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) |
| ⭐☆☆☆ | 1.1 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_input_multitouch](core/core_input_multitouch.c) |
| ⭐☆☆☆ | 2.1 | 2.5 | [Berni](https://github.com/Berni8k) |
| [core_input_gestures](core/core_input_gestures.c) |
| ⭐⭐☆☆ | 1.4 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
-| [core_input_virtual_controls](core/core_input_virtual_controls.c) |
| ⭐⭐☆☆ | 5.0 | 5.0 | [oblerion](https://github.com/oblerion) |
+| [core_input_gestures_testbed](core/core_input_gestures_testbed.c) |
| ⭐⭐⭐☆ | 5.0 | 5.6-dev | [ubkp](https://github.com/ubkp) |
+| [core_input_virtual_controls](core/core_input_virtual_controls.c) |
| ⭐⭐☆☆ | 5.0 | 5.0 | [GreenSnakeLinux](https://github.com/GreenSnakeLinux) |
| [core_2d_camera](core/core_2d_camera.c) |
| ⭐⭐☆☆ | 1.5 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_2d_camera_mouse_zoom](core/core_2d_camera_mouse_zoom.c) |
| ⭐⭐☆☆ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
| [core_2d_camera_platformer](core/core_2d_camera_platformer.c) |
| ⭐⭐⭐☆ | 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) |
| ⭐⭐⭐☆ | 5.5 | 5.5 | [Agnis Aldins](https://github.com/nezvers) |
| [core_3d_picking](core/core_3d_picking.c) |
| ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_world_screen](core/core_world_screen.c) |
| ⭐⭐☆☆ | 1.3 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
-| [core_custom_logging](core/core_custom_logging.c) |
| ⭐⭐⭐☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) |
| [core_window_flags](core/core_window_flags.c) |
| ⭐⭐⭐☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_window_letterbox](core/core_window_letterbox.c) |
| ⭐⭐☆☆ | 2.5 | 4.0 | [Anata](https://github.com/anatagawa) |
| [core_window_should_close](core/core_window_should_close.c) |
| ⭐☆☆☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
+| [core_custom_logging](core/core_custom_logging.c) |
| ⭐⭐⭐☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) |
| [core_drop_files](core/core_drop_files.c) |
| ⭐⭐☆☆ | 1.3 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_random_values](core/core_random_values.c) |
| ⭐☆☆☆ | 1.1 | 1.1 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_storage_values](core/core_storage_values.c) |
| ⭐⭐☆☆ | 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) |
| ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) |
| ⭐⭐⭐☆ | 3.7 | 4.0 | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) |
| [core_random_sequence](core/core_random_sequence.c) |
| ⭐☆☆☆ | 5.0 | 5.0 | [Dalton Overmyer](https://github.com/REDl3east) |
-| [core_basic_window_web](core/core_basic_window_web.c) |
| ⭐☆☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
-| [core_input_gestures_web](core/core_input_gestures_web.c) |
| ⭐⭐☆☆ | 4.6 | 4.6 | [ubkp](https://github.com/ubkp) |
| [core_automation_events](core/core_automation_events.c) |
| ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
-| [core_high_dpi](core/core_high_dpi.c) |
| ⭐☆☆☆ | 5.0 | 5.0 | [Jonathan Marler](https://github.com/marler8997) |
+| [core_high_dpi](core/core_high_dpi.c) |
| ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
+| [core_render_texture](core/core_render_texture.c) |
| ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
+| [core_undo_redo](core/core_undo_redo.c) |
| ⭐⭐⭐☆ | 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) |
| ⭐☆☆☆ | 1.7 | 1.7 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_collision_area](shapes/shapes_collision_area.c) |
| ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_following_eyes](shapes/shapes_following_eyes.c) |
| ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
-| [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) |
| ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
-| [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) |
| ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
-| [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) |
| ⭐⭐⭐☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
-| [shapes_draw_ring](shapes/shapes_draw_ring.c) |
| ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
-| [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) |
| ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
-| [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) |
| ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
+| [shapes_easings_ball](shapes/shapes_easings_ball.c) |
| ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
+| [shapes_easings_box](shapes/shapes_easings_box.c) |
| ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
+| [shapes_easings_rectangles](shapes/shapes_easings_rectangles.c) |
| ⭐⭐⭐☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
+| [shapes_ring_drawing](shapes/shapes_ring_drawing.c) |
| ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
+| [shapes_circle_sector_drawing](shapes/shapes_circle_sector_drawing.c) |
| ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
+| [shapes_rounded_rectangle_drawing](shapes/shapes_rounded_rectangle_drawing.c) |
| ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_top_down_lights](shapes/shapes_top_down_lights.c) |
| ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
| [shapes_rectangle_advanced](shapes/shapes_rectangle_advanced.c) |
| ⭐⭐⭐⭐️ | 5.5 | 5.5 | [Everton Jr.](https://github.com/evertonse) |
| [shapes_splines_drawing](shapes/shapes_splines_drawing.c) |
| ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
-| [shapes_digital_clock](shapes/shapes_digital_clock.c) |
| ⭐⭐☆☆ | 5.5 | 5.5 | [Hamza RAHAL](https://github.com/rhmz-rhl) |
+| [shapes_digital_clock](shapes/shapes_digital_clock.c) |
| ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
| [shapes_double_pendulum](shapes/shapes_double_pendulum.c) |
| ⭐⭐☆☆ | 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) |
| ⭐☆☆☆ | 1.7 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_npatch_drawing](textures/textures_npatch_drawing.c) |
| ⭐⭐⭐☆ | 2.0 | 2.5 | [Jorge A. Gomes](https://github.com/overdev) |
| [textures_background_scrolling](textures/textures_background_scrolling.c) |
| ⭐☆☆☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
-| [textures_sprite_anim](textures/textures_sprite_anim.c) |
| ⭐⭐☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
+| [textures_sprite_animation](textures/textures_sprite_animation.c) |
| ⭐⭐☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_sprite_button](textures/textures_sprite_button.c) |
| ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_sprite_explosion](textures/textures_sprite_explosion.c) |
| ⭐⭐☆☆ | 2.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_bunnymark](textures/textures_bunnymark.c) |
| ⭐⭐⭐☆ | 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) |
| ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_gif_player](textures/textures_gif_player.c) |
| ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_image_kernel](textures/textures_image_kernel.c) |
| ⭐⭐⭐⭐️ | 1.3 | 1.3 | [Karim Salem](https://github.com/kimo-s) |
-| [textures_image_channel](textures/textures_image_channel.c) |
| ⭐⭐☆☆ | 5.1 | 5.1 | [Bruno Cabral](https://github.com/brccabral) |
+| [textures_image_channel](textures/textures_image_channel.c) |
| ⭐⭐☆☆ | 5.5 | 5.5 | [Bruno Cabral](https://github.com/brccabral) |
| [textures_image_rotate](textures/textures_image_rotate.c) |
| ⭐⭐☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_textured_curve](textures/textures_textured_curve.c) |
| ⭐⭐⭐☆ | 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) |
| ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Vlad Adrian](https://github.com/demizdor) |
| [text_3d_drawing](text/text_3d_drawing.c) |
| ⭐⭐⭐⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
| [text_codepoints_loading](text/text_codepoints_loading.c) |
| ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
+| [text_inline_styling](text/text_inline_styling.c) |
| ⭐⭐⭐☆ | 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) |
| ⭐⭐☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) |
-| [models_billboard](models/models_billboard.c) |
| ⭐⭐⭐☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
+| [models_animation_playing](models/models_animation_playing.c) |
| ⭐⭐☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) |
+| [models_billboard_rendering](models/models_billboard_rendering.c) |
| ⭐⭐⭐☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_box_collisions](models/models_box_collisions.c) |
| ⭐☆☆☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
-| [models_cubicmap](models/models_cubicmap.c) |
| ⭐⭐☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
+| [models_cubicmap_rendering](models/models_cubicmap_rendering.c) |
| ⭐⭐☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_first_person_maze](models/models_first_person_maze.c) |
| ⭐⭐☆☆ | 2.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_geometric_shapes](models/models_geometric_shapes.c) |
| ⭐☆☆☆ | 1.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_mesh_generation](models/models_mesh_generation.c) |
| ⭐⭐☆☆ | 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) |
| ⭐☆☆☆ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_loading_gltf](models/models_loading_gltf.c) |
| ⭐☆☆☆ | 3.7 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_loading_vox](models/models_loading_vox.c) |
| ⭐☆☆☆ | 4.0 | 4.0 | [Johann Nadalutti](https://github.com/procfxgen) |
-| [models_loading_m3d](models/models_loading_m3d.c) |
| ⭐⭐☆☆ | 4.5 | 4.5 | [bzt](https://github.com/model3d) |
+| [models_loading_m3d](models/models_loading_m3d.c) |
| ⭐⭐☆☆ | 4.5 | 4.5 | [bzt](https://github.com/bztsrc) |
| [models_orthographic_projection](models/models_orthographic_projection.c) |
| ⭐☆☆☆ | 2.0 | 3.7 | [Max Danielsson](https://github.com/autious) |
| [models_point_rendering](models/models_point_rendering.c) |
| ⭐⭐⭐☆ | 5.0 | 5.0 | [Reese Gallagher](https://github.com/satchelfrost) |
| [models_rlgl_solar_system](models/models_rlgl_solar_system.c) |
| ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) |
| ⭐⭐☆☆ | 1.8 | 4.0 | [Berni](https://github.com/Berni8k) |
| [models_waving_cubes](models/models_waving_cubes.c) |
| ⭐⭐⭐☆ | 2.5 | 3.7 | [Codecat](https://github.com/codecat) |
-| [models_heightmap](models/models_heightmap.c) |
| ⭐☆☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
+| [models_heightmap_rendering](models/models_heightmap_rendering.c) |
| ⭐☆☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_skybox_rendering](models/models_skybox_rendering.c) |
| ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
-| [models_draw_cube_texture](models/models_draw_cube_texture.c) |
| ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) |
-| [models_gpu_skinning](models/models_gpu_skinning.c) |
| ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
+| [models_textured_cube](models/models_textured_cube.c) |
| ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) |
+| [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) |
| ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
| [models_bone_socket](models/models_bone_socket.c) |
| ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
-| [models_tesseract_view](models/models_tesseract_view.c) |
| ⭐⭐☆☆ | 5.6 | 5.6 | [Timothy van der Valk](https://github.com/arceryz) |
+| [models_tesseract_view](models/models_tesseract_view.c) |
| ⭐⭐☆☆ | 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) |
| ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_postprocessing](shaders/shaders_postprocessing.c) |
| ⭐⭐⭐☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_palette_switch](shaders/shaders_palette_switch.c) |
| ⭐⭐⭐☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) |
-| [shaders_raymarching](shaders/shaders_raymarching.c) |
| ⭐⭐⭐⭐️ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
-| [shaders_texture_drawing](shaders/shaders_texture_drawing.c) |
| ⭐⭐☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/ciessielski) |
-| [shaders_texture_outline](shaders/shaders_texture_outline.c) |
| ⭐⭐⭐☆ | 4.0 | 4.0 | [Samuel Skiff](https://github.com/GoldenThumbs) |
+| [shaders_raymarching_rendering](shaders/shaders_raymarching_rendering.c) |
| ⭐⭐⭐⭐️ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
+| [shaders_texture_rendering](shaders/shaders_texture_rendering.c) |
| ⭐⭐☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/ciessielski) |
+| [shaders_texture_outline](shaders/shaders_texture_outline.c) |
| ⭐⭐⭐☆ | 4.0 | 4.0 | [Serenity Skiff](https://github.com/GoldenThumbs) |
| [shaders_texture_waves](shaders/shaders_texture_waves.c) |
| ⭐⭐☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
| [shaders_julia_set](shaders/shaders_julia_set.c) |
| ⭐⭐⭐☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) |
-| [shaders_eratosthenes](shaders/shaders_eratosthenes.c) |
| ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
-| [shaders_fog](shaders/shaders_fog.c) |
| ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
+| [shaders_eratosthenes_sieve](shaders/shaders_eratosthenes_sieve.c) |
| ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
+| [shaders_fog_rendering](shaders/shaders_fog_rendering.c) |
| ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
| [shaders_simple_mask](shaders/shaders_simple_mask.c) |
| ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
| [shaders_hot_reloading](shaders/shaders_hot_reloading.c) |
| ⭐⭐⭐☆ | 3.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) |
| ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
| [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) |
| ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
-| [shaders_normal_map](shaders/shaders_normal_map.c) |
| ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
-| [shaders_spotlight](shaders/shaders_spotlight.c) |
| ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
-| [shaders_deferred_render](shaders/shaders_deferred_render.c) |
| ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
-| [shaders_hybrid_render](shaders/shaders_hybrid_render.c) |
| ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
+| [shaders_normalmap_rendering](shaders/shaders_normalmap_rendering.c) |
| ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
+| [shaders_spotlight_rendering](shaders/shaders_spotlight_rendering.c) |
| ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
+| [shaders_deferred_rendering](shaders/shaders_deferred_rendering.c) |
| ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
+| [shaders_hybrid_rendering](shaders/shaders_hybrid_rendering.c) |
| ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
| [shaders_texture_tiling](shaders/shaders_texture_tiling.c) |
| ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
-| [shaders_shadowmap](shaders/shaders_shadowmap.c) |
| ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
+| [shaders_shadowmap_rendering](shaders/shaders_shadowmap_rendering.c) |
| ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
| [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) |
| ⭐⭐⭐☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) |
-| [shaders_write_depth](shaders/shaders_write_depth.c) |
| ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
-| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) |
| ⭐⭐⭐⭐️ | 5.0 | 5.1 | [Afan OLOVCIC](https://github.com/_DevDad) |
-| [shaders_lightmap](shaders/shaders_lightmap.c) |
| ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
+| [shaders_depth_writing](shaders/shaders_depth_writing.c) |
| ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
+| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) |
| ⭐⭐⭐⭐️ | 5.0 | 5.5 | [Afan OLOVCIC](https://github.com/_DevDad) |
+| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) |
| ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) |
| ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
-| [shaders_view_depth](shaders/shaders_view_depth.c) |
| ⭐⭐⭐☆ | 5.6 | 5.6 | [Luís Almeida](https://github.com/luis605) |
+| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) |
| ⭐⭐⭐☆ | 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) |
| ⭐☆☆☆ | 1.1 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [audio_mixed_processor](audio/audio_mixed_processor.c) |
| ⭐⭐⭐⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
| [audio_stream_effects](audio/audio_stream_effects.c) |
| ⭐⭐⭐⭐️ | 4.2 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
-| [audio_sound_multi](audio/audio_sound_multi.c) |
| ⭐⭐☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
+| [audio_sound_multi](audio/audio_sound_multi.c) |
| ⭐⭐☆☆ | 5.0 | 5.0 | [Jeffery Myers](https://github.com/JeffM2501) |
| [audio_sound_positioning](audio/audio_sound_positioning.c) |
| ⭐⭐☆☆ | 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) |
| ⭐⭐⭐☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
| [raylib_opengl_interop](others/raylib_opengl_interop.c) |
| ⭐⭐⭐⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
| [embedded_files_loading](others/embedded_files_loading.c) |
| ⭐⭐☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
-| [raymath_vector_angle](others/raymath_vector_angle.c) |
| ⭐⭐☆☆ | 1.0 | 4.6 | [Ramon Santamaria](https://github.com/raysan5) |
+| [raymath_vector_angle](others/raymath_vector_angle.c) |
| ⭐⭐☆☆ | 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 Santamaria";@raysan5
+core;core_input_keys;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
+core;core_input_mouse;★☆☆☆;1.0;5.5;2014;2025;"Ramon Santamaria";@raysan5
+core;core_input_mouse_wheel;★☆☆☆;1.1;1.3;2014;2025;"Ramon Santamaria";@raysan5
+core;core_input_gamepad;★☆☆☆;1.1;4.2;2013;2025;"Ramon Santamaria";@raysan5
+core;core_input_multitouch;★☆☆☆;2.1;2.5;2019;2025;"Berni";@Berni8k
+core;core_input_gestures;★★☆☆;1.4;4.2;2016;2025;"Ramon Santamaria";@raysan5
+core;core_input_gestures_testbed;★★★☆;5.0;5.6-dev;2023;2025;"ubkp";@ubkp
+core;core_input_virtual_controls;★★☆☆;5.0;5.0;2024;2025;"GreenSnakeLinux";@GreenSnakeLinux
+core;core_2d_camera;★★☆☆;1.5;3.0;2016;2025;"Ramon Santamaria";@raysan5
+core;core_2d_camera_mouse_zoom;★★☆☆;4.2;4.2;2022;2025;"Jeffery Myers";@JeffM2501
+core;core_2d_camera_platformer;★★★☆;2.5;3.0;2019;2025;"arvyy";@arvyy
+core;core_2d_camera_split_screen;★★★★;4.5;4.5;2023;2025;"Gabriel dos Santos Sanches";@gabrielssanches
+core;core_3d_camera_mode;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
+core;core_3d_camera_free;★☆☆☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
+core;core_3d_camera_first_person;★★☆☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
+core;core_3d_camera_split_screen;★★★☆;3.7;4.0;2021;2025;"Jeffery Myers";@JeffM2501
+core;core_3d_camera_fps;★★★☆;5.5;5.5;2025;2025;"Agnis Aldins";@nezvers
+core;core_3d_picking;★★☆☆;1.3;4.0;2015;2025;"Ramon Santamaria";@raysan5
+core;core_world_screen;★★☆☆;1.3;1.4;2015;2025;"Ramon Santamaria";@raysan5
+core;core_window_flags;★★★☆;3.5;3.5;2020;2025;"Ramon Santamaria";@raysan5
+core;core_window_letterbox;★★☆☆;2.5;4.0;2019;2025;"Anata";@anatagawa
+core;core_window_should_close;★☆☆☆;4.2;4.2;2013;2025;"Ramon Santamaria";@raysan5
+core;core_custom_logging;★★★☆;2.5;2.5;2018;2025;"Pablo Marcos Oltra";@pamarcos
+core;core_drop_files;★★☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
+core;core_random_values;★☆☆☆;1.1;1.1;2014;2025;"Ramon Santamaria";@raysan5
+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 @@
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+ {A61DAD9C-271C-4E95-81AA-DB4CD58564D4}
Win32Proj
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+ 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 @@
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+ {49C67F03-1A56-4F96-B278-39B66EC93678}
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+ core_render_texture
10.0
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+ core_render_texture
@@ -553,7 +553,7 @@
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diff --git a/projects/VS2022/examples/core_undo_redo.vcxproj b/projects/VS2022/examples/core_undo_redo.vcxproj
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\ No newline at end of file
diff --git a/projects/VS2022/examples/models_gpu_skinning.vcxproj b/projects/VS2022/examples/models_animation_gpu_skinning.vcxproj
similarity index 98%
rename from projects/VS2022/examples/models_gpu_skinning.vcxproj
rename to projects/VS2022/examples/models_animation_gpu_skinning.vcxproj
index 25b94488f..54cf73094 100644
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diff --git a/projects/VS2022/examples/models_animation.vcxproj b/projects/VS2022/examples/models_animation_playing.vcxproj
similarity index 98%
rename from projects/VS2022/examples/models_animation.vcxproj
rename to projects/VS2022/examples/models_animation_playing.vcxproj
index 5b9399265..292c45fb6 100644
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diff --git a/projects/VS2022/examples/models_billboard.vcxproj b/projects/VS2022/examples/models_billboard_rendering.vcxproj
similarity index 98%
rename from projects/VS2022/examples/models_billboard.vcxproj
rename to projects/VS2022/examples/models_billboard_rendering.vcxproj
index 7ee85637c..9f443bf63 100644
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diff --git a/projects/VS2022/examples/models_cubicmap.vcxproj b/projects/VS2022/examples/models_cubicmap_rendering.vcxproj
similarity index 98%
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diff --git a/projects/VS2022/examples/models_heightmap.vcxproj b/projects/VS2022/examples/models_heightmap_rendering.vcxproj
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index 84e267623..1e2436c1a 100644
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diff --git a/projects/VS2022/examples/shaders_deferred_render.vcxproj b/projects/VS2022/examples/shaders_deferred_rendering.vcxproj
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diff --git a/projects/VS2022/examples/shaders_view_depth.vcxproj b/projects/VS2022/examples/shaders_depth_rendering.vcxproj
similarity index 97%
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diff --git a/projects/VS2022/examples/shaders_eratosthenes.vcxproj b/projects/VS2022/examples/shaders_eratosthenes_sieve.vcxproj
similarity index 98%
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rename to projects/VS2022/examples/shaders_eratosthenes_sieve.vcxproj
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diff --git a/projects/VS2022/examples/shaders_fog.vcxproj b/projects/VS2022/examples/shaders_fog_rendering.vcxproj
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diff --git a/projects/VS2022/examples/shaders_hybrid_render.vcxproj b/projects/VS2022/examples/shaders_hybrid_rendering.vcxproj
similarity index 98%
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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}
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+ shaders_lightmap_rendering
10.0
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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}
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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
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diff --git a/projects/VS2022/examples/shaders_shadowmap.vcxproj b/projects/VS2022/examples/shaders_shadowmap_rendering.vcxproj
similarity index 98%
rename from projects/VS2022/examples/shaders_shadowmap.vcxproj
rename to projects/VS2022/examples/shaders_shadowmap_rendering.vcxproj
index 48dbcb3e5..f5a2e13b8 100644
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diff --git a/projects/VS2022/examples/shaders_spotlight.vcxproj b/projects/VS2022/examples/shaders_spotlight_rendering.vcxproj
similarity index 98%
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diff --git a/projects/VS2022/examples/shaders_texture_drawing.vcxproj b/projects/VS2022/examples/shaders_texture_rendering.vcxproj
similarity index 97%
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diff --git a/projects/VS2022/examples/shaders_write_depth.vcxproj b/projects/VS2022/examples/shaders_write_depth.vcxproj
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diff --git a/projects/VS2022/examples/shapes_draw_circle_sector.vcxproj b/projects/VS2022/examples/shapes_circle_sector_drawing.vcxproj
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diff --git a/projects/VS2022/examples/shapes_easings_ball_anim.vcxproj b/projects/VS2022/examples/shapes_easings_ball.vcxproj
similarity index 97%
rename from projects/VS2022/examples/shapes_easings_ball_anim.vcxproj
rename to projects/VS2022/examples/shapes_easings_ball.vcxproj
index 682d29c96..bd3b24e50 100644
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diff --git a/projects/VS2022/examples/shapes_easings_box_anim.vcxproj b/projects/VS2022/examples/shapes_easings_box.vcxproj
similarity index 97%
rename from projects/VS2022/examples/shapes_easings_box_anim.vcxproj
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diff --git a/projects/VS2022/examples/shapes_easings_rectangle_array.vcxproj b/projects/VS2022/examples/shapes_easings_rectangles.vcxproj
similarity index 97%
rename from projects/VS2022/examples/shapes_easings_rectangle_array.vcxproj
rename to projects/VS2022/examples/shapes_easings_rectangles.vcxproj
index cf14665b8..ef7c7a8f9 100644
--- a/projects/VS2022/examples/shapes_easings_rectangle_array.vcxproj
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diff --git a/projects/VS2022/examples/shapes_draw_ring.vcxproj b/projects/VS2022/examples/shapes_ring_drawing.vcxproj
similarity index 97%
rename from projects/VS2022/examples/shapes_draw_ring.vcxproj
rename to projects/VS2022/examples/shapes_ring_drawing.vcxproj
index a22feb5e4..cb9b30f35 100644
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+++ b/projects/VS2022/examples/shapes_ring_drawing.vcxproj
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diff --git a/projects/VS2022/examples/shapes_draw_rectangle_rounded.vcxproj b/projects/VS2022/examples/shapes_rounded_rectangle_drawing.vcxproj
similarity index 97%
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rename to projects/VS2022/examples/shapes_rounded_rectangle_drawing.vcxproj
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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
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+
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+ $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\
+
+
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+
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+ true
+ true
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+
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\ No newline at end of file
diff --git a/projects/VS2022/examples/textures_svg_loading.vcxproj b/projects/VS2022/examples/textures_svg_loading.vcxproj
deleted file mode 100644
index fc2375aff..000000000
--- a/projects/VS2022/examples/textures_svg_loading.vcxproj
+++ /dev/null
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\ 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 @@