render texture"); + + // Define a render texture to render + int renderTextureWidth = 300; + int renderTextureHeight = 300; + RenderTexture2D target = LoadRenderTexture(renderTextureWidth, renderTextureHeight); + + Vector2 ballPosition = { renderTextureWidth/2.0f, renderTextureHeight/2.0f }; + Vector2 ballSpeed = { 5.0f, 4.0f }; + int ballRadius = 20; + + float rotation = 0.0f; + + 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 + //----------------------------------------------------- + // Ball movement logic + ballPosition.x += ballSpeed.x; + ballPosition.y += ballSpeed.y; + + // Check walls collision for bouncing + if ((ballPosition.x >= (renderTextureWidth - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f; + if ((ballPosition.y >= (renderTextureHeight - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f; + + // Render texture rotation + rotation += 0.5f; + //----------------------------------------------------- + + // Draw + //----------------------------------------------------- + // Draw our scene to the render texture + BeginTextureMode(target); + + ClearBackground(SKYBLUE); + + 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); + + DrawText("DRAWING BOUNCING BALL INSIDE RENDER TEXTURE!", 10, screenHeight - 40, 20, BLACK); + + + DrawFPS(10, 10); + + EndDrawing(); + //----------------------------------------------------- + } + + // De-Initialization + //--------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //---------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/examples/core/core_render_texture.png b/examples/core/core_render_texture.png new file mode 100644 index 000000000..312efdb39 Binary files /dev/null and b/examples/core/core_render_texture.png differ diff --git a/examples/core/core_smooth_pixelperfect.c b/examples/core/core_smooth_pixelperfect.c index 9570ce482..2b01f3fef 100644 --- a/examples/core/core_smooth_pixelperfect.c +++ b/examples/core/core_smooth_pixelperfect.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - smooth pixel-perfect camera +* raylib [core] example - smooth pixelperfect * * Example complexity rating: [★★★☆] 3/4 * @@ -35,7 +35,7 @@ int main(void) const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth; - InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera"); + InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixelperfect"); Camera2D worldSpaceCamera = { 0 }; // Game world camera worldSpaceCamera.zoom = 1.0f; diff --git a/examples/core/core_storage_values.c b/examples/core/core_storage_values.c index b4645bf72..a49dba57b 100644 --- a/examples/core/core_storage_values.c +++ b/examples/core/core_storage_values.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - storage save/load values +* raylib [core] example - storage values * * Example complexity rating: [★★☆☆] 2/4 * @@ -41,7 +41,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values"); + InitWindow(screenWidth, screenHeight, "raylib [core] example - storage values"); int score = 0; int hiscore = 0; diff --git a/examples/core/core_undo_redo.c b/examples/core/core_undo_redo.c new file mode 100644 index 000000000..874f68800 --- /dev/null +++ b/examples/core/core_undo_redo.c @@ -0,0 +1,312 @@ +/******************************************************************************************* +* +* raylib [core] example - undo redo +* +* Example complexity rating: [★★★☆] 3/4 +* +* Example originally created with raylib 5.5, last time updated with raylib 5.6 +* +* Example contributed 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" + +#include // Required for: calloc(), free() +#include // Required for: memcpy(), strcmp() + +#define MAX_UNDO_STATES 26 // Maximum undo states supported for the ring buffer + +#define GRID_CELL_SIZE 24 +#define MAX_GRID_CELLS_X 30 +#define MAX_GRID_CELLS_Y 13 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +// Point struct, like Vector2 but using int +typedef struct { + int x; + int y; +} Point; + +// Player state struct +// NOTE: Contains all player data that needs to be affected by undo/redo +typedef struct { + Point cell; + Color color; +} PlayerState; + +//------------------------------------------------------------------------------------ +// Module Functions Declaration +//------------------------------------------------------------------------------------ +// Draw undo system visualization logic +static void DrawUndoBuffer(Vector2 position, int firstUndoIndex, int lastUndoIndex, int currentUndoIndex, int slotSize); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + // We have multiple options to implement an Undo/Redo system + // Probably the most professional one is using the Command pattern to + // define Actions and store those actions into an array as the events happen, + // raylib internal Automation System actually uses a similar approach, + // but in this example we are using another more simple solution, + // just record PlayerState changes when detected, checking for changes every certain frames + // This approach requires more memory and is more performance costly but it is quite simple to implement + + InitWindow(screenWidth, screenHeight, "raylib [core] example - undo redo"); + + // Undo/redo system variables + int currentUndoIndex = 0; + int firstUndoIndex = 0; + int lastUndoIndex = 0; + int undoFrameCounter = 0; + Vector2 undoInfoPos = { 110, 400 }; + + // Init current player state and undo/redo recorded states array + PlayerState player = { 0 }; + player.cell = (Point){ 10, 10 }; + player.color = RED; + + // Init undo buffer to store MAX_UNDO_STATES states + PlayerState *states = (PlayerState *)RL_CALLOC(MAX_UNDO_STATES, sizeof(PlayerState)); + // Init all undo states to current state + for (int i = 0; i < MAX_UNDO_STATES; i++) memcpy(&states[i], &player, sizeof(PlayerState)); + + // Grid variables + Vector2 gridPosition = { 40, 60 }; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // Player movement logic + if (IsKeyPressed(KEY_RIGHT)) player.cell.x++; + else if (IsKeyPressed(KEY_LEFT)) player.cell.x--; + else if (IsKeyPressed(KEY_UP)) player.cell.y--; + else if (IsKeyPressed(KEY_DOWN)) player.cell.y++; + + // Make sure player does not go out of bounds + if (player.cell.x < 0) player.cell.x = 0; + else if (player.cell.x >= MAX_GRID_CELLS_X) player.cell.x = MAX_GRID_CELLS_X - 1; + if (player.cell.y < 0) player.cell.y = 0; + else if (player.cell.y >= MAX_GRID_CELLS_Y) player.cell.y = MAX_GRID_CELLS_Y - 1; + + // Player color change logic + if (IsKeyPressed(KEY_SPACE)) + { + player.color.r = (unsigned char)GetRandomValue(20, 255); + player.color.g = (unsigned char)GetRandomValue(20, 220); + player.color.b = (unsigned char)GetRandomValue(20, 240); + } + + // Undo state change logic + undoFrameCounter++; + + // Waiting a number of frames before checking if we should store a new state snapshot + if (undoFrameCounter >= 2) // Checking every 2 frames + { + if (memcmp(&states[currentUndoIndex], &player, sizeof(PlayerState)) != 0) + { + // Move cursor to next available position of the undo ring buffer to record state + currentUndoIndex++; + if (currentUndoIndex >= MAX_UNDO_STATES) currentUndoIndex = 0; + if (currentUndoIndex == firstUndoIndex) firstUndoIndex++; + if (firstUndoIndex >= MAX_UNDO_STATES) firstUndoIndex = 0; + + memcpy(&states[currentUndoIndex], &player, sizeof(PlayerState)); + lastUndoIndex = currentUndoIndex; + } + + undoFrameCounter = 0; + } + + // Recover previous state from buffer: CTRL+Z + if (IsKeyDown(KEY_LEFT_CONTROL) && IsKeyPressed(KEY_Z)) + { + if (currentUndoIndex != firstUndoIndex) + { + currentUndoIndex--; + if (currentUndoIndex < 0) currentUndoIndex = MAX_UNDO_STATES - 1; + + if (memcmp(&states[currentUndoIndex], &player, sizeof(PlayerState)) != 0) + { + memcpy(&player, &states[currentUndoIndex], sizeof(PlayerState)); + } + } + } + + // Recover next state from buffer: CTRL+Y + if (IsKeyDown(KEY_LEFT_CONTROL) && IsKeyPressed(KEY_Y)) + { + if (currentUndoIndex != lastUndoIndex) + { + int nextUndoIndex = currentUndoIndex + 1; + if (nextUndoIndex >= MAX_UNDO_STATES) nextUndoIndex = 0; + + if (nextUndoIndex != firstUndoIndex) + { + currentUndoIndex = nextUndoIndex; + + if (memcmp(&states[currentUndoIndex], &player, sizeof(PlayerState)) != 0) + { + memcpy(&player, &states[currentUndoIndex], sizeof(PlayerState)); + } + } + } + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + ClearBackground(RAYWHITE); + + // Draw controls info + DrawText("[ARROWS] MOVE PLAYER - [SPACE] CHANGE PLAYER COLOR", 40, 20, 20, DARKGRAY); + + // Draw player visited cells recorded by undo + // NOTE: Remember we are using a ring buffer approach so, + // some cells info could start at the end of the array and end at the beginning + 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); + } + 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); + } + 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, + 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, + 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); + 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); + + // Draw player + DrawRectangle(gridPosition.x + player.cell.x*GRID_CELL_SIZE, 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); + DrawUndoBuffer(undoInfoPos, firstUndoIndex, lastUndoIndex, currentUndoIndex, 24); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + RL_FREE(states); // Free undo states array + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +//------------------------------------------------------------------------------------ +// Module Functions Definition +//------------------------------------------------------------------------------------ +// Draw undo system visualization logic +// NOTE: Visualizing the ring buffer array, every square can store a player state +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); + + // 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); + } + + // Draw occupied slots: firstUndoIndex --> lastUndoIndex + if (firstUndoIndex <= lastUndoIndex) + { + 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); + } + } + 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); + } + + 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); + } + } + + // Draw occupied slots: firstUndoIndex --> currentUndoIndex + if (firstUndoIndex < currentUndoIndex) + { + 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); + } + } + 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); + } + + 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); + } + } + + // 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); +} diff --git a/examples/core/core_undo_redo.png b/examples/core/core_undo_redo.png new file mode 100644 index 000000000..b125b8435 Binary files /dev/null and b/examples/core/core_undo_redo.png differ diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c index 4bbf12cfe..be8c3da4d 100644 --- a/examples/core/core_window_letterbox.c +++ b/examples/core/core_window_letterbox.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - window scale letterbox +* raylib [core] example - window letterbox * * Example complexity rating: [★★☆☆] 2/4 * @@ -32,7 +32,7 @@ int main(void) // Enable config flags for resizable window and vertical synchro SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT); - InitWindow(screenWidth, screenHeight, "raylib [core] example - window scale letterbox"); + InitWindow(screenWidth, screenHeight, "raylib [core] example - window letterbox"); SetWindowMinSize(320, 240); int gameScreenWidth = 640; diff --git a/examples/core/core_world_screen.c b/examples/core/core_world_screen.c index 0d7d9242c..b7fada03e 100644 --- a/examples/core/core_world_screen.c +++ b/examples/core/core_world_screen.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - core world screen +* raylib [core] example - world screen * * Example complexity rating: [★★☆☆] 2/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [core] example - core world screen"); + InitWindow(screenWidth, screenHeight, "raylib [core] example - world screen"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/examples_list.txt b/examples/examples_list.txt index a8be535b9..ead1bf220 100644 --- a/examples/examples_list.txt +++ b/examples/examples_list.txt @@ -1,170 +1,172 @@ # # raylib examples list used to generate/update collection -# examples must be provided as: ;;;;;""; +# examples must be provided as: ;;;;;;;""; # # This list is used as the main reference by [rexm] tool for examples collection validation and management # New examples must be added to this list and any possible rename must be made on this list first # # WARNING: List is not ordered by example name but by the display order on web # -core;core_basic_window;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5 -core;core_input_keys;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5 -core;core_input_mouse;⭐️☆☆☆;1.0;5.5;"Ramon Santamaria";@raysan5 -core;core_input_mouse_wheel;⭐️☆☆☆;1.1;1.3;"Ramon Santamaria";@raysan5 -core;core_input_gamepad;⭐️☆☆☆;1.1;4.2;"Ramon Santamaria";@raysan5 -core;core_input_multitouch;⭐️☆☆☆;2.1;2.5;"Berni";@Berni8k -core;core_input_gestures;⭐️⭐️☆☆;1.4;4.2;"Ramon Santamaria";@raysan5 -core;core_input_virtual_controls;⭐️⭐️☆☆;5.0;5.0;"oblerion";@oblerion -core;core_2d_camera;⭐️⭐️☆☆;1.5;3.0;"Ramon Santamaria";@raysan5 -core;core_2d_camera_mouse_zoom;⭐️⭐️☆☆;4.2;4.2;"Jeffery Myers";@JeffM2501 -core;core_2d_camera_platformer;⭐️⭐️⭐️☆;2.5;3.0;"arvyy";@arvyy -core;core_2d_camera_split_screen;⭐️⭐️⭐️⭐️;4.5;4.5;"Gabriel dos Santos Sanches";@gabrielssanches -core;core_3d_camera_mode;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5 -core;core_3d_camera_free;⭐️☆☆☆;1.3;1.3;"Ramon Santamaria";@raysan5 -core;core_3d_camera_first_person;⭐️⭐️☆☆;1.3;1.3;"Ramon Santamaria";@raysan5 -core;core_3d_camera_split_screen;⭐️⭐️⭐️☆;3.7;4.0;"Jeffery Myers";@JeffM2501 -core;core_3d_camera_fps;⭐️⭐️⭐️☆;5.5;5.5;"Agnis Aldins";@nezvers -core;core_3d_picking;⭐️⭐️☆☆;1.3;4.0;"Ramon Santamaria";@raysan5 -core;core_world_screen;⭐️⭐️☆☆;1.3;1.4;"Ramon Santamaria";@raysan5 -core;core_custom_logging;⭐️⭐️⭐️☆;2.5;2.5;"Pablo Marcos Oltra";@pamarcos -core;core_window_flags;⭐️⭐️⭐️☆;3.5;3.5;"Ramon Santamaria";@raysan5 -core;core_window_letterbox;⭐️⭐️☆☆;2.5;4.0;"Anata";@anatagawa -core;core_window_should_close;⭐️☆☆☆;4.2;4.2;"Ramon Santamaria";@raysan5 -core;core_drop_files;⭐️⭐️☆☆;1.3;4.2;"Ramon Santamaria";@raysan5 -core;core_random_values;⭐️☆☆☆;1.1;1.1;"Ramon Santamaria";@raysan5 -core;core_storage_values;⭐️⭐️☆☆;1.4;4.2;"Ramon Santamaria";@raysan5 -core;core_vr_simulator;⭐️⭐️⭐️☆;2.5;4.0;"Ramon Santamaria";@raysan5 -core;core_scissor_test;⭐️☆☆☆;2.5;3.0;"Chris Dill";@MysteriousSpace -core;core_basic_screen_manager;⭐️☆☆☆;4.0;4.0;"Ramon Santamaria";@raysan5 -core;core_custom_frame_control;⭐️⭐️⭐️⭐️;4.0;4.0;"Ramon Santamaria";@raysan5 -core;core_smooth_pixelperfect;⭐️⭐️⭐️☆;3.7;4.0;"Giancamillo Alessandroni";@NotManyIdeasDev -core;core_random_sequence;⭐️☆☆☆;5.0;5.0;"Dalton Overmyer";@REDl3east -core;core_basic_window_web;⭐️☆☆☆;1.3;1.3;"Ramon Santamaria";@raysan5 -core;core_input_gestures_web;⭐️⭐️☆☆;4.6-dev;4.6-dev;"ubkp";@ubkp -core;core_automation_events;⭐️⭐️⭐️☆;5.0;5.0;"Ramon Santamaria";@raysan5 -core;core_high_dpi;⭐️☆☆☆;5.0;5.0;"Jonathan Marler";@marler8997 -shapes;shapes_basic_shapes;⭐️☆☆☆;1.0;4.2;"Ramon Santamaria";@raysan5 -shapes;shapes_bouncing_ball;⭐️☆☆☆;2.5;2.5;"Ramon Santamaria";@raysan5 -shapes;shapes_colors_palette;⭐️⭐️☆☆;1.0;2.5;"Ramon Santamaria";@raysan5 -shapes;shapes_logo_raylib;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5 -shapes;shapes_logo_raylib_anim;⭐️⭐️☆☆;2.5;4.0;"Ramon Santamaria";@raysan5 -shapes;shapes_rectangle_scaling;⭐️⭐️☆☆;2.5;2.5;"Vlad Adrian";@demizdor -shapes;shapes_lines_bezier;⭐️☆☆☆;1.7;1.7;"Ramon Santamaria";@raysan5 -shapes;shapes_collision_area;⭐️⭐️☆☆;2.5;2.5;"Ramon Santamaria";@raysan5 -shapes;shapes_following_eyes;⭐️⭐️☆☆;2.5;2.5;"Ramon Santamaria";@raysan5 -shapes;shapes_easings_ball_anim;⭐️⭐️☆☆;2.5;2.5;"Ramon Santamaria";@raysan5 -shapes;shapes_easings_box_anim;⭐️⭐️☆☆;2.5;2.5;"Ramon Santamaria";@raysan5 -shapes;shapes_easings_rectangle_array;⭐️⭐️⭐️☆;2.0;2.5;"Ramon Santamaria";@raysan5 -shapes;shapes_draw_ring;⭐️⭐️⭐️☆;2.5;2.5;"Vlad Adrian";@demizdor -shapes;shapes_draw_circle_sector;⭐️⭐️⭐️☆;2.5;2.5;"Vlad Adrian";@demizdor -shapes;shapes_draw_rectangle_rounded;⭐️⭐️⭐️☆;2.5;2.5;"Vlad Adrian";@demizdor -shapes;shapes_top_down_lights;⭐️⭐️⭐️⭐️;4.2;4.2;"Jeffery Myers";@JeffM2501 -shapes;shapes_rectangle_advanced;⭐️⭐️⭐️⭐️;5.5;5.5;"Everton Jr.";@evertonse -shapes;shapes_splines_drawing;⭐️⭐️⭐️☆;5.0;5.0;"Ramon Santamaria";@raysan5 -shapes;shapes_digital_clock;⭐️⭐️☆☆;5.5;5.5;"Hamza RAHAL";@rhmz-rhl -shapes;shapes_double_pendulum;⭐️⭐️☆☆;5.5;5.5;"JoeCheong";@Joecheong2006 -textures;textures_logo_raylib;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5 -textures;textures_srcrec_dstrec;⭐️⭐️⭐️☆;1.3;1.3;"Ramon Santamaria";@raysan5 -textures;textures_image_drawing;⭐️⭐️☆☆;1.4;1.4;"Ramon Santamaria";@raysan5 -textures;textures_image_generation;⭐️⭐️☆☆;1.8;1.8;"Wilhem Barbier";@nounoursheureux -textures;textures_image_loading;⭐️☆☆☆;1.3;1.3;"Ramon Santamaria";@raysan5 -textures;textures_image_processing;⭐️⭐️⭐️☆;1.4;3.5;"Ramon Santamaria";@raysan5 -textures;textures_image_text;⭐️⭐️☆☆;1.8;4.0;"Ramon Santamaria";@raysan5 -textures;textures_to_image;⭐️☆☆☆;1.3;4.0;"Ramon Santamaria";@raysan5 -textures;textures_raw_data;⭐️⭐️⭐️☆;1.3;3.5;"Ramon Santamaria";@raysan5 -textures;textures_particles_blending;⭐️☆☆☆;1.7;3.5;"Ramon Santamaria";@raysan5 -textures;textures_npatch_drawing;⭐️⭐️⭐️☆;2.0;2.5;"Jorge A. Gomes";@overdev -textures;textures_background_scrolling;⭐️☆☆☆;2.0;2.5;"Ramon Santamaria";@raysan5 -textures;textures_sprite_anim;⭐️⭐️☆☆;1.3;1.3;"Ramon Santamaria";@raysan5 -textures;textures_sprite_button;⭐️⭐️☆☆;2.5;2.5;"Ramon Santamaria";@raysan5 -textures;textures_sprite_explosion;⭐️⭐️☆☆;2.5;3.5;"Ramon Santamaria";@raysan5 -textures;textures_bunnymark;⭐️⭐️⭐️☆;1.6;2.5;"Ramon Santamaria";@raysan5 -textures;textures_mouse_painting;⭐️⭐️⭐️☆;3.0;3.0;"Chris Dill";@MysteriousSpace -textures;textures_blend_modes;⭐️☆☆☆;3.5;3.5;"Karlo Licudine";@accidentalrebel -textures;textures_tiled_drawing;⭐️⭐️⭐️☆;3.0;4.2;"Vlad Adrian";@demizdor -textures;textures_polygon_drawing;⭐️☆☆☆;3.7;3.7;"Chris Camacho";@chriscamacho -textures;textures_fog_of_war;⭐️⭐️⭐️☆;4.2;4.2;"Ramon Santamaria";@raysan5 -textures;textures_gif_player;⭐️⭐️⭐️☆;4.2;4.2;"Ramon Santamaria";@raysan5 -textures;textures_image_kernel;⭐️⭐️⭐️⭐️;1.3;1.3;"Karim Salem";@kimo-s -textures;textures_image_channel;⭐️⭐️☆☆;5.1-dev;5.1-dev;"Bruno Cabral";@brccabral -textures;textures_image_rotate;⭐️⭐️☆☆;1.0;1.0;"Ramon Santamaria";@raysan5 -textures;textures_textured_curve;⭐️⭐️⭐️☆;4.5;4.5;"Jeffery Myers";@JeffM2501 -text;text_sprite_fonts;⭐️☆☆☆;1.7;3.7;"Ramon Santamaria";@raysan5 -text;text_font_spritefont;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5 -text;text_font_filters;⭐️⭐️☆☆;1.3;4.2;"Ramon Santamaria";@raysan5 -text;text_font_loading;⭐️☆☆☆;1.4;3.0;"Ramon Santamaria";@raysan5 -text;text_font_sdf;⭐️⭐️⭐️☆;1.3;4.0;"Ramon Santamaria";@raysan5 -text;text_format_text;⭐️☆☆☆;1.1;3.0;"Ramon Santamaria";@raysan5 -text;text_input_box;⭐️⭐️☆☆;1.7;3.5;"Ramon Santamaria";@raysan5 -text;text_writing_anim;⭐️⭐️☆☆;1.4;1.4;"Ramon Santamaria";@raysan5 -text;text_rectangle_bounds;⭐️⭐️⭐️⭐️;2.5;4.0;"Vlad Adrian";@demizdor -text;text_unicode_emojis;⭐️⭐️⭐️⭐️;2.5;4.0;"Vlad Adrian";@demizdor -text;text_unicode_ranges;⭐️⭐️⭐️⭐️;5.5;5.6;"Vlad Adrian";@demizdor -text;text_3d_drawing;⭐️⭐️⭐️⭐️;3.5;4.0;"Vlad Adrian";@demizdor -text;text_codepoints_loading;⭐️⭐️⭐️☆;4.2;4.2;"Ramon Santamaria";@raysan5 -models;models_animation;⭐️⭐️☆☆;2.5;3.5;"Culacant";@culacant -models;models_billboard;⭐️⭐️⭐️☆;1.3;3.5;"Ramon Santamaria";@raysan5 -models;models_box_collisions;⭐️☆☆☆;1.3;3.5;"Ramon Santamaria";@raysan5 -models;models_cubicmap;⭐️⭐️☆☆;1.8;3.5;"Ramon Santamaria";@raysan5 -models;models_first_person_maze;⭐️⭐️☆☆;2.5;3.5;"Ramon Santamaria";@raysan5 -models;models_geometric_shapes;⭐️☆☆☆;1.0;3.5;"Ramon Santamaria";@raysan5 -models;models_mesh_generation;⭐️⭐️☆☆;1.8;4.0;"Ramon Santamaria";@raysan5 -models;models_mesh_picking;⭐️⭐️⭐️☆;1.7;4.0;"Joel Davis";@joeld42 -models;models_loading;⭐️☆☆☆;2.0;4.2;"Ramon Santamaria";@raysan5 -models;models_loading_gltf;⭐️☆☆☆;3.7;4.2;"Ramon Santamaria";@raysan5 -models;models_loading_vox;⭐️☆☆☆;4.0;4.0;"Johann Nadalutti";@procfxgen -models;models_loading_m3d;⭐️⭐️☆☆;4.5;4.5;"bzt";@model3d -models;models_orthographic_projection;⭐️☆☆☆;2.0;3.7;"Max Danielsson";@autious -models;models_point_rendering;⭐️⭐️⭐️☆;5.0;5.0;"Reese Gallagher";@satchelfrost -models;models_rlgl_solar_system;⭐️⭐️⭐️⭐️;2.5;4.0;"Ramon Santamaria";@raysan5 -models;models_yaw_pitch_roll;⭐️⭐️☆☆;1.8;4.0;"Berni";@Berni8k -models;models_waving_cubes;⭐️⭐️⭐️☆;2.5;3.7;"Codecat";@codecat -models;models_heightmap;⭐️☆☆☆;1.8;3.5;"Ramon Santamaria";@raysan5 -models;models_skybox_rendering;⭐️⭐️☆☆;1.8;4.0;"Ramon Santamaria";@raysan5 -models;models_draw_cube_texture;⭐️⭐️☆☆;4.5;4.5;"Ramon Santamaria";@raysan5 -models;models_gpu_skinning;⭐️⭐️⭐️☆;4.5;4.5;"Daniel Holden";@orangeduck -models;models_bone_socket;⭐️⭐️⭐️⭐️;4.5;4.5;"iP";@ipzaur -models;models_tesseract_view;⭐️⭐️☆☆;5.6-dev;5.6-dev;"Timothy van der Valk";@arceryz -shaders;shaders_basic_lighting;⭐️⭐️⭐️⭐️;3.0;4.2;"Chris Camacho";@chriscamacho -shaders;shaders_model_shader;⭐️⭐️☆☆;1.3;3.7;"Ramon Santamaria";@raysan5 -shaders;shaders_shapes_textures;⭐️⭐️☆☆;1.7;3.7;"Ramon Santamaria";@raysan5 -shaders;shaders_custom_uniform;⭐️⭐️☆☆;1.3;4.0;"Ramon Santamaria";@raysan5 -shaders;shaders_postprocessing;⭐️⭐️⭐️☆;1.3;4.0;"Ramon Santamaria";@raysan5 -shaders;shaders_palette_switch;⭐️⭐️⭐️☆;2.5;3.7;"Marco Lizza";@MarcoLizza -shaders;shaders_raymarching;⭐️⭐️⭐️⭐️;2.0;4.2;"Ramon Santamaria";@raysan5 -shaders;shaders_texture_drawing;⭐️⭐️☆☆;2.0;3.7;"Michał Ciesielski";@ciessielski -shaders;shaders_texture_outline;⭐️⭐️⭐️☆;4.0;4.0;"Samuel Skiff";@GoldenThumbs -shaders;shaders_texture_waves;⭐️⭐️☆☆;2.5;3.7;"Anata";@anatagawa -shaders;shaders_julia_set;⭐️⭐️⭐️☆;2.5;4.0;"Josh Colclough";@joshcol9232 -shaders;shaders_eratosthenes;⭐️⭐️⭐️☆;2.5;4.0;"ProfJski";@ProfJski -shaders;shaders_fog;⭐️⭐️⭐️☆;2.5;3.7;"Chris Camacho";@chriscamacho -shaders;shaders_simple_mask;⭐️⭐️☆☆;2.5;3.7;"Chris Camacho";@chriscamacho -shaders;shaders_hot_reloading;⭐️⭐️⭐️☆;3.0;3.5;"Ramon Santamaria";@raysan5 -shaders;shaders_mesh_instancing;⭐️⭐️⭐️⭐️;3.7;4.2;"seanpringle";@seanpringle -shaders;shaders_multi_sample2d;⭐️⭐️☆☆;3.5;3.5;"Ramon Santamaria";@raysan5 -shaders;shaders_normal_map;⭐️⭐️⭐️⭐️;5.6;5.6;"Jeremy Montgomery";@Sir_Irk -shaders;shaders_spotlight;⭐️⭐️☆☆;2.5;3.7;"Chris Camacho";@chriscamacho -shaders;shaders_deferred_render;⭐️⭐️⭐️⭐️;4.5;4.5;"Justin Andreas Lacoste";@27justin -shaders;shaders_hybrid_render;⭐️⭐️⭐️⭐️;4.2;4.2;"Buğra Alptekin Sarı";@BugraAlptekinSari -shaders;shaders_texture_tiling;⭐️⭐️☆☆;4.5;4.5;"Luis Almeida";@luis605 -shaders;shaders_shadowmap;⭐️⭐️⭐️⭐️;5.0;5.0;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev -shaders;shaders_vertex_displacement;⭐️⭐️⭐️☆;5.0;4.5;"Alex ZH";@ZzzhHe -shaders;shaders_write_depth;⭐️⭐️☆☆;4.2;4.2;"Buğra Alptekin Sarı";@BugraAlptekinSari -shaders;shaders_basic_pbr;⭐️⭐️⭐️⭐️;5.0;5.1-dev;"Afan OLOVCIC";@_DevDad -shaders;shaders_lightmap;⭐️⭐️⭐️☆;4.5;4.5;"Jussi Viitala";@nullstare -shaders;shaders_rounded_rectangle;⭐️⭐️⭐️☆;5.5;5.5;"Anstro Pleuton";@anstropleuton -shaders;shaders_view_depth;⭐️⭐️⭐️☆;5.6-dev;5.6-dev;"Luís Almeida";@luis605 -audio;audio_module_playing;⭐️☆☆☆;1.5;3.5;"Ramon Santamaria";@raysan5 -audio;audio_music_stream;⭐️☆☆☆;1.3;4.2;"Ramon Santamaria";@raysan5 -audio;audio_raw_stream;⭐️⭐️⭐️☆;1.6;4.2;"Ramon Santamaria";@raysan5 -audio;audio_sound_loading;⭐️☆☆☆;1.1;3.5;"Ramon Santamaria";@raysan5 -audio;audio_mixed_processor;⭐️⭐️⭐️⭐️;4.2;4.2;"hkc";@hatkidchan -audio;audio_stream_effects;⭐️⭐️⭐️⭐️;4.2;5.0;"Ramon Santamaria";@raysan5 -audio;audio_sound_multi;⭐️⭐️☆☆;4.6;4.6;"Jeffery Myers";@JeffM2501 -audio;audio_sound_positioning;⭐️⭐️☆☆;5.5;5.5;"Le Juez Victor";@Bigfoot71 -others;rlgl_standalone;⭐️⭐️⭐️⭐️;1.6;4.0;"Ramon Santamaria";@raysan5 -others;rlgl_compute_shader;⭐️⭐️⭐️⭐️;4.0;4.0;"Teddy Astie";@tsnake41 -others;easings_testbed;⭐️⭐️⭐️☆;2.5;3.0;"Juan Miguel López";@flashback-fx -others;raylib_opengl_interop;⭐️⭐️⭐️⭐️;3.8;4.0;"Stephan Soller";@arkanis -others;embedded_files_loading;⭐️⭐️☆☆;3.0;3.5;"Kristian Holmgren";@defutura -others;raymath_vector_angle;⭐️⭐️☆☆;1.0;4.6;"Ramon Santamaria";@raysan5 +core;core_basic_window;★☆☆☆;1.0;1.0;2013;2025;"Ramon 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+core;core_storage_values;★★☆☆;1.4;4.2;2015;2025;"Ramon Santamaria";@raysan5 +core;core_vr_simulator;★★★☆;2.5;4.0;2017;2025;"Ramon Santamaria";@raysan5 +core;core_scissor_test;★☆☆☆;2.5;3.0;2019;2025;"Chris Dill";@MysteriousSpace +core;core_basic_screen_manager;★☆☆☆;4.0;4.0;2021;2025;"Ramon Santamaria";@raysan5 +core;core_custom_frame_control;★★★★;4.0;4.0;2021;2025;"Ramon Santamaria";@raysan5 +core;core_smooth_pixelperfect;★★★☆;3.7;4.0;2021;2025;"Giancamillo Alessandroni";@NotManyIdeasDev +core;core_random_sequence;★☆☆☆;5.0;5.0;2023;2025;"Dalton Overmyer";@REDl3east +core;core_automation_events;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@raysan5 +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 +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_colors_palette;★★☆☆;1.0;2.5;2014;2025;"Ramon Santamaria";@raysan5 +shapes;shapes_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5 +shapes;shapes_logo_raylib_anim;★★☆☆;2.5;4.0;2014;2025;"Ramon Santamaria";@raysan5 +shapes;shapes_rectangle_scaling;★★☆☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor +shapes;shapes_lines_bezier;★☆☆☆;1.7;1.7;2017;2025;"Ramon Santamaria";@raysan5 +shapes;shapes_collision_area;★★☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5 +shapes;shapes_following_eyes;★★☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5 +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_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 +shapes;shapes_top_down_lights;★★★★;4.2;4.2;2022;2025;"Jeffery Myers";@JeffM2501 +shapes;shapes_rectangle_advanced;★★★★;5.5;5.5;2024;2025;"Everton Jr.";@evertonse +shapes;shapes_splines_drawing;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@raysan5 +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 +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 +textures;textures_image_generation;★★☆☆;1.8;1.8;2017;2025;"Wilhem Barbier";@nounoursheureux +textures;textures_image_loading;★☆☆☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5 +textures;textures_image_processing;★★★☆;1.4;3.5;2016;2025;"Ramon Santamaria";@raysan5 +textures;textures_image_text;★★☆☆;1.8;4.0;2017;2025;"Ramon Santamaria";@raysan5 +textures;textures_to_image;★☆☆☆;1.3;4.0;2015;2025;"Ramon Santamaria";@raysan5 +textures;textures_raw_data;★★★☆;1.3;3.5;2015;2025;"Ramon Santamaria";@raysan5 +textures;textures_particles_blending;★☆☆☆;1.7;3.5;2017;2025;"Ramon Santamaria";@raysan5 +textures;textures_npatch_drawing;★★★☆;2.0;2.5;2018;2025;"Jorge A. Gomes";@overdev +textures;textures_background_scrolling;★☆☆☆;2.0;2.5;2019;2025;"Ramon Santamaria";@raysan5 +textures;textures_sprite_animation;★★☆☆;1.3;1.3;2014;2025;"Ramon Santamaria";@raysan5 +textures;textures_sprite_button;★★☆☆;2.5;2.5;2019;2025;"Ramon Santamaria";@raysan5 +textures;textures_sprite_explosion;★★☆☆;2.5;3.5;2019;2025;"Ramon Santamaria";@raysan5 +textures;textures_bunnymark;★★★☆;1.6;2.5;2014;2025;"Ramon Santamaria";@raysan5 +textures;textures_mouse_painting;★★★☆;3.0;3.0;2019;2025;"Chris Dill";@MysteriousSpace +textures;textures_blend_modes;★☆☆☆;3.5;3.5;2020;2025;"Karlo Licudine";@accidentalrebel +textures;textures_tiled_drawing;★★★☆;3.0;4.2;2020;2025;"Vlad Adrian";@demizdor +textures;textures_polygon_drawing;★☆☆☆;3.7;3.7;2021;2025;"Chris Camacho";@chriscamacho +textures;textures_fog_of_war;★★★☆;4.2;4.2;2018;2025;"Ramon Santamaria";@raysan5 +textures;textures_gif_player;★★★☆;4.2;4.2;2021;2025;"Ramon Santamaria";@raysan5 +textures;textures_image_kernel;★★★★;1.3;1.3;2015;2025;"Karim Salem";@kimo-s +textures;textures_image_channel;★★☆☆;5.5;5.5;2024;2025;"Bruno Cabral";@brccabral +textures;textures_image_rotate;★★☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5 +textures;textures_textured_curve;★★★☆;4.5;4.5;2022;2025;"Jeffery Myers";@JeffM2501 +text;text_sprite_fonts;★☆☆☆;1.7;3.7;2017;2025;"Ramon Santamaria";@raysan5 +text;text_font_spritefont;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5 +text;text_font_filters;★★☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5 +text;text_font_loading;★☆☆☆;1.4;3.0;2016;2025;"Ramon Santamaria";@raysan5 +text;text_font_sdf;★★★☆;1.3;4.0;2015;2025;"Ramon Santamaria";@raysan5 +text;text_format_text;★☆☆☆;1.1;3.0;2014;2025;"Ramon Santamaria";@raysan5 +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_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 +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 +models;models_cubicmap_rendering;★★☆☆;1.8;3.5;2015;2025;"Ramon Santamaria";@raysan5 +models;models_first_person_maze;★★☆☆;2.5;3.5;2019;2025;"Ramon Santamaria";@raysan5 +models;models_geometric_shapes;★☆☆☆;1.0;3.5;2014;2025;"Ramon Santamaria";@raysan5 +models;models_mesh_generation;★★☆☆;1.8;4.0;2017;2025;"Ramon Santamaria";@raysan5 +models;models_mesh_picking;★★★☆;1.7;4.0;2017;2025;"Joel Davis";@joeld42 +models;models_loading;★☆☆☆;2.0;4.2;2014;2025;"Ramon Santamaria";@raysan5 +models;models_loading_gltf;★☆☆☆;3.7;4.2;2020;2025;"Ramon Santamaria";@raysan5 +models;models_loading_vox;★☆☆☆;4.0;4.0;2021;2025;"Johann Nadalutti";@procfxgen +models;models_loading_m3d;★★☆☆;4.5;4.5;2022;2025;"bzt";@bztsrc +models;models_orthographic_projection;★☆☆☆;2.0;3.7;2018;2025;"Max Danielsson";@autious +models;models_point_rendering;★★★☆;5.0;5.0;2024;2025;"Reese Gallagher";@satchelfrost +models;models_rlgl_solar_system;★★★★;2.5;4.0;2018;2025;"Ramon Santamaria";@raysan5 +models;models_yaw_pitch_roll;★★☆☆;1.8;4.0;2017;2025;"Berni";@Berni8k +models;models_waving_cubes;★★★☆;2.5;3.7;2019;2025;"Codecat";@codecat +models;models_heightmap_rendering;★☆☆☆;1.8;3.5;2015;2025;"Ramon Santamaria";@raysan5 +models;models_skybox_rendering;★★☆☆;1.8;4.0;2017;2025;"Ramon Santamaria";@raysan5 +models;models_textured_cube;★★☆☆;4.5;4.5;2022;2025;"Ramon Santamaria";@raysan5 +models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck +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 +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 +shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria";@raysan5 +shaders;shaders_custom_uniform;★★☆☆;1.3;4.0;2015;2025;"Ramon Santamaria";@raysan5 +shaders;shaders_postprocessing;★★★☆;1.3;4.0;2015;2025;"Ramon Santamaria";@raysan5 +shaders;shaders_palette_switch;★★★☆;2.5;3.7;2019;2025;"Marco Lizza";@MarcoLizza +shaders;shaders_raymarching_rendering;★★★★;2.0;4.2;2018;2025;"Ramon Santamaria";@raysan5 +shaders;shaders_texture_rendering;★★☆☆;2.0;3.7;2019;2025;"Michał Ciesielski";@ciessielski +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_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 +shaders;shaders_hot_reloading;★★★☆;3.0;3.5;2020;2025;"Ramon Santamaria";@raysan5 +shaders;shaders_mesh_instancing;★★★★;3.7;4.2;2020;2025;"seanpringle";@seanpringle +shaders;shaders_multi_sample2d;★★☆☆;3.5;3.5;2020;2025;"Ramon Santamaria";@raysan5 +shaders;shaders_normalmap_rendering;★★★★;5.6;5.6;2025;2025;"Jeremy Montgomery";@Sir_Irk +shaders;shaders_spotlight_rendering;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho +shaders;shaders_deferred_rendering;★★★★;4.5;4.5;2023;2025;"Justin Andreas Lacoste";@27justin +shaders;shaders_hybrid_rendering;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari +shaders;shaders_texture_tiling;★★☆☆;4.5;4.5;2023;2025;"Luis Almeida";@luis605 +shaders;shaders_shadowmap_rendering;★★★★;5.0;5.0;2023;2025;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev +shaders;shaders_vertex_displacement;★★★☆;5.0;4.5;2023;2025;"Alex ZH";@ZzzhHe +shaders;shaders_depth_writing;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari +shaders;shaders_basic_pbr;★★★★;5.0;5.5;2023;2025;"Afan OLOVCIC";@_DevDad +shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare +shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton +shaders;shaders_depth_rendering;★★★☆;5.6-dev;5.6-dev;2025;2025;"Luís Almeida";@luis605 +audio;audio_module_playing;★☆☆☆;1.5;3.5;2016;2025;"Ramon Santamaria";@raysan5 +audio;audio_music_stream;★☆☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5 +audio;audio_raw_stream;★★★☆;1.6;4.2;2015;2025;"Ramon Santamaria";@raysan5 +audio;audio_sound_loading;★☆☆☆;1.1;3.5;2014;2025;"Ramon Santamaria";@raysan5 +audio;audio_mixed_processor;★★★★;4.2;4.2;2023;2025;"hkc";@hatkidchan +audio;audio_stream_effects;★★★★;4.2;5.0;2022;2025;"Ramon Santamaria";@raysan5 +audio;audio_sound_multi;★★☆☆;5.0;5.0;2023;2025;"Jeffery Myers";@JeffM2501 +audio;audio_sound_positioning;★★☆☆;5.5;5.5;2025;2025;"Le Juez Victor";@Bigfoot71 +others;rlgl_standalone;★★★★;1.6;4.0;2014;2025;"Ramon Santamaria";@raysan5 +others;rlgl_compute_shader;★★★★;4.0;4.0;2021;2025;"Teddy Astie";@tsnake41 +others;easings_testbed;★★★☆;2.5;3.0;2019;2025;"Juan Miguel López";@flashback-fx +others;raylib_opengl_interop;★★★★;3.8;4.0;2021;2025;"Stephan Soller";@arkanis +others;embedded_files_loading;★★☆☆;3.0;3.5;2020;2025;"Kristian Holmgren";@defutura +others;raymath_vector_angle;★★☆☆;1.0;5.0;2023;2025;"Ramon Santamaria";@raysan5 diff --git a/examples/examples_template.c b/examples/examples_template.c index 2bb223a9c..39a19351d 100644 --- a/examples/examples_template.c +++ b/examples/examples_template.c @@ -36,8 +36,9 @@ 10. Have fun! - The following files should be updated when adding a new example, it's planned to create some - script to automatize this process but not available yet + The following files must be updated when adding a new example, + but it can be automatically done using the raylib provided tool: rexm + So, no worries if just the .c/.png are provided when adding the example. - raylib/examples//_example_name.c - raylib/examples//_example_name.png diff --git a/examples/models/models_gpu_skinning.c b/examples/models/models_animation_gpu_skinning.c similarity index 96% rename from examples/models/models_gpu_skinning.c rename to examples/models/models_animation_gpu_skinning.c index ac989aa60..337df931c 100644 --- a/examples/models/models_gpu_skinning.c +++ b/examples/models/models_animation_gpu_skinning.c @@ -1,121 +1,121 @@ -/******************************************************************************************* -* -* raylib [models] example - gpu skinning -* -* Example complexity rating: [★★★☆] 3/4 -* -* Example originally created with raylib 4.5, last time updated with raylib 4.5 -* -* Example contributed by Daniel Holden (@orangeduck) 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) 2024-2025 Daniel Holden (@orangeduck) -* -* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS -* -********************************************************************************************/ - -#include "raylib.h" - -#include "raymath.h" - -#if defined(PLATFORM_DESKTOP) - #define GLSL_VERSION 330 -#else // PLATFORM_ANDROID, PLATFORM_WEB - #define GLSL_VERSION 100 -#endif - -//------------------------------------------------------------------------------------ -// Program main entry point -//------------------------------------------------------------------------------------ -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [models] example - gpu skinning"); - - // 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, 2.0f, 0.0f }; // Camera looking at point - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) - camera.fovy = 45.0f; // Camera field-of-view Y - camera.projection = CAMERA_PERSPECTIVE; // Camera projection type - - // Load gltf model - Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model - - // Load skinning shader - Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION), - TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION)); - - characterModel.materials[1].shader = skinningShader; - - // Load gltf model animations - int animsCount = 0; - unsigned int animIndex = 0; - unsigned int animCurrentFrame = 0; - ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount); - - Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - - DisableCursor(); // Limit cursor to relative movement inside the window - - 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 - //---------------------------------------------------------------------------------- - UpdateCamera(&camera, CAMERA_THIRD_PERSON); - - // Select current animation - if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount; - else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount; - - // Update model animation - ModelAnimation anim = modelAnimations[animIndex]; - animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount; - characterModel.transform = MatrixTranslate(position.x, position.y, position.z); - UpdateModelAnimationBones(characterModel, anim, animCurrentFrame); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - BeginMode3D(camera); - - // Draw character mesh, pose calculation is done in shader (GPU skinning) - DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform); - - DrawGrid(10, 1.0f); - - EndMode3D(); - - DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation - UnloadModel(characterModel); // Unload model and meshes/material - UnloadShader(skinningShader); // Unload GPU skinning shader - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; +/******************************************************************************************* +* +* raylib [models] example - animation gpu skinning +* +* Example complexity rating: [★★★☆] 3/4 +* +* Example originally created with raylib 4.5, last time updated with raylib 4.5 +* +* Example contributed by Daniel Holden (@orangeduck) 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) 2024-2025 Daniel Holden (@orangeduck) +* +* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS +* +********************************************************************************************/ + +#include "raylib.h" + +#include "raymath.h" + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - animation gpu skinning"); + + // 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, 2.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + camera.projection = CAMERA_PERSPECTIVE; // Camera projection type + + // Load gltf model + Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model + + // Load skinning shader + Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION)); + + characterModel.materials[1].shader = skinningShader; + + // Load gltf model animations + int animsCount = 0; + unsigned int animIndex = 0; + unsigned int animCurrentFrame = 0; + ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount); + + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + + DisableCursor(); // Limit cursor to relative movement inside the window + + 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 + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_THIRD_PERSON); + + // Select current animation + if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount; + else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount; + + // Update model animation + ModelAnimation anim = modelAnimations[animIndex]; + animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount; + characterModel.transform = MatrixTranslate(position.x, position.y, position.z); + UpdateModelAnimationBones(characterModel, anim, animCurrentFrame); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + // Draw character mesh, pose calculation is done in shader (GPU skinning) + DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform); + + DrawGrid(10, 1.0f); + + EndMode3D(); + + DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation + UnloadModel(characterModel); // Unload model and meshes/material + UnloadShader(skinningShader); // Unload GPU skinning shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; } \ No newline at end of file diff --git a/examples/models/models_gpu_skinning.png b/examples/models/models_animation_gpu_skinning.png similarity index 100% rename from examples/models/models_gpu_skinning.png rename to examples/models/models_animation_gpu_skinning.png diff --git a/examples/models/models_animation.c b/examples/models/models_animation_playing.c similarity index 98% rename from examples/models/models_animation.c rename to examples/models/models_animation_playing.c index 1f456e5ea..fd708b7dd 100644 --- a/examples/models/models_animation.c +++ b/examples/models/models_animation_playing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - model animation +* raylib [models] example - animation playing * * Example complexity rating: [★★☆☆] 2/4 * @@ -33,7 +33,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - animation playing"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/models/models_animation.png b/examples/models/models_animation_playing.png similarity index 100% rename from examples/models/models_animation.png rename to examples/models/models_animation_playing.png diff --git a/examples/models/models_billboard.c b/examples/models/models_billboard_rendering.c similarity index 98% rename from examples/models/models_billboard.c rename to examples/models/models_billboard_rendering.c index 40266c277..a637a4df4 100644 --- a/examples/models/models_billboard.c +++ b/examples/models/models_billboard_rendering.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - billboard render +* raylib [models] example - billboard rendering * * Example complexity rating: [★★★☆] 3/4 * @@ -26,7 +26,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [models] example - billboard render"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - billboard rendering"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/models/models_billboard.png b/examples/models/models_billboard_rendering.png similarity index 100% rename from examples/models/models_billboard.png rename to examples/models/models_billboard_rendering.png diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap_rendering.c similarity index 97% rename from examples/models/models_cubicmap.c rename to examples/models/models_cubicmap_rendering.c index fe6c6604f..55a8e2a47 100644 --- a/examples/models/models_cubicmap.c +++ b/examples/models/models_cubicmap_rendering.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - cubicmap loading and drawing +* raylib [models] example - cubicmap rendering * * Example complexity rating: [★★☆☆] 2/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap loading and drawing"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap rendering"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/models/models_cubicmap.png b/examples/models/models_cubicmap_rendering.png similarity index 100% rename from examples/models/models_cubicmap.png rename to examples/models/models_cubicmap_rendering.png diff --git a/examples/models/models_heightmap.c b/examples/models/models_heightmap_rendering.c similarity index 97% rename from examples/models/models_heightmap.c rename to examples/models/models_heightmap_rendering.c index a11f133af..f2b1d702a 100644 --- a/examples/models/models_heightmap.c +++ b/examples/models/models_heightmap_rendering.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - heightmap terrain +* raylib [models] example - heightmap rendering * * Example complexity rating: [★☆☆☆] 1/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap terrain"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap rendering"); // Define our custom camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/models/models_heightmap.png b/examples/models/models_heightmap_rendering.png similarity index 100% rename from examples/models/models_heightmap.png rename to examples/models/models_heightmap_rendering.png diff --git a/examples/models/models_loading.c b/examples/models/models_loading.c index 356043579..650b3126f 100644 --- a/examples/models/models_loading.c +++ b/examples/models/models_loading.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - models loading +* raylib [models] example - loading * * Example complexity rating: [★☆☆☆] 1/4 * @@ -38,7 +38,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - loading"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/models/models_loading_gltf.c b/examples/models/models_loading_gltf.c index a827ec154..7729da13f 100644 --- a/examples/models/models_loading_gltf.c +++ b/examples/models/models_loading_gltf.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - loading gltf animations +* raylib [models] example - loading gltf * * Example complexity rating: [★☆☆☆] 1/4 * @@ -32,7 +32,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf animations"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/models/models_loading_m3d.c b/examples/models/models_loading_m3d.c index 9851e3cbf..452a21610 100644 --- a/examples/models/models_loading_m3d.c +++ b/examples/models/models_loading_m3d.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - model loading m3d +* raylib [models] example - loading m3d * * Example complexity rating: [★★☆☆] 2/4 * @@ -31,7 +31,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [models] example - model loading m3d"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - loading m3d"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/models/models_loading_vox.c b/examples/models/models_loading_vox.c index cf54a1c25..956c181a0 100644 --- a/examples/models/models_loading_vox.c +++ b/examples/models/models_loading_vox.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - magicavoxel loading +* raylib [models] example - loading vox * * Example complexity rating: [★☆☆☆] 1/4 * @@ -47,7 +47,7 @@ int main(void) "resources/models/vox/fez.vox" }; - InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - loading vox"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/models/models_draw_cube_texture.c b/examples/models/models_textured_cube.c similarity index 99% rename from examples/models/models_draw_cube_texture.c rename to examples/models/models_textured_cube.c index bc55b4c15..c9f66bcaf 100644 --- a/examples/models/models_draw_cube_texture.c +++ b/examples/models/models_textured_cube.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - draw cube texture +* raylib [models] example - textured cube * * Example complexity rating: [★★☆☆] 2/4 * @@ -33,7 +33,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [models] example - draw cube texture"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - textured cube"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/models/models_draw_cube_texture.png b/examples/models/models_textured_cube.png similarity index 100% rename from examples/models/models_draw_cube_texture.png rename to examples/models/models_textured_cube.png diff --git a/examples/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c index 954c99ded..c19aafdcd 100644 --- a/examples/models/models_yaw_pitch_roll.c +++ b/examples/models/models_yaw_pitch_roll.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - plane rotations (yaw, pitch, roll) +* raylib [models] example - yaw pitch roll * * Example complexity rating: [★★☆☆] 2/4 * @@ -30,7 +30,7 @@ int main(void) const int screenHeight = 450; //SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI); - InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - yaw pitch roll"); Camera camera = { 0 }; camera.position = (Vector3){ 0.0f, 50.0f, -120.0f };// Camera position perspective diff --git a/examples/others/easings_testbed.c b/examples/others/easings_testbed.c index fb3175711..b3ff8a8df 100644 --- a/examples/others/easings_testbed.c +++ b/examples/others/easings_testbed.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [easings] example - easings testbed +* raylib [others] example - easings testbed * * Example originally created with raylib 2.5, last time updated with raylib 2.5 * @@ -108,7 +108,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed"); + InitWindow(screenWidth, screenHeight, "raylib [others] example - easings testbed"); Vector2 ballPosition = { 100.0f, 100.0f }; diff --git a/examples/others/embedded_files_loading.c b/examples/others/embedded_files_loading.c index 10a094f84..b9c34f19e 100644 --- a/examples/others/embedded_files_loading.c +++ b/examples/others/embedded_files_loading.c @@ -4,7 +4,7 @@ * * Example complexity rating: [★★☆☆] 2/4 * -* Example originally created with raylib 3.0, last time updated with raylib 2.5 +* Example originally created with raylib 3.0, last time updated with raylib 3.5 * * Example contributed by Kristian Holmgren (@defutura) and reviewed by Ramon Santamaria (@raysan5) * diff --git a/examples/others/raylib_opengl_interop.c b/examples/others/raylib_opengl_interop.c index 02aedc533..540a623ab 100644 --- a/examples/others/raylib_opengl_interop.c +++ b/examples/others/raylib_opengl_interop.c @@ -4,7 +4,7 @@ * * Example complexity rating: [★★★★] 4/4 * -* Example originally created with raylib 3.8, last time updated with raylib 2.5 +* Example originally created with raylib 3.8, last time updated with raylib 4.0 * * Example contributed by Stephan Soller (@arkanis) and reviewed by Ramon Santamaria (@raysan5) * diff --git a/examples/others/raymath_vector_angle.c b/examples/others/raymath_vector_angle.c index d98b158ed..cded99e8b 100644 --- a/examples/others/raymath_vector_angle.c +++ b/examples/others/raymath_vector_angle.c @@ -1,10 +1,10 @@ /******************************************************************************************* * -* raylib [math] example - vector angle +* raylib [others] example - vector angle * * Example complexity rating: [★★☆☆] 2/4 * -* Example originally created with raylib 1.0, last time updated with raylib 4.6 +* Example originally created with raylib 1.0, last time updated with raylib 5.0 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software @@ -27,7 +27,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [math] example - vector angle"); + InitWindow(screenWidth, screenHeight, "raylib [others] example - vector angle"); Vector2 v0 = { screenWidth/2, screenHeight/2 }; Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f }); diff --git a/examples/others/resources/shaders/glsl120/point_particle.fs b/examples/others/resources/shaders/glsl120/point_particle.fs new file mode 100644 index 000000000..a3998bc46 --- /dev/null +++ b/examples/others/resources/shaders/glsl120/point_particle.fs @@ -0,0 +1,14 @@ +#version 120 + +// Input uniform values +uniform vec4 color; + +// NOTE: Add your custom variables here + +void main() +{ + // Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of + // it. (0, 0) is the top left, (1, 1) the bottom right corner + // Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges + gl_FragColor = vec4(color.rgb, color.a*(1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0)); +} \ No newline at end of file diff --git a/examples/others/resources/shaders/glsl120/point_particle.vs b/examples/others/resources/shaders/glsl120/point_particle.vs new file mode 100644 index 000000000..374f24a59 --- /dev/null +++ b/examples/others/resources/shaders/glsl120/point_particle.vs @@ -0,0 +1,24 @@ +#version 120 + +// Input vertex attributes +attribute vec3 vertexPosition; + +// Input uniform values +uniform mat4 mvp; +uniform float currentTime; + +// NOTE: Add your custom variables here + +void main() +{ + // Unpack data from vertexPosition + vec2 pos = vertexPosition.xy; + float period = vertexPosition.z; + + // Calculate final vertex position (jiggle it around a bit horizontally) + pos += vec2(100.0, 0.0)*sin(period*currentTime); + gl_Position = mvp*vec4(pos.x, pos.y, 0.0, 1.0); + + // Calculate the screen space size of this particle (also vary it over time) + gl_PointSize = 10.0 - 5.0*abs(sin(period*currentTime)); +} \ No newline at end of file diff --git a/examples/others/rlgl_compute_shader.c b/examples/others/rlgl_compute_shader.c index 2b17b5eaa..4704b4a7c 100644 --- a/examples/others/rlgl_compute_shader.c +++ b/examples/others/rlgl_compute_shader.c @@ -1,13 +1,13 @@ /******************************************************************************************* * -* raylib [rlgl] example - compute shader - game of life +* raylib [others] example - compute shader * * NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support, * shaders used in this example are #version 430 (OpenGL 4.3) * * Example complexity rating: [★★★★] 4/4 * -* Example originally created with raylib 4.0, last time updated with raylib 2.5 +* Example originally created with raylib 4.0, last time updated with raylib 4.0 * * Example contributed by Teddy Astie (@tsnake41) and reviewed by Ramon Santamaria (@raysan5) * @@ -57,7 +57,7 @@ int main(void) const int screenWidth = GOL_WIDTH; const int screenHeight = GOL_WIDTH; - InitWindow(screenWidth, screenHeight, "raylib [rlgl] example - compute shader - game of life"); + InitWindow(screenWidth, screenHeight, "raylib [others] example - compute shader"); const Vector2 resolution = { screenWidth, screenHeight }; unsigned int brushSize = 8; diff --git a/examples/others/rlgl_standalone.c b/examples/others/rlgl_standalone.c index 288f06419..094884ffd 100644 --- a/examples/others/rlgl_standalone.c +++ b/examples/others/rlgl_standalone.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [rlgl] example - Using rlgl module as standalone module +* raylib [others] example - standalone * * rlgl library is an abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) @@ -147,7 +147,7 @@ int main(void) glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE ); #endif - GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL); + GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "raylib [others] example - rlgl standalone", NULL, NULL); if (!window) { diff --git a/examples/core/core_basic_window_web.c b/examples/others/web_basic_window.c similarity index 76% rename from examples/core/core_basic_window_web.c rename to examples/others/web_basic_window.c index 7877337a3..8aeebf414 100644 --- a/examples/core/core_basic_window_web.c +++ b/examples/others/web_basic_window.c @@ -1,26 +1,20 @@ /******************************************************************************************* * -* raylib [core] example - basic window +* raylib [others] example - Basic window (adapted for HTML5 platform) * -* Example complexity rating: [★☆☆☆] 1/4 -* -* NOTE: This example is prepared to compile for PLATFORM_WEB, and PLATFORM_DESKTOP -* As you will notice, code structure is slightly diferent to the other examples... +* This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP +* As you will notice, code structure is slightly different to the other examples... * To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning * -* Example originally created with raylib 1.3, last time updated with raylib 1.3 +* This example has been created using raylib 1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* 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) 2015-2025 Ramon Santamaria (@raysan5) +* Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" -//#define PLATFORM_WEB - #if defined(PLATFORM_WEB) #include #endif @@ -28,22 +22,22 @@ //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -const int screenWidth = 800; -const int screenHeight = 450; +int screenWidth = 800; +int screenHeight = 450; //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- void UpdateDrawFrame(void); // Update and Draw one frame -//------------------------------------------------------------------------------------ +//---------------------------------------------------------------------------------- // Program main entry point -//------------------------------------------------------------------------------------ -int main(void) +//---------------------------------------------------------------------------------- +int main() { // Initialization //-------------------------------------------------------------------------------------- - InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); + InitWindow(screenWidth, screenHeight, "raylib [others] example - web basic window"); #if defined(PLATFORM_WEB) emscripten_set_main_loop(UpdateDrawFrame, 0, 1); @@ -86,4 +80,4 @@ void UpdateDrawFrame(void) EndDrawing(); //---------------------------------------------------------------------------------- -} \ No newline at end of file +} diff --git a/examples/shaders/resources/shaders/glsl100/depth.fs b/examples/shaders/resources/shaders/glsl100/depth_render.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl100/depth.fs rename to examples/shaders/resources/shaders/glsl100/depth_render.fs diff --git a/examples/shaders/resources/shaders/glsl100/write_depth.fs b/examples/shaders/resources/shaders/glsl100/depth_write.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl100/write_depth.fs rename to examples/shaders/resources/shaders/glsl100/depth_write.fs diff --git a/examples/shaders/resources/shaders/glsl120/depth.fs b/examples/shaders/resources/shaders/glsl120/depth_render.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl120/depth.fs rename to examples/shaders/resources/shaders/glsl120/depth_render.fs diff --git a/examples/shaders/resources/shaders/glsl120/write_depth.fs b/examples/shaders/resources/shaders/glsl120/depth_write.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl120/write_depth.fs rename to examples/shaders/resources/shaders/glsl120/depth_write.fs diff --git a/examples/shaders/resources/shaders/glsl330/depth.fs b/examples/shaders/resources/shaders/glsl330/depth_render.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl330/depth.fs rename to examples/shaders/resources/shaders/glsl330/depth_render.fs diff --git a/examples/shaders/resources/shaders/glsl330/write_depth.fs b/examples/shaders/resources/shaders/glsl330/depth_write.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl330/write_depth.fs rename to examples/shaders/resources/shaders/glsl330/depth_write.fs diff --git a/examples/shaders/shaders_basic_pbr.c b/examples/shaders/shaders_basic_pbr.c index ec15ab206..75dacd5aa 100644 --- a/examples/shaders/shaders_basic_pbr.c +++ b/examples/shaders/shaders_basic_pbr.c @@ -4,7 +4,7 @@ * * Example complexity rating: [★★★★] 4/4 * -* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev +* Example originally created with raylib 5.0, last time updated with raylib 5.5 * * Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5) * diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index f599a4a0f..24078c264 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - custom uniform variable +* raylib [shaders] example - custom uniform * * Example complexity rating: [★★☆☆] 2/4 * @@ -40,7 +40,7 @@ int main(void) SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/shaders/shaders_deferred_render.c b/examples/shaders/shaders_deferred_rendering.c similarity index 99% rename from examples/shaders/shaders_deferred_render.c rename to examples/shaders/shaders_deferred_rendering.c index c5801bbeb..811566917 100644 --- a/examples/shaders/shaders_deferred_render.c +++ b/examples/shaders/shaders_deferred_rendering.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - deferred render +* raylib [shaders] example - deferred rendering * * Example complexity rating: [★★★★] 4/4 * @@ -67,7 +67,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred rendering"); Camera camera = { 0 }; camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position diff --git a/examples/shaders/shaders_deferred_render.png b/examples/shaders/shaders_deferred_rendering.png similarity index 100% rename from examples/shaders/shaders_deferred_render.png rename to examples/shaders/shaders_deferred_rendering.png diff --git a/examples/shaders/shaders_view_depth.c b/examples/shaders/shaders_depth_rendering.c similarity index 71% rename from examples/shaders/shaders_view_depth.c rename to examples/shaders/shaders_depth_rendering.c index f4eecf7e2..866135020 100644 --- a/examples/shaders/shaders_view_depth.c +++ b/examples/shaders/shaders_depth_rendering.c @@ -1,12 +1,12 @@ /******************************************************************************************* * -* raylib [shaders] example - render depth texture +* raylib [shaders] example - depth rendering * * Example complexity rating: [★★★☆] 3/4 * * Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev * -* Example contributed by Luís Almeida (@luis605) +* Example contributed by Luís Almeida (@luis605) 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 @@ -16,6 +16,7 @@ ********************************************************************************************/ #include "raylib.h" + #include "rlgl.h" #if defined(PLATFORM_DESKTOP) @@ -24,7 +25,14 @@ #define GLSL_VERSION 100 #endif -RenderTexture2D LoadRenderTextureWithDepth(int width, int height); +//-------------------------------------------------------------------------------------- +// Module Functions Declaration +//-------------------------------------------------------------------------------------- +// Load custom render texture with depth texture attached +static RenderTexture2D LoadRenderTextureDepthTex(int width, int height); + +// Unload render texture from GPU memory (VRAM) +static void UnloadRenderTextureDepthTex(RenderTexture2D target); //------------------------------------------------------------------------------------ // Program main entry point @@ -36,9 +44,9 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - render depth texture"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth rendering"); - // Init camera + // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 4.0f, 1.0f, 5.0f }; camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; @@ -46,16 +54,16 @@ int main(void) camera.fovy = 45.0f; camera.projection = CAMERA_PERSPECTIVE; - // Load an empty render texture with a depth texture - RenderTexture2D target = LoadRenderTextureWithDepth(screenWidth, screenHeight); + // Load render texture with a depth texture attached + RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight); // Load depth shader and get depth texture shader location - Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION)); + Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_render.fs", GLSL_VERSION)); int depthLoc = GetShaderLocation(depthShader, "depthTexture"); int flipTextureLoc = GetShaderLocation(depthShader, "flipY"); SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture - // Load models + // Load scene models Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1)); @@ -78,12 +86,14 @@ int main(void) ClearBackground(WHITE); BeginMode3D(camera); - DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW); + DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW); DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED); EndMode3D(); EndTextureMode(); + // Draw into screen (main framebuffer) BeginDrawing(); + ClearBackground(RAYWHITE); BeginShaderMode(depthShader); SetShaderValueTexture(depthShader, depthLoc, target.depth); @@ -106,19 +116,24 @@ int main(void) //-------------------------------------------------------------------------------------- UnloadModel(cube); // Unload model UnloadModel(floor); // Unload model - UnloadRenderTexture(target); // Unload render texture + UnloadRenderTextureDepthTex(target); UnloadShader(depthShader); // Unload shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- + return 0; } -RenderTexture2D LoadRenderTextureWithDepth(int width, int height) +//-------------------------------------------------------------------------------------- +// Module Functions Definition +//-------------------------------------------------------------------------------------- +// Load custom render texture, create a writable depth texture buffer +static RenderTexture2D LoadRenderTextureDepthTex(int width, int height) { - RenderTexture2D target = {0}; + RenderTexture2D target = { 0 }; - target.id = rlLoadFramebuffer(); // Load an empty framebuffer + target.id = rlLoadFramebuffer(); // Load an empty framebuffer if (target.id > 0) { @@ -131,11 +146,11 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height) target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; target.texture.mipmaps = 1; - // Create depth texture + // Create depth texture buffer (instead of raylib default renderbuffer) target.depth.id = rlLoadTextureDepth(width, height, false); target.depth.width = width; target.depth.height = height; - target.depth.format = 19; //DEPTH_COMPONENT_24BIT? THIS DOESN'T EXIST IN RAYLIB + target.depth.format = 19; // DEPTH_COMPONENT_24BIT: Not defined in raylib target.depth.mipmaps = 1; // Attach color texture and depth texture to FBO @@ -150,4 +165,19 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height) else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created"); return target; +} + +// Unload render texture from GPU memory (VRAM) +void UnloadRenderTextureDepthTex(RenderTexture2D target) +{ + if (target.id > 0) + { + // Color texture attached to FBO is deleted + rlUnloadTexture(target.texture.id); + rlUnloadTexture(target.depth.id); + + // NOTE: Depth texture is automatically + // queried and deleted before deleting framebuffer + rlUnloadFramebuffer(target.id); + } } \ No newline at end of file diff --git a/examples/shaders/shaders_view_depth.png b/examples/shaders/shaders_depth_rendering.png similarity index 100% rename from examples/shaders/shaders_view_depth.png rename to examples/shaders/shaders_depth_rendering.png diff --git a/examples/shaders/shaders_write_depth.c b/examples/shaders/shaders_depth_writing.c similarity index 91% rename from examples/shaders/shaders_write_depth.c rename to examples/shaders/shaders_depth_writing.c index a80eb83e5..ec887ae09 100644 --- a/examples/shaders/shaders_write_depth.c +++ b/examples/shaders/shaders_depth_writing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - write depth buffer +* raylib [shaders] example - depth writing * * Example complexity rating: [★★☆☆] 2/4 * @@ -20,9 +20,9 @@ #include "rlgl.h" #if defined(PLATFORM_DESKTOP) -#define GLSL_VERSION 330 + #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB -#define GLSL_VERSION 100 + #define GLSL_VERSION 100 #endif //-------------------------------------------------------------------------------------- @@ -44,13 +44,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer"); - - // The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;` - Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION)); - - // Use Customized function to create writable depth texture buffer - RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth writing"); // Define the camera to look into our 3d world Camera camera = { @@ -61,6 +55,12 @@ int main(void) .projection = CAMERA_PERSPECTIVE // Camera projection type }; + // Load custom render texture with writable depth texture buffer + RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight); + + // Load depth writing shader + // NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;` + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_write.fs", GLSL_VERSION)); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -74,7 +74,7 @@ int main(void) // Draw //---------------------------------------------------------------------------------- - // Draw into our custom render texture (framebuffer) + // Draw into our custom render texture BeginTextureMode(target); ClearBackground(WHITE); @@ -92,7 +92,9 @@ int main(void) // Draw into screen our custom render texture BeginDrawing(); ClearBackground(RAYWHITE); + DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE); + DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- @@ -112,9 +114,8 @@ int main(void) //-------------------------------------------------------------------------------------- // Module Functions Definition //-------------------------------------------------------------------------------------- - // Load custom render texture, create a writable depth texture buffer -RenderTexture2D LoadRenderTextureDepthTex(int width, int height) +static RenderTexture2D LoadRenderTextureDepthTex(int width, int height) { RenderTexture2D target = { 0 }; @@ -135,7 +136,7 @@ RenderTexture2D LoadRenderTextureDepthTex(int width, int height) target.depth.id = rlLoadTextureDepth(width, height, false); target.depth.width = width; target.depth.height = height; - target.depth.format = 19; //DEPTH_COMPONENT_24BIT? + target.depth.format = 19; // DEPTH_COMPONENT_24BIT: Not defined in raylib target.depth.mipmaps = 1; // Attach color texture and depth texture to FBO diff --git a/examples/shaders/shaders_write_depth.png b/examples/shaders/shaders_depth_writing.png similarity index 100% rename from examples/shaders/shaders_write_depth.png rename to examples/shaders/shaders_depth_writing.png diff --git a/examples/shaders/shaders_eratosthenes.c b/examples/shaders/shaders_eratosthenes_sieve.c similarity index 98% rename from examples/shaders/shaders_eratosthenes.c rename to examples/shaders/shaders_eratosthenes_sieve.c index 4a974c9c8..3ab293e93 100644 --- a/examples/shaders/shaders_eratosthenes.c +++ b/examples/shaders/shaders_eratosthenes_sieve.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - sieve of Eratosthenes +* raylib [shaders] example - eratosthenes sieve * * Example complexity rating: [★★★☆] 3/4 * @@ -45,7 +45,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - sieve of Eratosthenes"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - eratosthenes sieve"); RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); diff --git a/examples/shaders/shaders_eratosthenes.png b/examples/shaders/shaders_eratosthenes_sieve.png similarity index 100% rename from examples/shaders/shaders_eratosthenes.png rename to examples/shaders/shaders_eratosthenes_sieve.png diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog_rendering.c similarity index 98% rename from examples/shaders/shaders_fog.c rename to examples/shaders/shaders_fog_rendering.c index 3307f88f4..bc0e54ceb 100644 --- a/examples/shaders/shaders_fog.c +++ b/examples/shaders/shaders_fog_rendering.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - fog +* raylib [shaders] example - fog rendering * * Example complexity rating: [★★★☆] 3/4 * @@ -44,7 +44,7 @@ int main(void) const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog rendering"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/shaders/shaders_fog.png b/examples/shaders/shaders_fog_rendering.png similarity index 100% rename from examples/shaders/shaders_fog.png rename to examples/shaders/shaders_fog_rendering.png diff --git a/examples/shaders/shaders_hybrid_render.c b/examples/shaders/shaders_hybrid_rendering.c similarity index 99% rename from examples/shaders/shaders_hybrid_render.c rename to examples/shaders/shaders_hybrid_rendering.c index 9882306a0..ec6b8b0a6 100644 --- a/examples/shaders/shaders_hybrid_render.c +++ b/examples/shaders/shaders_hybrid_rendering.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - write depth buffer +* raylib [shaders] example - hybrid rendering * * Example complexity rating: [★★★★] 4/4 * @@ -55,7 +55,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid rendering"); // This Shader calculates pixel depth and color using raymarch Shader shdrRaymarch = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION)); diff --git a/examples/shaders/shaders_hybrid_render.png b/examples/shaders/shaders_hybrid_rendering.png similarity index 100% rename from examples/shaders/shaders_hybrid_render.png rename to examples/shaders/shaders_hybrid_rendering.png diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c index a9c5f5944..1b7b9fb90 100644 --- a/examples/shaders/shaders_julia_set.c +++ b/examples/shaders/shaders_julia_set.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - julia sets +* raylib [shaders] example - julia set * * Example complexity rating: [★★★☆] 3/4 * @@ -53,7 +53,7 @@ int main(void) { // Initialization //-------------------------------------------------------------------------------------- - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set"); // Load julia set shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader diff --git a/examples/shaders/shaders_lightmap.c b/examples/shaders/shaders_lightmap_rendering.c similarity index 98% rename from examples/shaders/shaders_lightmap.c rename to examples/shaders/shaders_lightmap_rendering.c index 3da900921..232e0901b 100644 --- a/examples/shaders/shaders_lightmap.c +++ b/examples/shaders/shaders_lightmap_rendering.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - lightmap +* raylib [shaders] example - lightmap rendering * * Example complexity rating: [★★★☆] 3/4 * @@ -46,7 +46,7 @@ int main(void) const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - lightmap"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - lightmap rendering"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/shaders/shaders_lightmap.png b/examples/shaders/shaders_lightmap_rendering.png similarity index 100% rename from examples/shaders/shaders_lightmap.png rename to examples/shaders/shaders_lightmap_rendering.png diff --git a/examples/shaders/shaders_multi_sample2d.c b/examples/shaders/shaders_multi_sample2d.c index 4e732ce1a..41980a3f1 100644 --- a/examples/shaders/shaders_multi_sample2d.c +++ b/examples/shaders/shaders_multi_sample2d.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - multi sample2D +* raylib [shaders] example - multi sample2d * * Example complexity rating: [★★☆☆] 2/4 * @@ -38,7 +38,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2D"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2d"); Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 }); Texture texRed = LoadTextureFromImage(imRed); diff --git a/examples/shaders/shaders_normal_map.c b/examples/shaders/shaders_normalmap_rendering.c similarity index 90% rename from examples/shaders/shaders_normal_map.c rename to examples/shaders/shaders_normalmap_rendering.c index 16806201b..e66362c07 100644 --- a/examples/shaders/shaders_normal_map.c +++ b/examples/shaders/shaders_normalmap_rendering.c @@ -1,26 +1,26 @@ /******************************************************************************************* * -* raylib [shaders] example - normal map +* raylib [shaders] example - normalmap rendering * -* Example complexity rating: [★★★★] 4/4 +* Example complexity rating: [★★★★] 4/4 * -* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, +* 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 * -* Example originally created with raylib 5.6, last time updated with raylib 5.6 +* Example originally created with raylib 5.6, last time updated with raylib 5.6 * -* Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5) +* Example contributed by Jeremy Montgomery (@Sir_Irk) 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 +* 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 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5) +* Copyright (c) 2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ -#include +#include "raylib.h" -#include +#include "raymath.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 @@ -39,7 +39,7 @@ int main(void) const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normal map"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normalmap rendering"); Camera camera = { 0 }; camera.position = (Vector3){ 0.0f, 2.0f, -4.0f }; @@ -155,7 +155,7 @@ int main(void) DrawText("Use keys [Up][Down] to change specular exponent", 10, 10 + yOffset*2, 10, BLACK); DrawText(TextFormat("Specular Exponent: %.2f", specularExponent), 10, 10 + yOffset*3, 10, BLUE); - DrawFPS(screenWidth - 80, 10); + DrawFPS(screenWidth - 90, 10); EndDrawing(); //-------------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_normal_map.png b/examples/shaders/shaders_normalmap_rendering.png similarity index 100% rename from examples/shaders/shaders_normal_map.png rename to examples/shaders/shaders_normalmap_rendering.png diff --git a/examples/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c index 346bc171c..048fe7fbc 100644 --- a/examples/shaders/shaders_palette_switch.c +++ b/examples/shaders/shaders_palette_switch.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - color palette switch +* raylib [shaders] example - palette switch * * Example complexity rating: [★★★☆] 3/4 * @@ -86,7 +86,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette switch"); // Load shader to be used on some parts drawing // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index 117fa3886..c30686a7a 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - postprocessing shader +* raylib [shaders] example - postprocessing * * Example complexity rating: [★★★☆] 3/4 * @@ -77,7 +77,7 @@ int main(void) SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching_rendering.c similarity index 98% rename from examples/shaders/shaders_raymarching.c rename to examples/shaders/shaders_raymarching_rendering.c index 744181680..50a776382 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching_rendering.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - raymarching shapes +* raylib [shaders] example - raymarching rendering * * Example complexity rating: [★★★★] 4/4 * @@ -35,7 +35,7 @@ int main(void) const int screenHeight = 450; SetConfigFlags(FLAG_WINDOW_RESIZABLE); - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching rendering"); Camera camera = { 0 }; camera.position = (Vector3){ 2.5f, 2.5f, 3.0f }; // Camera position diff --git a/examples/shaders/shaders_raymarching.png b/examples/shaders/shaders_raymarching_rendering.png similarity index 100% rename from examples/shaders/shaders_raymarching.png rename to examples/shaders/shaders_raymarching_rendering.png diff --git a/examples/shaders/shaders_rounded_rectangle.c b/examples/shaders/shaders_rounded_rectangle.c index ddfab299c..64814fe6e 100644 --- a/examples/shaders/shaders_rounded_rectangle.c +++ b/examples/shaders/shaders_rounded_rectangle.c @@ -11,7 +11,7 @@ * 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 Anstro Pleuton (@anstropleuton) +* Copyright (c) 2025 Anstro Pleuton (@anstropleuton) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_shadowmap.c b/examples/shaders/shaders_shadowmap_rendering.c similarity index 62% rename from examples/shaders/shaders_shadowmap.c rename to examples/shaders/shaders_shadowmap_rendering.c index 2c6abf66d..7b75b80e0 100644 --- a/examples/shaders/shaders_shadowmap.c +++ b/examples/shaders/shaders_shadowmap_rendering.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - shadowmap +* raylib [shaders] example - shadowmap rendering * * Example complexity rating: [★★★★] 4/4 * @@ -16,20 +16,21 @@ ********************************************************************************************/ #include "raylib.h" + #include "raymath.h" #include "rlgl.h" #if defined(PLATFORM_DESKTOP) -#define GLSL_VERSION 330 + #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB -#define GLSL_VERSION 120 + #define GLSL_VERSION 100 #endif #define SHADOWMAP_RESOLUTION 1024 -RenderTexture2D LoadShadowmapRenderTexture(int width, int height); -void UnloadShadowmapRenderTexture(RenderTexture2D target); -void DrawScene(Model cube, Model robot); +static RenderTexture2D LoadShadowmapRenderTexture(int width, int height); +static void UnloadShadowmapRenderTexture(RenderTexture2D target); +static void DrawScene(Model cube, Model robot); //------------------------------------------------------------------------------------ // Program main entry point @@ -41,22 +42,24 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - SetConfigFlags(FLAG_MSAA_4X_HINT); // Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm, // which is the industry standard for shadows. This algorithm can be extended in a ridiculous number of ways to improve // realism and also adapt it for different scenes. This is pretty much the simplest possible implementation - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap"); + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap rendering"); - Camera3D cam = (Camera3D){ 0 }; - cam.position = (Vector3){ 10.0f, 10.0f, 10.0f }; - cam.target = Vector3Zero(); - cam.projection = CAMERA_PERSPECTIVE; - cam.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - cam.fovy = 45.0f; + Camera3D camera = (Camera3D){ 0 }; + camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; + camera.target = Vector3Zero(); + camera.projection = CAMERA_PERSPECTIVE; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 45.0f; Shader shadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/shadowmap.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION)); shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos"); + Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f }); Color lightColor = WHITE; Vector4 lightColorNormalized = ColorNormalize(lightColor); @@ -75,122 +78,115 @@ int main(void) Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); cube.materials[0].shader = shadowShader; Model robot = LoadModel("resources/models/robot.glb"); - for (int i = 0; i < robot.materialCount; i++) - { - robot.materials[i].shader = shadowShader; - } + for (int i = 0; i < robot.materialCount; i++) robot.materials[i].shader = shadowShader; int animCount = 0; - ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount); + ModelAnimation *robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount); RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION); + // For the shadowmapping algorithm, we will be rendering everything from the light's point of view - Camera3D lightCam = (Camera3D){ 0 }; - lightCam.position = Vector3Scale(lightDir, -15.0f); - lightCam.target = Vector3Zero(); - // Use an orthographic projection for directional lights - lightCam.projection = CAMERA_ORTHOGRAPHIC; - lightCam.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - lightCam.fovy = 20.0f; + Camera3D lightCamera = { 0 }; + lightCamera.position = Vector3Scale(lightDir, -15.0f); + lightCamera.target = Vector3Zero(); + lightCamera.projection = CAMERA_ORTHOGRAPHIC; // Use an orthographic projection for directional lights + lightCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + lightCamera.fovy = 20.0f; + + int frameCounter = 0; + + // Store the light matrices + Matrix lightView = { 0 }; + Matrix lightProj = { 0 }; + Matrix lightViewProj = { 0 }; + int textureActiveSlot = 10; // Can be anything 0 to 15, but 0 will probably be taken up SetTargetFPS(60); //-------------------------------------------------------------------------------------- - int fc = 0; // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- - float dt = GetFrameTime(); + float deltaTime = GetFrameTime(); - Vector3 cameraPos = cam.position; + Vector3 cameraPos = camera.position; SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3); - UpdateCamera(&cam, CAMERA_ORBITAL); + UpdateCamera(&camera, CAMERA_ORBITAL); - fc++; - fc %= (robotAnimations[0].frameCount); - UpdateModelAnimation(robot, robotAnimations[0], fc); + frameCounter++; + frameCounter %= (robotAnimations[0].frameCount); + UpdateModelAnimation(robot, robotAnimations[0], frameCounter); + // Move light with arrow keys const float cameraSpeed = 0.05f; if (IsKeyDown(KEY_LEFT)) { - if (lightDir.x < 0.6f) - lightDir.x += cameraSpeed*60.0f*dt; + if (lightDir.x < 0.6f) lightDir.x += cameraSpeed*60.0f*deltaTime; } if (IsKeyDown(KEY_RIGHT)) { - if (lightDir.x > -0.6f) - lightDir.x -= cameraSpeed*60.0f*dt; + if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed*60.0f*deltaTime; } if (IsKeyDown(KEY_UP)) { - if (lightDir.z < 0.6f) - lightDir.z += cameraSpeed*60.0f*dt; + if (lightDir.z < 0.6f) lightDir.z += cameraSpeed*60.0f*deltaTime; } if (IsKeyDown(KEY_DOWN)) { - if (lightDir.z > -0.6f) - lightDir.z -= cameraSpeed*60.0f*dt; + if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime; } + lightDir = Vector3Normalize(lightDir); - lightCam.position = Vector3Scale(lightDir, -15.0f); + lightCamera.position = Vector3Scale(lightDir, -15.0f); SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3); + //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- - BeginDrawing(); - - // First, render all objects into the shadowmap - // The idea is, we record all the objects' depths (as rendered from the light source's point of view) in a buffer + // PASS 01: Render all objects into the shadowmap render texture + // We record all the objects' depths (as rendered from the light source's point of view) in a buffer // Anything that is "visible" to the light is in light, anything that isn't is in shadow // We can later use the depth buffer when rendering everything from the player's point of view // to determine whether a given point is "visible" to the light - - // Record the light matrices for future use! - Matrix lightView; - Matrix lightProj; BeginTextureMode(shadowMap); - ClearBackground(WHITE); - BeginMode3D(lightCam); - lightView = rlGetMatrixModelview(); - lightProj = rlGetMatrixProjection(); - DrawScene(cube, robot); - EndMode3D(); + ClearBackground(WHITE); + + BeginMode3D(lightCamera); + lightView = rlGetMatrixModelview(); + lightProj = rlGetMatrixProjection(); + DrawScene(cube, robot); + EndMode3D(); + EndTextureMode(); - Matrix lightViewProj = MatrixMultiply(lightView, lightProj); + lightViewProj = MatrixMultiply(lightView, lightProj); - ClearBackground(RAYWHITE); + // PASS 02: Draw the scene into main framebuffer, using the generated shadowmap + BeginDrawing(); + ClearBackground(RAYWHITE); - SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj); + SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj); + rlEnableShader(shadowShader.id); + + rlActiveTextureSlot(textureActiveSlot); + rlEnableTexture(shadowMap.depth.id); + rlSetUniform(shadowMapLoc, &textureActiveSlot, SHADER_UNIFORM_INT, 1); - rlEnableShader(shadowShader.id); - int slot = 10; // Can be anything 0 to 15, but 0 will probably be taken up - rlActiveTextureSlot(10); - rlEnableTexture(shadowMap.depth.id); - rlSetUniform(shadowMapLoc, &slot, SHADER_UNIFORM_INT, 1); - - BeginMode3D(cam); - - // Draw the same exact things as we drew in the shadowmap! - DrawScene(cube, robot); - - EndMode3D(); - - DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY); - DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED); + BeginMode3D(camera); + DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap! + EndMode3D(); + DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED); + DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 280, screenHeight - 20, 10, GRAY); + EndDrawing(); - if (IsKeyPressed(KEY_F)) - { - TakeScreenshot("shaders_shadowmap.png"); - } + if (IsKeyPressed(KEY_F)) TakeScreenshot("shaders_shadowmap.png"); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- - UnloadShader(shadowShader); UnloadModel(cube); UnloadModel(robot); @@ -203,7 +199,10 @@ int main(void) return 0; } -RenderTexture2D LoadShadowmapRenderTexture(int width, int height) +// Load render texture for shadowmap projection +// NOTE: Load framebuffer with only a texture depth attachment, +// no color attachment required for shadowmap +static RenderTexture2D LoadShadowmapRenderTexture(int width, int height) { RenderTexture2D target = { 0 }; @@ -216,11 +215,11 @@ RenderTexture2D LoadShadowmapRenderTexture(int width, int height) rlEnableFramebuffer(target.id); // Create depth texture - // We don't need a color texture for the shadowmap + // NOTE: No need a color texture attachment for the shadowmap target.depth.id = rlLoadTextureDepth(width, height, false); target.depth.width = width; target.depth.height = height; - target.depth.format = 19; //DEPTH_COMPONENT_24BIT? + target.depth.format = 19; // DEPTH_COMPONENT_24BIT? target.depth.mipmaps = 1; // Attach depth texture to FBO @@ -237,7 +236,7 @@ RenderTexture2D LoadShadowmapRenderTexture(int width, int height) } // Unload shadowmap render texture from GPU memory (VRAM) -void UnloadShadowmapRenderTexture(RenderTexture2D target) +static void UnloadShadowmapRenderTexture(RenderTexture2D target) { if (target.id > 0) { @@ -247,7 +246,9 @@ void UnloadShadowmapRenderTexture(RenderTexture2D target) } } -void DrawScene(Model cube, Model robot) +// Draw full scene projecting shadows +// NOTE: Required to be called several time to generate shadowmap +static void DrawScene(Model cube, Model robot) { DrawModelEx(cube, Vector3Zero(), (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, (Vector3) { 10.0f, 1.0f, 10.0f }, BLUE); DrawModelEx(cube, (Vector3) { 1.5f, 1.0f, -1.5f }, (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, Vector3One(), WHITE); diff --git a/examples/shaders/shaders_shadowmap.png b/examples/shaders/shaders_shadowmap_rendering.png similarity index 100% rename from examples/shaders/shaders_shadowmap.png rename to examples/shaders/shaders_shadowmap_rendering.png diff --git a/examples/shaders/shaders_shapes_textures.c b/examples/shaders/shaders_shapes_textures.c index 080cfabbd..1517f0de8 100644 --- a/examples/shaders/shaders_shapes_textures.c +++ b/examples/shaders/shaders_shapes_textures.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - shapes and texture shaders +* raylib [shaders] example - shapes textures * * Example complexity rating: [★★☆☆] 2/4 * @@ -38,7 +38,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes textures"); Texture2D fudesumi = LoadTexture("resources/fudesumi.png"); diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c index df8310a9d..9df870188 100644 --- a/examples/shaders/shaders_simple_mask.c +++ b/examples/shaders/shaders_simple_mask.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - simple shader mask +* raylib [shaders] example - simple mask * * Example complexity rating: [★★☆☆] 2/4 * @@ -41,7 +41,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple shader mask"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple mask"); // Define the camera to look into our 3d world Camera camera = { 0 }; diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight_rendering.c similarity index 97% rename from examples/shaders/shaders_spotlight.c rename to examples/shaders/shaders_spotlight_rendering.c index 88422deeb..c9ee950c1 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight_rendering.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - shader spotlight +* raylib [shaders] example - spotlight rendering * * Example complexity rating: [★★☆☆] 2/4 * @@ -81,7 +81,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader spotlight"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight rendering"); HideCursor(); Texture texRay = LoadTexture("resources/raysan.png"); @@ -135,8 +135,8 @@ int main(void) while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2) { - spots[i].speed.x = GetRandomValue(-400, 40)/20.0f; - spots[i].speed.y = GetRandomValue(-400, 40)/20.0f; + spots[i].speed.x = GetRandomValue(-400, 40)/25.0f; + spots[i].speed.y = GetRandomValue(-400, 40)/25.0f; } spots[i].inner = 28.0f*(i + 1); @@ -243,7 +243,7 @@ static void ResetStar(Star *star) star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f; star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f; - while (!(fabs(star->speed.x) + (fabs(star->speed.y) > 1))); + while (!(fabs(star->speed.x) + (fabs(star->speed.y) > 1))) { star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f; star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f; diff --git a/examples/shaders/shaders_spotlight.png b/examples/shaders/shaders_spotlight_rendering.png similarity index 100% rename from examples/shaders/shaders_spotlight.png rename to examples/shaders/shaders_spotlight_rendering.png diff --git a/examples/shaders/shaders_texture_outline.c b/examples/shaders/shaders_texture_outline.c index d7a3a1a07..7d3161195 100644 --- a/examples/shaders/shaders_texture_outline.c +++ b/examples/shaders/shaders_texture_outline.c @@ -9,12 +9,12 @@ * * Example originally created with raylib 4.0, last time updated with raylib 4.0 * -* Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5) +* Example contributed by Serenity Skiff (@GoldenThumbs) 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) 2021-2025 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) +* Copyright (c) 2021-2025 Serenity Skiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_rendering.c similarity index 94% rename from examples/shaders/shaders_texture_drawing.c rename to examples/shaders/shaders_texture_rendering.c index dc51f333a..b89c2a756 100644 --- a/examples/shaders/shaders_texture_drawing.c +++ b/examples/shaders/shaders_texture_rendering.c @@ -1,11 +1,9 @@ /******************************************************************************************* * -* raylib [shaders] example - texture drawing +* raylib [shaders] example - texture rendering * * Example complexity rating: [★★☆☆] 2/4 * -* NOTE: This example illustrates how to draw into a blank texture using a shader -* * Example originally created with raylib 2.0, last time updated with raylib 3.7 * * Example contributed by Michał Ciesielski (@ciessielski) and reviewed by Ramon Santamaria (@raysan5) @@ -35,7 +33,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture rendering"); Image imBlank = GenImageColor(1024, 1024, BLANK); Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader @@ -67,7 +65,7 @@ int main(void) ClearBackground(RAYWHITE); BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings - DrawTexture(texture, 0, 0, WHITE); // Drawing BLANK texture, all magic happens on shader + DrawTexture(texture, 0, 0, WHITE); // Drawing BLANK texture, all rendering magic happens on shader EndShaderMode(); // Disable our custom shader, return to default shader DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON); diff --git a/examples/shaders/shaders_texture_drawing.png b/examples/shaders/shaders_texture_rendering.png similarity index 100% rename from examples/shaders/shaders_texture_drawing.png rename to examples/shaders/shaders_texture_rendering.png diff --git a/examples/shapes/shapes_basic_shapes.c b/examples/shapes/shapes_basic_shapes.c index d0801ab0b..77f2246f0 100644 --- a/examples/shapes/shapes_basic_shapes.c +++ b/examples/shapes/shapes_basic_shapes.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - basic shapes drawing +* raylib [shapes] example - basic shapes * * Example complexity rating: [★☆☆☆] 1/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes"); float rotation = 0.0f; diff --git a/examples/shapes/shapes_draw_circle_sector.c b/examples/shapes/shapes_circle_sector_drawing.c similarity index 97% rename from examples/shapes/shapes_draw_circle_sector.c rename to examples/shapes/shapes_circle_sector_drawing.c index becd35228..4db470e04 100644 --- a/examples/shapes/shapes_draw_circle_sector.c +++ b/examples/shapes/shapes_circle_sector_drawing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - draw circle sector +* raylib [shapes] example - circle sector drawing * * Example complexity rating: [★★★☆] 3/4 * @@ -30,7 +30,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - circle sector drawing"); Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f }; diff --git a/examples/shapes/shapes_draw_circle_sector.png b/examples/shapes/shapes_circle_sector_drawing.png similarity index 100% rename from examples/shapes/shapes_draw_circle_sector.png rename to examples/shapes/shapes_circle_sector_drawing.png diff --git a/examples/shapes/shapes_digital_clock.c b/examples/shapes/shapes_digital_clock.c index 20c43ed7b..3317202b8 100644 --- a/examples/shapes/shapes_digital_clock.c +++ b/examples/shapes/shapes_digital_clock.c @@ -2,16 +2,16 @@ * * raylib [shapes] example - digital clock * -* Example complexity rating: [★★☆☆] 2/4 +* Example complexity rating: [★★★★] 4/4 * -* Example originally created with raylib 5.5, last time updated with raylib 5.5 +* Example originally created with raylib 5.5, last time updated with raylib 5.6 * * Example contributed by Hamza RAHAL (@hmz-rhl) 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 Hamza RAHAL (@hmz-rhl) +* Copyright (c) 2025 Hamza RAHAL (@hmz-rhl) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -20,37 +20,40 @@ #include // Required for: cosf(), sinf() #include // Required for: time(), localtime() -#define DIGIT_SIZE 30 +#define CLOCK_ANALOG 0 +#define CLOCK_DIGITAL 1 //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -typedef enum { - MODE_NORMAL = 0, - MODE_HANDS_FREE, -} ClockMode; - +// Clock hand type typedef struct { - int value; - Vector2 origin; - float angle; - int length; - int thickness; - Color color; + int value; // Time value + + // Visual elements + float angle; // Hand angle + int length; // Hand length + int thickness; // Hand thickness + Color color; // Hand color } ClockHand; +// Clock hands typedef struct { - ClockMode mode; - ClockHand second; - ClockHand minute; - ClockHand hour; + ClockHand second; // Clock hand for seconds + ClockHand minute; // Clock hand for minutes + ClockHand hour; // Clock hand for hours } Clock; //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- static void UpdateClock(Clock *clock); // Update clock time -static void DrawClock(Clock clock, Vector2 centerPos); // Draw clock at desired position +static void DrawClockAnalog(Clock clock, Vector2 position); // Draw analog clock at desired center position +static void DrawClockDigital(Clock clock, Vector2 position); // Draw digital clock at desired position + +static void DrawDisplayValue(Vector2 position, int value, Color colorOn, Color colorOff); +static void Draw7SDisplay(Vector2 position, char segments, Color colorOn, Color colorOff); +static void DrawDisplaySegment(Vector2 center, int length, int thick, bool vertical, Color color); //------------------------------------------------------------------------------------ // Program main entry point @@ -62,16 +65,18 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; + SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - digital clock"); - // Initialize clock - Clock myClock = { - .mode = MODE_NORMAL, + int clockMode = CLOCK_DIGITAL; + // Initialize clock + // NOTE: Includes visual info for anlaog clock + Clock clock = { .second.angle = 45, .second.length = 140, .second.thickness = 3, - .second.color = BEIGE, + .second.color = MAROON, .minute.angle = 10, .minute.length = 130, @@ -94,11 +99,12 @@ int main(void) //---------------------------------------------------------------------------------- if (IsKeyPressed(KEY_SPACE)) { - if (myClock.mode == MODE_HANDS_FREE) myClock.mode = MODE_NORMAL; - else if (myClock.mode == MODE_NORMAL) myClock.mode = MODE_HANDS_FREE; + // Toggle clock mode + if (clockMode == CLOCK_DIGITAL) clockMode = CLOCK_ANALOG; + else if (clockMode == CLOCK_ANALOG) clockMode = CLOCK_DIGITAL; } - UpdateClock(&myClock); + UpdateClock(&clock); // Update clock required data: value and angle //---------------------------------------------------------------------------------- // Draw @@ -107,11 +113,21 @@ int main(void) ClearBackground(RAYWHITE); - DrawCircle(400, 225, 5, BLACK); // Clock center dot + // Draw clock in selected mode + if (clockMode == CLOCK_ANALOG) DrawClockAnalog(clock, (Vector2){ 400, 240 }); + else if (clockMode == CLOCK_DIGITAL) + { + DrawClockDigital(clock, (Vector2){ 30, 60 }); - DrawClock(myClock, (Vector2){ 400, 225 }); // Clock in selected mode + // Draw clock using default raylib font + // Get pointer to formated clock time string + // WARNING: Pointing to an internal static string that is reused between TextFormat() calls + const char *clockTime = TextFormat("%02i:%02i:%02i", clock.hour.value, clock.minute.value, clock.second.value); + DrawText(clockTime, GetScreenWidth()/2 - MeasureText(clockTime, 150)/2, 300, 150, BLACK); + } - DrawText("Press [SPACE] to switch clock mode", 10, 10, 20, DARKGRAY); + DrawText(TextFormat("Press [SPACE] to switch clock mode: %s", + (clockMode == CLOCK_DIGITAL)? "DIGITAL CLOCK" : "ANALOGUE CLOCK"), 10, 10, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- @@ -154,31 +170,146 @@ static void UpdateClock(Clock *clock) clock->second.angle -= 90; } -// Draw clock -static void DrawClock(Clock clock, Vector2 centerPosition) +// Draw analog clock +// Parameter: position, refers to center position +static void DrawClockAnalog(Clock clock, Vector2 position) { - if (clock.mode == MODE_HANDS_FREE) - { - DrawCircleLinesV(centerPosition, clock.minute.length, LIGHTGRAY); + // Draw clock base + DrawCircleV(position, clock.second.length + 40, LIGHTGRAY); + DrawCircleV(position, 12, GRAY); - DrawText(TextFormat("%i", clock.second.value), centerPosition.x + (clock.second.length - 10)*cosf(clock.second.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.second.length*sinf(clock.second.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, GRAY); + // Draw clock minutes/seconds lines + for (int i = 0; i < 60; i++) + { + DrawLineEx((Vector2){ position.x + (clock.second.length + ((i%5)? 10 : 6))*cosf((6.0f*i - 90.0f)*DEG2RAD), + position.y + (clock.second.length + ((i%5)? 10 : 6))*sinf((6.0f*i - 90.0f)*DEG2RAD) }, + (Vector2){ position.x + (clock.second.length + 20)*cosf((6.0f*i - 90.0f)*DEG2RAD), + position.y + (clock.second.length + 20)*sinf((6.0f*i - 90.0f)*DEG2RAD) }, ((i%5)? 1.0f : 3.0f), DARKGRAY); + + // Draw seconds numbers + //DrawText(TextFormat("%02i", i), centerPosition.x + (clock.second.length + 50)*cosf((6.0f*i - 90.0f)*DEG2RAD) - 10/2, + // centerPosition.y + (clock.second.length + 50)*sinf((6.0f*i - 90.0f)*DEG2RAD) - 10/2, 10, GRAY); + } - DrawText(TextFormat("%i", clock.minute.value), centerPosition.x + clock.minute.length*cosf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.minute.length*sinf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, RED); - - DrawText(TextFormat("%i", clock.hour.value), centerPosition.x + clock.hour.length*cosf(clock.hour.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.hour.length*sinf(clock.hour.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, GOLD); - } - else if (clock.mode == MODE_NORMAL) - { // Draw hand seconds - DrawRectanglePro((Rectangle){ centerPosition.x, centerPosition.y, clock.second.length, clock.second.thickness }, + DrawRectanglePro((Rectangle){ position.x, position.y, clock.second.length, clock.second.thickness }, (Vector2){ 0.0f, clock.second.thickness/2.0f }, clock.second.angle, clock.second.color); // Draw hand minutes - DrawRectanglePro((Rectangle){ centerPosition.x, centerPosition.y, clock.minute.length, clock.minute.thickness }, + DrawRectanglePro((Rectangle){ position.x, position.y, clock.minute.length, clock.minute.thickness }, (Vector2){ 0.0f, clock.minute.thickness/2.0f }, clock.minute.angle, clock.minute.color); // Draw hand hours - DrawRectanglePro((Rectangle){ centerPosition.x, centerPosition.y, clock.hour.length, clock.hour.thickness }, + DrawRectanglePro((Rectangle){ position.x, position.y, clock.hour.length, clock.hour.thickness }, (Vector2){ 0.0f, clock.hour.thickness/2.0f }, clock.hour.angle, clock.hour.color); +} + +// Draw digital clock +// PARAM: position, refers to top-left corner +static void DrawClockDigital(Clock clock, Vector2 position) +{ + // Draw clock using custom 7-segments display (made of shapes) + 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)); + + 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)); + + 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)); +} + +// Draw 7-segment display with value +static void DrawDisplayValue(Vector2 position, int value, Color colorOn, Color colorOff) +{ + switch (value) + { + case 0: Draw7SDisplay(position, 0b00111111, colorOn, colorOff); break; + case 1: Draw7SDisplay(position, 0b00000110, colorOn, colorOff); break; + case 2: Draw7SDisplay(position, 0b01011011, colorOn, colorOff); break; + case 3: Draw7SDisplay(position, 0b01001111, colorOn, colorOff); break; + case 4: Draw7SDisplay(position, 0b01100110, colorOn, colorOff); break; + case 5: Draw7SDisplay(position, 0b01101101, colorOn, colorOff); break; + case 6: Draw7SDisplay(position, 0b01111101, colorOn, colorOff); break; + case 7: Draw7SDisplay(position, 0b00000111, colorOn, colorOff); break; + case 8: Draw7SDisplay(position, 0b01111111, colorOn, colorOff); break; + case 9: Draw7SDisplay(position, 0b01101111, colorOn, colorOff); break; + default: break; + } +} + +// Draw seven segments display +// Parameter: position, refers to top-left corner of display +// Parameter: segments, defines in binary the segments to be activated +static void Draw7SDisplay(Vector2 position, char segments, Color colorOn, Color colorOff) +{ + int segmentLen = 60; + int segmentThick = 20; + float offsetYAdjust = segmentThick*0.3f; // HACK: Adjust gap space between segment limits + + // Segment A + DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + segmentThick }, + segmentLen, segmentThick, false, (segments & 0b00000001)? colorOn : colorOff); + // Segment B + DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen + segmentThick/2.0f, position.y + 2*segmentThick + segmentLen/2.0f - offsetYAdjust }, + segmentLen, segmentThick, true, (segments & 0b00000010)? colorOn : colorOff); + // Segment C + DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen + segmentThick/2.0f, position.y + 4*segmentThick + segmentLen + segmentLen/2.0f - 3*offsetYAdjust }, + segmentLen, segmentThick, true, (segments & 0b00000100)? colorOn : colorOff); + // Segment D + DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + 5*segmentThick + 2*segmentLen - 4*offsetYAdjust }, + segmentLen, segmentThick, false, (segments & 0b00001000)? colorOn : colorOff); + // Segment E + DrawDisplaySegment((Vector2){ position.x + segmentThick/2.0f, position.y + 4*segmentThick + segmentLen + segmentLen/2.0f - 3*offsetYAdjust }, + segmentLen, segmentThick, true, (segments & 0b00010000)? colorOn : colorOff); + // Segment F + DrawDisplaySegment((Vector2){ position.x + segmentThick/2.0f, position.y + 2*segmentThick + segmentLen/2.0f - offsetYAdjust }, + segmentLen, segmentThick, true, (segments & 0b00100000)? colorOn : colorOff); + // Segment G + DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + 3*segmentThick + segmentLen - 2*offsetYAdjust }, + segmentLen, segmentThick, false, (segments & 0b01000000)? colorOn : colorOff); +} + +// Draw one 7-segment display segment, horizontal or vertical +static void DrawDisplaySegment(Vector2 center, int length, int thick, bool vertical, Color color) +{ + if (!vertical) + { + // Horizontal segment points + // 3___________________________5 + // / \ + // /1 x 6\ + // \ / + // \2___________________________4/ + Vector2 segmentPointsH[6] = { + (Vector2){ center.x - length/2.0f - thick/2.0f, center.y }, // Point 1 + (Vector2){ center.x - length/2.0f, center.y + thick/2.0f }, // Point 2 + (Vector2){ center.x - length/2.0f, center.y - thick/2.0f }, // Point 3 + (Vector2){ center.x + length/2.0f, center.y + thick/2.0f }, // Point 4 + (Vector2){ center.x + length/2.0f, center.y - thick/2.0f }, // Point 5 + (Vector2){ center.x + length/2.0f + thick/2.0f, center.y }, // Point 6 + }; + + DrawTriangleStrip(segmentPointsH, 6, color); + } + else + { + // Vertical segment points + Vector2 segmentPointsV[6] = { + (Vector2){ center.x, center.y - length/2.0f - thick/2.0f }, // Point 1 + (Vector2){ center.x - thick/2.0f, center.y - length/2.0f }, // Point 2 + (Vector2){ center.x + thick/2.0f, center.y - length/2.0f }, // Point 3 + (Vector2){ center.x - thick/2.0f, center.y + length/2.0f }, // Point 4 + (Vector2){ center.x + thick/2.0f, center.y + length/2.0f }, // Point 5 + (Vector2){ center.x, center.y + length/2 + thick/2.0f }, // Point 6 + }; + + DrawTriangleStrip(segmentPointsV, 6, color); } } diff --git a/examples/shapes/shapes_digital_clock.png b/examples/shapes/shapes_digital_clock.png index 229392531..35ac56b93 100644 Binary files a/examples/shapes/shapes_digital_clock.png and b/examples/shapes/shapes_digital_clock.png differ diff --git a/examples/shapes/shapes_easings_ball_anim.c b/examples/shapes/shapes_easings_ball.c similarity index 98% rename from examples/shapes/shapes_easings_ball_anim.c rename to examples/shapes/shapes_easings_ball.c index d7f0bb72e..b501a188c 100644 --- a/examples/shapes/shapes_easings_ball_anim.c +++ b/examples/shapes/shapes_easings_ball.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - easings ball anim +* raylib [shapes] example - easings ball * * Example complexity rating: [★★☆☆] 2/4 * @@ -27,7 +27,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball"); // Ball variable value to be animated with easings int ballPositionX = -100; diff --git a/examples/shapes/shapes_easings_ball_anim.png b/examples/shapes/shapes_easings_ball.png similarity index 100% rename from examples/shapes/shapes_easings_ball_anim.png rename to examples/shapes/shapes_easings_ball.png diff --git a/examples/shapes/shapes_easings_box_anim.c b/examples/shapes/shapes_easings_box.c similarity index 98% rename from examples/shapes/shapes_easings_box_anim.c rename to examples/shapes/shapes_easings_box.c index 4a76e7ef3..4be03c7f0 100644 --- a/examples/shapes/shapes_easings_box_anim.c +++ b/examples/shapes/shapes_easings_box.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - easings box anim +* raylib [shapes] example - easings box * * Example complexity rating: [★★☆☆] 2/4 * @@ -27,7 +27,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box"); // Box variables to be animated with easings Rectangle rec = { GetScreenWidth()/2.0f, -100, 100, 100 }; diff --git a/examples/shapes/shapes_easings_box_anim.png b/examples/shapes/shapes_easings_box.png similarity index 100% rename from examples/shapes/shapes_easings_box_anim.png rename to examples/shapes/shapes_easings_box.png diff --git a/examples/shapes/shapes_easings_rectangle_array.c b/examples/shapes/shapes_easings_rectangles.c similarity index 98% rename from examples/shapes/shapes_easings_rectangle_array.c rename to examples/shapes/shapes_easings_rectangles.c index c55c07979..7c72a85ae 100644 --- a/examples/shapes/shapes_easings_rectangle_array.c +++ b/examples/shapes/shapes_easings_rectangles.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - easings rectangle array +* raylib [shapes] example - easings rectangles * * Example complexity rating: [★★★☆] 3/4 * @@ -38,7 +38,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangles"); Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 }; diff --git a/examples/shapes/shapes_easings_rectangle_array.png b/examples/shapes/shapes_easings_rectangles.png similarity index 100% rename from examples/shapes/shapes_easings_rectangle_array.png rename to examples/shapes/shapes_easings_rectangles.png diff --git a/examples/shapes/shapes_lines_bezier.c b/examples/shapes/shapes_lines_bezier.c index 1e0600edf..61def14b9 100644 --- a/examples/shapes/shapes_lines_bezier.c +++ b/examples/shapes/shapes_lines_bezier.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - cubic-bezier lines +* raylib [shapes] example - lines bezier * * Example complexity rating: [★☆☆☆] 1/4 * @@ -26,7 +26,7 @@ int main(void) const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines bezier"); Vector2 startPoint = { 30, 30 }; Vector2 endPoint = { (float)screenWidth - 30, (float)screenHeight - 30 }; diff --git a/examples/shapes/shapes_logo_raylib.c b/examples/shapes/shapes_logo_raylib.c index 48db5d78f..aa770860e 100644 --- a/examples/shapes/shapes_logo_raylib.c +++ b/examples/shapes/shapes_logo_raylib.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - raylib logo using shapes +* raylib [shapes] example - logo raylib * * Example complexity rating: [★☆☆☆] 1/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - logo raylib"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_logo_raylib_anim.c b/examples/shapes/shapes_logo_raylib_anim.c index 81c1e6d3f..ec6b043f4 100644 --- a/examples/shapes/shapes_logo_raylib_anim.c +++ b/examples/shapes/shapes_logo_raylib_anim.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - raylib logo animation +* raylib [shapes] example - logo raylib anim * * Example complexity rating: [★★☆☆] 2/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - logo raylib anim"); int logoPositionX = screenWidth/2 - 128; int logoPositionY = screenHeight/2 - 128; diff --git a/examples/shapes/shapes_rectangle_advanced.c b/examples/shapes/shapes_rectangle_advanced.c index 5bd15cc55..15487ee55 100644 --- a/examples/shapes/shapes_rectangle_advanced.c +++ b/examples/shapes/shapes_rectangle_advanced.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - rectangle avanced +* raylib [shapes] example - rectangle advanced * * Example complexity rating: [★★★★] 4/4 * @@ -37,7 +37,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle avanced"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle advanced"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_rectangle_scaling.c b/examples/shapes/shapes_rectangle_scaling.c index 5ee03d7aa..530007f29 100644 --- a/examples/shapes/shapes_rectangle_scaling.c +++ b/examples/shapes/shapes_rectangle_scaling.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - rectangle scaling mouse +* raylib [shapes] example - rectangle scaling * * Example complexity rating: [★★☆☆] 2/4 * @@ -29,7 +29,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle scaling mouse"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle scaling"); Rectangle rec = { 100, 100, 200, 80 }; diff --git a/examples/shapes/shapes_draw_ring.c b/examples/shapes/shapes_ring_drawing.c similarity index 98% rename from examples/shapes/shapes_draw_ring.c rename to examples/shapes/shapes_ring_drawing.c index c3a13729d..890747b7a 100644 --- a/examples/shapes/shapes_draw_ring.c +++ b/examples/shapes/shapes_ring_drawing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - draw ring +* raylib [shapes] example - ring drawing * * Example complexity rating: [★★★☆] 3/4 * @@ -30,7 +30,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ring drawing"); Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f }; diff --git a/examples/shapes/shapes_draw_ring.png b/examples/shapes/shapes_ring_drawing.png similarity index 100% rename from examples/shapes/shapes_draw_ring.png rename to examples/shapes/shapes_ring_drawing.png diff --git a/examples/shapes/shapes_draw_rectangle_rounded.c b/examples/shapes/shapes_rounded_rectangle_drawing.c similarity index 98% rename from examples/shapes/shapes_draw_rectangle_rounded.c rename to examples/shapes/shapes_rounded_rectangle_drawing.c index ebefe055f..3cd723391 100644 --- a/examples/shapes/shapes_draw_rectangle_rounded.c +++ b/examples/shapes/shapes_rounded_rectangle_drawing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shapes] example - draw rectangle rounded +* raylib [shapes] example - rounded rectangle drawing * * Example complexity rating: [★★★☆] 3/4 * @@ -30,7 +30,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded"); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rounded rectangle drawing"); float roundness = 0.2f; float width = 200.0f; diff --git a/examples/shapes/shapes_draw_rectangle_rounded.png b/examples/shapes/shapes_rounded_rectangle_drawing.png similarity index 100% rename from examples/shapes/shapes_draw_rectangle_rounded.png rename to examples/shapes/shapes_rounded_rectangle_drawing.png diff --git a/examples/text/resources/shaders/glsl120/alpha_discard.fs b/examples/text/resources/shaders/glsl120/alpha_discard.fs new file mode 100644 index 000000000..345d99181 --- /dev/null +++ b/examples/text/resources/shaders/glsl120/alpha_discard.fs @@ -0,0 +1,18 @@ +#version 120 + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +void main() +{ + vec4 texelColor = texture2D(texture0, fragTexCoord); + + if (texelColor.a == 0.0) discard; + + gl_FragColor = texelColor*fragColor*colDiffuse; +} diff --git a/examples/text/resources/shaders/glsl120/sdf.fs b/examples/text/resources/shaders/glsl120/sdf.fs new file mode 100644 index 000000000..2d99f20ed --- /dev/null +++ b/examples/text/resources/shaders/glsl120/sdf.fs @@ -0,0 +1,23 @@ +#version 120 + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add your custom variables here +const float smoothing = 1.0/16.0; + +void main() +{ + // Texel color fetching from texture sampler + // NOTE: Calculate alpha using signed distance field (SDF) + float distance = texture2D(texture0, fragTexCoord).a; + float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance); + + // Calculate final fragment color + gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha); +} diff --git a/examples/text/text_3d_drawing.c b/examples/text/text_3d_drawing.c index 0202b49f7..202494bf7 100644 --- a/examples/text/text_3d_drawing.c +++ b/examples/text/text_3d_drawing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [text] example - 3d text drawing +* raylib [text] example - 3d drawing * * Example complexity rating: [★★★★] 4/4 * @@ -87,7 +87,7 @@ int main(void) const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT); - InitWindow(screenWidth, screenHeight, "raylib [text] example - 3d text drawing"); + InitWindow(screenWidth, screenHeight, "raylib [text] example - 3d drawing"); bool spin = true; // Spin the camera? bool multicolor = false; // Multicolor mode diff --git a/examples/text/text_codepoints_loading.c b/examples/text/text_codepoints_loading.c index 7f8b1ef3a..1cd82d60e 100644 --- a/examples/text/text_codepoints_loading.c +++ b/examples/text/text_codepoints_loading.c @@ -4,7 +4,7 @@ * * Example complexity rating: [★★★☆] 3/4 * -* Example originally created with raylib 4.2, last time updated with raylib 2.5 +* Example originally created with raylib 4.2, last time updated with raylib 4.2 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software diff --git a/examples/text/text_font_filters.c b/examples/text/text_font_filters.c index efd074c54..81a2e0394 100644 --- a/examples/text/text_font_filters.c +++ b/examples/text/text_font_filters.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [text] example - font texture filters +* raylib [text] example - font filters * * Example complexity rating: [★★☆☆] 2/4 * @@ -29,7 +29,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [text] example - font texture filters"); + InitWindow(screenWidth, screenHeight, "raylib [text] example - font filters"); const char msg[50] = "Loaded Font"; diff --git a/examples/text/text_font_sdf.c b/examples/text/text_font_sdf.c index d81e8b447..744450fa6 100644 --- a/examples/text/text_font_sdf.c +++ b/examples/text/text_font_sdf.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [text] example - font SDF loading +* raylib [text] example - font sdf * * Example complexity rating: [★★★☆] 3/4 * @@ -33,7 +33,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [text] example - font SDF loading"); + InitWindow(screenWidth, screenHeight, "raylib [text] example - font sdf"); // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) diff --git a/examples/text/text_font_spritefont.c b/examples/text/text_font_spritefont.c index 8c1a3b102..b78816ec9 100644 --- a/examples/text/text_font_spritefont.c +++ b/examples/text/text_font_spritefont.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [text] example - sprite font loading +* raylib [text] example - font spritefont * * Example complexity rating: [★☆☆☆] 1/4 * @@ -35,7 +35,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite font loading"); + InitWindow(screenWidth, screenHeight, "raylib [text] example - font spritefont"); const char msg1[50] = "THIS IS A custom SPRITE FONT..."; const char msg2[50] = "...and this is ANOTHER CUSTOM font..."; diff --git a/examples/text/text_format_text.c b/examples/text/text_format_text.c index 2eadf05c2..7032a027b 100644 --- a/examples/text/text_format_text.c +++ b/examples/text/text_format_text.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [text] example - text formatting +* raylib [text] example - format text * * Example complexity rating: [★☆☆☆] 1/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [text] example - text formatting"); + InitWindow(screenWidth, screenHeight, "raylib [text] example - format text"); int score = 100020; int hiscore = 200450; diff --git a/examples/text/text_inline_styling.c b/examples/text/text_inline_styling.c new file mode 100644 index 000000000..865b1c5d0 --- /dev/null +++ b/examples/text/text_inline_styling.c @@ -0,0 +1,273 @@ +/******************************************************************************************* +* +* raylib [text] example - inline styling +* +* Example complexity rating: [★★★☆] 3/4 +* +* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev +* +* Example contributed by Wagner Barongello (@SultansOfCode) 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 Wagner Barongello (@SultansOfCode) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include // Required for: strtoul(), NULL + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +static void DrawTextStyled(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color color); +static Vector2 MeasureTextStyled(Font font, const char *text, float fontSize, float spacing); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [text] example - inline styling"); + + Vector2 textSize = { 0 }; // Measure text box for provided font and text + Color colRandom = RED; // Random color used on text + int frameCounter = 0; // Used to generate a new random color every certain frames + + 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 + //---------------------------------------------------------------------------------- + frameCounter++; + + if ((frameCounter%20) == 0) + { + colRandom.r = (unsigned char)GetRandomValue(0, 255); + colRandom.g = (unsigned char)GetRandomValue(0, 255); + colRandom.b = (unsigned char)GetRandomValue(0, 255); + colRandom.a = 255; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Text inline styling strategy used: [ ] delimiters for format + // - Define foreground color: [cRRGGBBAA] + // - Define background color: [bRRGGBBAA] + // - Reset formating: [r] + // Example: [bAA00AAFF][cFF0000FF]red text on gray background[r] normal text + + DrawTextStyled(GetFontDefault(), "This changes the [cFF0000FF]foreground color[r] of provided text!!!", + (Vector2){ 100, 80 }, 20.0f, 2.0f, BLACK); + + DrawTextStyled(GetFontDefault(), "This changes the [bFF00FFFF]background color[r] of provided text!!!", + (Vector2){ 100, 120 }, 20.0f, 2.0f, BLACK); + + DrawTextStyled(GetFontDefault(), "This changes the [c00ff00ff][bff0000ff]foreground and background colors[r]!!!", + (Vector2){ 100, 160 }, 20.0f, 2.0f, BLACK); + + // Get pointer to formated text + const char *text = TextFormat("Let's be [c%02x%02x%02xFF]CREATIVE[r] !!!", colRandom.r, colRandom.g, colRandom.b); + 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); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +// Draw text using inline styling +// PARAM: color is the default text color, background color is BLANK by default +static void DrawTextStyled(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color color) +{ + // Text inline styling strategy used: [ ] delimiters for format + // - Define foreground color: [cRRGGBBAA] + // - Define background color: [bRRGGBBAA] + // - Reset formating: [r] + // Example: [bAA00AAFF][cFF0000FF]red text on gray background[r] normal text + + if (font.texture.id == 0) font = GetFontDefault(); + + int textLen = TextLength(text); + + Color colFront = color; + Color colBack = BLANK; + int backRecPadding = 4; // Background rectangle padding + + float textOffsetY = 0.0f; + float textOffsetX = 0.0f; + float textLineSpacing = 0.0f; + float scaleFactor = fontSize/font.baseSize; + + for (int i = 0; i < textLen;) + { + int codepointByteCount = 0; + int codepoint = GetCodepointNext(&text[i], &codepointByteCount); + + if (codepoint == '\n') + { + textOffsetY += (fontSize + textLineSpacing); + textOffsetX = 0.0f; + } + else + { + if (codepoint == '[') // Process pipe styling + { + if (((i + 2) < textLen) && (text[i + 1] == 'r') && (text[i + 2] == ']')) // Reset styling + { + colFront = color; + colBack = BLANK; + + i += 3; // Skip "[r]" + continue; // Do not draw characters + } + else if (((i + 1) < textLen) && ((text[i + 1] == 'c') || (text[i + 1] == 'b'))) + { + i += 2; // Skip "[c" or "[b" to start parsing color + + // Parse following color + char colHexText[9] = { 0 }; + char *textPtr = &text[i]; // Color should start here, let's see... + + int colHexCount = 0; + while ((textPtr != NULL) && (textPtr[colHexCount] != '\0') && (textPtr[colHexCount] != ']')) + { + if (((textPtr[colHexCount] >= '0') && (textPtr[colHexCount] <= '9')) || + ((textPtr[colHexCount] >= 'A') && (textPtr[colHexCount] <= 'F')) || + ((textPtr[colHexCount] >= 'a') && (textPtr[colHexCount] <= 'f'))) + { + colHexText[colHexCount] = textPtr[colHexCount]; + colHexCount++; + } + else break; // Only affects while loop + } + + // Convert hex color text into actual Color + unsigned int colHexValue = strtoul(colHexText, NULL, 16); + if (text[i - 1] == 'c') colFront = GetColor(colHexValue); + else if (text[i - 1] == 'b') colBack = GetColor(colHexValue); + + i += (colHexCount + 1); // Skip color value retrieved and ']' + continue; // Do not draw characters + } + } + + int index = GetGlyphIndex(font, codepoint); + float increaseX = 0.0f; + + if (font.glyphs[index].advanceX == 0) increaseX = ((float)font.recs[index].width*scaleFactor + spacing); + 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 ((codepoint != ' ') && (codepoint != '\t')) + { + DrawTextCodepoint(font, codepoint, (Vector2){ position.x + textOffsetX, position.y + textOffsetY }, fontSize, colFront); + } + + textOffsetX += increaseX; + } + + i += codepointByteCount; + } +} + +// Measure inline styled text +// NOTE: Measuring styled text requires skipping styling data +// WARNING: Not considering line breaks +static Vector2 MeasureTextStyled(Font font, const char *text, float fontSize, float spacing) +{ + Vector2 textSize = { 0 }; + + if ((font.texture.id == 0) || (text == NULL) || (text[0] == '\0')) return textSize; // Security check + + int textLen = TextLength(text); // Get size in bytes of text + float textLineSpacing = fontSize*1.5f; + + float textWidth = 0.0f; + float textHeight = fontSize; + float scaleFactor = fontSize/(float)font.baseSize; + + int codepoint = 0; // Current character + int index = 0; // Index position in sprite font + int validCodepointCounter = 0; + + for (int i = 0; i < textLen;) + { + int codepointByteCount = 0; + codepoint = GetCodepointNext(&text[i], &codepointByteCount); + + if (codepoint == '[') // Ignore pipe inline styling + { + if (((i + 2) < textLen) && (text[i + 1] == 'r') && (text[i + 2] == ']')) // Reset styling + { + i += 3; // Skip "[r]" + continue; // Do not measure characters + } + else if (((i + 1) < textLen) && ((text[i + 1] == 'c') || (text[i + 1] == 'b'))) + { + i += 2; // Skip "[c" or "[b" to start parsing color + + char *textPtr = &text[i]; // Color should start here, let's see... + + int colHexCount = 0; + while ((textPtr != NULL) && (textPtr[colHexCount] != '\0') && (textPtr[colHexCount] != ']')) + { + if (((textPtr[colHexCount] >= '0') && (textPtr[colHexCount] <= '9')) || + ((textPtr[colHexCount] >= 'A') && (textPtr[colHexCount] <= 'F')) || + ((textPtr[colHexCount] >= 'a') && (textPtr[colHexCount] <= 'f'))) + { + colHexCount++; + } + else break; // Only affects while loop + } + + i += (colHexCount + 1); // Skip color value retrieved and ']' + continue; // Do not measure characters + } + } + else if (codepoint != '\n') + { + index = GetGlyphIndex(font, codepoint); + + if (font.glyphs[index].advanceX > 0) textWidth += font.glyphs[index].advanceX; + else textWidth += (font.recs[index].width + font.glyphs[index].offsetX); + + validCodepointCounter++; + i += codepointByteCount; + } + } + + textSize.x = textWidth*scaleFactor + (validCodepointCounter - 1)*spacing; + textSize.y = textHeight; + + return textSize; +} diff --git a/examples/text/text_inline_styling.png b/examples/text/text_inline_styling.png new file mode 100644 index 000000000..fac734d49 Binary files /dev/null and b/examples/text/text_inline_styling.png differ diff --git a/examples/text/text_unicode_ranges.c b/examples/text/text_unicode_ranges.c index 4c887f3f8..473bee64f 100644 --- a/examples/text/text_unicode_ranges.c +++ b/examples/text/text_unicode_ranges.c @@ -4,7 +4,7 @@ * * Example complexity rating: [★★★★] 4/4 * -* Example originally created with raylib 2.5, last time updated with raylib 4.0 +* 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) * @@ -17,7 +17,7 @@ #include "raylib.h" -#include +#include // Required for: calloc(), free() //-------------------------------------------------------------------------------------- // Module Functions Declaration @@ -150,6 +150,7 @@ int main(void) 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); + DrawText(TextFormat("CODEPOINTS GLYPHS LOADED: %i", font.glyphCount), 20, 410, 20, LIME); // Display font attribution DrawText("Font: Noto Sans TC. License: SIL Open Font License 1.1", screenWidth - 300, screenHeight - 20, 10, GRAY); @@ -158,7 +159,7 @@ int main(void) { DrawRectangle(0, 0, screenWidth, screenHeight, Fade(WHITE, 0.8f)); DrawRectangle(0, 125, screenWidth, 200, GRAY); - DrawText("LOADING CODEPOINTS...", 150, 210, 40, BLACK); + DrawText("GENERATING FONT ATLAS...", 120, 210, 40, BLACK); } EndDrawing(); @@ -199,5 +200,6 @@ static void AddCodepointRange(Font *font, const char *fontPath, int start, int s UnloadFont(*font); *font = LoadFontEx(fontPath, 32, updatedCodepoints, updatedCodepointCount); + RL_FREE(updatedCodepoints); } diff --git a/examples/text/text_writing_anim.c b/examples/text/text_writing_anim.c index e52f96a03..c11d2399e 100644 --- a/examples/text/text_writing_anim.c +++ b/examples/text/text_writing_anim.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [text] example - text writing animation +* raylib [text] example - writing anim * * Example complexity rating: [★★☆☆] 2/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing animation"); + InitWindow(screenWidth, screenHeight, "raylib [text] example - writing anim"); const char message[128] = "This sample illustrates a text writing\nanimation effect! Check it out! ;)"; diff --git a/examples/textures/textures_gif_player.c b/examples/textures/textures_gif_player.c index f62205b63..cdd95fde2 100644 --- a/examples/textures/textures_gif_player.c +++ b/examples/textures/textures_gif_player.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - gif playing +* raylib [textures] example - gif player * * Example complexity rating: [★★★☆] 3/4 * @@ -28,7 +28,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - gif playing"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - gif player"); int animFrames = 0; diff --git a/examples/textures/textures_image_channel.c b/examples/textures/textures_image_channel.c index 56e544142..29622b74d 100644 --- a/examples/textures/textures_image_channel.c +++ b/examples/textures/textures_image_channel.c @@ -1,12 +1,12 @@ /******************************************************************************************* * -* raylib [textures] example - extract channel from image +* raylib [textures] example - image channel * * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * Example complexity rating: [★★☆☆] 2/4 * -* Example originally created with raylib 5.1-dev, last time updated with raylib 5.1-dev +* Example originally created with raylib 5.5, last time updated with raylib 5.5 * * Example contributed by Bruno Cabral (@brccabral) and reviewed by Ramon Santamaria (@raysan5) * @@ -29,7 +29,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - extract channel from image"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - image channel"); Image fudesumiImage = LoadImage("resources/fudesumi.png"); diff --git a/examples/textures/textures_image_generation.c b/examples/textures/textures_image_generation.c index f616c6bfe..8254d2e62 100644 --- a/examples/textures/textures_image_generation.c +++ b/examples/textures/textures_image_generation.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - procedural images generation +* raylib [textures] example - image generation * * Example complexity rating: [★★☆☆] 2/4 * @@ -29,7 +29,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - image generation"); Image verticalGradient = GenImageGradientLinear(screenWidth, screenHeight, 0, RED, BLUE); Image horizontalGradient = GenImageGradientLinear(screenWidth, screenHeight, 90, RED, BLUE); diff --git a/examples/textures/textures_image_kernel.c b/examples/textures/textures_image_kernel.c index 3c89bd620..6ecb1966d 100644 --- a/examples/textures/textures_image_kernel.c +++ b/examples/textures/textures_image_kernel.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - image convolution +* raylib [textures] example - image kernel * * Example complexity rating: [★★★★] 4/4 * @@ -34,7 +34,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - image convolution"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - image kernel"); Image image = LoadImage("resources/cat.png"); // Loaded in CPU memory (RAM) diff --git a/examples/textures/textures_image_rotate.c b/examples/textures/textures_image_rotate.c index cf3278d22..f508adfc8 100644 --- a/examples/textures/textures_image_rotate.c +++ b/examples/textures/textures_image_rotate.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - image rotation +* raylib [textures] example - image rotate * * Example complexity rating: [★★☆☆] 2/4 * @@ -27,7 +27,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - image rotation"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - image rotate"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Image image45 = LoadImage("resources/raylib_logo.png"); diff --git a/examples/textures/textures_image_text.c b/examples/textures/textures_image_text.c index 354e15fad..e6777261a 100644 --- a/examples/textures/textures_image_text.c +++ b/examples/textures/textures_image_text.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - image text drawing +* raylib [textures] example - image text * * Example complexity rating: [★★☆☆] 2/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - image text drawing"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - image text"); Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM) diff --git a/examples/textures/textures_logo_raylib.c b/examples/textures/textures_logo_raylib.c index 4fb176217..cf767a631 100644 --- a/examples/textures/textures_logo_raylib.c +++ b/examples/textures/textures_logo_raylib.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - texture loading and drawing +* raylib [textures] example - logo raylib * * Example complexity rating: [★☆☆☆] 1/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - logo raylib"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading diff --git a/examples/textures/textures_npatch_drawing.c b/examples/textures/textures_npatch_drawing.c index 005fc845e..9a7829a2b 100644 --- a/examples/textures/textures_npatch_drawing.c +++ b/examples/textures/textures_npatch_drawing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - N-patch drawing +* raylib [textures] example - npatch drawing * * Example complexity rating: [★★★☆] 3/4 * @@ -29,7 +29,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - N-patch drawing"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - npatch drawing"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Texture2D nPatchTexture = LoadTexture("resources/ninepatch_button.png"); diff --git a/examples/textures/textures_polygon_drawing.c b/examples/textures/textures_polygon_drawing.c index 6a9e357d8..8005ad1a1 100644 --- a/examples/textures/textures_polygon_drawing.c +++ b/examples/textures/textures_polygon_drawing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - textured polygon +* raylib [textures] example - polygon drawing * * Example complexity rating: [★☆☆☆] 1/4 * @@ -35,7 +35,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - polygon drawing"); // Define texture coordinates to map our texture to poly Vector2 texcoords[MAX_POINTS] = { diff --git a/examples/textures/textures_raw_data.c b/examples/textures/textures_raw_data.c index 922ba575f..c38983b53 100644 --- a/examples/textures/textures_raw_data.c +++ b/examples/textures/textures_raw_data.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - texture from raw data +* raylib [textures] example - raw data * * Example complexity rating: [★★★☆] 3/4 * @@ -29,7 +29,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - raw data"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) diff --git a/examples/textures/textures_sprite_anim.c b/examples/textures/textures_sprite_animation.c similarity index 100% rename from examples/textures/textures_sprite_anim.c rename to examples/textures/textures_sprite_animation.c diff --git a/examples/textures/textures_sprite_anim.png b/examples/textures/textures_sprite_animation.png similarity index 100% rename from examples/textures/textures_sprite_anim.png rename to examples/textures/textures_sprite_animation.png diff --git a/examples/textures/textures_srcrec_dstrec.c b/examples/textures/textures_srcrec_dstrec.c index 437587a79..8e9984009 100644 --- a/examples/textures/textures_srcrec_dstrec.c +++ b/examples/textures/textures_srcrec_dstrec.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - texture source and destination rectangles +* raylib [textures] example - srcrec dstrec * * Example complexity rating: [★★★☆] 3/4 * @@ -25,7 +25,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture source and destination rectangles"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - srcrec dstrec"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) diff --git a/examples/textures/textures_tiled_drawing.c b/examples/textures/textures_tiled_drawing.c index e3262be01..10bcad1ad 100644 --- a/examples/textures/textures_tiled_drawing.c +++ b/examples/textures/textures_tiled_drawing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - textures tiled drawing +* raylib [textures] example - tiled drawing * * Example complexity rating: [★★★☆] 3/4 * @@ -36,7 +36,7 @@ int main(void) const int screenHeight = 450; SetConfigFlags(FLAG_WINDOW_RESIZABLE); // Make the window resizable - InitWindow(screenWidth, screenHeight, "raylib [textures] example - textures tiled drawing"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - tiled drawing"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Texture texPattern = LoadTexture("resources/patterns.png"); diff --git a/examples/textures/textures_to_image.c b/examples/textures/textures_to_image.c index 16d55f84c..4da7ed553 100644 --- a/examples/textures/textures_to_image.c +++ b/examples/textures/textures_to_image.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - texture to image +* raylib [textures] example - to image * * Example complexity rating: [★☆☆☆] 1/4 * @@ -27,7 +27,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image"); + InitWindow(screenWidth, screenHeight, "raylib [textures] example - to image"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) diff --git a/projects/VS2022/examples/core_input_gestures_web.vcxproj b/projects/VS2022/examples/core_input_gestures_testbed.vcxproj similarity index 99% rename from projects/VS2022/examples/core_input_gestures_web.vcxproj rename to projects/VS2022/examples/core_input_gestures_testbed.vcxproj index bcccc57d0..5e8385dbe 100644 --- a/projects/VS2022/examples/core_input_gestures_web.vcxproj +++ b/projects/VS2022/examples/core_input_gestures_testbed.vcxproj @@ -51,11 +51,11 @@ - {0981CA98-E4A5-4DF1-987F-A41D09131EFC} + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4} Win32Proj - core_input_gestures_web + core_input_gestures_testbed 10.0 - core_input_gestures_web + core_input_gestures_testbed @@ -553,7 +553,7 @@ - + diff --git a/projects/VS2022/examples/core_basic_window_web.vcxproj b/projects/VS2022/examples/core_render_texture.vcxproj similarity index 99% rename from projects/VS2022/examples/core_basic_window_web.vcxproj rename to projects/VS2022/examples/core_render_texture.vcxproj index 7d9d0efb4..3c80255a2 100644 --- a/projects/VS2022/examples/core_basic_window_web.vcxproj +++ b/projects/VS2022/examples/core_render_texture.vcxproj @@ -51,11 +51,11 @@ - {0981CA98-E4A5-4DF1-987F-A41D09131EFC} + {49C67F03-1A56-4F96-B278-39B66EC93678} Win32Proj - core_basic_window_web + core_render_texture 10.0 - core_basic_window_web + core_render_texture @@ -553,7 +553,7 @@ - + diff --git a/projects/VS2022/examples/core_undo_redo.vcxproj b/projects/VS2022/examples/core_undo_redo.vcxproj new file mode 100644 index 000000000..ff621a8a7 --- /dev/null +++ b/projects/VS2022/examples/core_undo_redo.vcxproj @@ -0,0 +1,569 @@ + + + + + Debug.DLL + ARM64 + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + ARM64 + + + Debug 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+ + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + 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Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + 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WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d 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$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/models_textured_cube.vcxproj b/projects/VS2022/examples/models_textured_cube.vcxproj new file mode 100644 index 000000000..1e75df771 --- /dev/null +++ b/projects/VS2022/examples/models_textured_cube.vcxproj @@ -0,0 +1,569 @@ + + + + + Debug.DLL + ARM64 + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + ARM64 + + + Debug + Win32 + + + Debug + x64 + + + Release.DLL + ARM64 + + + Release.DLL + Win32 + + + Release.DLL + x64 + + + Release + ARM64 + + + Release + Win32 + + + Release + x64 + + + + {4B39E5FC-0A96-4057-9AA5-8D5A52880DA7} + Win32Proj + models_textured_cube + 10.0 + models_textured_cube + + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/rlgl_compute_shader.vcxproj b/projects/VS2022/examples/rlgl_compute_shader.vcxproj index 84e267623..1e2436c1a 100644 --- a/projects/VS2022/examples/rlgl_compute_shader.vcxproj +++ b/projects/VS2022/examples/rlgl_compute_shader.vcxproj @@ -51,7 +51,7 @@ - {0981CA98-E4A5-4DF1-987F-A41D09131EFC} + {07CA51AD-72AE-46A2-AAED-DC3E3F807976} Win32Proj rlgl_compute_shader 10.0 diff --git a/projects/VS2022/examples/rlgl_compute_shaders.vcxproj b/projects/VS2022/examples/rlgl_compute_shaders.vcxproj deleted file mode 100644 index 48e5b20f6..000000000 --- a/projects/VS2022/examples/rlgl_compute_shaders.vcxproj +++ /dev/null @@ -1,570 +0,0 @@ - - - - - Debug.DLL - ARM64 - - - 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true - Unicode - - - Application - false - $(DefaultPlatformToolset) - true - Unicode - - - Application - false - $(DefaultPlatformToolset) - true - Unicode - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - true - $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ - $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ - - - true - $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ - $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ - - - true - $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ - $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ - - - true - $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ - $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ - - - true - $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ - $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ - - - true - $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ - $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ - - - false - $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ - $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ - - - false - $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ - $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ - - - false - $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ - $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ - - - false - $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ - $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ - - - false - $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ - 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$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/shaders_depth_writing.vcxproj b/projects/VS2022/examples/shaders_depth_writing.vcxproj new file mode 100644 index 000000000..a411b2c52 --- /dev/null +++ b/projects/VS2022/examples/shaders_depth_writing.vcxproj @@ -0,0 +1,569 @@ + + + + + Debug.DLL + ARM64 + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + ARM64 + + + Debug + Win32 + + + 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$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/shaders_eratosthenes.vcxproj b/projects/VS2022/examples/shaders_eratosthenes_sieve.vcxproj similarity index 98% rename from projects/VS2022/examples/shaders_eratosthenes.vcxproj rename to projects/VS2022/examples/shaders_eratosthenes_sieve.vcxproj index a8050804c..507db0d88 100644 --- a/projects/VS2022/examples/shaders_eratosthenes.vcxproj +++ b/projects/VS2022/examples/shaders_eratosthenes_sieve.vcxproj @@ -1,569 +1,569 @@ - - - - - Debug.DLL - ARM64 - - - Debug.DLL - Win32 - - - Debug.DLL - x64 - - - Debug - ARM64 - - - Debug - Win32 - - - Debug - x64 - - - Release.DLL - ARM64 - - - Release.DLL - Win32 - - - Release.DLL - x64 - - - Release - ARM64 - - - Release - 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true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/shaders_lightmap.vcxproj b/projects/VS2022/examples/shaders_lightmap_rendering.vcxproj similarity index 99% rename from projects/VS2022/examples/shaders_lightmap.vcxproj rename to projects/VS2022/examples/shaders_lightmap_rendering.vcxproj index d1be94f1c..245a321b1 100644 --- a/projects/VS2022/examples/shaders_lightmap.vcxproj +++ b/projects/VS2022/examples/shaders_lightmap_rendering.vcxproj @@ -53,9 +53,9 @@ {C54703BF-D68A-480D-BE27-49B62E45D582} Win32Proj - shaders_lightmap + shaders_lightmap_rendering 10.0 - shaders_lightmap + shaders_lightmap_rendering @@ -553,7 +553,7 @@ - + diff --git a/projects/VS2022/examples/shaders_normal_map.vcxproj b/projects/VS2022/examples/shaders_normalmap_rendering.vcxproj similarity index 99% rename from projects/VS2022/examples/shaders_normal_map.vcxproj rename to projects/VS2022/examples/shaders_normalmap_rendering.vcxproj index a3e8e9981..a58992101 100644 --- a/projects/VS2022/examples/shaders_normal_map.vcxproj +++ b/projects/VS2022/examples/shaders_normalmap_rendering.vcxproj @@ -53,9 +53,9 @@ {6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} Win32Proj - shaders_normal_map + shaders_normalmap_rendering 10.0 - shaders_normal_map + shaders_normalmap_rendering @@ -553,7 +553,7 @@ - + diff --git a/projects/VS2022/examples/shaders_raymarching.vcxproj b/projects/VS2022/examples/shaders_raymarching_rendering.vcxproj similarity index 98% rename from projects/VS2022/examples/shaders_raymarching.vcxproj rename to projects/VS2022/examples/shaders_raymarching_rendering.vcxproj index c796134bc..c4e3557c0 100644 --- a/projects/VS2022/examples/shaders_raymarching.vcxproj +++ b/projects/VS2022/examples/shaders_raymarching_rendering.vcxproj @@ -1,569 +1,569 @@ - - - - - Debug.DLL - ARM64 - - - Debug.DLL - Win32 - - - Debug.DLL - x64 - - - Debug - ARM64 - - - Debug - Win32 - - - Debug - x64 - - - Release.DLL - ARM64 - - - Release.DLL - Win32 - - - Release.DLL - x64 - - - Release - ARM64 - - - Release - Win32 - - - Release - x64 - - - - {D36EC43E-B31F-4CF4-8285-93A7A9D90189} - Win32Proj - shaders_raymarching - 10.0 - shaders_raymarching - - - - Application - true - $(DefaultPlatformToolset) - Unicode - - - Application - true - $(DefaultPlatformToolset) - Unicode - - - Application - true - $(DefaultPlatformToolset) - Unicode - - - Application - 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+ + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + + + + Level3 + Disabled + _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + _CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + _CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/text_inline_styling.vcxproj b/projects/VS2022/examples/text_inline_styling.vcxproj new file mode 100644 index 000000000..88c6de7e5 --- /dev/null +++ b/projects/VS2022/examples/text_inline_styling.vcxproj @@ -0,0 +1,569 @@ + + + + + Debug.DLL + ARM64 + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + ARM64 + + + Debug + Win32 + + + Debug + x64 + + + Release.DLL + ARM64 + + + Release.DLL + Win32 + + + Release.DLL + x64 + + + Release + ARM64 + + + Release + Win32 + + + Release + x64 + + + + {D496308F-3C3C-40B3-A3ED-EA327D244B3E} + Win32Proj + text_inline_styling + 10.0 + text_inline_styling + + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\text + WindowsLocalDebugger + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/textures_sprite_anim.vcxproj b/projects/VS2022/examples/textures_sprite_animation.vcxproj similarity index 98% rename from projects/VS2022/examples/textures_sprite_anim.vcxproj rename to projects/VS2022/examples/textures_sprite_animation.vcxproj index ee2259dfa..37b0926a9 100644 --- a/projects/VS2022/examples/textures_sprite_anim.vcxproj +++ b/projects/VS2022/examples/textures_sprite_animation.vcxproj @@ -1,569 +1,569 @@ - - - - - Debug.DLL - ARM64 - - - Debug.DLL - Win32 - - - Debug.DLL - x64 - - - Debug - ARM64 - - - Debug - Win32 - - - Debug - x64 - - - Release.DLL - ARM64 - - - Release.DLL - Win32 - - - Release.DLL - x64 - - - Release - ARM64 - - - Release - Win32 - - - Release - x64 - - - - {C25D2CC6-80CA-4C8A-BE3B-2E0F4EA5D0CC} - Win32Proj - textures_sprite_anim - 10.0 - textures_sprite_anim - - - - Application - true - $(DefaultPlatformToolset) - Unicode - - - Application - true - $(DefaultPlatformToolset) - Unicode - - - Application - true - $(DefaultPlatformToolset) - Unicode - - - Application - true - $(DefaultPlatformToolset) - Unicode - - - Application - true - $(DefaultPlatformToolset) - Unicode - - - Application - true - $(DefaultPlatformToolset) - Unicode - - - Application - false - $(DefaultPlatformToolset) - true - Unicode - - - Application - false - $(DefaultPlatformToolset) - true - Unicode - - - 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$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ - raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) - - - - - - - Level3 - Disabled - WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) - CompileAsC - $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) - - - Console - true - $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ - raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) - - - xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" - Copy Debug DLL to output directory - - - - - - - Level3 - Disabled - WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) - CompileAsC - $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) - - - Console - true - $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ - raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) - - - xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" - Copy Debug DLL to output directory - - - - - Level3 - - - MaxSpeed - true - true - WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP - $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) - CompileAsC - true - - - Console - true - true - true - raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) - $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ - - - - - Level3 - - - MaxSpeed - true - true - WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP - $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) - CompileAsC - true - - - Console - true - true - true - raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) - $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ - - - - - Level3 - - - MaxSpeed - true - true - WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP - $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) - CompileAsC - true - - - Console - true - true - true - raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) - $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ - - - xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" - - - Copy Release DLL to output directory - - - - - Level3 - - - MaxSpeed - true - true - WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP - $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) - CompileAsC - true - - - Console - true - true - true - raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) - $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ - - - xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" - - - Copy Release DLL to output directory - - - - - - - - - - - {e89d61ac-55de-4482-afd4-df7242ebc859} - - - - - - \ No newline at end of file diff --git a/projects/VS2022/raylib.sln b/projects/VS2022/raylib.sln index 43913d997..fe2241434 100644 --- a/projects/VS2022/raylib.sln +++ b/projects/VS2022/raylib.sln @@ -25,7 +25,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "others", "others", "{E9D708 EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_basic_window", "examples\core_basic_window.vcxproj", "{0981CA98-E4A5-4DF1-987F-A41D09131EFC}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_sprite_anim", "examples\textures_sprite_anim.vcxproj", "{C25D2CC6-80CA-4C8A-BE3B-2E0F4EA5D0CC}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_sprite_animation", "examples\textures_sprite_animation.vcxproj", "{C25D2CC6-80CA-4C8A-BE3B-2E0F4EA5D0CC}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_srcrec_dstrec", "examples\textures_srcrec_dstrec.vcxproj", "{103B292B-049B-4B15-85A1-9F902840DB2C}" EndProject @@ -85,19 +85,19 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_window_letterbox", "ex EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_world_screen", "examples\core_world_screen.vcxproj", "{79417CE2-FEEB-42F0-BC53-62D5267B19B1}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_animation", "examples\models_animation.vcxproj", "{AFDDE100-2D36-4749-817D-12E54C56312F}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_animation_playing", "examples\models_animation_playing.vcxproj", "{AFDDE100-2D36-4749-817D-12E54C56312F}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_billboard", "examples\models_billboard.vcxproj", "{B7812167-50FB-4934-996F-DF6FE4CBBFDF}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_billboard_rendering", "examples\models_billboard_rendering.vcxproj", "{B7812167-50FB-4934-996F-DF6FE4CBBFDF}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_box_collisions", "examples\models_box_collisions.vcxproj", "{39DB56C7-05F8-492C-A8D4-F19E40FECB59}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_cubicmap", "examples\models_cubicmap.vcxproj", "{82F3D34B-8DB2-4C6A-98B1-132245DD9D99}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_cubicmap_rendering", "examples\models_cubicmap_rendering.vcxproj", "{82F3D34B-8DB2-4C6A-98B1-132245DD9D99}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_first_person_maze", "examples\models_first_person_maze.vcxproj", "{CBD6C0F8-8200-4E9A-9D7C-6505A2AA4A62}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_geometric_shapes", "examples\models_geometric_shapes.vcxproj", "{14BA7F98-02CC-4648-9236-676BFF9458AF}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_heightmap", "examples\models_heightmap.vcxproj", "{0859A973-E4FE-4688-8D16-0253163FDE24}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_heightmap_rendering", "examples\models_heightmap_rendering.vcxproj", "{0859A973-E4FE-4688-8D16-0253163FDE24}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading", "examples\models_loading.vcxproj", "{F3412853-2B6A-4334-8CF2-B796CDAE0850}" EndProject @@ -185,25 +185,25 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_collision_area", "ex EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_colors_palette", "examples\shapes_colors_palette.vcxproj", "{D91367C2-2189-4859-A7FE-D2CAB84FA15C}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_circle_sector", "examples\shapes_draw_circle_sector.vcxproj", "{33459B4E-1839-4856-BF6B-22480D11FE31}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_circle_sector_drawing", "examples\shapes_circle_sector_drawing.vcxproj", "{33459B4E-1839-4856-BF6B-22480D11FE31}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_rectangle_rounded", "examples\shapes_draw_rectangle_rounded.vcxproj", "{48871156-181A-475A-BD8D-200086A09675}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rounded_rectangle_drawing", "examples\shapes_rounded_rectangle_drawing.vcxproj", "{48871156-181A-475A-BD8D-200086A09675}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_ring", "examples\shapes_draw_ring.vcxproj", "{C4416DA1-9E62-46BA-9CD3-F8963C79E1A1}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_ring_drawing", "examples\shapes_ring_drawing.vcxproj", "{C4416DA1-9E62-46BA-9CD3-F8963C79E1A1}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_ball_anim", "examples\shapes_easings_ball_anim.vcxproj", "{1C49E35A-2838-49D9-9D5F-4B8134960EF6}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_ball", "examples\shapes_easings_ball.vcxproj", "{1C49E35A-2838-49D9-9D5F-4B8134960EF6}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_box_anim", "examples\shapes_easings_box_anim.vcxproj", "{F91142E2-A999-47F0-9E74-38C1E2930EBE}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_box", "examples\shapes_easings_box.vcxproj", "{F91142E2-A999-47F0-9E74-38C1E2930EBE}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_rectangle_array", "examples\shapes_easings_rectangle_array.vcxproj", "{1EDD4BCF-345C-4065-8CBD-7285224293C3}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_rectangles", "examples\shapes_easings_rectangles.vcxproj", "{1EDD4BCF-345C-4065-8CBD-7285224293C3}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_basic_lighting", "examples\shaders_basic_lighting.vcxproj", "{A6B2A11B-0669-4AF5-A025-8DD02DBBE5EA}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_custom_uniform", "examples\shaders_custom_uniform.vcxproj", "{B176BB4A-CA31-4E2A-B790-3EA0ED2EE870}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_eratosthenes", "examples\shaders_eratosthenes.vcxproj", "{D08AA2A0-2F94-4BF5-B42D-E92450F03FD1}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_eratosthenes_sieve", "examples\shaders_eratosthenes_sieve.vcxproj", "{D08AA2A0-2F94-4BF5-B42D-E92450F03FD1}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_fog", "examples\shaders_fog.vcxproj", "{4A7D0ECA-D7CC-4E66-B741-C92E9C1B42FF}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_fog_rendering", "examples\shaders_fog_rendering.vcxproj", "{4A7D0ECA-D7CC-4E66-B741-C92E9C1B42FF}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hot_reloading", "examples\shaders_hot_reloading.vcxproj", "{CF3755C4-937D-4ABF-B7B3-95140808717F}" EndProject @@ -217,7 +217,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_palette_switch", "e EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_postprocessing", "examples\shaders_postprocessing.vcxproj", "{7381D91E-5C72-48F0-AAB4-95C9B10D7484}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_raymarching", "examples\shaders_raymarching.vcxproj", "{D36EC43E-B31F-4CF4-8285-93A7A9D90189}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_raymarching_rendering", "examples\shaders_raymarching_rendering.vcxproj", "{D36EC43E-B31F-4CF4-8285-93A7A9D90189}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_mesh_instancing", "examples\shaders_mesh_instancing.vcxproj", "{274C0319-7E1E-4188-936B-8DF3331230B3}" EndProject @@ -225,9 +225,9 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shapes_textures", " EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_simple_mask", "examples\shaders_simple_mask.vcxproj", "{600C3D4F-0670-4DB4-B30F-520A729053B5}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_spotlight", "examples\shaders_spotlight.vcxproj", "{11F33A39-74B7-4018-B5F9-CC285A673A8F}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_spotlight_rendering", "examples\shaders_spotlight_rendering.vcxproj", "{11F33A39-74B7-4018-B5F9-CC285A673A8F}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_drawing", "examples\shaders_texture_drawing.vcxproj", "{A6F5E35E-B4A7-41B3-853A-75558E6E0715}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_rendering", "examples\shaders_texture_rendering.vcxproj", "{A6F5E35E-B4A7-41B3-853A-75558E6E0715}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_waves", "examples\shaders_texture_waves.vcxproj", "{291B4975-8EFF-4C7C-8AF3-44A77B8491B8}" EndProject @@ -255,7 +255,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_basic_screen_manager", EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_custom_frame_control", "examples\core_custom_frame_control.vcxproj", "{658A1B85-554E-4A5D-973A-FFE592CDD5F2}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "rlgl_compute_shaders", "examples\rlgl_compute_shaders.vcxproj", "{07CA51AD-72AE-46A2-AAED-DC3E3F807976}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "rlgl_compute_shader", "examples\rlgl_compute_shader.vcxproj", "{07CA51AD-72AE-46A2-AAED-DC3E3F807976}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_3d_drawing", "examples\text_3d_drawing.vcxproj", "{27B110CC-43C0-400A-89D9-245E681647D7}" EndProject @@ -267,11 +267,11 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_textured_curve", " EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examples\models_loading_m3d.vcxproj", "{6D9E00D8-2893-45E4-9363-3F7F61D416BD}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_depth_writing", "examples\shaders_depth_writing.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_view_depth", "examples\shaders_view_depth.vcxproj", "{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_depth_rendering", "examples\shaders_depth_rendering.vcxproj", "{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_render", "examples\shaders_hybrid_render.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_rendering", "examples\shaders_hybrid_rendering.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_sound_multi", "examples\audio_sound_multi.vcxproj", "{F81C5819-85B4-4D2E-B6DC-104A7634461B}" EndProject @@ -285,9 +285,9 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_mouse_wheel", "e EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_smooth_pixelperfect", "examples\core_smooth_pixelperfect.vcxproj", "{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_draw_cube_texture", "examples\models_draw_cube_texture.vcxproj", "{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_textured_cube", "examples\models_textured_cube.vcxproj", "{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_deferred_render", "examples\shaders_deferred_render.vcxproj", "{88DE5AD6-0074-4A5A-BE22-C840153E35D5}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_deferred_rendering", "examples\shaders_deferred_rendering.vcxproj", "{88DE5AD6-0074-4A5A-BE22-C840153E35D5}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_outline", "examples\shaders_texture_outline.vcxproj", "{A546E75A-5242-46E6-9A9E-6C91554EAB84}" EndProject @@ -299,9 +299,9 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_top_down_lights", "e EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rectangle_advanced", "examples\shapes_rectangle_advanced.vcxproj", "{FAFEE2F9-24B0-4AF1-B512-433E9590033F}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_gpu_skinning", "examples\models_gpu_skinning.vcxproj", "{8245DAD9-D402-4D5C-8F45-32229CD3B263}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_animation_gpu_skinning", "examples\models_animation_gpu_skinning.vcxproj", "{8245DAD9-D402-4D5C-8F45-32229CD3B263}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shadowmap", "examples\shaders_shadowmap.vcxproj", "{41BBCC10-6FDE-48A1-B2E0-A0EC6A668629}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shadowmap_rendering", "examples\shaders_shadowmap_rendering.vcxproj", "{41BBCC10-6FDE-48A1-B2E0-A0EC6A668629}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_bone_socket", "examples\models_bone_socket.vcxproj", "{3A7FE53D-35F7-49DC-9C9A-A5204A53523F}" EndProject @@ -325,7 +325,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_tesseract_view", "ex EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_basic_pbr", "examples\shaders_basic_pbr.vcxproj", "{4DF6D5E4-6796-4257-B466-BCD62DEBBCF8}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_lightmap", "examples\shaders_lightmap.vcxproj", "{C54703BF-D68A-480D-BE27-49B62E45D582}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_lightmap_rendering", "examples\shaders_lightmap_rendering.vcxproj", "{C54703BF-D68A-480D-BE27-49B62E45D582}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_sound_positioning", "examples\audio_sound_positioning.vcxproj", "{9CD8BCAD-F212-4BCC-BA98-899743CE3279}" EndProject @@ -333,10 +333,18 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_virtual_controls EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_3d_camera_fps", "examples\core_3d_camera_fps.vcxproj", "{6B1A933E-71B8-4C1F-9E79-02D98830E671}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_normal_map", "examples\shaders_normal_map.vcxproj", "{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_normalmap_rendering", "examples\shaders_normalmap_rendering.vcxproj", "{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_unicode_ranges", "examples\text_unicode_ranges.vcxproj", "{6777EC3C-077C-42FC-B4AD-B799CE55CCE4}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_gestures_testbed", "examples\core_input_gestures_testbed.vcxproj", "{A61DAD9C-271C-4E95-81AA-DB4CD58564D4}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_render_texture", "examples\core_render_texture.vcxproj", "{49C67F03-1A56-4F96-B278-39B66EC93678}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_inline_styling", "examples\text_inline_styling.vcxproj", "{D496308F-3C3C-40B3-A3ED-EA327D244B3E}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_undo_redo", "examples\core_undo_redo.vcxproj", "{3B27F358-2679-4F38-B297-17B536F580BB}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug.DLL|ARM64 = Debug.DLL|ARM64 @@ -4143,6 +4151,102 @@ Global {6777EC3C-077C-42FC-B4AD-B799CE55CCE4}.Release|x64.Build.0 = Release|x64 {6777EC3C-077C-42FC-B4AD-B799CE55CCE4}.Release|x86.ActiveCfg = Release|Win32 {6777EC3C-077C-42FC-B4AD-B799CE55CCE4}.Release|x86.Build.0 = Release|Win32 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug.DLL|x64.Build.0 = Debug.DLL|x64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug|ARM64.ActiveCfg = Debug|ARM64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug|ARM64.Build.0 = Debug|ARM64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug|x64.ActiveCfg = Debug|x64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug|x64.Build.0 = Debug|x64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug|x86.ActiveCfg = Debug|Win32 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Debug|x86.Build.0 = Debug|Win32 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release.DLL|x64.ActiveCfg = Release.DLL|x64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release.DLL|x64.Build.0 = Release.DLL|x64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release.DLL|x86.Build.0 = Release.DLL|Win32 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release|ARM64.ActiveCfg = Release|ARM64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release|ARM64.Build.0 = Release|ARM64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release|x64.ActiveCfg = Release|x64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release|x64.Build.0 = Release|x64 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release|x86.ActiveCfg = Release|Win32 + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release|x86.Build.0 = Release|Win32 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug.DLL|x64.Build.0 = Debug.DLL|x64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug|ARM64.ActiveCfg = Debug|ARM64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug|ARM64.Build.0 = Debug|ARM64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug|x64.ActiveCfg = Debug|x64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug|x64.Build.0 = Debug|x64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug|x86.ActiveCfg = Debug|Win32 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Debug|x86.Build.0 = Debug|Win32 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release.DLL|x64.ActiveCfg = Release.DLL|x64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release.DLL|x64.Build.0 = Release.DLL|x64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release.DLL|x86.Build.0 = Release.DLL|Win32 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release|ARM64.ActiveCfg = Release|ARM64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release|ARM64.Build.0 = Release|ARM64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release|x64.ActiveCfg = Release|x64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release|x64.Build.0 = Release|x64 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release|x86.ActiveCfg = Release|Win32 + {49C67F03-1A56-4F96-B278-39B66EC93678}.Release|x86.Build.0 = Release|Win32 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug.DLL|x64.Build.0 = Debug.DLL|x64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug|ARM64.ActiveCfg = Debug|ARM64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug|ARM64.Build.0 = Debug|ARM64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug|x64.ActiveCfg = Debug|x64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug|x64.Build.0 = Debug|x64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug|x86.ActiveCfg = Debug|Win32 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Debug|x86.Build.0 = Debug|Win32 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release.DLL|x64.ActiveCfg = Release.DLL|x64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release.DLL|x64.Build.0 = Release.DLL|x64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release.DLL|x86.Build.0 = Release.DLL|Win32 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release|ARM64.ActiveCfg = Release|ARM64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release|ARM64.Build.0 = Release|ARM64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release|x64.ActiveCfg = Release|x64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release|x64.Build.0 = Release|x64 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release|x86.ActiveCfg = Release|Win32 + {D496308F-3C3C-40B3-A3ED-EA327D244B3E}.Release|x86.Build.0 = Release|Win32 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug.DLL|x64.Build.0 = Debug.DLL|x64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug|ARM64.ActiveCfg = Debug|ARM64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug|ARM64.Build.0 = Debug|ARM64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug|x64.ActiveCfg = Debug|x64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug|x64.Build.0 = Debug|x64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug|x86.ActiveCfg = Debug|Win32 + {3B27F358-2679-4F38-B297-17B536F580BB}.Debug|x86.Build.0 = Debug|Win32 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release.DLL|x64.ActiveCfg = Release.DLL|x64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release.DLL|x64.Build.0 = Release.DLL|x64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release.DLL|x86.Build.0 = Release.DLL|Win32 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release|ARM64.ActiveCfg = Release|ARM64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release|ARM64.Build.0 = Release|ARM64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release|x64.ActiveCfg = Release|x64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release|x64.Build.0 = Release|x64 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.ActiveCfg = Release|Win32 + {3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.Build.0 = Release|Win32 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE @@ -4313,6 +4417,10 @@ Global {6B1A933E-71B8-4C1F-9E79-02D98830E671} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} {6777EC3C-077C-42FC-B4AD-B799CE55CCE4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {A61DAD9C-271C-4E95-81AA-DB4CD58564D4} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {49C67F03-1A56-4F96-B278-39B66EC93678} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {D496308F-3C3C-40B3-A3ED-EA327D244B3E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29} diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 79685a0d8..eb37f1a8e 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -76,14 +76,6 @@ if (${PLATFORM} MATCHES "Web") endif() endif() -if (${PLATFORM} MATCHES "Web") - target_link_options(raylib PUBLIC "-sUSE_GLFW=3") - if(${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_ES3") - target_link_options(raylib PUBLIC "-sMIN_WEBGL_VERSION=2") - target_link_options(raylib PUBLIC "-sMAX_WEBGL_VERSION=2") - endif() -endif() - set_target_properties(raylib PROPERTIES PUBLIC_HEADER "${raylib_public_headers}" VERSION ${PROJECT_VERSION} @@ -99,7 +91,8 @@ if (BUILD_SHARED_LIBS) set_property(TARGET raylib PROPERTY C_VISIBILITY_PRESET hidden) endif () -target_link_libraries(raylib "${LIBS_PRIVATE}") +target_link_libraries(raylib PRIVATE $) +target_link_libraries(raylib PUBLIC ${LIBS_PUBLIC}) # Sets some compile time definitions for the pre-processor # If CUSTOMIZE_BUILD option is on you will not use config.h by default diff --git a/src/platforms/rcore_desktop_glfw.c b/src/platforms/rcore_desktop_glfw.c index 9d1f64771..cab497266 100644 --- a/src/platforms/rcore_desktop_glfw.c +++ b/src/platforms/rcore_desktop_glfw.c @@ -81,16 +81,16 @@ #define Font X11Font // Hack to fix 'Font' name collision // The definition and references to the X11 Font type will be replaced by 'X11Font' // Works as long as the current file consistently references any X11 Font as X11Font - // Since it is never referenced (as of writting), this does not pose an issue + // Since it is never referenced (as of writing), this does not pose an issue #endif - + #if defined(_GLFW_WAYLAND) #define GLFW_EXPOSE_NATIVE_WAYLAND #endif - + #include "GLFW/glfw3native.h" // Include native header only once, regardless of how many backends are defined // Required for: glfwGetX11Window() and glfwGetWaylandWindow() - + #if defined(_GLFW_X11) // Clean up X11-specific hacks #undef Font // Revert hack and allow normal raylib Font usage #endif @@ -130,27 +130,29 @@ void ClosePlatform(void); // Close platform static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error // Window callbacks events -static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized -static void WindowPosCallback(GLFWwindow* window, int x, int y); // GLFW3 WindowPos Callback, runs when window is moved -static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored -static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized -static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus -static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window -static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley); // GLFW3 Window Content Scale Callback, runs when window changes scale +static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized +static void WindowPosCallback(GLFWwindow* window, int x, int y); // GLFW3 WindowPos Callback, runs when window is moved +static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored +static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized +static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus +static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window +static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley); // GLFW3 Window Content Scale Callback, runs when window changes scale // Input callbacks events -static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed -static void CharCallback(GLFWwindow *window, unsigned int codepoint); // GLFW3 Char Callback, runs on key pressed (get codepoint value) -static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed -static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move -static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Scrolling Callback, runs on mouse wheel -static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area -static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback +static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed +static void CharCallback(GLFWwindow *window, unsigned int codepoint); // GLFW3 Char Callback, runs on key pressed (get codepoint value) +static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move +static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Scrolling Callback, runs on mouse wheel +static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area +static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback -// Wrappers used by glfwInitAllocator -static void *AllocateWrapper(size_t size, void *user); // GLFW3 GLFWallocatefun, wrapps around RL_MALLOC macro -static void *ReallocateWrapper(void *block, size_t size, void *user); // GLFW3 GLFWreallocatefun, wrapps around RL_MALLOC macro -static void DeallocateWrapper(void *block, void *user); // GLFW3 GLFWdeallocatefun, wraps around RL_FREE macro +// Memory allocator wrappers [used by glfwInitAllocator()] +static void *AllocateWrapper(size_t size, void *user); // GLFW3 GLFWallocatefun, wrapps around RL_CALLOC macro +static void *ReallocateWrapper(void *block, size_t size, void *user); // GLFW3 GLFWreallocatefun, wrapps around RL_REALLOC macro +static void DeallocateWrapper(void *block, void *user); // GLFW3 GLFWdeallocatefun, wraps around RL_FREE macro + +static void SetDimensionsFromMonitor(GLFWmonitor *monitor); // Set screen dimensions from monitor/display dimensions //---------------------------------------------------------------------------------- // Module Functions Declaration @@ -435,7 +437,7 @@ void SetWindowState(unsigned int flags) // State change: FLAG_INTERLACED_HINT if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0)) { - TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization"); + TRACELOG(LOG_WARNING, "WINDOW: Interlaced mode can only be configured before window initialization"); } } @@ -993,7 +995,7 @@ Vector2 GetWindowPosition(void) // Get window scale DPI factor for current monitor Vector2 GetWindowScaleDPI(void) { - Vector2 scale = {0}; + Vector2 scale = { 0 }; glfwGetWindowContentScale(platform.handle, &scale.x, &scale.y); return scale; } @@ -1321,20 +1323,6 @@ void PollInputEvents(void) //---------------------------------------------------------------------------------- // Module Internal Functions Definition //---------------------------------------------------------------------------------- - -static void SetDimensionsFromMonitor(GLFWmonitor *monitor) -{ - const GLFWvidmode *mode = glfwGetVideoMode(monitor); - - // Default display resolution to that of the current mode - CORE.Window.display.width = mode->width; - CORE.Window.display.height = mode->height; - - // Set screen width/height to the display width/height if they are 0 - if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width; - if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height; -} - // Function wrappers around RL_*alloc macros, used by glfwInitAllocator() inside of InitPlatform() // We need to provide these because GLFWallocator expects function pointers with specific signatures // Similar wrappers exist in utils.c but we cannot reuse them here due to declaration mismatch @@ -1342,7 +1330,7 @@ static void SetDimensionsFromMonitor(GLFWmonitor *monitor) static void *AllocateWrapper(size_t size, void *user) { (void)user; - return RL_MALLOC(size); + return RL_CALLOC(size, 1); } static void *ReallocateWrapper(void *block, size_t size, void *user) { @@ -1428,10 +1416,18 @@ int InitPlatform(void) // was enabled by default. Disabling it gets back the old behavior. A // complete fix will require removing a lot of CORE.Window.render // manipulation code - glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE); + // NOTE: This currently doesn't work on macOS(see #5185), so we skip it there + // when FLAG_WINDOW_HIGHDPI is *unset* +#if !defined(__APPLE__) + glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE); +#endif if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) { + // since we skipped it before, now make sure to set this on macOS +#if defined(__APPLE__) + glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE); +#endif // Resize window content area based on the monitor content scale // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11 // On platforms like macOS the resolution of the framebuffer is changed independently of the window size @@ -1921,8 +1917,6 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i // GLFW3 Char Callback, get unicode codepoint value static void CharCallback(GLFWwindow *window, unsigned int codepoint) { - //TRACELOG(LOG_DEBUG, "Char Callback: Codepoint: %i", codepoint); - // NOTE: Registers any key down considering OS keyboard layout but // does not detect action events, those should be managed by user... // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907 @@ -2033,6 +2027,20 @@ static void JoystickCallback(int jid, int event) } } +// Set screen dimensions from monitor/display dimensions +static void SetDimensionsFromMonitor(GLFWmonitor *monitor) +{ + const GLFWvidmode *mode = glfwGetVideoMode(monitor); + + // Default display resolution to that of the current mode + CORE.Window.display.width = mode->width; + CORE.Window.display.height = mode->height; + + // Set screen width/height to the display width/height if they are 0 + if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width; + if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height; +} + #ifdef _WIN32 # define WIN32_CLIPBOARD_IMPLEMENTATION # include "../external/win32_clipboard.h" diff --git a/src/platforms/rcore_desktop_rgfw.c b/src/platforms/rcore_desktop_rgfw.c index da1bded6d..f2e2a7407 100644 --- a/src/platforms/rcore_desktop_rgfw.c +++ b/src/platforms/rcore_desktop_rgfw.c @@ -240,12 +240,34 @@ static const unsigned short keyMappingRGFW[] = { [RGFW_scrollLock] = KEY_SCROLL_LOCK, }; +static int RGFW_gpConvTable[18] = { + [RGFW_gamepadY] = GAMEPAD_BUTTON_RIGHT_FACE_UP, + [RGFW_gamepadB] = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, + [RGFW_gamepadA] = GAMEPAD_BUTTON_RIGHT_FACE_DOWN, + [RGFW_gamepadX] = GAMEPAD_BUTTON_RIGHT_FACE_LEFT, + [RGFW_gamepadL1] = GAMEPAD_BUTTON_LEFT_TRIGGER_1, + [RGFW_gamepadR1] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1, + [RGFW_gamepadL2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2, + [RGFW_gamepadR2] = GAMEPAD_BUTTON_RIGHT_TRIGGER_2, + [RGFW_gamepadSelect] = GAMEPAD_BUTTON_MIDDLE_LEFT, + [RGFW_gamepadHome] = GAMEPAD_BUTTON_MIDDLE, + [RGFW_gamepadStart] = GAMEPAD_BUTTON_MIDDLE_RIGHT, + [RGFW_gamepadUp] = GAMEPAD_BUTTON_LEFT_FACE_UP, + [RGFW_gamepadRight] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT, + [RGFW_gamepadDown] = GAMEPAD_BUTTON_LEFT_FACE_DOWN, + [RGFW_gamepadLeft] = GAMEPAD_BUTTON_LEFT_FACE_LEFT, + [RGFW_gamepadL3] = GAMEPAD_BUTTON_LEFT_THUMB, + [RGFW_gamepadR3] = GAMEPAD_BUTTON_RIGHT_THUMB, +}; + //---------------------------------------------------------------------------------- // Module Internal Functions Declaration //---------------------------------------------------------------------------------- int InitPlatform(void); // Initialize platform (graphics, inputs and more) bool InitGraphicsDevice(void); // Initialize graphics device +static KeyboardKey ConvertScancodeToKey(u32 keycode); + //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- @@ -897,28 +919,6 @@ const char *GetKeyName(int key) return ""; } -static KeyboardKey ConvertScancodeToKey(u32 keycode); - -int RGFW_gpConvTable[18] = { - [RGFW_gamepadY] = GAMEPAD_BUTTON_RIGHT_FACE_UP, - [RGFW_gamepadB] = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, - [RGFW_gamepadA] = GAMEPAD_BUTTON_RIGHT_FACE_DOWN, - [RGFW_gamepadX] = GAMEPAD_BUTTON_RIGHT_FACE_LEFT, - [RGFW_gamepadL1] = GAMEPAD_BUTTON_LEFT_TRIGGER_1, - [RGFW_gamepadR1] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1, - [RGFW_gamepadL2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2, - [RGFW_gamepadR2] = GAMEPAD_BUTTON_RIGHT_TRIGGER_2, - [RGFW_gamepadSelect] = GAMEPAD_BUTTON_MIDDLE_LEFT, - [RGFW_gamepadHome] = GAMEPAD_BUTTON_MIDDLE, - [RGFW_gamepadStart] = GAMEPAD_BUTTON_MIDDLE_RIGHT, - [RGFW_gamepadUp] = GAMEPAD_BUTTON_LEFT_FACE_UP, - [RGFW_gamepadRight] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT, - [RGFW_gamepadDown] = GAMEPAD_BUTTON_LEFT_FACE_DOWN, - [RGFW_gamepadLeft] = GAMEPAD_BUTTON_LEFT_FACE_LEFT, - [RGFW_gamepadL3] = GAMEPAD_BUTTON_LEFT_THUMB, - [RGFW_gamepadR3] = GAMEPAD_BUTTON_RIGHT_THUMB, -}; - // Register all input events void PollInputEvents(void) { diff --git a/src/platforms/rcore_desktop_sdl.c b/src/platforms/rcore_desktop_sdl.c index 33788d720..71265e718 100644 --- a/src/platforms/rcore_desktop_sdl.c +++ b/src/platforms/rcore_desktop_sdl.c @@ -85,11 +85,13 @@ #endif #if ((defined(SDL_MAJOR_VERSION) && (SDL_MAJOR_VERSION == 3)) && (defined(SDL_MINOR_VERSION) && (SDL_MINOR_VERSION >= 1))) - #ifndef PLATFORM_DESKTOP_SDL3 - #define PLATFORM_DESKTOP_SDL3 + #ifndef USING_VERSION_SDL3 + #define USING_VERSION_SDL3 #endif #endif +#define SCANCODE_MAPPED_NUM 232 + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- @@ -98,7 +100,7 @@ typedef struct { SDL_GLContext glContext; SDL_GameController *gamepad[MAX_GAMEPADS]; - SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids + SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0 SDL_Cursor *cursor; bool cursorRelative; } PlatformData; @@ -110,10 +112,6 @@ extern CoreData CORE; // Global CORE state context static PlatformData platform = { 0 }; // Platform specific data -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -#define SCANCODE_MAPPED_NUM 232 static const KeyboardKey mapScancodeToKey[SCANCODE_MAPPED_NUM] = { KEY_NULL, // SDL_SCANCODE_UNKNOWN 0, @@ -255,7 +253,7 @@ static const int CursorsLUT[] = { }; // SDL3 Migration Layer made to avoid 'ifdefs' inside functions when we can -#if defined(PLATFORM_DESKTOP_SDL3) +#if defined(USING_VERSION_SDL3) // SDL3 Migration: // SDL_WINDOW_FULLSCREEN_DESKTOP has been removed, @@ -321,7 +319,7 @@ Uint8 SDL_EventState(Uint32 type, int state) { case SDL_DISABLE: SDL_SetEventEnabled(type, false); break; case SDL_ENABLE: SDL_SetEventEnabled(type, true); break; - default: TRACELOG(LOG_WARNING, "Event sate: unknow type"); + default: TRACELOG(LOG_WARNING, "SDL: Event state of unknow type"); } return stateBefore; @@ -329,10 +327,10 @@ Uint8 SDL_EventState(Uint32 type, int state) void SDL_GetCurrentDisplayMode_Adapter(SDL_DisplayID displayID, SDL_DisplayMode* mode) { - const SDL_DisplayMode* currMode = SDL_GetCurrentDisplayMode(displayID); + const SDL_DisplayMode *currentMode = SDL_GetCurrentDisplayMode(displayID); - if (currMode == NULL) TRACELOG(LOG_WARNING, "No current display mode"); - else *mode = *currMode; + if (currentMode == NULL) TRACELOG(LOG_WARNING, "SDL: No possible to get current display mode"); + else *mode = *currentMode; } // SDL3 Migration: Renamed @@ -423,13 +421,13 @@ int SDL_GetNumTouchFingers(SDL_TouchID touchID) // SDL_GetClipboardData function is available since SDL 3.1.3. (e.g. SDL3) void *SDL_GetClipboardData(const char *mime_type, size_t *size) { - TRACELOG(LOG_WARNING, "Getting clipboard data that is not text is only available in SDL3"); + TRACELOG(LOG_WARNING, "SDL: Getting clipboard data that is not text not available in SDL2"); // We could possibly implement it ourselves in this case for some easier platforms return NULL; } -#endif // PLATFORM_DESKTOP_SDL3 +#endif // USING_VERSION_SDL3 //---------------------------------------------------------------------------------- // Module Internal Functions Declaration @@ -438,8 +436,8 @@ int InitPlatform(void); // Initialize platf void ClosePlatform(void); // Close platform static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode); // Help convert SDL scancodes to raylib key - static int GetCodepointNextSDL(const char *text, int *codepointSize); // Get next codepoint in a byte sequence and bytes processed +static void UpdateTouchPointsSDL(SDL_TouchFingerEvent event); // Update CORE input touch point info from SDL touch data //---------------------------------------------------------------------------------- // Module Functions Declaration @@ -463,7 +461,7 @@ void ToggleFullscreen(void) const int monitor = SDL_GetWindowDisplayIndex(platform.window); const int monitorCount = SDL_GetNumVideoDisplays(); -#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure +#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure if ((monitor > 0) && (monitor <= monitorCount)) #else if ((monitor >= 0) && (monitor < monitorCount)) @@ -491,7 +489,7 @@ void ToggleBorderlessWindowed(void) const int monitor = SDL_GetWindowDisplayIndex(platform.window); const int monitorCount = SDL_GetNumVideoDisplays(); -#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure +#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure if ((monitor > 0) && (monitor <= monitorCount)) #else if ((monitor >= 0) && (monitor < monitorCount)) @@ -548,7 +546,7 @@ void SetWindowState(unsigned int flags) const int monitor = SDL_GetWindowDisplayIndex(platform.window); const int monitorCount = SDL_GetNumVideoDisplays(); - #if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure + #if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure if ((monitor > 0) && (monitor <= monitorCount)) #else if ((monitor >= 0) && (monitor < monitorCount)) @@ -612,7 +610,7 @@ void SetWindowState(unsigned int flags) const int monitor = SDL_GetWindowDisplayIndex(platform.window); const int monitorCount = SDL_GetNumVideoDisplays(); - #if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure + #if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure if ((monitor > 0) && (monitor <= monitorCount)) #else if ((monitor >= 0) && (monitor < monitorCount)) @@ -850,7 +848,7 @@ void SetWindowMonitor(int monitor) const int screenHeight = CORE.Window.screen.height; SDL_Rect usableBounds; - #if defined(PLATFORM_DESKTOP_SDL3) // Different style for success checking + #if defined(USING_VERSION_SDL3) // Different style for success checking if (SDL_GetDisplayUsableBounds(monitor, &usableBounds)) #else if (SDL_GetDisplayUsableBounds(monitor, &usableBounds) == 0) @@ -966,7 +964,7 @@ Vector2 GetMonitorPosition(int monitor) { SDL_Rect displayBounds; - #if defined(PLATFORM_DESKTOP_SDL3) + #if defined(USING_VERSION_SDL3) if (SDL_GetDisplayUsableBounds(monitor, &displayBounds)) #else if (SDL_GetDisplayUsableBounds(monitor, &displayBounds) == 0) @@ -1098,7 +1096,7 @@ Vector2 GetWindowScaleDPI(void) { Vector2 scale = { 1.0f, 1.0f }; -#ifndef PLATFORM_DESKTOP_SDL3 +#ifndef USING_VERSION_SDL3 // NOTE: SDL_GetWindowDisplayScale was only added on SDL3 // see https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale // TODO: Implement the window scale factor calculation manually @@ -1184,7 +1182,7 @@ Image GetClipboardImage(void) // Show mouse cursor void ShowCursor(void) { -#if defined(PLATFORM_DESKTOP_SDL3) +#if defined(USING_VERSION_SDL3) SDL_ShowCursor(); #else SDL_ShowCursor(SDL_ENABLE); @@ -1195,7 +1193,7 @@ void ShowCursor(void) // Hides mouse cursor void HideCursor(void) { -#if defined(PLATFORM_DESKTOP_SDL3) +#if defined(USING_VERSION_SDL3) SDL_HideCursor(); #else SDL_ShowCursor(SDL_DISABLE); @@ -1208,7 +1206,7 @@ void EnableCursor(void) { SDL_SetRelativeMouseMode(SDL_FALSE); -#if defined(PLATFORM_DESKTOP_SDL3) +#if defined(USING_VERSION_SDL3) // SDL_ShowCursor() has been split into three functions: SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible() SDL_ShowCursor(); #else @@ -1307,41 +1305,6 @@ const char *GetKeyName(int key) return SDL_GetKeyName(key); } -static void UpdateTouchPointsSDL(SDL_TouchFingerEvent event) -{ -#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 - int count = 0; - SDL_Finger **fingers = SDL_GetTouchFingers(event.touchID, &count); - CORE.Input.Touch.pointCount = count; - - for (int i = 0; i < CORE.Input.Touch.pointCount; i++) - { - SDL_Finger *finger = fingers[i]; - CORE.Input.Touch.pointId[i] = finger->id; - CORE.Input.Touch.position[i].x = finger->x*CORE.Window.screen.width; - CORE.Input.Touch.position[i].y = finger->y*CORE.Window.screen.height; - CORE.Input.Touch.currentTouchState[i] = 1; - } - - SDL_free(fingers); - -#else // SDL2 - - CORE.Input.Touch.pointCount = SDL_GetNumTouchFingers(event.touchId); - - for (int i = 0; i < CORE.Input.Touch.pointCount; i++) - { - SDL_Finger *finger = SDL_GetTouchFinger(event.touchId, i); - CORE.Input.Touch.pointId[i] = finger->id; - CORE.Input.Touch.position[i].x = finger->x*CORE.Window.screen.width; - CORE.Input.Touch.position[i].y = finger->y*CORE.Window.screen.height; - CORE.Input.Touch.currentTouchState[i] = 1; - } -#endif - - for (int i = CORE.Input.Touch.pointCount; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.currentTouchState[i] = 0; -} - // Register all input events void PollInputEvents(void) { @@ -1399,15 +1362,9 @@ void PollInputEvents(void) // Poll input events for current platform //----------------------------------------------------------------------------- - /* // WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values - const Uint8 *keys = SDL_GetKeyboardState(NULL); - for (int i = 0; i < 256; ++i) - { - CORE.Input.Keyboard.currentKeyState[i] = keys[i]; - //if (keys[i]) TRACELOG(LOG_WARNING, "Pressed key: %i", i); - } - */ + //const Uint8 *keys = SDL_GetKeyboardState(NULL); + //for (int i = 0; i < 256; ++i) CORE.Input.Keyboard.currentKeyState[i] = keys[i]; CORE.Window.resizedLastFrame = false; @@ -1436,7 +1393,7 @@ void PollInputEvents(void) CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); - #if defined(PLATFORM_DESKTOP_SDL3) + #if defined(USING_VERSION_SDL3) // const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */ // Event memory is now managed by SDL, so you should not free the data in SDL_EVENT_DROP_FILE, and if you want to hold onto the text in SDL_EVENT_TEXT_EDITING and SDL_EVENT_TEXT_INPUT events, you should make a copy of it. SDL_TEXTINPUTEVENT_TEXT_SIZE is no longer necessary and has been removed. strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data); @@ -1451,7 +1408,7 @@ void PollInputEvents(void) { CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); - #if defined(PLATFORM_DESKTOP_SDL3) + #if defined(USING_VERSION_SDL3) strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data); #else strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file); @@ -1466,7 +1423,7 @@ void PollInputEvents(void) // Window events are also polled (Minimized, maximized, close...) - #ifndef PLATFORM_DESKTOP_SDL3 + #ifndef USING_VERSION_SDL3 // SDL3 states: // The SDL_WINDOWEVENT_* events have been moved to top level events, and SDL_WINDOWEVENT has been removed // In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT @@ -1497,7 +1454,7 @@ void PollInputEvents(void) CORE.Window.currentFbo.height = height; CORE.Window.resizedLastFrame = true; - #ifndef PLATFORM_DESKTOP_SDL3 + #ifndef USING_VERSION_SDL3 // Manually detect if the window was maximized (due to SDL2 restore being unreliable on some platforms) to remove the FLAG_WINDOW_MAXIMIZED accordingly if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) { @@ -1538,7 +1495,7 @@ void PollInputEvents(void) if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; } - #ifdef PLATFORM_DESKTOP_SDL3 + #ifdef USING_VERSION_SDL3 if ((SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MAXIMIZED) == 0) { if ((CORE.Window.flags & SDL_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~SDL_WINDOW_MAXIMIZED; @@ -1564,7 +1521,7 @@ void PollInputEvents(void) if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0) CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; } break; - #ifndef PLATFORM_DESKTOP_SDL3 + #ifndef USING_VERSION_SDL3 default: break; } } break; @@ -1573,7 +1530,7 @@ void PollInputEvents(void) // Keyboard events case SDL_KEYDOWN: { - #if defined(PLATFORM_DESKTOP_SDL3) + #if defined(USING_VERSION_SDL3) // SDL3 Migration: The following structures have been removed: * SDL_Keysym KeyboardKey key = ConvertScancodeToKey(event.key.scancode); #else @@ -1604,7 +1561,7 @@ void PollInputEvents(void) case SDL_KEYUP: { - #if defined(PLATFORM_DESKTOP_SDL3) + #if defined(USING_VERSION_SDL3) KeyboardKey key = ConvertScancodeToKey(event.key.scancode); #else KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode); @@ -1620,7 +1577,7 @@ void PollInputEvents(void) if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) { // Add character (codepoint) to the queue - #if defined(PLATFORM_DESKTOP_SDL3) + #if defined(USING_VERSION_SDL3) size_t textLen = strlen(event.text.text); unsigned int codepoint = (unsigned int)SDL_StepUTF8(&event.text.text, &textLen); #else @@ -1706,19 +1663,34 @@ void PollInputEvents(void) { int jid = event.jdevice.which; // Joystick device index - if (CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS)) + // check if already added at InitPlatform + for (int i = 0; i < MAX_GAMEPADS; ++i) { - platform.gamepad[jid] = SDL_GameControllerOpen(jid); - platform.gamepadId[jid] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid])); - - if (platform.gamepad[jid]) + if (jid == platform.gamepadId[i]) { - CORE.Input.Gamepad.ready[jid] = true; - CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[jid])); - CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; - CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; - memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH); - strncpy(CORE.Input.Gamepad.name[jid], SDL_GameControllerNameForIndex(jid), MAX_GAMEPAD_NAME_LENGTH - 1); + return; + } + } + + int nextAvailableSlot = 0; + while (nextAvailableSlot < MAX_GAMEPADS && CORE.Input.Gamepad.ready[nextAvailableSlot]) + { + ++nextAvailableSlot; + } + + if ((nextAvailableSlot < MAX_GAMEPADS) && !CORE.Input.Gamepad.ready[nextAvailableSlot]) + { + platform.gamepad[nextAvailableSlot] = SDL_GameControllerOpen(jid); + platform.gamepadId[nextAvailableSlot] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot])); + + if (platform.gamepad[nextAvailableSlot]) + { + CORE.Input.Gamepad.ready[nextAvailableSlot] = true; + CORE.Input.Gamepad.axisCount[nextAvailableSlot] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot])); + CORE.Input.Gamepad.axisState[nextAvailableSlot][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; + CORE.Input.Gamepad.axisState[nextAvailableSlot][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; + memset(CORE.Input.Gamepad.name[nextAvailableSlot], 0, MAX_GAMEPAD_NAME_LENGTH); + strncpy(CORE.Input.Gamepad.name[nextAvailableSlot], SDL_GameControllerNameForIndex(nextAvailableSlot), MAX_GAMEPAD_NAME_LENGTH - 1); } else { @@ -1746,7 +1718,7 @@ void PollInputEvents(void) { int button = -1; - switch (event.jbutton.button) + switch (event.gbutton.button) { case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; @@ -1774,7 +1746,7 @@ void PollInputEvents(void) { for (int i = 0; i < MAX_GAMEPADS; i++) { - if (platform.gamepadId[i] == event.jbutton.which) + if (platform.gamepadId[i] == event.gbutton.which) { CORE.Input.Gamepad.currentButtonState[i][button] = 1; CORE.Input.Gamepad.lastButtonPressed = button; @@ -1787,7 +1759,7 @@ void PollInputEvents(void) { int button = -1; - switch (event.jbutton.button) + switch (event.gbutton.button) { case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; @@ -1815,7 +1787,7 @@ void PollInputEvents(void) { for (int i = 0; i < MAX_GAMEPADS; i++) { - if (platform.gamepadId[i] == event.jbutton.which) + if (platform.gamepadId[i] == event.gbutton.which) { CORE.Input.Gamepad.currentButtonState[i][button] = 0; if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; @@ -1991,7 +1963,7 @@ int InitPlatform(void) } // Init window -#if defined(PLATFORM_DESKTOP_SDL3) +#if defined(USING_VERSION_SDL3) platform.window = SDL_CreateWindow(CORE.Window.title, CORE.Window.screen.width, CORE.Window.screen.height, flags); #else platform.window = SDL_CreateWindow(CORE.Window.title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, CORE.Window.screen.width, CORE.Window.screen.height, flags); @@ -2044,21 +2016,28 @@ int InitPlatform(void) platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero } - for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++) - { - platform.gamepad[i] = SDL_GameControllerOpen(i); - platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i])); + int numJoysticks = 0; + SDL_JoystickID *joysticks = SDL_GetJoysticks(&numJoysticks); // array of joystick IDs, they do not start from 0 - if (platform.gamepad[i]) + if (joysticks) + { + for (int i = 0; (i < numJoysticks) && (i < MAX_GAMEPADS); i++) { - CORE.Input.Gamepad.ready[i] = true; - CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i])); - CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; - CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; - strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1); - CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0'; + platform.gamepad[i] = SDL_GameControllerOpen(joysticks[i]); + platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i])); + + if (platform.gamepad[i]) + { + CORE.Input.Gamepad.ready[i] = true; + CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i])); + CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; + CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; + strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1); + CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0'; + } + else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError()); } - else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError()); + SDL_free(joysticks); } // Disable mouse events being interpreted as touch events @@ -2085,7 +2064,7 @@ int InitPlatform(void) CORE.Storage.basePath = SDL_GetBasePath(); // Alternative: GetWorkingDirectory(); //---------------------------------------------------------------------------- -#if defined(PLATFORM_DESKTOP_SDL3) +#if defined(USING_VERSION_SDL3) TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL3): Initialized successfully"); #else TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL2): Initialized successfully"); @@ -2152,3 +2131,39 @@ static int GetCodepointNextSDL(const char *text, int *codepointSize) return codepoint; } + +// Update CORE input touch point info from SDL touch data +static void UpdateTouchPointsSDL(SDL_TouchFingerEvent event) +{ +#if defined(USING_VERSION_SDL3) // SDL3 + int count = 0; + SDL_Finger **fingers = SDL_GetTouchFingers(event.touchID, &count); + CORE.Input.Touch.pointCount = count; + + for (int i = 0; i < CORE.Input.Touch.pointCount; i++) + { + SDL_Finger *finger = fingers[i]; + CORE.Input.Touch.pointId[i] = finger->id; + CORE.Input.Touch.position[i].x = finger->x*CORE.Window.screen.width; + CORE.Input.Touch.position[i].y = finger->y*CORE.Window.screen.height; + CORE.Input.Touch.currentTouchState[i] = 1; + } + + SDL_free(fingers); + +#else // SDL2 + + CORE.Input.Touch.pointCount = SDL_GetNumTouchFingers(event.touchId); + + for (int i = 0; i < CORE.Input.Touch.pointCount; i++) + { + SDL_Finger *finger = SDL_GetTouchFinger(event.touchId, i); + CORE.Input.Touch.pointId[i] = finger->id; + CORE.Input.Touch.position[i].x = finger->x*CORE.Window.screen.width; + CORE.Input.Touch.position[i].y = finger->y*CORE.Window.screen.height; + CORE.Input.Touch.currentTouchState[i] = 1; + } +#endif + + for (int i = CORE.Input.Touch.pointCount; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.currentTouchState[i] = 0; +} diff --git a/src/platforms/rcore_drm.c b/src/platforms/rcore_drm.c index b15df2dea..a399092ad 100644 --- a/src/platforms/rcore_drm.c +++ b/src/platforms/rcore_drm.c @@ -245,6 +245,7 @@ static void RestoreKeyboard(void); // Restore keyboard system static void ProcessKeyboard(void); // Process keyboard events #endif +// Input management functions static void InitEvdevInput(void); // Initialize evdev inputs static void ConfigureEvdevDevice(char *device); // Identifies a input device and configures it for use if appropriate static void PollKeyboardEvents(void); // Process evdev keyboard events @@ -703,7 +704,7 @@ void SwapScreenBuffer() if (!crtcSet || !platform.gbmSurface) return; static int loopCnt = 0; - static int errCnt[5] = {0}; + static int errCnt[5] = { 0 }; loopCnt++; // Call this only, if pendingFlip is not set diff --git a/src/platforms/rcore_web.c b/src/platforms/rcore_web.c index a32f9c59a..c8fe0cfe7 100644 --- a/src/platforms/rcore_web.c +++ b/src/platforms/rcore_web.c @@ -1495,8 +1495,8 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1 // to work properly with our implementation (IsKeyDown/IsKeyUp checks) if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0; - else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1; - else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1; + else if (action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1; + else if (action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1; // Check if there is space available in the key queue if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS)) @@ -1722,8 +1722,7 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent } #if defined(SUPPORT_GESTURES_SYSTEM) - GestureEvent gestureEvent = {0}; - + GestureEvent gestureEvent = { 0 }; gestureEvent.pointCount = CORE.Input.Touch.pointCount; // Register touch actions @@ -1852,7 +1851,7 @@ static EM_BOOL EmscriptenVisibilityChangeCallback(int eventType, const Emscripte //------------------------------------------------------------------------------------------------------- // JS: Get the canvas id provided by the module configuration -EM_JS(char*, GetCanvasIdJs, (), { +EM_JS(char *, GetCanvasIdJs, (), { var canvasId = "#" + Module.canvas.id; var lengthBytes = lengthBytesUTF8(canvasId) + 1; var stringOnWasmHeap = _malloc(lengthBytes); diff --git a/src/raudio.c b/src/raudio.c index c883132d9..798c062e9 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -454,6 +454,7 @@ void UntrackAudioBuffer(AudioBuffer *buffer); //---------------------------------------------------------------------------------- // Module Functions Definition - Audio Device initialization and Closing //---------------------------------------------------------------------------------- + // Initialize audio device void InitAudioDevice(void) { diff --git a/src/raylib.h b/src/raylib.h index 41bc1926e..642f9318c 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1110,45 +1110,51 @@ RLAPI void MemFree(void *ptr); // Internal me // Set custom callbacks // WARNING: Callbacks setup is intended for advanced users -RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log -RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader -RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver -RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader -RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver +RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log +RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader +RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver +RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader +RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver // Files management functions RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read) -RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() +RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success -RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string -RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() -RLAPI bool SaveFileText(const char *fileName, const char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success +RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string +RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() +RLAPI bool SaveFileText(const char *fileName, const char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success //------------------------------------------------------------------ // File system functions -RLAPI bool FileExists(const char *fileName); // Check if file exists -RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists -RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (recommended include point: .png, .wav) -RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) -RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') -RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string -RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) -RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) -RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) -RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) -RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) -RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success -RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success -RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory -RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS -RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths +RLAPI int FileRename(const char *fileName, const char *fileRename); // Rename file (if exists) +RLAPI int FileRemove(const char *fileName); // Remove file (if exists) +RLAPI int FileCopy(const char *srcPath, const char *dstPath); // Copy file from one path to another, dstPath created if it doesn't exist +RLAPI int FileMove(const char *srcPath, const char *dstPath); // Move file from one directory to another, dstPath created if it doesn't exist +RLAPI int FileTextReplace(const char *fileName, const char *search, const char *replacement); // Replace text in an existing file +RLAPI int FileTextFindIndex(const char *fileName, const char *search); // Find text in existing file +RLAPI bool FileExists(const char *fileName); // Check if file exists +RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists +RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (recommended include point: .png, .wav) +RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) +RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) +RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') +RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string +RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) +RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) +RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) +RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) +RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) +RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success +RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success +RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory +RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS +RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result -RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths -RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window -RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths -RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths -RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) +RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths +RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window +RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths +RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths // Compression/Encoding functionality RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() @@ -1504,21 +1510,24 @@ RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) // Text strings management functions (no UTF-8 strings, only byte chars) -// WARNING 1: Most of these functions use internal static buffers, it's recommended to store returned data on user-side for re-use +// WARNING 1: Most of these functions use internal static buffers[], it's recommended to store returned data on user-side for re-use // WARNING 2: Some strings allocate memory internally for the returned strings, those strings must be free by user using MemFree() RLAPI char **LoadTextLines(const char *text, int *count); // Load text as separate lines ('\n') -RLAPI void UnloadTextLines(char **text); // Unload text lines +RLAPI void UnloadTextLines(char **text, int lineCount); // Unload text lines RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string -RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) +RLAPI const char *TextRemoveSpaces(const char *text); // Remove text spaces, concat words +RLAPI char *GetTextBetween(const char *text, const char *begin, const char *end); // Get text between two strings +RLAPI char *TextReplace(const char *text, const char *search, const char *replacement); // Replace text string (WARNING: memory must be freed!) +RLAPI char *TextReplaceBetween(const char *text, const char *begin, const char *end, const char *replacement); // Replace text between two specific strings (WARNING: memory must be freed!) RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) RLAPI char *TextJoin(char **textList, int count, const char *delimiter); // Join text strings with delimiter RLAPI char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings, using MAX_TEXTSPLIT_COUNT static strings -RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! -RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string, -1 if not found +RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor +RLAPI int TextFindIndex(const char *text, const char *search); // Find first text occurrence within a string, -1 if not found RLAPI char *TextToUpper(const char *text); // Get upper case version of provided string RLAPI char *TextToLower(const char *text); // Get lower case version of provided string RLAPI char *TextToPascal(const char *text); // Get Pascal case notation version of provided string diff --git a/src/rcore.c b/src/rcore.c index d1b1a8219..7a17d7f6f 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -1927,6 +1927,115 @@ void SetConfigFlags(unsigned int flags) // Module Functions Definition: File system //---------------------------------------------------------------------------------- +// Rename file (if exists) +// NOTE: Only rename file name required, not full path +int FileRename(const char *fileName, const char *fileRename) +{ + int result = 0; + + if (FileExists(fileName)) + { + result = rename(fileName, fileRename); + } + else result = -1; + + return result; +} + +// Remove file (if exists) +int FileRemove(const char *fileName) +{ + int result = 0; + + if (FileExists(fileName)) + { + result = remove(fileName); + } + else result = -1; + + return result; +} + +// Copy file from one path to another +// NOTE: If destination path does not exist, it is created! +int FileCopy(const char *srcPath, const char *dstPath) +{ + int result = 0; + int srcDataSize = 0; + unsigned char *srcFileData = LoadFileData(srcPath, &srcDataSize); + + // Create required paths if they do not exist + if (!DirectoryExists(GetDirectoryPath(dstPath))) + result = MakeDirectory(GetDirectoryPath(dstPath)); + + if (result == 0) // Directory created successfully (or already exists) + { + if ((srcFileData != NULL) && (srcDataSize > 0)) + result = SaveFileData(dstPath, srcFileData, srcDataSize); + } + + UnloadFileData(srcFileData); + + return result; +} + +// Move file from one directory to another +// NOTE: If dst directories do not exists they are created +int FileMove(const char *srcPath, const char *dstPath) +{ + int result = 0; + + if (FileExists(srcPath)) + { + FileCopy(srcPath, dstPath); + FileRemove(srcPath); + } + else result = -1; + + return result; +} + +// Replace text in an existing file +// WARNING: DEPENDENCY: [rtext] module +int FileTextReplace(const char *fileName, const char *search, const char *replacement) +{ + int result = 0; + char *fileText = NULL; + char *fileTextUpdated = { 0 }; + +#if defined(SUPPORT_MODULE_RTEXT) + if (FileExists(fileName)) + { + fileText = LoadFileText(fileName); + fileTextUpdated = TextReplace(fileText, search, replacement); + result = SaveFileText(fileName, fileTextUpdated); + MemFree(fileTextUpdated); + UnloadFileText(fileText); + } +#else + TRACELOG(LOG_WARNING, "FILE: File text replace requires [rtext] module"); +#endif + + return result; +} + +// Find text index position in existing file +// WARNING: DEPENDENCY: [rtext] module +int FileTextFindIndex(const char *fileName, const char *search) +{ + int result = -1; + + if (FileExists(fileName)) + { + char *fileText = LoadFileText(fileName); + char *ptr = strstr(fileText, search); + if (ptr != NULL) result = (int)(ptr - fileText); + UnloadFileText(fileText); + } + + return result; +} + // Check if the file exists bool FileExists(const char *fileName) { @@ -2054,6 +2163,21 @@ int GetFileLength(const char *fileName) return size; } +// Get file modification time (last write time) +long GetFileModTime(const char *fileName) +{ + struct stat result = { 0 }; + long modTime = 0; + + if (stat(fileName, &result) == 0) + { + time_t mod = result.st_mtime; + modTime = (long)mod; + } + + return modTime; +} + // Get pointer to extension for a filename string (includes the dot: .png) // WARNING: We just get the ptr but not the extension as a separate string const char *GetFileExtension(const char *fileName) @@ -2318,8 +2442,8 @@ FilePathList LoadDirectoryFiles(const char *dirPath) // Memory allocation for dirFileCount files.capacity = fileCounter; - files.paths = (char **)RL_MALLOC(files.capacity*sizeof(char *)); - for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_MALLOC(MAX_FILEPATH_LENGTH*sizeof(char)); + files.paths = (char **)RL_CALLOC(files.capacity, sizeof(char *)); + for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); closedir(dir); @@ -2367,7 +2491,7 @@ void UnloadDirectoryFiles(FilePathList files) // Create directories (including full path requested), returns 0 on success int MakeDirectory(const char *dirPath) { - if ((dirPath == NULL) || (dirPath[0] == '\0')) return 1; // Path is not valid + if ((dirPath == NULL) || (dirPath[0] == '\0')) return -1; // Path is not valid if (DirectoryExists(dirPath)) return 0; // Path already exists (is valid) // Copy path string to avoid modifying original @@ -2392,8 +2516,11 @@ int MakeDirectory(const char *dirPath) // Create final directory if (!DirectoryExists(pathcpy)) MKDIR(pathcpy); - RL_FREE(pathcpy); + + // In case something failed and requested directory + // was not successfully created, return -1 + if (!DirectoryExists(dirPath)) return -1; return 0; } @@ -2513,22 +2640,6 @@ void UnloadDroppedFiles(FilePathList files) } } -// Get file modification time (last write time) -long GetFileModTime(const char *fileName) -{ - struct stat result = { 0 }; - long modTime = 0; - - if (stat(fileName, &result) == 0) - { - time_t mod = result.st_mtime; - - modTime = (long)mod; - } - - return modTime; -} - //---------------------------------------------------------------------------------- // Module Functions Definition: Compression and Encoding //---------------------------------------------------------------------------------- @@ -2563,19 +2674,19 @@ unsigned char *DecompressData(const unsigned char *compData, int compDataSize, i #if defined(SUPPORT_COMPRESSION_API) // Decompress data from a valid DEFLATE stream unsigned char *data0 = (unsigned char *)RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1); - int length = sinflate(data, MAX_DECOMPRESSION_SIZE*1024*1024, compData, compDataSize); + int size = sinflate(data0, MAX_DECOMPRESSION_SIZE*1024*1024, compData, compDataSize); - // WARNING: RL_REALLOC can make (and leave) data copies in memory, + // WARNING: RL_REALLOC can make (and leave) data copies in memory, // that can be a security concern in case of compression of sensitive data // So, we use a second buffer to copy data manually, wiping original buffer memory - data = (unsigned char *)RL_CALLOC(length, 1); - memcpy(data, data0, length); + data = (unsigned char *)RL_CALLOC(size, 1); + memcpy(data, data0, size); memset(data0, 0, MAX_DECOMPRESSION_SIZE*1024*1024); // Wipe memory, is memset() safe? RL_FREE(data0); - - TRACELOG(LOG_INFO, "SYSTEM: Decompress data: Comp. size: %i -> Original size: %i", compDataSize, length); - *dataSize = length; + TRACELOG(LOG_INFO, "SYSTEM: Decompress data: Comp. size: %i -> Original size: %i", compDataSize, size); + + *dataSize = size; #endif return data; @@ -2671,13 +2782,25 @@ unsigned char *DecodeDataBase64(const char *text, int *outputSize) for (int i = 0; i < dataSize;) { // Every 4 sixtets must generate 3 octets + if ((i + 2) >= dataSize) + { + TRACELOG(LOG_WARNING, "BASE64: Decoding error: Input data size is not valid"); + break; + } + unsigned int sixtetA = base64DecodeTable[(unsigned char)text[i]]; unsigned int sixtetB = base64DecodeTable[(unsigned char)text[i + 1]]; - unsigned int sixtetC = ((unsigned char)text[i + 2] != '=')? base64DecodeTable[(unsigned char)text[i + 2]] : 0; - unsigned int sixtetD = ((unsigned char)text[i + 3] != '=')? base64DecodeTable[(unsigned char)text[i + 3]] : 0; + unsigned int sixtetC = (((i + 2) < dataSize) && (unsigned char)text[i + 2] != '=')? base64DecodeTable[(unsigned char)text[i + 2]] : 0; + unsigned int sixtetD = (((i + 3) < dataSize) && (unsigned char)text[i + 3] != '=')? base64DecodeTable[(unsigned char)text[i + 3]] : 0; unsigned int octetPack = (sixtetA << 18) | (sixtetB << 12) | (sixtetC << 6) | sixtetD; + if ((outputCount + 3) > maxOutputSize) + { + TRACELOG(LOG_WARNING, "BASE64: Decoding error: Output data size is too small"); + break; + } + decodedData[outputCount + 0] = (octetPack >> 16) & 0xff; decodedData[outputCount + 1] = (octetPack >> 8) & 0xff; decodedData[outputCount + 2] = octetPack & 0xff; @@ -2891,7 +3014,7 @@ unsigned int *ComputeSHA1(unsigned char *data, int dataSize) for (int offset = 0; offset < newDataSize; offset += (512/8)) { // Break chunk into sixteen 32-bit words w[j], 0 <= j <= 15 - unsigned int w[80] = {0}; + unsigned int w[80] = { 0 }; for (int i = 0; i < 16; i++) { w[i] = (msg[offset + (i*4) + 0] << 24) | @@ -3006,7 +3129,7 @@ AutomationEventList LoadAutomationEventList(const char *fileName) char *result = fgets(buffer, 256, raeFile); if (result != buffer) TRACELOG(LOG_WARNING, "AUTOMATION: [%s] Issue reading line to buffer", fileName); - + while (!feof(raeFile)) { switch (buffer[0]) diff --git a/src/rlgl.h b/src/rlgl.h index 884110c56..e58302ceb 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -870,6 +870,7 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad #elif defined(GRAPHICS_API_OPENGL_ES2) // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms, // in that case, functions are loaded from a custom glad for OpenGL ES 2.0 + // TODO: OpenGL ES 2.0 support shouldn't be platform-dependant, neither require GLAD #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL) #define GLAD_GLES2_IMPLEMENTATION #include "external/glad_gles2.h" @@ -889,7 +890,7 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad #endif #endif -#include // Required for: malloc(), free() +#include // Required for: calloc(), free() #include // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] #include // Required for: sqrtf(), sinf(), cosf(), floor(), log() @@ -2429,7 +2430,7 @@ void rlLoadExtensions(void *loader) // Get supported extensions list GLint numExt = 0; - const char **extList = (const char **)RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB) + const char **extList = (const char **)RL_CALLOC(512, sizeof(const char *)); // Allocate 512 strings pointers (2 KB) const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string // NOTE: We have to duplicate string because glGetString() returns a const string @@ -2473,7 +2474,7 @@ void rlLoadExtensions(void *loader) } // Check instanced rendering support - if (strstr(extList[i], (const char*)"instanced_arrays") != NULL) // Broad check for instanced_arrays + if (strstr(extList[i], (const char *)"instanced_arrays") != NULL) // Broad check for instanced_arrays { // Specific check if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // ANGLE @@ -2506,7 +2507,7 @@ void rlLoadExtensions(void *loader) glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT"); glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT"); } - else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0) + else if (strcmp(extList[i], (const char *)"GL_NV_draw_instanced") == 0) { glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV"); glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV"); @@ -2741,21 +2742,21 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) //-------------------------------------------------------------------------------------------- - batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer)); + batch.vertexBuffer = (rlVertexBuffer *)RL_CALLOC(numBuffers, sizeof(rlVertexBuffer)); for (int i = 0; i < numBuffers; i++) { batch.vertexBuffer[i].elementCount = bufferElements; - batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad - batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad - batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad - batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad + batch.vertexBuffer[i].vertices = (float *)RL_CALLOC(bufferElements*3*4, sizeof(float)); // 3 float by vertex, 4 vertex by quad + batch.vertexBuffer[i].texcoords = (float *)RL_CALLOC(bufferElements*2*4, sizeof(float)); // 2 float by texcoord, 4 texcoord by quad + batch.vertexBuffer[i].normals = (float *)RL_CALLOC(bufferElements*3*4, sizeof(float)); // 3 float by vertex, 4 vertex by quad + batch.vertexBuffer[i].colors = (unsigned char *)RL_CALLOC(bufferElements*4*4, sizeof(unsigned char)); // 4 float by color, 4 colors by quad #if defined(GRAPHICS_API_OPENGL_33) - batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices) + batch.vertexBuffer[i].indices = (unsigned int *)RL_CALLOC(bufferElements*6, sizeof(unsigned int)); // 6 int by quad (indices) #endif #if defined(GRAPHICS_API_OPENGL_ES2) - batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices) + batch.vertexBuffer[i].indices = (unsigned short *)RL_CALLOC(bufferElements*6, sizeof(unsigned short)); // 6 int by quad (indices) #endif for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f; @@ -2843,7 +2844,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) // Init draw calls tracking system //-------------------------------------------------------------------------------------------- - batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall)); + batch.draws = (rlDrawCall *)RL_CALLOC(RL_DEFAULT_BATCH_DRAWCALLS, sizeof(rlDrawCall)); for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) { @@ -3649,7 +3650,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format) if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) { - pixels = RL_MALLOC(size); + pixels = RL_CALLOC(size, 1); glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); } else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format); @@ -3674,7 +3675,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format - pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)); + pixels = RL_CALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8), 1); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glBindFramebuffer(GL_FRAMEBUFFER, 0); diff --git a/src/rmodels.c b/src/rmodels.c index 3ac416847..128d5303b 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -1432,7 +1432,8 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) else rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices); rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords); - if (mesh.normals) rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.animNormals); + + if (mesh.animNormals) rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.animNormals); else rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals); rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors); @@ -3864,7 +3865,7 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float sca { Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height }; - DrawBillboardRec(camera, texture, source, position, (Vector2) { scale*fabsf((float)source.width/source.height), scale }, tint); + DrawBillboardRec(camera, texture, source, position, (Vector2){ scale*fabsf((float)source.width/source.height), scale }, tint); } // Draw a billboard (part of a texture defined by a rectangle) @@ -5535,7 +5536,7 @@ static Model LoadGLTF(const char *fileName) cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; // WARNING: SPECS: POSITION accessor MUST have its min and max properties defined - + if (model.meshes[meshIndex].vertices != NULL) TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data already loaded", fileName); else { @@ -5881,7 +5882,7 @@ static Model LoadGLTF(const char *fileName) }; MatrixDecompose(worldMatrix, &(model.bindPose[i].translation), &(model.bindPose[i].rotation), &(model.bindPose[i].scale)); } - + if (data->skins_count > 1) TRACELOG(LOG_WARNING, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count); } @@ -6577,7 +6578,7 @@ static Model LoadM3D(const char *fileName) if (k + 1 >= model.meshCount) { model.meshCount++; - + // Create a second buffer for mesh re-allocation Mesh *tempMeshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); memcpy(tempMeshes, model.meshes, (model.meshCount - 1)*sizeof(Mesh)); diff --git a/src/rtext.c b/src/rtext.c index c6078d7cb..edfe33c8b 100644 --- a/src/rtext.c +++ b/src/rtext.c @@ -760,7 +760,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz // NOTE: For optimum results, bitmap font should be generated at base pixel size for (int p = 0; p < cpWidth*cpHeight; p++) { - if (((unsigned char *)glyphs[k].image.data)[p] < FONT_BITMAP_ALPHA_THRESHOLD) + if (((unsigned char *)glyphs[k].image.data)[p] < FONT_BITMAP_ALPHA_THRESHOLD) ((unsigned char *)glyphs[k].image.data)[p] = 0; else ((unsigned char *)glyphs[k].image.data)[p] = 255; } @@ -774,7 +774,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz // WARNING: Glyph not found on font, optionally use a fallback glyph } } - + if (glyphCounter < codepointCount) TRACELOG(LOG_WARNING, "FONT: Requested codepoints glyphs found: [%i/%i]", k, codepointCount); } else TRACELOG(LOG_WARNING, "FONT: Failed to process TTF font data"); @@ -1448,36 +1448,39 @@ Rectangle GetGlyphAtlasRec(Font font, int codepoint) // Text strings management functions //---------------------------------------------------------------------------------- // Load text as separate lines ('\n') -// WARNING: There is a limit set for number of lines and line-size +// NOTE: Returned lines end with null terminator '\0' char **LoadTextLines(const char *text, int *count) { - #define MAX_TEXTLINES_COUNT 512 - #define MAX_TEXTLINES_LINE_LEN 512 + int lineCount = 1; + int textSize = strlen(text); - char **lines = (char **)RL_CALLOC(MAX_TEXTLINES_COUNT, sizeof(char *)); - for (int i = 0; i < MAX_TEXTLINES_COUNT; i++) lines[i] = (char *)RL_CALLOC(MAX_TEXTLINES_LINE_LEN, 1); - int textSize = (int)strlen(text); - int k = 0; - - for (int i = 0, len = 0; (i < textSize) && (k < MAX_TEXTLINES_COUNT); i++) + // Text pass to get required line count + for (int i = 0; i < textSize; i++) { - if ((text[i] == '\n') || (len == (MAX_TEXTLINES_LINE_LEN - 1))) - { - strncpy(lines[k], &text[i - len], len); - len = 0; - k++; - } - else len++; + if (text[i] == '\n') lineCount++; } - *count += k; + char **lines = (char **)RL_CALLOC(lineCount, sizeof(char *)); + for (int i = 0, l = 0, lineLen = 0; i <= textSize; i++) + { + if ((text[i] == '\n') || (text[i] == '\0')) + { + lines[l] = (char *)RL_CALLOC(lineLen + 1, 1); + strncpy(lines[l], &text[i - lineLen], lineLen); + lineLen = 0; + l++; + } + else lineLen++; + } + + *count = lineCount; return lines; } // Unload text lines -void UnloadTextLines(char **lines) +void UnloadTextLines(char **lines, int lineCount) { - for (int i = 0; i < MAX_TEXTLINES_COUNT; i++) RL_FREE(lines[i]); + for (int i = 0; i < lineCount; i++) RL_FREE(lines[i]); RL_FREE(lines); } @@ -1646,34 +1649,79 @@ const char *TextSubtext(const char *text, int position, int length) return buffer; } +// Remove text spaces, concat words +const char *TextRemoveSpaces(const char *text) +{ + static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 }; + memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); + + if (text != NULL) + { + // Avoid copying the ' ' characters + for (int i = 0, j = 0; (i < MAX_TEXT_BUFFER_LENGTH - 1) && (text[j] != '\0'); i++) + { + if (text[i] != ' ') { buffer[j] = text[i]; j++; } + } + } + + return buffer; +} + +// Get text between two strings +char *GetTextBetween(const char *text, const char *begin, const char *end) +{ + #define MAX_TEXT_BETWEEN_SIZE 1024 + + static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 }; + memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); + + int beginIndex = TextFindIndex(text, begin); + + if (beginIndex > -1) + { + int beginLen = strlen(begin); + int endIndex = TextFindIndex(text + beginIndex + beginLen, end); + + if (endIndex > -1) + { + endIndex += (beginIndex + beginLen); + int len = (endIndex - beginIndex - beginLen); + if (len < (MAX_TEXT_BETWEEN_SIZE - 1)) strncpy(buffer, text + beginIndex + beginLen, len); + else strncpy(buffer, text + beginIndex + beginLen, MAX_TEXT_BETWEEN_SIZE - 1); + } + } + + return buffer; +} + // Replace text string // REQUIRES: strstr(), strncpy(), strcpy() +// TODO: If (replacement == NULL) remove "search" text // WARNING: Allocated memory must be manually freed -char *TextReplace(const char *text, const char *replace, const char *by) +char *TextReplace(const char *text, const char *search, const char *replacement) { - // Sanity checks and initialization - if (!text || !replace || !by) return NULL; - char *result = NULL; - + + if (!text || !search) return NULL; // Sanity check + char *insertPoint = NULL; // Next insert point char *temp = NULL; // Temp pointer - int replaceLen = 0; // Replace string length of (the string to remove) - int byLen = 0; // Replacement length (the string to replace by) - int lastReplacePos = 0; // Distance between replace and end of last replace + int searchLen = 0; // Search string length of (the string to remove) + int replaceLen = 0; // Replacement length (the string to replace by) + int lastReplacePos = 0; // Distance between next search and end of last replace int count = 0; // Number of replacements - replaceLen = TextLength(replace); - if (replaceLen == 0) return NULL; // Empty replace causes infinite loop during count + searchLen = TextLength(search); + if (searchLen == 0) return NULL; // Empty search causes infinite loop during count - byLen = TextLength(by); + replaceLen = TextLength(replacement); // Count the number of replacements needed insertPoint = (char *)text; - for (count = 0; (temp = strstr(insertPoint, replace)); count++) insertPoint = temp + replaceLen; + for (count = 0; (temp = strstr(insertPoint, search)); count++) insertPoint = temp + searchLen; // Allocate returning string and point temp to it - temp = result = (char *)RL_MALLOC(TextLength(text) + (byLen - replaceLen)*count + 1); + temp = result = (char *)RL_MALLOC(TextLength(text) + (replaceLen - searchLen)*count + 1); if (!result) return NULL; // Memory could not be allocated @@ -1683,11 +1731,11 @@ char *TextReplace(const char *text, const char *replace, const char *by) // - 'text' points to the remainder of text after "end of replace" while (count--) { - insertPoint = strstr(text, replace); + insertPoint = strstr(text, search); lastReplacePos = (int)(insertPoint - text); temp = strncpy(temp, text, lastReplacePos) + lastReplacePos; - temp = strcpy(temp, by) + byLen; - text += lastReplacePos + replaceLen; // Move to next "end of replace" + temp = strcpy(temp, replacement) + replaceLen; + text += lastReplacePos + searchLen; // Move to next "end of replace" } // Copy remaind text part after replacement to result (pointed by moving temp) @@ -1696,6 +1744,41 @@ char *TextReplace(const char *text, const char *replace, const char *by) return result; } +// Replace text between two specific strings +// REQUIRES: strlen(), strncpy() +// NOTE: If (replacement == NULL) remove "begin"[ ]"end" text +// WARNING: Returned string must be freed by user +char *TextReplaceBetween(const char *text, const char *begin, const char *end, const char *replacement) +{ + char *result = NULL; + + if (!text || !begin || !end) return NULL; // Sanity check + + int beginIndex = TextFindIndex(text, begin); + + if (beginIndex > -1) + { + int beginLen = strlen(begin); + int endIndex = TextFindIndex(text + beginIndex + beginLen, end); + + if (endIndex > -1) + { + endIndex += (beginIndex + beginLen); + + int textLen = strlen(text); + int replaceLen = (replacement == NULL)? 0 : strlen(replacement); + int toreplaceLen = endIndex - beginIndex - beginLen; + result = (char *)RL_CALLOC(textLen + replaceLen - toreplaceLen + 1, sizeof(char)); + + strncpy(result, text, beginIndex + beginLen); // Copy first text part + if (replacement != NULL) strncpy(result + beginIndex + beginLen, replacement, replaceLen); // Copy replacement (if provided) + strncpy(result + beginIndex + beginLen + replaceLen, text + endIndex, textLen - endIndex); // Copy end text part + } + } + + return result; +} + // Insert text in a specific position, moves all text forward // WARNING: Allocated memory must be manually freed char *TextInsert(const char *text, const char *insert, int position) @@ -1758,11 +1841,11 @@ char **TextSplit(const char *text, char delimiter, int *count) // 1. Maximum number of possible split strings is set by MAX_TEXTSPLIT_COUNT // 2. Maximum size of text to split is MAX_TEXT_BUFFER_LENGTH - static char *result[MAX_TEXTSPLIT_COUNT] = { NULL }; - static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 }; + static char *buffers[MAX_TEXTSPLIT_COUNT] = { NULL }; // Pointers to buffer[] text data + static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 }; // Text data with '\0' separators memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); - result[0] = buffer; + buffers[0] = buffer; int counter = 0; if (text != NULL) @@ -1777,7 +1860,7 @@ char **TextSplit(const char *text, char delimiter, int *count) else if (buffer[i] == delimiter) { buffer[i] = '\0'; // Set an end of string at this point - result[counter] = buffer + i + 1; + buffers[counter] = buffer + i + 1; counter++; if (counter == MAX_TEXTSPLIT_COUNT) break; @@ -1786,7 +1869,7 @@ char **TextSplit(const char *text, char delimiter, int *count) } *count = counter; - return result; + return buffers; } // Append text at specific position and move cursor @@ -1800,11 +1883,11 @@ void TextAppend(char *text, const char *append, int *position) // Find first text occurrence within a string // REQUIRES: strstr() -int TextFindIndex(const char *text, const char *find) +int TextFindIndex(const char *text, const char *search) { int position = -1; - char *ptr = strstr(text, find); + char *ptr = strstr(text, search); if (ptr != NULL) position = (int)(ptr - text); @@ -1882,7 +1965,7 @@ char *TextToPascal(const char *text) // WARNING: Limited functionality, only basic characters set char *TextToSnake(const char *text) { - static char buffer[MAX_TEXT_BUFFER_LENGTH] = {0}; + static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 }; memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); if (text != NULL) @@ -1910,7 +1993,7 @@ char *TextToSnake(const char *text) // WARNING: Limited functionality, only basic characters set char *TextToCamel(const char *text) { - static char buffer[MAX_TEXT_BUFFER_LENGTH] = {0}; + static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 }; memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); if (text != NULL) diff --git a/src/rtextures.c b/src/rtextures.c index 18ee1af99..6366e4645 100644 --- a/src/rtextures.c +++ b/src/rtextures.c @@ -592,11 +592,10 @@ Image LoadImageFromTexture(Texture2D texture) // Load image from screen buffer and (screenshot) Image LoadImageFromScreen(void) { - Vector2 scale = GetWindowScaleDPI(); Image image = { 0 }; - image.width = (int)(GetScreenWidth()*scale.x); - image.height = (int)(GetScreenHeight()*scale.y); + image.width = (int)(GetRenderWidth()); + image.height = (int)(GetRenderHeight()); image.mipmaps = 1; image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; image.data = rlReadScreenPixels(image.width, image.height); @@ -702,7 +701,7 @@ bool ExportImage(Image image, const char *fileName) result = SaveFileData(fileName, image.data, GetPixelDataSize(image.width, image.height, image.format)); } else TRACELOG(LOG_WARNING, "IMAGE: Export image format requested not supported"); - + if (allocatedData) RL_FREE(imgData); #endif // SUPPORT_IMAGE_EXPORT diff --git a/src/shell.html b/src/shell.html index 9483c47fd..e6c80a39b 100644 --- a/src/shell.html +++ b/src/shell.html @@ -34,7 +34,7 @@