Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Daniel Tasada 2026-01-29 18:14:17 +01:00
commit f79c0d66ca
59 changed files with 1492 additions and 1249 deletions

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@ -84,8 +84,10 @@ jobs:
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
name: ${{ env.RELEASE_NAME }}
path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release
uses: softprops/action-gh-release@v1

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@ -114,8 +114,10 @@ jobs:
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
name: ${{ env.RELEASE_NAME }}
path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release
uses: softprops/action-gh-release@v1

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@ -101,8 +101,10 @@ jobs:
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
name: ${{ env.RELEASE_NAME }}
path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release
uses: softprops/action-gh-release@v1

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@ -71,8 +71,10 @@ jobs:
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.RELEASE_NAME }}.zip
path: ./build/${{ env.RELEASE_NAME }}.zip
name: ${{ env.RELEASE_NAME }}
path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.zip
- name: Upload Artifact to Release
uses: softprops/action-gh-release@v1

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@ -142,8 +142,10 @@ jobs:
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.RELEASE_NAME }}.zip
path: ./build/${{ env.RELEASE_NAME }}.zip
name: ${{ env.RELEASE_NAME }}
path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.zip
- name: Upload Artifact to Release
uses: softprops/action-gh-release@v1

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@ -226,10 +226,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
if (max.x < width) camera->offset.x = width - (max.x - width/2);
if (max.y < height) camera->offset.y = height - (max.y - height/2);
if (min.x > 0) camera->offset.x = width/2 - min.x;
if (min.y > 0) camera->offset.y = height/2 - min.y;
if (max.x < width) camera->offset.x = width - (max.x - (float)width/2);
if (max.y < height) camera->offset.y = height - (max.y - (float)height/2);
if (min.x > 0) camera->offset.x = (float)width/2 - min.x;
if (min.y > 0) camera->offset.y = (float)height/2 - min.y;
}
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)

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@ -225,10 +225,10 @@ int main(void)
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2);
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2);
if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - (float)screenWidth/2);
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - (float)screenHeight/2);
if (min.x > 0) camera.offset.x = (float)screenWidth/2 - min.x;
if (min.y > 0) camera.offset.y = (float)screenHeight/2 - min.y;
//----------------------------------------------------------------------------------
// Events management

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@ -216,7 +216,7 @@ static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gam
static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
const float resizeRatio = (float)(screenHeight/gameHeight);
const float resizeRatio = (float)screenHeight/gameHeight;
sourceRect->x = 0.0f;
sourceRect->y = 0.0f;
sourceRect->width = (float)(int)(screenWidth/resizeRatio);
@ -230,7 +230,7 @@ static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gam
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
const float resizeRatio = (float)(screenWidth/gameWidth);
const float resizeRatio = (float)screenWidth/gameWidth;
sourceRect->x = 0.0f;
sourceRect->y = 0.0f;
sourceRect->width = (float)gameWidth;

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@ -413,7 +413,7 @@ static MsfGifBuffer * msf_compress_frame(void * allocContext, int width, int hei
//generate palette
typedef struct { uint8_t r, g, b; } Color3;
Color3 table[256] = { {0} };
Color3 table[256] = { { 0 } };
int tableIdx = 1; //we start counting at 1 because 0 is the transparent color
//transparent is always last in the table
tlb[tlbSize-1] = 0;
@ -550,7 +550,7 @@ static void msf_free_gif_state(MsfGifState * handle) {
int msf_gif_begin(MsfGifState * handle, int width, int height) { MsfTimeFunc
//NOTE: we cannot stomp the entire struct to zero because we must preserve `customAllocatorContext`.
MsfCookedFrame empty = {0}; //god I hate MSVC...
MsfCookedFrame empty = { 0 }; //god I hate MSVC...
handle->previousFrame = empty;
handle->currentFrame = empty;
handle->width = width;
@ -614,7 +614,7 @@ int msf_gif_frame(MsfGifState * handle, uint8_t * pixelData, int centiSecondsPer
}
MsfGifResult msf_gif_end(MsfGifState * handle) { MsfTimeFunc
if (!handle->listHead) { MsfGifResult empty = {0}; return empty; }
if (!handle->listHead) { MsfGifResult empty = { 0 }; return empty; }
//first pass: determine total size
size_t total = 1; //1 byte for trailing marker

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@ -183,7 +183,7 @@ int main(void)
if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
// Draw the decal models
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){ 0 }, 1.0f, WHITE);
// If we hit the mesh, draw the box for the decal
if (collision.hit)
@ -191,7 +191,7 @@ int main(void)
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0});
placementCube.transform = MatrixInvert(splat);
DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f));
DrawModel(placementCube, (Vector3){ 0 }, 1.0f, Fade(WHITE, 0.5f));
}
DrawGrid(10, 10.0f);

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@ -148,25 +148,25 @@ void DrawSphereBasic(Color color)
{
for (int j = 0; j < slices; j++)
{
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i))),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
}
}
rlEnd();

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@ -85,9 +85,9 @@ int main(void)
// Calculate the cube position
Vector3 cubePos = {
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
(float)(z - numBlocks/2)*(scale*3.0f) + scatter
(float)(x - (float)numBlocks/2)*(scale*3.0f) + scatter,
(float)(y - (float)numBlocks/2)*(scale*2.0f) + scatter,
(float)(z - (float)numBlocks/2)*(scale*3.0f) + scatter
};
// Pick a color with a hue depending on cube position for the rainbow color effect

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@ -258,8 +258,8 @@ int main(void)
UnloadImage(pattern);
mode = MODE_PAUSE;
offsetX = worldWidth*presetPatterns[preset].position.x - windowWidth/zoom/2.0f;
offsetY = worldHeight*presetPatterns[preset].position.y - windowHeight/zoom/2.0f;
offsetX = worldWidth*presetPatterns[preset].position.x - (float)windowWidth/zoom/2.0f;
offsetY = worldHeight*presetPatterns[preset].position.y - (float)windowHeight/zoom/2.0f;
}
// Check window draw inside world limits

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@ -65,7 +65,7 @@ int main(void)
Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
// Declare Struct used to store camera locs
RayLocs marchLocs = {0};
RayLocs marchLocs = { 0 };
// Fill the struct with shader locs
marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");

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@ -41,7 +41,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
// set up camera
Camera camera = {0};
Camera camera = { 0 };
camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
camera.up = (Vector3) {0.0f, 1.0f, 0.0f};

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@ -58,7 +58,7 @@ int main(void)
int ballCount = 1;
Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
Vector2 pressOffset = {0}; // Mouse press offset relative to the ball that grabbedd
Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd
float gravity = 100; // World gravity

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@ -45,7 +45,7 @@ int main(void)
for (int i = 0; i < MAX_COLORS_COUNT; i++)
{
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
colorsRecs[i].y = 80.0f + 100.0f *((float)i/7) + 10.0f *((float)i/7);
colorsRecs[i].width = 100.0f;
colorsRecs[i].height = 100.0f;
}

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@ -311,7 +311,7 @@ static void DrawDisplaySegment(Vector2 center, int length, int thick, bool verti
(Vector2){ center.x + thick/2.0f, center.y - length/2.0f }, // Point 3
(Vector2){ center.x - thick/2.0f, center.y + length/2.0f }, // Point 4
(Vector2){ center.x + thick/2.0f, center.y + length/2.0f }, // Point 5
(Vector2){ center.x, center.y + length/2 + thick/2.0f }, // Point 6
(Vector2){ center.x, center.y + (float)length/2 + thick/2.0f }, // Point 6
};
DrawTriangleStrip(segmentPointsV, 6, color);

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@ -49,8 +49,8 @@ int main(void)
float totalM = m1 + m2;
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
previousPosition.x += (screenWidth/2);
previousPosition.y += (screenHeight/2 - 100);
previousPosition.x += ((float)screenWidth/2);
previousPosition.y += ((float)screenHeight/2 - 100);
// Scale length
float L1 = l1*lengthScaler;
@ -105,8 +105,8 @@ int main(void)
// Calculate position
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
currentPosition.x += screenWidth/2;
currentPosition.y += screenHeight/2 - 100;
currentPosition.x += (float)screenWidth/2;
currentPosition.y += (float)screenHeight/2 - 100;
// Draw to render texture
BeginTextureMode(target);

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@ -49,8 +49,8 @@ int main(void)
bool showPercentages = false;
bool showDonut = false;
int hoveredSlice = -1;
Rectangle scrollPanelBounds = {0};
Vector2 scrollContentOffset = {0};
Rectangle scrollPanelBounds = { 0 };
Vector2 scrollContentOffset = { 0 };
Rectangle view = { 0 };
// UI layout parameters

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@ -113,7 +113,7 @@ int main(void)
// Set the text (using markdown!)
char text[64] = "Hello ~~World~~ in 3D!";
Vector3 tbox = {0};
Vector3 tbox = { 0 };
int layers = 1;
int quads = 0;
float layerDistance = 0.01f;
@ -133,7 +133,7 @@ int main(void)
Shader alphaDiscard = LoadShader(NULL, TextFormat("resources/shaders/glsl%i/alpha_discard.fs", GLSL_VERSION));
// Array filled with multiple random colors (when multicolor mode is set)
Color multi[TEXT_MAX_LAYERS] = {0};
Color multi[TEXT_MAX_LAYERS] = { 0 };
DisableCursor(); // Limit cursor to relative movement inside the window

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@ -97,8 +97,8 @@ int main(void)
if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
fontPosition.x = (float)GetScreenWidth()/2 - textSize.x/2;
fontPosition.y = (float)GetScreenHeight()/2 - textSize.y/2 + 80;
//----------------------------------------------------------------------------------
// Draw

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@ -180,12 +180,12 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
if (text[i - 1] == 'c')
{
colFront = GetColor(colHexValue);
colFront.a = (unsigned char)(colFront.a * (float)color.a/255.0f);
//colFront.a *= (unsigned char)(colFront.a*(float)color.a/255.0f); // TODO: Review
}
else if (text[i - 1] == 'b')
{
colBack = GetColor(colHexValue);
colBack.a *= (unsigned char)(colFront.a * (float)color.a / 255.0f);
//colBack.a *= (unsigned char)(colFront.a*(float)color.a/255.0f);
}
i += (colHexCount + 1); // Skip color value retrieved and ']'

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@ -226,7 +226,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
{
if (!wordWrap)
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
}
}
@ -234,7 +234,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
{
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
}
@ -258,7 +258,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
if (wordWrap && (i == endLine))
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
startLine = endLine;
endLine = -1;

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@ -65,7 +65,7 @@ int main(void)
TextParticle textParticles[MAX_TEXT_PARTICLES] = { 0 };
int particleCount = 0;
TextParticle *grabbedTextParticle = NULL;
Vector2 pressOffset = {0};
Vector2 pressOffset = { 0 };
PrepareFirstTextParticle("raylib => fun videogames programming!", textParticles, &particleCount);

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@ -277,7 +277,7 @@ int main(void)
DrawTriangle(a, b, c, emoji[selected].color);
// Draw the main text message
Rectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
Rectangle textRect = { msgRect.x + (float)horizontalPadding/2, msgRect.y + (float)verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
DrawTextBoxed(*font, messages[message].text, textRect, (float)font->baseSize, 1.0f, true, WHITE);
// Draw the info text below the main message
@ -421,7 +421,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
{
if (!wordWrap)
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
}
}
@ -429,7 +429,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
{
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
}
@ -453,7 +453,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
if (wordWrap && (i == endLine))
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
textOffsetX = 0;
startLine = endLine;
endLine = -1;

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@ -41,7 +41,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [text] example - words alignment");
// Define the rectangle we will draw the text in
Rectangle textContainerRect = (Rectangle){ screenWidth/2-screenWidth/4, screenHeight/2-screenHeight/3, screenWidth/2, screenHeight*2/3 };
Rectangle textContainerRect = (Rectangle){ (float)screenWidth/2-(float)screenWidth/4, (float)screenHeight/2-(float)screenHeight/3, (float)screenWidth/2, (float)screenHeight*2/3 };
// Some text to display the current alignment
const char *textAlignNameH[] = { "Left", "Centre", "Right" };

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@ -83,10 +83,10 @@ int main(void)
bunnies[i].position.x += bunnies[i].speed.x;
bunnies[i].position.y += bunnies[i].speed.y;
if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) ||
((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) ||
((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
if (((bunnies[i].position.x + (float)texBunny.width/2) > GetScreenWidth()) ||
((bunnies[i].position.x + (float)texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
if (((bunnies[i].position.y + (float)texBunny.height/2) > GetScreenHeight()) ||
((bunnies[i].position.y + (float)texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
}
//----------------------------------------------------------------------------------

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@ -165,7 +165,7 @@ int main(void)
// If the mouse is on this preset, highlight it
if (mouseInCell == i + 8)
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*((float)i/2),
(presetsSizeY + 2.0f)*(i%2),
presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
}

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@ -93,8 +93,8 @@ int main(void)
for (unsigned int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
// Get current tile position from player pixel position
playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
playerTileX = (int)((playerPosition.x + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
playerTileY = (int)((playerPosition.y + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
// Check visibility and update fog
// NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)

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@ -156,7 +156,7 @@ int main(void)
{
DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - (float)MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
}
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);

View File

@ -38,7 +38,7 @@ int main(void)
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
Vector2 position = { (float)screenWidth/2 - (float)texture.width/2, (float)screenHeight/2 - (float)texture.height/2 - 20 };
bool showFont = false;

View File

@ -39,7 +39,7 @@ int main(void)
Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
// Define button bounds on screen
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - (float)button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
bool btnAction = false; // Button action should be activated

View File

@ -39,8 +39,8 @@ int main(void)
Texture2D explosion = LoadTexture("resources/explosion.png");
// Init variables for animation
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
float frameWidth = (float)explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
float frameHeight = (float)explosion.height/NUM_LINES; // Sprite one frame rectangle height
int currentFrame = 0;
int currentLine = 0;

File diff suppressed because it is too large Load Diff

50
src/external/rlsw.h vendored
View File

@ -1177,7 +1177,7 @@ static inline void sw_float_to_unorm8_simd(uint8_t dst[4], const float src[4])
static inline void sw_float_from_unorm8_simd(float dst[4], const uint8_t src[4])
{
#if defined(SW_HAS_NEON)
uint8x8_t bytes8 = vld1_u8(src); //< Read 8 bytes, faster, but let's hope we're not at the end of the page (unlikely)...
uint8x8_t bytes8 = vld1_u8(src); // Reading 8 bytes, faster, but let's hope not hitting the end of the page (unlikely)...
uint16x8_t bytes16 = vmovl_u8(bytes8);
uint32x4_t ints = vmovl_u16(vget_low_u16(bytes16));
float32x4_t floats = vcvtq_f32_u32(ints);
@ -1224,8 +1224,8 @@ static inline uint32_t sw_half_to_float_ui(uint16_t h)
// denormal: flush to zero
r = (em < (1 << 10))? 0 : r;
// infinity/NaN; note that we preserve NaN payload as a byproduct of unifying inf/nan cases
// 112 is an exponent bias fixup; since we already applied it once, applying it twice converts 31 to 255
// NOTE: infinity/NaN; NaN payload is preserved as a byproduct of unifying inf/nan cases
// 112 is an exponent bias fixup; since it is already applied once, applying it twice converts 31 to 255
r += (em >= (31 << 10))? (112 << 23) : 0;
return s | r;
@ -1252,7 +1252,7 @@ static inline uint16_t sw_half_from_float_ui(uint32_t ui)
// Overflow: infinity; 143 encodes exponent 16
h = (em >= (143 << 23))? 0x7c00 : h;
// NaN; note that we convert all types of NaN to qNaN
// NOTE: NaN; all types of NaN aree converted to qNaN
h = (em > (255 << 23))? 0x7e00 : h;
return (uint16_t)(s | h);
@ -1918,8 +1918,8 @@ static inline void sw_texture_sample_nearest(float *color, const sw_texture_t *t
static inline void sw_texture_sample_linear(float *color, const sw_texture_t *tex, float u, float v)
{
// TODO: With a bit more cleverness we could clearly reduce the
// number of operations here, but for now it works fine
// TODO: With a bit more cleverness thee number of operations can
// be clearly reduced, but for now it works fine
float xf = (u*tex->width) - 0.5f;
float yf = (v*tex->height) - 0.5f;
@ -1933,7 +1933,7 @@ static inline void sw_texture_sample_linear(float *color, const sw_texture_t *te
int x1 = x0 + 1;
int y1 = y0 + 1;
// NOTE: If the textures are POT we could avoid the division for SW_REPEAT
// NOTE: If the textures are POT, avoid the division for SW_REPEAT
if (tex->sWrap == SW_CLAMP)
{
@ -1974,7 +1974,7 @@ static inline void sw_texture_sample_linear(float *color, const sw_texture_t *te
static inline void sw_texture_sample(float *color, const sw_texture_t *tex, float u, float v, float dUdx, float dUdy, float dVdx, float dVdy)
{
// Previous method: There is no need to compute the square root
// because using the squared value, the comparison remains `L2 > 1.0f*1.0f`
// because using the squared value, the comparison remains (L2 > 1.0f*1.0f)
//float du = sqrtf(dUdx*dUdx + dUdy*dUdy);
//float dv = sqrtf(dVdx*dVdx + dVdy*dVdy);
//float L = (du > dv)? du : dv;
@ -2204,12 +2204,12 @@ static inline bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VE
static inline bool sw_triangle_face_culling(void)
{
// NOTE: Face culling is done before clipping to avoid unnecessary computations
// To handle triangles crossing the w=0 plane correctly,
// we perform the winding order test in homogeneous coordinates directly,
// before the perspective division (division by w)
// This test determines the orientation of the triangle in the (x,y,w) plane,
// which corresponds to the projected 2D winding order sign,
// even with negative w values
// To handle triangles crossing the w=0 plane correctly,
// the winding order test is performeed in homogeneous coordinates directly,
// before the perspective division (division by w)
// This test determines the orientation of the triangle in the (x,y,w) plane,
// which corresponds to the projected 2D winding order sign,
// even with negative w values
// Preload homogeneous coordinates into local variables
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
@ -2558,13 +2558,13 @@ static inline void sw_triangle_render(void)
static inline bool sw_quad_face_culling(void)
{
// NOTE: Face culling is done before clipping to avoid unnecessary computations
// To handle quads crossing the w=0 plane correctly,
// we perform the winding order test in homogeneous coordinates directly,
// before the perspective division (division by w)
// For a convex quad with vertices P0, P1, P2, P3 in sequential order,
// the winding order of the quad is the same as the winding order
// of the triangle P0 P1 P2. We use the homogeneous triangle
// winding test on this first triangle
// To handle quads crossing the w=0 plane correctly,
// the winding order test is performed in homogeneous coordinates directly,
// before the perspective division (division by w)
// For a convex quad with vertices P0, P1, P2, P3 in sequential order,
// the winding order of the quad is the same as the winding order
// of the triangle P0 P1 P2. The homogeneous triangle is used on
// winding test on this first triangle
// Preload homogeneous coordinates into local variables
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
@ -2649,7 +2649,7 @@ static inline bool sw_quad_is_axis_aligned(void)
{
// Reject quads with perspective projection
// The fast path assumes affine (non-perspective) quads,
// so we require all vertices to have homogeneous w = 1.0
// so it's required for all vertices to have homogeneous w = 1.0
for (int i = 0; i < 4; i++)
{
if (RLSW.vertexBuffer[i].homogeneous[3] != 1.0f) return false;
@ -2721,7 +2721,7 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
// TODO: REVIEW: Could a perfectly aligned quad, where one of the four points has a different depth,
// still appear perfectly aligned from a certain point of view?
// Because in that case, we would still need to perform perspective division for textures and colors...
// Because in that case, it's still needed to perform perspective division for textures and colors...
#define DEFINE_QUAD_RASTER_AXIS_ALIGNED(FUNC_NAME, ENABLE_TEXTURE, ENABLE_DEPTH_TEST, ENABLE_COLOR_BLEND) \
static inline void FUNC_NAME(void) \
{ \
@ -3090,7 +3090,7 @@ static inline void FUNC_NAME(const sw_vertex_t *v0, const sw_vertex_t *v1) \
\
for (int i = 0; i < numPixels; i++) \
{ \
/* REVIEW: May require reviewing projection details */ \
/* TODO: REVIEW: May require reviewing projection details */ \
int px = (int)(x - 0.5f); \
int py = (int)(y - 0.5f); \
\
@ -3721,7 +3721,7 @@ void swBlitFramebuffer(int xDst, int yDst, int wDst, int hDst, int xSrc, int ySr
ySrc = sw_clampi(ySrc, 0, hSrc);
// Check if the sizes are identical after clamping the source to avoid unexpected issues
// REVIEW: This repeats the operations if true, so we could make a copy function without these checks
// TODO: REVIEW: This repeats the operations if true, so a copy function can be made without these checks
if (xDst == xSrc && yDst == ySrc && wDst == wSrc && hDst == hSrc)
{
swCopyFramebuffer(xSrc, ySrc, wSrc, hSrc, format, type, pixels);

View File

@ -886,8 +886,8 @@ void ClosePlatform(void)
// NOTE: Reset global state in case the activity is being relaunched
if (platform.app->destroyRequested != 0)
{
CORE = (CoreData){0};
platform = (PlatformData){0};
CORE = (CoreData){ 0 };
platform = (PlatformData){ 0 };
}
}
@ -1189,7 +1189,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
if (FLAG_IS_SET(source, AINPUT_SOURCE_JOYSTICK) ||
FLAG_IS_SET(source, AINPUT_SOURCE_GAMEPAD))
{
// For now we'll assume a single gamepad which we "detect" on its input event
// Assuming a single gamepad, "detected" on its input event
CORE.Input.Gamepad.ready[0] = true;
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue(
@ -1256,7 +1256,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
FLAG_IS_SET(source, AINPUT_SOURCE_GAMEPAD)) &&
!FLAG_IS_SET(source, AINPUT_SOURCE_KEYBOARD))
{
// For now we'll assume a single gamepad which we "detect" on its input event
// Assuming a single gamepad, "detected" on its input event
CORE.Input.Gamepad.ready[0] = true;
GamepadButton button = AndroidTranslateGamepadButton(keycode);

View File

@ -100,7 +100,7 @@
#include <unistd.h> // Required for: usleep()
//#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
void *glfwGetCocoaWindow(GLFWwindow* handle);
void *glfwGetCocoaWindow(GLFWwindow *handle);
#include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
#endif
@ -224,8 +224,8 @@ void ToggleFullscreen(void)
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
Vector2 scaleDpi = GetWindowScaleDPI();
CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width * scaleDpi.x);
CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height * scaleDpi.y);
CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width*scaleDpi.x);
CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height*scaleDpi.y);
}
#endif
@ -303,8 +303,8 @@ void ToggleBorderlessWindowed(void)
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
Vector2 scaleDpi = GetWindowScaleDPI();
CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width * scaleDpi.x);
CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height * scaleDpi.y);
CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width*scaleDpi.x);
CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height*scaleDpi.y);
}
#endif
@ -602,7 +602,7 @@ void SetWindowIcon(Image image)
icon[0].height = image.height;
icon[0].pixels = (unsigned char *)image.data;
// NOTE 1: We only support one image icon
// NOTE 1: Only one image icon supported
// NOTE 2: The specified image data is copied before this function returns
glfwSetWindowIcon(platform.handle, 1, icon);
}
@ -833,7 +833,7 @@ int GetCurrentMonitor(void)
}
else
{
// In case the window is between two monitors, we use below logic
// In case the window is between two monitors, below logic is used
// to try to detect the "current monitor" for that window, note that
// this is probably an overengineered solution for a very side case
// trying to match SDL behaviour
@ -1186,7 +1186,7 @@ void SetMouseCursor(int cursor)
if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(platform.handle, NULL);
else
{
// NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
// NOTE: Mapping internal GLFW enum values to MouseCursor enum values
glfwSetCursor(platform.handle, glfwCreateStandardCursor(0x00036000 + cursor));
}
}
@ -1211,7 +1211,7 @@ void PollInputEvents(void)
CORE.Input.Keyboard.charPressedQueueCount = 0;
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
//CORE.Input.Gamepad.axisCount = 0;
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
@ -1247,7 +1247,7 @@ void PollInputEvents(void)
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
// Check if gamepads are ready
// NOTE: We do it here in case of disconnection
// NOTE: Doing it here in case of disconnection
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
@ -1263,7 +1263,7 @@ void PollInputEvents(void)
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
// NOTE: There is no callback available, getting it manually
GLFWgamepadstate state = { 0 };
int result = glfwGetGamepadState(i, &state); // This remaps all gamepads so they have their buttons mapped like an xbox controller
if (result == GLFW_FALSE) // No joystick is connected, no gamepad mapping or an error occurred
@ -1359,8 +1359,8 @@ void PollInputEvents(void)
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
// Function wrappers around RL_*alloc macros, used by glfwInitAllocator() inside of InitPlatform()
// We need to provide these because GLFWallocator expects function pointers with specific signatures
// Function wrappers around RL_*ALLOC macros, used by glfwInitAllocator() inside of InitPlatform()
// GLFWallocator expects function pointers with specific signatures to be provided
// REF: https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
static void *AllocateWrapper(size_t size, void *user)
{
@ -1742,7 +1742,7 @@ int InitPlatform(void)
for (int i = 0; i < MAX_GAMEPADS; i++)
{
// WARNING: If glfwGetJoystickName() is longer than MAX_GAMEPAD_NAME_LENGTH,
// we can get a not-NULL terminated string, so, we only copy up to (MAX_GAMEPAD_NAME_LENGTH - 1)
// only copying up to (MAX_GAMEPAD_NAME_LENGTH - 1)
if (glfwJoystickPresent(i))
{
CORE.Input.Gamepad.ready[i] = true;
@ -1819,8 +1819,8 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
{
//TRACELOG(LOG_INFO, "GLFW3: Window framebuffer size callback called [%i,%i]", width, height);
// WARNING: On window minimization, callback is called,
// but we don't want to change internal screen values, it breaks things
// WARNING: On window minimization, callback is called with 0 values,
// but internal screen values should not be changed, it breaks things
if ((width == 0) || (height == 0)) return;
// Reset viewport and projection matrix for new size
@ -1926,7 +1926,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
{
if (count > 0)
{
// In case previous dropped filepaths have not been freed, we free them
// In case previous dropped filepaths have not been freed, free them
if (CORE.Window.dropFileCount > 0)
{
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
@ -1937,7 +1937,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
CORE.Window.dropFilepaths = NULL;
}
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
// WARNING: Paths are freed by GLFW when the callback returns, keeping an internal copy
CORE.Window.dropFileCount = count;
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
@ -1954,7 +1954,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
{
if (key < 0) return; // Security check, macOS fn key generates -1
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
// WARNING: GLFW could return GLFW_REPEAT, it needs to be considered as 1
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else if (action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
@ -2079,7 +2079,7 @@ static void JoystickCallback(int jid, int event)
if (event == GLFW_CONNECTED)
{
// WARNING: If glfwGetJoystickName() is longer than MAX_GAMEPAD_NAME_LENGTH,
// we can get a not-NULL terminated string, so, we clean destination and only copy up to -1
// only copy up to (MAX_GAMEPAD_NAME_LENGTH -1) to destination string
memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
strncpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid), MAX_GAMEPAD_NAME_LENGTH - 1);
}

View File

@ -49,7 +49,7 @@
#define USING_SDL3_PROJECT
#endif
#ifndef SDL_ENABLE_OLD_NAMES
#define SDL_ENABLE_OLD_NAMES // Just in case we're on SDL3, we need some in-between compatibily
#define SDL_ENABLE_OLD_NAMES // Just in case on SDL3, some in-between compatibily is needed
#endif
// SDL base library (window/rendered, input, timing... functionality)
#ifdef USING_SDL3_PROJECT
@ -254,10 +254,10 @@ static const int CursorsLUT[] = {
#if defined(USING_VERSION_SDL3)
// SDL3 Migration:
// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed,
// and you can call SDL_GetWindowFullscreenMode()
// to see whether an exclusive fullscreen mode will be used
// or the borderless fullscreen desktop mode will be used
// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed,
// and you can call SDL_GetWindowFullscreenMode()
// to see whether an exclusive fullscreen mode will be used
// or the borderless fullscreen desktop mode will be used
#define SDL_WINDOW_FULLSCREEN_DESKTOP SDL_WINDOW_FULLSCREEN
#define SDL_IGNORE false
@ -323,7 +323,7 @@ Uint8 SDL_EventState(Uint32 type, int state)
return stateBefore;
}
void SDL_GetCurrentDisplayMode_Adapter(SDL_DisplayID displayID, SDL_DisplayMode* mode)
void SDL_GetCurrentDisplayMode_Adapter(SDL_DisplayID displayID, SDL_DisplayMode *mode)
{
const SDL_DisplayMode *currentMode = SDL_GetCurrentDisplayMode(displayID);
@ -340,9 +340,8 @@ SDL_Surface *SDL_CreateRGBSurface(Uint32 flags, int width, int height, int depth
}
// SDL3 Migration:
// SDL_GetDisplayDPI() -
// not reliable across platforms, approximately replaced by multiplying
// SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms
// SDL_GetDisplayDPI() not reliable across platforms, approximately replaced by multiplying
// SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms
// returns 0 on success or a negative error code on failure
int SDL_GetDisplayDPI(int displayIndex, float *ddpi, float *hdpi, float *vdpi)
{
@ -413,7 +412,7 @@ int SDL_GetNumTouchFingers(SDL_TouchID touchID)
return count;
}
#else // We're on SDL2
#else // SDL2 fallback
// Since SDL2 doesn't have this function we leave a stub
// SDL_GetClipboardData function is available since SDL 3.1.3. (e.g. SDL3)
@ -833,10 +832,9 @@ void SetWindowMonitor(int monitor)
if ((monitor >= 0) && (monitor < monitorCount))
#endif
{
// NOTE:
// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
// 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again
// NOTE 1: SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
// NOTE 2: A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again
const bool wasFullscreen = (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))? true : false;
const int screenWidth = CORE.Window.screen.width;
@ -854,14 +852,13 @@ void SetWindowMonitor(int monitor)
// If the screen size is larger than the monitor usable area, anchor it on the top left corner, otherwise, center it
if ((screenWidth >= usableBounds.w) || (screenHeight >= usableBounds.h))
{
// NOTE:
// 1. There's a known issue where if the window larger than the target display bounds,
// when moving the windows to that display, the window could be clipped back
// ending up positioned partly outside the target display
// 2. The workaround for that is, previously to moving the window,
// setting the window size to the target display size, so they match
// 3. It wasn't done here because we can't assume changing the window size automatically
// is acceptable behavior by the user
// NOTE 1: There's a known issue where if the window larger than the target display bounds,
// when moving the windows to that display, the window could be clipped back
// ending up positioned partly outside the target display
// NOTE 2: The workaround for that is, previously to moving the window,
// setting the window size to the target display size, so they match
// NOTE 3: It wasn't done here because we can't assume changing the window size automatically
// is acceptable behavior by the user
SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
CORE.Window.position.x = usableBounds.x;
CORE.Window.position.y = usableBounds.y;
@ -1250,7 +1247,7 @@ void DisableCursor(void)
void SwapScreenBuffer(void)
{
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
// NOTE: We use a preprocessor condition here because `rlCopyFramebuffer` is only declared for software rendering
// NOTE: We use a preprocessor condition here because rlCopyFramebuffer() is only declared for software rendering
SDL_Surface *surface = SDL_GetWindowSurface(platform.window);
rlCopyFramebuffer(0, 0, CORE.Window.render.width, CORE.Window.render.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, surface->pixels);
SDL_UpdateWindowSurface(platform.window);
@ -1617,7 +1614,7 @@ void PollInputEvents(void)
case SDL_MOUSEBUTTONDOWN:
{
// NOTE: SDL2 mouse button order is LEFT, MIDDLE, RIGHT, but raylib uses LEFT, RIGHT, MIDDLE like GLFW
// The following conditions align SDL with raylib.h MouseButton enum order
// The following conditions align SDL with raylib.h MouseButton enum order
int btn = event.button.button - 1;
if (btn == 2) btn = 1;
else if (btn == 1) btn = 2;
@ -1630,7 +1627,7 @@ void PollInputEvents(void)
case SDL_MOUSEBUTTONUP:
{
// NOTE: SDL2 mouse button order is LEFT, MIDDLE, RIGHT, but raylib uses LEFT, RIGHT, MIDDLE like GLFW
// The following conditions align SDL with raylib.h MouseButton enum order
// The following conditions align SDL with raylib.h MouseButton enum order
int btn = event.button.button - 1;
if (btn == 2) btn = 1;
else if (btn == 1) btn = 2;

View File

@ -433,7 +433,7 @@ static bool UpdateWindowSize(int mode, HWND hwnd, int width, int height, unsigne
return true;
}
// Verify if we are running in Windows 10 version 1703 (Creators Update)
// Check if running in Windows 10 version 1703 (Creators Update)
static BOOL IsWindows10Version1703OrGreaterWin32(void)
{
HMODULE ntdll = LoadLibraryW(L"ntdll.dll");
@ -1138,7 +1138,7 @@ void ShowCursor(void)
// Hides mouse cursor
void HideCursor(void)
{
// NOTE: We use SetCursor() instead of ShowCursor() because
// NOTE: Using SetCursor() instead of ShowCursor() because
// it makes it easy to only hide the cursor while it's inside the client area
SetCursor(NULL);
CORE.Input.Mouse.cursorHidden = true;
@ -1227,7 +1227,7 @@ void SwapScreenBuffer(void)
// Get elapsed time measure in seconds
double GetTime(void)
{
LARGE_INTEGER now = 0;
LARGE_INTEGER now = { 0 };
QueryPerformanceCounter(&now);
return (double)(now.QuadPart - CORE.Time.base)/(double)platform.timerFrequency.QuadPart;
}
@ -1345,7 +1345,7 @@ void PollInputEvents(void)
//----------------------------------------------------------------------------------
// Initialize modern OpenGL context
// NOTE: We need to create a dummy context first to query required extensions
// NOTE: Creating a dummy context first to query required extensions
HGLRC InitOpenGL(HWND hwnd, HDC hdc)
{
// First, create a dummy context to get WGL extensions
@ -1460,7 +1460,7 @@ HGLRC InitOpenGL(HWND hwnd, HDC hdc)
0 // Terminator
};
// NOTE: We are not sharing context resources so, second parameters is NULL
// NOTE: Not sharing context resources so, second parameters is NULL
realContext = wglCreateContextAttribsARB(hdc, NULL, contextAttribs);
// Check for error context creation errors
@ -1476,8 +1476,8 @@ HGLRC InitOpenGL(HWND hwnd, HDC hdc)
// Activate real context
if (realContext) wglMakeCurrent(hdc, realContext);
// Once we got a real modern OpenGL context,
// we can load required extensions (function pointers)
// Once a real modern OpenGL context is created,
// required extensions can be loaded (function pointers)
rlLoadExtensions(WglGetProcAddress);
return realContext;
@ -1521,7 +1521,7 @@ int InitPlatform(void)
.lpfnWndProc = WndProc, // Custom procedure assigned
.cbWndExtra = sizeof(LONG_PTR), // extra space for the Tuple object ptr
.hInstance = hInstance,
.hCursor = LoadCursorW(NULL, (LPCWSTR)IDC_ARROW), // TODO: Audit if we want to set this since we're implementing WM_SETCURSOR
.hCursor = LoadCursorW(NULL, (LPCWSTR)IDC_ARROW), // TODO: Check if this is really required, since WM_SETCURSOR event is processed
.lpszClassName = CLASS_NAME // Class name: L"raylibWindow"
};
@ -1854,8 +1854,8 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
SIZE *inoutSize = (SIZE *)lparam;
UINT newDpi = (UINT)wparam; // TODO: WARNING: Converting from WPARAM = UINT_PTR
// for any of these other cases, we might want to post a window
// resize event after the dpi changes?
// For the following flag changes, a window resize event should be posted,
// TODO: Should it be done after dpi changes?
if (CORE.Window.flags & FLAG_WINDOW_MINIMIZED) return TRUE;
if (CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) return TRUE;
if (CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) return TRUE;
@ -1875,8 +1875,8 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
case WM_DPICHANGED:
{
// Get current dpi scale factor
float scalex = HIWORD(wParam)/96.0f;
float scaley = LOWORD(wParam)/96.0f;
float scalex = HIWORD(wparam)/96.0f;
float scaley = LOWORD(wparam)/96.0f;
RECT *suggestedRect = (RECT *)lparam;
@ -2025,8 +2025,8 @@ static void HandleRawInput(LPARAM lparam)
if (input.data.mouse.usFlags & MOUSE_VIRTUAL_DESKTOP) TRACELOG(LOG_ERROR, "TODO: handle virtual desktop mouse inputs!");
// Trick to keep the mouse position at 0,0 and instead move
// the previous position so we can still get a proper mouse delta
// Trick to keep the mouse position at (0,0) and instead move
// the previous position so a proper mouse delta can still be retrieved
//CORE.Input.Mouse.previousPosition.x -= input.data.mouse.lLastX;
//CORE.Input.Mouse.previousPosition.y -= input.data.mouse.lLastY;
//if (CORE.Input.Mouse.currentPosition.x != 0) abort();
@ -2138,12 +2138,12 @@ static unsigned SanitizeFlags(int mode, unsigned flags)
// This design takes care of many odd corner cases. For example, if you want to restore
// a window that was previously maximized AND minimized and you want to remove both these
// flags, you actually need to call ShowWindow with SW_RESTORE twice. Another example is
// if you have a maximized window, if the undecorated flag is modified then we'd need to
// update the window style, but updating the style would mean the window size would change
// causing the window to lose its Maximized state which would mean we'd need to update the
// window size and then update the window style a second time to restore that maximized
// if you have a maximized window, if the undecorated flag is modified then the window style
// needs to be updated, but updating the style would mean the window size would change
// causing the window to lose its Maximized state which would mean the window size
// needs to be updated, followed by the update of window style, a second time, to restore that maximized
// state. This implementation is able to handle any/all of these special situations with a
// retry loop that continues until we either reach the desired state or the state stops changing
// retry loop that continues until either the desired state is reached or the state stops changing
static void UpdateFlags(HWND hwnd, unsigned desiredFlags, int width, int height)
{
// Flags that just apply immediately without needing any operations

View File

@ -915,7 +915,7 @@ void SwapScreenBuffer(void)
{
TRACELOG(LOG_ERROR, "DISPLAY: Failed to get DRM resources");
drmModeRmFB(platform.fd, fb);
struct drm_mode_destroy_dumb dreq = {0};
struct drm_mode_destroy_dumb dreq = { 0 };
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
@ -955,7 +955,7 @@ void SwapScreenBuffer(void)
{
TRACELOG(LOG_ERROR, "DISPLAY: No compatible CRTC found");
drmModeRmFB(platform.fd, fb);
struct drm_mode_destroy_dumb dreq = {0};
struct drm_mode_destroy_dumb dreq = { 0 };
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
@ -971,7 +971,7 @@ void SwapScreenBuffer(void)
TRACELOG(LOG_ERROR, "DISPLAY: Mode: %dx%d@%d", mode->hdisplay, mode->vdisplay, mode->vrefresh);
drmModeRmFB(platform.fd, fb);
struct drm_mode_destroy_dumb dreq = {0};
struct drm_mode_destroy_dumb dreq = { 0 };
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
@ -989,7 +989,7 @@ void SwapScreenBuffer(void)
// Clean up previous dumb buffer
if (platform.prevDumbHandle)
{
struct drm_mode_destroy_dumb dreq = {0};
struct drm_mode_destroy_dumb dreq = { 0 };
dreq.handle = platform.prevDumbHandle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
}

View File

@ -499,7 +499,7 @@ int InitPlatform(void)
}
//----------------------------------------------------------------------------
// If everything work as expected, we can continue
// If everything worked as expected, continue
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
CORE.Window.currentFbo.width = CORE.Window.render.width;

View File

@ -316,15 +316,16 @@ void ToggleBorderlessWindowed(void)
// 2. The style unset handles the possibility of a width="value%" like on the default shell.html file
EM_ASM
(
const canvasId = UTF8ToString($0);
setTimeout(function()
{
Module.requestFullscreen(false, true);
setTimeout(function()
{
canvas.style.width="unset";
document.querySelector(canvasId).style.width="unset";
}, 100);
}, 100);
);
, platform.canvasId);
FLAG_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
}
}
@ -953,8 +954,8 @@ void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float d
if (duration > MAX_GAMEPAD_VIBRATION_TIME) duration = MAX_GAMEPAD_VIBRATION_TIME;
duration *= 1000.0f; // Convert duration to ms
// Note: At the moment (2024.10.21) Chrome, Edge, Opera, Safari, Android Chrome, Android Webview only support the vibrationActuator API,
// and Firefox only supports the hapticActuators API
// NOTE: At the moment (2024.10.21) Chrome, Edge, Opera, Safari, Android Chrome, Android Webview only support the vibrationActuator API,
// and Firefox only supports the hapticActuators API
EM_ASM({
try
{
@ -1238,9 +1239,9 @@ int InitPlatform(void)
// Avoid creating a WebGL canvas, avoid calling glfwCreateWindow()
emscripten_set_canvas_element_size(platform.canvasId, CORE.Window.screen.width, CORE.Window.screen.height);
EM_ASM({
const canvas = document.getElementById("canvas");
const canvas = document.querySelector(UTF8ToString($0));
Module.canvas = canvas;
});
}, platform.canvasId);
// Load memory framebuffer with desired screen size
// NOTE: Despite using a software framebuffer for blitting, GLFW still creates a WebGL canvas,
@ -1798,8 +1799,8 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
// Emscripten: Called on fullscreen change events
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
{
// NOTE: 1. Reset the fullscreen flags if the user left fullscreen manually by pressing the Escape key
// 2. Which is a necessary safeguard because that case will bypass the toggles CORE.Window.flags resets
// NOTE 1: Reset the fullscreen flags if the user left fullscreen manually by pressing the Escape key
// NOTE 2: Which is a necessary safeguard because that case will bypass the toggles CORE.Window.flags resets
if (platform.ourFullscreen) platform.ourFullscreen = false;
else
{

View File

@ -137,7 +137,7 @@ bool WindowShouldClose(void)
// and encapsulating one frame execution on a UpdateDrawFrame() function,
// allowing the browser to manage execution asynchronously
// Optionally we can manage the time we give-control-back-to-browser if required,
// NOTE: Optionally, time can be managed, giving control back-to-browser as required,
// but it seems below line could generate stuttering on some browsers
emscripten_sleep(12);
@ -280,15 +280,16 @@ void ToggleBorderlessWindowed(void)
// 2. The style unset handles the possibility of a width="value%" like on the default shell.html file
EM_ASM
(
const canvasId = UTF8ToString($0);
setTimeout(function()
{
Module.requestFullscreen(false, true);
setTimeout(function()
{
canvas.style.width="unset";
document.querySelector(canvasId).style.width="unset";
}, 100);
}, 100);
);
, platform.canvasId);
FLAG_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
}
}
@ -1358,7 +1359,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
{
if (count > 0)
{
// In case previous dropped filepaths have not been freed, we free them
// In case previous dropped filepaths have not been freed, free them
if (CORE.Window.dropFileCount > 0)
{
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
@ -1369,7 +1370,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
CORE.Window.dropFilepaths = NULL;
}
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
// WARNING: Paths are freed by GLFW when the callback returns, an internal copy should be kept
CORE.Window.dropFileCount = count;
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
@ -1610,7 +1611,7 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
double canvasWidth = 0.0;
double canvasHeight = 0.0;
// NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
// we are looking for actual CSS size: canvas.style.width and canvas.style.height
// looking for actual CSS size: canvas.style.width and canvas.style.height
// EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
emscripten_get_element_css_size(platform.canvasId, &canvasWidth, &canvasHeight);
@ -1630,7 +1631,7 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
}
// Update mouse position if we detect a single touch
// Update mouse position if a single touch is detected
if (CORE.Input.Touch.pointCount == 1)
{
CORE.Input.Mouse.currentPosition.x = CORE.Input.Touch.position[0].x;

View File

@ -2418,7 +2418,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
audioBuffer->frameCursorPos = (audioBuffer->frameCursorPos + framesToRead)%audioBuffer->sizeInFrames;
framesRead += framesToRead;
// If we've read to the end of the buffer, mark it as processed
// If the end of the buffer is read, mark it as processed
if (framesToRead == framesRemainingInOutputBuffer)
{
audioBuffer->isSubBufferProcessed[currentSubBufferIndex] = true;
@ -2426,7 +2426,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
currentSubBufferIndex = (currentSubBufferIndex + 1)%2;
// We need to break from this loop if we're not looping
// Break from this loop if looping not enabled
if (!audioBuffer->looping)
{
StopAudioBufferInLockedState(audioBuffer);
@ -2453,10 +2453,12 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
// Reads audio data from an AudioBuffer object in device format, returned data will be in a format appropriate for mixing
static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, float *framesOut, ma_uint32 frameCount)
{
// What's going on here is that we're continuously converting data from the AudioBuffer's internal format to the mixing format, which
// should be defined by the output format of the data converter. We do this until frameCount frames have been output. The important
// detail to remember here is that we never, ever attempt to read more input data than is required for the specified number of output
// frames. This can be achieved with ma_data_converter_get_required_input_frame_count()
// NOTE: Continuously converting data from the AudioBuffer's internal format to the mixing format,
// which should be defined by the output format of the data converter.
// This is done until frameCount frames have been output.
// The important detail to remember is that more data than required should neeveer be read,
// for the specified number of output frames.
// This can be achieved with ma_data_converter_get_required_input_frame_count()
ma_uint8 inputBuffer[4096] = { 0 };
ma_uint32 inputBufferFrameCap = sizeof(inputBuffer)/ma_get_bytes_per_frame(audioBuffer->converter.formatIn, audioBuffer->converter.channelsIn);
@ -2573,8 +2575,8 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
}
}
// If for some reason we weren't able to read every frame we'll need to break from the loop
// Not doing this could theoretically put us into an infinite loop
// If for some reason is not possible to read every frame, the loop needs to be broken
// Not doing this could theoretically eend up into an infinite loop
if (framesToRead > 0) break;
}
}

View File

@ -336,7 +336,7 @@ typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
typedef struct Camera2D {
Vector2 offset; // Camera offset (screen space offset from window origin)
Vector2 target; // Camera target (world space target point that is mapped to screen space offset)
float rotation; // Camera rotation in degrees (pivots around target)
float rotation; // Camera rotation in degrees (pivots around target)
float zoom; // Camera zoom (scaling around target), must not be set to 0, set to 1.0f for no scale
} Camera2D;
@ -512,7 +512,6 @@ typedef struct VrStereoConfig {
// File path list
typedef struct FilePathList {
unsigned int capacity; // Filepaths max entries
unsigned int count; // Filepaths entries count
char **paths; // Filepaths entries
} FilePathList;
@ -1152,6 +1151,8 @@ RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload fi
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
RLAPI unsigned int GetDirectoryFileCount(const char *dirPath); // Get the file count in a directory
RLAPI unsigned int GetDirectoryFileCountEx(const char *basePath, const char *filter, bool scanSubdirs);// Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
// Compression/Encoding functionality
RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()

View File

@ -66,11 +66,11 @@
// Function specifiers definition
#if defined(RAYMATH_IMPLEMENTATION)
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
#define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll)
#define RMAPI __declspec(dllexport) extern inline // Building raylib as a Win32 shared library (.dll)
#elif defined(BUILD_LIBTYPE_SHARED)
#define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib)
#define RMAPI __attribute__((visibility("default"))) // Building raylib as a Unix shared library (.so/.dylib)
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
#define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
#define RMAPI __declspec(dllimport) // Using raylib as a Win32 shared library (.dll)
#else
#define RMAPI extern inline // Provide external definition
#endif
@ -595,7 +595,7 @@ RMAPI int Vector2Equals(Vector2 p, Vector2 q)
// v: normalized direction of the incoming ray
// n: normalized normal vector of the interface of two optical media
// r: ratio of the refractive index of the medium from where the ray comes
// to the refractive index of the medium on the other side of the surface
// to the refractive index of the medium on the other side of the surface
RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)
{
Vector2 result = { 0 };
@ -1083,7 +1083,7 @@ RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
}
// Projects a Vector3 from screen space into object space
// NOTE: We are avoiding calling other raymath functions despite available
// NOTE: Self-contained function, no other raymath functions are called
RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
{
Vector3 result = { 0 };
@ -1245,7 +1245,7 @@ RMAPI int Vector3Equals(Vector3 p, Vector3 q)
// v: normalized direction of the incoming ray
// n: normalized normal vector of the interface of two optical media
// r: ratio of the refractive index of the medium from where the ray comes
// to the refractive index of the medium on the other side of the surface
// to the refractive index of the medium on the other side of the surface
RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
{
Vector3 result = { 0 };
@ -2363,13 +2363,13 @@ RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
{
Quaternion result = { 0 };
float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)
result.x = cross.x;
result.y = cross.y;
result.z = cross.z;
result.w = 1.0f + cos2Theta;
result.w = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z + cos2Theta*cos2Theta) + cos2Theta;
// QuaternionNormalize(q);
// NOTE: Normalize to essentially nlerp the original and identity to 0.5
@ -2663,14 +2663,14 @@ RMAPI Matrix MatrixCompose(Vector3 translation, Quaternion rotation, Vector3 sca
forward = Vector3RotateByQuaternion(forward, rotation);
// Set result matrix output
Matrix result = {
right.x, up.x, forward.x, translation.x,
right.y, up.y, forward.y, translation.y,
right.z, up.z, forward.z, translation.z,
0.0f, 0.0f, 0.0f, 1.0f
};
Matrix result = {
right.x, up.x, forward.x, translation.x,
right.y, up.y, forward.y, translation.y,
right.z, up.z, forward.z, translation.z,
0.0f, 0.0f, 0.0f, 1.0f
};
return result;
return result;
}
// Decompose a transformation matrix into its rotational, translational and scaling components and remove shear

View File

@ -267,9 +267,15 @@
#define MAX_AUTOMATION_EVENTS 16384 // Maximum number of automation events to record
#endif
#ifndef DIRECTORY_FILTER_TAG
#define DIRECTORY_FILTER_TAG "DIR" // Name tag used to request directory inclusion on directory scan
#endif // NOTE: Used in ScanDirectoryFiles(), ScanDirectoryFilesRecursively() and LoadDirectoryFilesEx()
#ifndef FILE_FILTER_TAG_ALL
#define FILE_FILTER_TAG_ALL "*.*" // Filter to include all file types and directories on directory scan
#endif // NOTE: Used in ScanDirectoryFiles(), LoadDirectoryFilesEx() and GetDirectoryFileCountEx()
#ifndef FILE_FILTER_TAG_FILE_ONLY
#define FILE_FILTER_TAG_FILE_ONLY "FILES*" // Filter to include all file types on directory scan
#endif // NOTE: Used in ScanDirectoryFiles(), LoadDirectoryFilesEx() and GetDirectoryFileCountEx()
#ifndef FILE_FILTER_TAG_DIR_ONLY
#define FILE_FILTER_TAG_DIR_ONLY "DIR*" // Filter to include directories on directory scan
#endif // NOTE: Used in ScanDirectoryFiles(), LoadDirectoryFilesEx() and GetDirectoryFileCountEx()
// Flags operation macros
#define FLAG_SET(n, f) ((n) |= (f))
@ -505,8 +511,7 @@ extern void ClosePlatform(void); // Close platform
static void InitTimer(void); // Initialize timer, hi-resolution if available (required by InitPlatform())
static void SetupViewport(int width, int height); // Set viewport for a provided width and height
static void ScanDirectoryFiles(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories in a base path
static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories recursively from a base path
static void ScanDirectoryFiles(const char *basePath, FilePathList *list, const char *filter, unsigned int expectedFileCount, bool scanSubdirs); // Scan all files and directories in a base path
#if defined(SUPPORT_AUTOMATION_EVENTS)
static void RecordAutomationEvent(void); // Record frame events (to internal events array)
@ -525,7 +530,7 @@ const char *TextFormat(const char *text, ...); // Formatting of text with variab
#define PLATFORM_DESKTOP_GLFW
#endif
// We're using '#pragma message' because '#warning' is not adopted by MSVC
// Using '#pragma message' because '#warning' is not adopted by MSVC
#if defined(SUPPORT_CLIPBOARD_IMAGE)
#if !defined(SUPPORT_MODULE_RTEXTURES)
#pragma message ("WARNING: Enabling SUPPORT_CLIPBOARD_IMAGE requires SUPPORT_MODULE_RTEXTURES to work properly")
@ -1499,7 +1504,7 @@ Matrix GetCameraMatrix2D(Camera2D camera)
// When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
// not for the camera getting bigger, hence the invert. Same deal with rotation
// 3. Move it by (-offset);
// Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
// Offset defines target transform relative to screen, but since effectively "moving" screen (camera)
// we need to do it into opposite direction (inverse transform)
// Having camera transform in world-space, inverse of it gives the modelview transform
@ -1931,7 +1936,7 @@ void TraceLog(int logType, const char *text, ...)
// Set custom trace log
void SetTraceLogCallback(TraceLogCallback callback)
{
{
traceLog = callback;
}
@ -2753,53 +2758,36 @@ const char *GetApplicationDirectory(void)
// No recursive scanning is done!
FilePathList LoadDirectoryFiles(const char *dirPath)
{
FilePathList files = { 0 };
unsigned int fileCounter = 0;
struct dirent *entity;
DIR *dir = opendir(dirPath);
if (dir != NULL) // It's a directory
{
// SCAN 1: Count files
while ((entity = readdir(dir)) != NULL)
{
// NOTE: We skip '.' (current dir) and '..' (parent dir) filepaths
if ((strcmp(entity->d_name, ".") != 0) && (strcmp(entity->d_name, "..") != 0)) fileCounter++;
}
// Memory allocation for dirFileCount
files.capacity = fileCounter;
files.paths = (char **)RL_CALLOC(files.capacity, sizeof(char *));
for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
closedir(dir);
// SCAN 2: Read filepaths
// NOTE: Directory paths are also registered
ScanDirectoryFiles(dirPath, &files, NULL);
// Security check: read files.count should match fileCounter
if (files.count != files.capacity) TRACELOG(LOG_WARNING, "FILEIO: Read files count do not match capacity allocated");
}
else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory"); // Maybe it's a file...
return files;
return LoadDirectoryFilesEx(dirPath, FILE_FILTER_TAG_ALL, false);
}
// Load directory filepaths with extension filtering and recursive directory scan
// NOTE: On recursive loading we do not pre-scan for file count, we use MAX_FILEPATH_CAPACITY
// WARNING: Directory is scanned twice, first time to get files count
FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs)
{
FilePathList files = { 0 };
files.capacity = MAX_FILEPATH_CAPACITY;
files.paths = (char **)RL_CALLOC(files.capacity, sizeof(char *));
for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
if (DirectoryExists(basePath)) // It's a directory
{
// SCAN 1: Count files
unsigned int fileCounter = GetDirectoryFileCountEx(basePath, filter, scanSubdirs);
// WARNING: basePath is always prepended to scanned paths
if (scanSubdirs) ScanDirectoryFilesRecursively(basePath, &files, filter);
else ScanDirectoryFiles(basePath, &files, filter);
// Memory allocation for dirFileCount
files.paths = (char **)RL_CALLOC(fileCounter, sizeof(char *));
for (unsigned int i = 0; i < fileCounter; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
// SCAN 2: Read filepaths
// WARNING: basePath is always prepended to scanned paths
ScanDirectoryFiles(basePath, &files, filter, fileCounter, scanSubdirs);
// Security check: read files.count should match fileCounter
if (files.count != fileCounter)
{
TRACELOG(LOG_WARNING, "FILEIO: Read files count (%u) does not match capacity allocated (%u)", files.count, fileCounter);
files.count = fileCounter; // Avoid memory leak when unloading this FilePathList
}
}
else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath); // Maybe it's a file...
return files;
}
@ -2810,7 +2798,7 @@ void UnloadDirectoryFiles(FilePathList files)
{
if (files.paths != NULL)
{
for (unsigned int i = 0; i < files.capacity; i++) RL_FREE(files.paths[i]);
for (unsigned int i = 0; i < files.count; i++) RL_FREE(files.paths[i]);
RL_FREE(files.paths);
}
@ -2966,6 +2954,59 @@ void UnloadDroppedFiles(FilePathList files)
}
}
// Get the file count in a directory
unsigned int GetDirectoryFileCount(const char *dirPath)
{
return GetDirectoryFileCountEx(dirPath, FILE_FILTER_TAG_ALL, false);
}
// Get the file count in a directory with extension filtering and recursive directory scan. Use 'FILE_FILTER_TAG_DIR_ONLY' in the filter string to include directories in the result
unsigned int GetDirectoryFileCountEx(const char *basePath, const char *filter, bool scanSubdirs)
{
unsigned int fileCounter = 0;
// WARNING: Path can not be static or it will be reused between recursive function calls!
char path[MAX_FILEPATH_LENGTH] = { 0 };
memset(path, 0, MAX_FILEPATH_LENGTH);
struct dirent *entity;
DIR *dir = opendir(basePath);
if (dir != NULL) // It's a directory
{
while ((entity = readdir(dir)) != NULL)
{
// NOTE: We skip '.' (current dir) and '..' (parent dir) filepaths
if ((strcmp(entity->d_name, ".") != 0) && (strcmp(entity->d_name, "..") != 0))
{
// Construct new path from our base path
#if defined(_WIN32)
int pathLength = snprintf(path, MAX_FILEPATH_LENGTH - 1, "%s\\%s", basePath, entity->d_name);
#else
int pathLength = snprintf(path, MAX_FILEPATH_LENGTH - 1, "%s/%s", basePath, entity->d_name);
#endif
// Don't add to count if path too long
if ((pathLength < 0) || (pathLength >= MAX_FILEPATH_LENGTH))
{
TRACELOG(LOG_WARNING, "FILEIO: Path longer than %d characters (%s...)", MAX_FILEPATH_LENGTH, basePath);
}
else if (IsPathFile(path))
{
if ((filter == NULL) || (strstr(filter, FILE_FILTER_TAG_ALL) != NULL) ||
(strstr(filter, FILE_FILTER_TAG_FILE_ONLY) != NULL) || IsFileExtension(path, filter)) fileCounter++;
}
else
{
if ((filter != NULL) && ((strstr(filter, FILE_FILTER_TAG_ALL) != NULL) || (strstr(filter, FILE_FILTER_TAG_DIR_ONLY) != NULL))) fileCounter++;
if (scanSubdirs) fileCounter += GetDirectoryFileCountEx(path, filter, scanSubdirs);
}
}
}
}
else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath); // Maybe it's a file...
return fileCounter;
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Compression and Encoding
//----------------------------------------------------------------------------------
@ -3629,13 +3670,13 @@ bool ExportAutomationEventList(AutomationEventList list, const char *fileName)
int binarySize = 4 + sizeof(int) + sizeof(AutomationEvent)*list.count;
unsigned char *binBuffer = (unsigned char *)RL_CALLOC(binarySize, 1);
int offset = 0;
memcpy(binBuffer + offset, "rAE ", 4);
memcpy(binBuffer + offset, "rAE ", 4);
offset += 4;
memcpy(binBuffer + offset, &list.count, sizeof(int));
memcpy(binBuffer + offset, &list.count, sizeof(int));
offset += sizeof(int);
memcpy(binBuffer + offset, list.events, sizeof(AutomationEvent)*list.count);
offset += sizeof(AutomationEvent)*list.count;
success = SaveFileData(TextFormat("%s.rae",fileName), binBuffer, binarySize);
RL_FREE(binBuffer);
}
@ -3790,7 +3831,6 @@ void PlayAutomationEvent(AutomationEvent event)
// Check if a key has been pressed once
bool IsKeyPressed(int key)
{
bool pressed = false;
if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
@ -3932,8 +3972,10 @@ bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
{
if ((CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
}
return pressed;
}
@ -3943,8 +3985,10 @@ bool IsGamepadButtonDown(int gamepad, int button)
{
bool down = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) down = true;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
{
if (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1) down = true;
}
return down;
}
@ -3954,8 +3998,10 @@ bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
{
if ((CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
}
return released;
}
@ -3965,13 +4011,16 @@ bool IsGamepadButtonUp(int gamepad, int button)
{
bool up = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) up = true;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
{
if (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0) up = true;
}
return up;
}
// Get the last gamepad button pressed
// NOTE: Returns last gamepad button down, down->up change not considered
int GetGamepadButtonPressed(void)
{
return CORE.Input.Gamepad.lastButtonPressed;
@ -4011,10 +4060,13 @@ bool IsMouseButtonPressed(int button)
{
bool pressed = false;
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
{
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
}
return pressed;
}
@ -4024,10 +4076,13 @@ bool IsMouseButtonDown(int button)
{
bool down = false;
if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
{
if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
// NOTE: Touches are considered like mouse buttons
if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
// NOTE: Touches are considered like mouse buttons
if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
}
return down;
}
@ -4037,10 +4092,13 @@ bool IsMouseButtonReleased(int button)
{
bool released = false;
if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
{
if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
}
return released;
}
@ -4050,10 +4108,13 @@ bool IsMouseButtonUp(int button)
{
bool up = false;
if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
{
if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
// NOTE: Touches are considered like mouse buttons
if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
// NOTE: Touches are considered like mouse buttons
if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
}
return up;
}
@ -4062,6 +4123,7 @@ bool IsMouseButtonUp(int button)
int GetMouseX(void)
{
int mouseX = (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
return mouseX;
}
@ -4069,6 +4131,7 @@ int GetMouseX(void)
int GetMouseY(void)
{
int mouseY = (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
return mouseY;
}
@ -4229,66 +4292,7 @@ void SetupViewport(int width, int height)
// Scan all files and directories in a base path
// WARNING: files.paths[] must be previously allocated and
// contain enough space to store all required paths
static void ScanDirectoryFiles(const char *basePath, FilePathList *files, const char *filter)
{
static char path[MAX_FILEPATH_LENGTH] = { 0 };
memset(path, 0, MAX_FILEPATH_LENGTH);
struct dirent *dp = NULL;
DIR *dir = opendir(basePath);
if (dir != NULL)
{
while ((dp = readdir(dir)) != NULL)
{
if ((strcmp(dp->d_name, ".") != 0) &&
(strcmp(dp->d_name, "..") != 0))
{
// Construct new path from our base path
#if defined(_WIN32)
int pathLength = snprintf(path, MAX_FILEPATH_LENGTH - 1, "%s\\%s", basePath, dp->d_name);
#else
int pathLength = snprintf(path, MAX_FILEPATH_LENGTH - 1, "%s/%s", basePath, dp->d_name);
#endif
if ((pathLength < 0) || (pathLength >= MAX_FILEPATH_LENGTH))
{
TRACELOG(LOG_WARNING, "FILEIO: Path longer than %d characters (%s...)", MAX_FILEPATH_LENGTH, basePath);
}
else if (filter != NULL)
{
if (IsPathFile(path))
{
if (IsFileExtension(path, filter))
{
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
files->count++;
}
}
else
{
if (strstr(filter, DIRECTORY_FILTER_TAG) != NULL)
{
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
files->count++;
}
}
}
else
{
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
files->count++;
}
}
}
closedir(dir);
}
else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
}
// Scan all files and directories recursively from a base path
static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *files, const char *filter)
static void ScanDirectoryFiles(const char *basePath, FilePathList *files, const char *filter, unsigned int expectedFileCount, bool scanSubdirs)
{
// WARNING: Path can not be static or it will be reused between recursive function calls!
char path[MAX_FILEPATH_LENGTH] = { 0 };
@ -4299,7 +4303,7 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *fi
if (dir != NULL)
{
while (((dp = readdir(dir)) != NULL) && (files->count < files->capacity))
while (((dp = readdir(dir)) != NULL) && (files->count < expectedFileCount))
{
if ((strcmp(dp->d_name, ".") != 0) && (strcmp(dp->d_name, "..") != 0))
{
@ -4316,48 +4320,29 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *fi
}
else if (IsPathFile(path))
{
if (filter != NULL)
{
if (IsFileExtension(path, filter))
{
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
files->count++;
}
}
else
if ((filter == NULL) || (strstr(filter, FILE_FILTER_TAG_ALL) != NULL) ||
(strstr(filter, FILE_FILTER_TAG_FILE_ONLY) != NULL) || IsFileExtension(path, filter))
{
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
files->count++;
}
if (files->count >= files->capacity)
{
TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
break;
}
}
else
{
if ((filter != NULL) && (strstr(filter, DIRECTORY_FILTER_TAG) != NULL))
if ((filter != NULL) && ((strstr(filter, FILE_FILTER_TAG_DIR_ONLY) != NULL) || (strstr(filter, FILE_FILTER_TAG_ALL) != NULL)))
{
strncpy(files->paths[files->count], path, MAX_FILEPATH_LENGTH - 1);
files->count++;
}
if (files->count >= files->capacity)
{
TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
break;
}
ScanDirectoryFilesRecursively(path, files, filter);
if (scanSubdirs) ScanDirectoryFiles(path, files, filter, expectedFileCount, scanSubdirs);
}
}
}
closedir(dir);
}
else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath); // Maybe it's a file...
}
#if defined(SUPPORT_AUTOMATION_EVENTS)
@ -4506,7 +4491,7 @@ static void RecordAutomationEvent(void)
if (currentEventList->count == currentEventList->capacity) return; // Security check
// Event type: INPUT_TOUCH_POSITION
// Event type: INPUT_TOUCH_POSITION
if (((int)CORE.Input.Touch.position[id].x != (int)CORE.Input.Touch.previousPosition[id].x) ||
((int)CORE.Input.Touch.position[id].y != (int)CORE.Input.Touch.previousPosition[id].y))
{
@ -4519,7 +4504,7 @@ static void RecordAutomationEvent(void)
TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_TOUCH_POSITION | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
currentEventList->count++;
}
if (currentEventList->count == currentEventList->capacity) return; // Security check
}

View File

@ -113,11 +113,11 @@
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
#define RLAPI __declspec(dllexport) // Building the library as a Win32 shared library (.dll)
#elif defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
#define RLAPI __attribute__((visibility("default"))) // Building the library as a Unix shared library (.so/.dylib)
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
#define RLAPI __declspec(dllimport) // Using the library as a Win32 shared library (.dll)
#endif
// Function specifiers definition
@ -1270,12 +1270,12 @@ void rlLoadIdentity(void)
// Multiply the current matrix by a translation matrix
void rlTranslatef(float x, float y, float z)
{
Matrix matTranslation = {
1.0f, 0.0f, 0.0f, x,
0.0f, 1.0f, 0.0f, y,
0.0f, 0.0f, 1.0f, z,
0.0f, 0.0f, 0.0f, 1.0f
};
Matrix matTranslation = rlMatrixIdentity();
// Set translation component of matrix
matTranslation.m12 = x;
matTranslation.m13 = y;
matTranslation.m14 = z;
// NOTE: We transpose matrix with multiplication order
*RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
@ -1329,12 +1329,12 @@ void rlRotatef(float angle, float x, float y, float z)
// Multiply the current matrix by a scaling matrix
void rlScalef(float x, float y, float z)
{
Matrix matScale = {
x, 0.0f, 0.0f, 0.0f,
0.0f, y, 0.0f, 0.0f,
0.0f, 0.0f, z, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
Matrix matScale = rlMatrixIdentity();
// Set scale component of matrix
matScale.m0 = x;
matScale.m5 = y;
matScale.m10 = z;
// NOTE: We transpose matrix with multiplication order
*RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
@ -1344,6 +1344,7 @@ void rlScalef(float x, float y, float z)
void rlMultMatrixf(const float *matf)
{
// Matrix creation from array
// Conversion from column-major to row-major memory order
Matrix mat = { matf[0], matf[4], matf[8], matf[12],
matf[1], matf[5], matf[9], matf[13],
matf[2], matf[6], matf[10], matf[14],
@ -3731,7 +3732,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
// Two possible Options:
// 1 - Bind texture to color fbo attachment and glReadPixels()
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
// We are using Option 1, just need to care for texture format on retrieval
// Using Option 1, just need to care for texture format on retrieval
// NOTE: This behaviour could be conditioned by graphic driver...
unsigned int fboId = rlLoadFramebuffer();
@ -4463,13 +4464,7 @@ void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType
void rlSetUniformMatrix(int locIndex, Matrix mat)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
float matfloat[16] = {
mat.m0, mat.m1, mat.m2, mat.m3,
mat.m4, mat.m5, mat.m6, mat.m7,
mat.m8, mat.m9, mat.m10, mat.m11,
mat.m12, mat.m13, mat.m14, mat.m15
};
glUniformMatrix4fv(locIndex, 1, false, matfloat);
glUniformMatrix4fv(locIndex, 1, false, rlMatrixToFloat(mat));
#endif
}
@ -5255,17 +5250,17 @@ static int rlGetPixelDataSize(int width, int height, int format)
// Get identity matrix
static Matrix rlMatrixIdentity(void)
{
Matrix result = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
Matrix matIdentity = { 0 };
matIdentity.m0 = 1.0f;
matIdentity.m5 = 1.0f;
matIdentity.m10 = 1.0f;
matIdentity.m15 = 1.0f;
return result;
return matIdentity;
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Get float array of matrix data
// Explicit conversion to column-major memory layout
static rl_float16 rlMatrixToFloatV(Matrix mat)
{
rl_float16 result = { 0 };

View File

@ -1754,7 +1754,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
// This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData()
// It isn't clear which would be reliably faster in all cases and on all platforms,
// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
// no faster, since we're transferring all the transform matrices anyway
// no faster, since all the transform matrices are transferred anyway
instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
// Instances transformation matrices are sent to shader attribute location: SHADER_LOC_VERTEX_INSTANCE_TX
@ -4084,7 +4084,7 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
{
RayCollision collision = { 0 };
// Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed)
// NOTE: If ray.position is inside the box, the distance is negative (as if the ray was reversed)
// Reversing ray.direction will give use the correct result
bool insideBox = (ray.position.x > box.min.x) && (ray.position.x < box.max.x) &&
(ray.position.y > box.min.y) && (ray.position.y < box.max.y) &&
@ -6517,7 +6517,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
};
}
Transform* root = &animations[i].framePoses[j][0];
Transform *root = &animations[i].framePoses[j][0];
root->rotation = QuaternionMultiply(worldTransform.rotation, root->rotation);
root->scale = Vector3Multiply(root->scale, worldTransform.scale);
root->translation = Vector3Multiply(root->translation, worldTransform.scale);

View File

@ -59,9 +59,9 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Error rate to calculate how many segments we need to draw a smooth circle,
// taken from https://stackoverflow.com/a/2244088
#ifndef SMOOTH_CIRCLE_ERROR_RATE
// Define error rate to calculate how many segments are needed to draw a smooth circle
// REF: https://stackoverflow.com/a/2244088
#define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate
#endif
#ifndef SPLINE_SEGMENT_DIVISIONS
@ -318,7 +318,7 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
}
// Draw a color-filled circle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
// NOTE: On OpenGL 3.3 and ES2 using QUADS to avoid drawing order issues
void DrawCircleV(Vector2 center, float radius, Color color)
{
DrawCircleSector(center, radius, 0, 360, 36, color);
@ -379,7 +379,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
angle += (stepLength*2.0f);
}
// NOTE: In case number of segments is odd, we add one last piece to the cake
// NOTE: In case number of segments is odd, adding one last piece to the cake
if ((((unsigned int)segments)%2) == 1)
{
rlColor4ub(color.r, color.g, color.b, color.a);
@ -722,7 +722,7 @@ void DrawRectangle(int posX, int posY, int width, int height, Color color)
}
// Draw a color-filled rectangle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
// NOTE: On OpenGL 3.3 and ES2 using QUADS to avoid drawing order issues
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
@ -968,7 +968,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
/*
Quick sketch to make sense of all of this,
there are 9 parts to draw, also mark the 12 points we'll use
there are 9 parts to draw, also mark the 12 points used
P0____________________P1
/| |\
@ -1024,7 +1024,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
angle += (stepLength*2);
}
// NOTE: In case number of segments is odd, we add one last piece to the cake
// NOTE: In case number of segments is odd, adding one last piece to the cake
if (segments%2)
{
rlColor4ub(color.r, color.g, color.b, color.a);
@ -1168,7 +1168,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
// Draw rectangle with rounded edges
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color)
{
// NOTE: For line thicknes <=1.0f we use RL_LINES, otherwise wee use RL_QUADS/RL_TRIANGLES
// NOTE: For line thicknes <=1.0f using RL_LINES, otherwise using RL_QUADS/RL_TRIANGLES
DrawRectangleRoundedLinesEx(rec, roundness, segments, 1.0f, color);
}
@ -1204,7 +1204,7 @@ void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, f
/*
Quick sketch to make sense of all of this,
marks the 16 + 4(corner centers P16-19) points we'll use
marks the 16 + 4(corner centers P16-19) points used
P0 ================== P1
// P8 P9 \\
@ -1946,7 +1946,7 @@ void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, C
// Draw spline segment: Linear, 2 points
void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color)
{
// NOTE: For the linear spline we don't use subdivisions, just a single quad
// NOTE: For the linear spline no subdivisions are used, just a single quad
Vector2 delta = { p2.x - p1.x, p2.y - p1.y };
float length = sqrtf(delta.x*delta.x + delta.y*delta.y);

View File

@ -1727,14 +1727,15 @@ char *GetTextBetween(const char *text, const char *begin, const char *end)
// Replace text string
// REQUIRES: strstr(), strncpy()
// TODO: If (replacement == "") remove "search" text
// WARNING: Allocated memory must be manually freed
char *TextReplace(const char *text, const char *search, const char *replacement)
{
char *result = NULL;
if ((text != NULL) && (search != NULL))
{
{
if (replacement == NULL) replacement = "";
char *insertPoint = NULL; // Next insert point
char *temp = NULL; // Temp pointer
int textLen = 0; // Text string length
@ -1767,16 +1768,15 @@ char *TextReplace(const char *text, const char *search, const char *replacement)
{
insertPoint = (char *)strstr(text, search);
lastReplacePos = (int)(insertPoint - text);
// TODO: Review logic to avoid strcpy()
// OK - Those lines work
temp = strncpy(temp, text, lastReplacePos) + lastReplacePos;
temp = strcpy(temp, replacement) + replaceLen;
// WRONG - But not those ones
//temp = strncpy(temp, text, tempLen - 1) + lastReplacePos;
//tempLen -= lastReplacePos;
//temp = strncpy(temp, replacement, tempLen - 1) + replaceLen;
//tempLen -= replaceLen;
memcpy(temp, text, lastReplacePos);
temp += lastReplacePos;
if (replaceLen > 0)
{
memcpy(temp, replacement, replaceLen);
temp += replaceLen;
}
text += lastReplacePos + searchLen; // Move to next "end of replace"
}

View File

@ -3625,7 +3625,7 @@ void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color co
}
// Draw circle within an image
void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color)
void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color)
{
int x = 0;
int y = radius;
@ -3649,7 +3649,7 @@ void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color col
}
// Draw circle within an image (Vector version)
void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color)
void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color)
{
ImageDrawCircle(dst, (int)center.x, (int)center.y, radius, color);
}
@ -5602,4 +5602,4 @@ static Vector4 *LoadImageDataNormalized(Image image)
return pixels;
}
#endif // SUPPORT_MODULE_RTEXTURES
#endif // SUPPORT_MODULE_RTEXTURES

View File

@ -1556,7 +1556,7 @@ int main(int argc, char *argv[])
"#include <string.h>\n"
"#include <stdlib.h>\n"
"#include <emscripten/emscripten.h>\n\n"
"static char logText[4096] = {0};\n"
"static char logText[4096] = { 0 };\n"
"static int logTextOffset = 0;\n\n"
"void CustomTraceLog(int msgType, const char *text, va_list args)\n{\n"
" if (logTextOffset < 3800)\n {\n"

View File

@ -1324,11 +1324,6 @@
"name": "FilePathList",
"description": "File path list",
"fields": [
{
"type": "unsigned int",
"name": "capacity",
"description": "Filepaths max entries"
},
{
"type": "unsigned int",
"name": "count",
@ -4734,6 +4729,36 @@
}
]
},
{
"name": "GetDirectoryFileCount",
"description": "Get the file count in a directory",
"returnType": "unsigned int",
"params": [
{
"type": "const char *",
"name": "dirPath"
}
]
},
{
"name": "GetDirectoryFileCountEx",
"description": "Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result",
"returnType": "unsigned int",
"params": [
{
"type": "const char *",
"name": "basePath"
},
{
"type": "const char *",
"name": "filter"
},
{
"type": "bool",
"name": "scanSubdirs"
}
]
},
{
"name": "CompressData",
"description": "Compress data (DEFLATE algorithm), memory must be MemFree()",

View File

@ -1324,11 +1324,6 @@ return {
name = "FilePathList",
description = "File path list",
fields = {
{
type = "unsigned int",
name = "capacity",
description = "Filepaths max entries"
},
{
type = "unsigned int",
name = "count",
@ -4230,6 +4225,24 @@ return {
{type = "FilePathList", name = "files"}
}
},
{
name = "GetDirectoryFileCount",
description = "Get the file count in a directory",
returnType = "unsigned int",
params = {
{type = "const char *", name = "dirPath"}
}
},
{
name = "GetDirectoryFileCountEx",
description = "Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result",
returnType = "unsigned int",
params = {
{type = "const char *", name = "basePath"},
{type = "const char *", name = "filter"},
{type = "bool", name = "scanSubdirs"}
}
},
{
name = "CompressData",
description = "Compress data (DEFLATE algorithm), memory must be MemFree()",

File diff suppressed because it is too large Load Diff

View File

@ -280,8 +280,7 @@
<Field type="float[2]" name="scale" desc="VR distortion scale" />
<Field type="float[2]" name="scaleIn" desc="VR distortion scale in" />
</Struct>
<Struct name="FilePathList" fieldCount="3" desc="File path list">
<Field type="unsigned int" name="capacity" desc="Filepaths max entries" />
<Struct name="FilePathList" fieldCount="2" desc="File path list">
<Field type="unsigned int" name="count" desc="Filepaths entries count" />
<Field type="char **" name="paths" desc="Filepaths entries" />
</Struct>
@ -679,7 +678,7 @@
<Param type="unsigned int" name="frames" desc="" />
</Callback>
</Callbacks>
<Functions count="597">
<Functions count="599">
<Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context">
<Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" />
@ -1137,6 +1136,14 @@
<Function name="UnloadDroppedFiles" retType="void" paramCount="1" desc="Unload dropped filepaths">
<Param type="FilePathList" name="files" desc="" />
</Function>
<Function name="GetDirectoryFileCount" retType="unsigned int" paramCount="1" desc="Get the file count in a directory">
<Param type="const char *" name="dirPath" desc="" />
</Function>
<Function name="GetDirectoryFileCountEx" retType="unsigned int" paramCount="3" desc="Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result">
<Param type="const char *" name="basePath" desc="" />
<Param type="const char *" name="filter" desc="" />
<Param type="bool" name="scanSubdirs" desc="" />
</Function>
<Function name="CompressData" retType="unsigned char *" paramCount="3" desc="Compress data (DEFLATE algorithm), memory must be MemFree()">
<Param type="const unsigned char *" name="data" desc="" />
<Param type="int" name="dataSize" desc="" />

View File

@ -198,7 +198,7 @@ static void ExportParsedData(const char *fileName, int format); // Export parsed
//----------------------------------------------------------------------------------
// Program main entry point
//----------------------------------------------------------------------------------
int main(int argc, char* argv[])
int main(int argc, char *argv[])
{
if (argc > 1) ProcessCommandLine(argc, argv);