Merge branch 'raysan5:master' into master
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commit
ca56606630
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@ -17,7 +17,7 @@ pub fn addRaylib(b: *std.build.Builder, target: std.zig.CrossTarget) *std.build.
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raylib.setBuildMode(mode);
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raylib.linkLibC();
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raylib.addIncludeDir(srcdir ++ "/external/glfw/include");
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raylib.addIncludePath(srcdir ++ "/external/glfw/include");
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raylib.addCSourceFiles(&.{
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srcdir ++ "/raudio.c",
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@ -35,7 +35,7 @@ pub fn addRaylib(b: *std.build.Builder, target: std.zig.CrossTarget) *std.build.
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raylib.linkSystemLibrary("winmm");
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raylib.linkSystemLibrary("gdi32");
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raylib.linkSystemLibrary("opengl32");
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raylib.addIncludeDir("external/glfw/deps/mingw");
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raylib.addIncludePath("external/glfw/deps/mingw");
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},
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.linux => {
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raylib.addCSourceFiles(&.{srcdir ++ "/rglfw.c"}, raylib_flags);
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@ -1285,8 +1285,8 @@ RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);
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RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
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RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
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RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
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RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
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RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
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RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
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RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
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RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
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RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
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RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
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@ -1989,8 +1989,6 @@ const char *GetClipboardText(void)
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return NULL;
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}
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// Show mouse cursor
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void ShowCursor(void)
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{
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@ -4173,6 +4171,8 @@ static bool InitGraphicsDevice(int width, int height)
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glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback);
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glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
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glfwSetInputMode(CORE.Window.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
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glfwMakeContextCurrent(CORE.Window.handle);
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#if !defined(PLATFORM_WEB)
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@ -5520,6 +5520,10 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
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if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
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else CORE.Input.Keyboard.currentKeyState[key] = 1;
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// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
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if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
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((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
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// Check if there is space available in the key queue
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if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
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{
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@ -2630,7 +2630,7 @@ Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
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// NOTE: Vertex data is uploaded to GPU
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Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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{
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#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3.0f)
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#define GRAY_VALUE(c) ((float)(c.r + c.g + c.b)/3.0f)
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Mesh mesh = { 0 };
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@ -2653,7 +2653,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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int tcCounter = 0; // Used to count texcoords float by float
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int nCounter = 0; // Used to count normals float by float
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Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
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Vector3 scaleFactor = { size.x/(mapX - 1), size.y/255.0f, size.z/(mapZ - 1) };
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Vector3 vA = { 0 };
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Vector3 vB = { 0 };
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@ -2680,7 +2680,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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mesh.vertices[vCounter + 7] = GRAY_VALUE(pixels[(x + 1) + z*mapX])*scaleFactor.y;
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mesh.vertices[vCounter + 8] = (float)z*scaleFactor.z;
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// another triangle - 3 vertex
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// Another triangle - 3 vertex
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mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6];
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mesh.vertices[vCounter + 10] = mesh.vertices[vCounter + 7];
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mesh.vertices[vCounter + 11] = mesh.vertices[vCounter + 8];
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