LoadModelAnimations takes an `int` for the animation count parameter.
The animation count should never be negative, so it makes sense to
specify it as unsigned in the API. This matches the API for
UnloadModelAnimations, which expects an unsigned int. Both GLTF and IQMM
also store the animation count internally as unsigned, and we were
casting to a signed int for no reason.
GLTF actually uses `size_t` internally, so we're technically risking
overflow, but having 2^32 animations seems unlikely.
Specifying a fixed seed for the random number generator is often
used in games for various reasons.
By adding an api function for seeding the random number generator
we solve two different problems regarding the seeding:
1) The underlying RNG implementation does not leak to client code
(as would be the case if we called srand directly from the
client code)
2) Seeding the RNG would be simple from other programming languages
(especially in cases where calling libc functions is non-trivial)
This is a big change for optimization and a more professional understanding of audio. Instead of dealing with samples, now we deal with frames, like miniaudio does, so, avoiding continuous conversions from samples to frames.
Note that `extern "C"` calling convention only affects objects that need to be seen by the linker, in our case only functions... but it would also be required by global variables exposed, if any.
This commit introduces some breaking changes for library consistency, hopefully not too dramatic... Here the full list:
- RENAMED: struct `CharInfo` to `GlyphInfo`, actually that's the correct naming for the data contained. It contains the character glyph metrics and the glyph image; in the past it also contained rectangle within the font atlas but that data has been moved to `Font` struct directly, so, `GlyphInfo` is a more correct name.
- RENAMED: `CodepointToUtf8()` to `CodepointToUTF8()`, capitalization of UTF-8 is the correct form, it would also require de hyphen but it can be omitted in this case.
- RENAMED: `TextToUtf8()` to `TextCodepointsToUTF8` for consistency and more detail on the functionality.
- ADDED: `GetGlyphInfo()` to get glyph info for a specific codepoint
- ADDED: `GetGlyphAtlasRec()` to get glyph rectangle within the generated font atlas
- Some additional tweaks for consistency
- DrawTextRec() and DrawTextRecEx() have been moved to example, those functions could be very specific depending on user needs so it's better to give the user the full source in case of special requirements instead of allowing a function with +10 input parameters.
I think it is useful to know what the empty behavior is in cases where
you are enumerating key presses (e.g. implementing "press any key to
continue").
rlgl has been redesigned to avoid any dependency to `raylib` or `raymath`, all functions using some of those libs have been reviewed.
- REMOVED: `Texture2D`, `Shader` structs dependency
- REMOVED: `Vector3`, `Matrix` structs dependency
- REMOVED: raymath functions dependency, all required math is implemented in rlgl
- ADDED: `rlMatrix` custom rlgl type
- ADDED: `utils.c`: `rlMatrixFromMatrix()` and `rlMatrixToMatrix()` for a safe conversion between raylib<->rlgl matrix types
- ADDED: `rl` prefix to all `rlgl` structs
- Other small tweaks here and there
RENAMED: GetCodepoints() -> LoadCodepoints(), now codepoint array data is loaded dynamically instead of reusing a limited static buffer.
ADDED: UnloadCodepoints() to safely free loaded codepoints
RENAMED: GetNextCodepoint() -> GetCodepoint()
* core: added `GetMouseDelta()`
Thanks to previousPosition added by raysan it is now possible to create the GetMouseDelta() function.
Returns a Vector2 with the difference between the current and previous position of the mouse in a frame.
Useful for creating camera scrolling, among others.
* Added changes noted by raysan
* adds DrawTexturedPoly with example
* the actual example ... ahem
* moved DrawTexturePoly to textures function and example
NB function name changed to fit with other DrawTextureXXX functions
(no "d" )
Co-authored-by: codifies <you@example.com>
- Many functions renamed to follow rl*() convention
- Some internal functions exposed in the API
- Some functionality moved to other modules
- Reorganized all functions by categories
- Make sure it keeps working with OpenGL 1.1 and 2.1
* Add loop functions for music files.
Tell xm tracker to loop tracker when loop state changes.
Don't let looped xm tracker streams restart, they are infinite
Use modulo to make time tracker for xm looped streams work correctly.
* Remove loop functions, set XM loop in update based on flag.
Formatting cleanups.
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
Vr simulator has been moved to core module and completely redesigned. Now user is in charge of stereo-render fbo and also in full control of distortion shader. Code is a bit more complex but better aligned with other raylib examples.
Some enums values have been renamed to be more consistent and also provide a more detailed description:
- ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
- ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
- MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
- PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
* Added a new utility function to get the current monitor.
Some of the other functions rely on passing on a monitor id but we only have a function for querying the count of monitors available.
* Updated the comment to correctly reflect the function action
Pefixing/Suffixing some data type identifier in the variables is not a convention used in raylib, just reviewed it for consistency...
Still, I kept the *Rec suffix in some functions.
Previous implementation did not consider any padding while drawing the characters on screen (despite being available on the font atlas), so, only minimum character area was drawn.
If some text effect shader was required (shadow, glow, outline...), there was no space in the drawn quad to draw that pixels effect.
This commit corrects that issue.
This is a BREAKING CHANGE!
To address the linked issue, several functions have been renamed and couterpart functions have been created to free loaded memory:
- RENAMED: GetImageData() -> LoadImageColors()
- RENAMED: GetImagePalette() -> LoadImagePalette()
- RENAMED: GetWaveData() -> LoadWaveSamples()
- ADDED: UnloadImageColors()
- ADDED: UnloadImagePalette()
- ADDED: UnloadWaveSamples()
Previous GetKeyPressed() method was actually returning unicode codepoints equivalent values instead of the key-code of the pressed key. So, it has been replaced by GetCharPressed(), returning unicode codepoints and GetKeyPressed() now returns key-codes.
WARNING: Several functions removed, replaced by SetWindowState() / ClearWindowState() equivalents, only for advance users.
ADDED: ClearWindowState() to reset window state
REMOVED: HideWindow() / UnhideWindow()
REMOVED: DecorateWindow() / UndecorateWindow()
* updated README.md
* fixed CMakeLists.txt to allow building and debugging with Visual Studio Code and CMAKE Tools extension
* added PLATFORM_DRM
contains mouse pointer code from https://github.com/chriscamacho
* removed redundant cleanup in InitGraphicsDevice
* fixed DRM connector mode selection
* added choosen DRM connected mode to log output
* added respecting TargetFPS on DRM mode selection, default to 60
* added support for GetMonitorRefreshRate
* changed SUPPORT_MOUSE_CURSOR_RPI to SUPPORT_MOUSE_CURSOR_NATIVE
* changed avoidProgressive to allowInterlaced
* cleanup, function extraction and improved mode selection
* README reverted to original for PR
* line endings fixed for core.c
* removed old code
* mouse pointer reverted to small square
* replaced SetGraphicDeviceName() by DEFAULT_GRAPHIC_DEVICE_DRM
Co-authored-by: kernelkinetic <kernelkinetic@outlook.com>
rlBlendMode() has been added to rlgl to be used on BLEND_CUSTOM. This functionality is exposed to advance users.
In any case, new blending modes could be added if required.
Reason for removal: This function forces a specific Image data format, it copies data internally (it could be confusing and lead to memory leaks), it's redundant, there is a simpler alternative and raylib promotes using structures directly
Current looping system was broken, `loopCount` has been converted to `bool looping` and user can enable/disable with `music.looping = false`. `SetMusicLoopCount()` has been removed.
There are multiple #define values around raylib, usually not exposed for redefinition, just reviewed all of them to allow users redefining them on compile time if required.
Also, multiple #define have been renamed and commented.
Actually this function is useless and potentially dangerous, internally, a shallow copy of data was done. Same could be accomplished accesing image.data directly.
* [cppcheck] Improvements in SaveStorageValue() in core.c
in file core.c cppcheck shows errors only in function SaveStorageValue():
* Common realloc mistake: 'fileData' nulled but not freed upon failure
* Memory pointed to by 'fileData' is freed twice.
Validation:
* Tested examples/core/core_storage_values.c
* Launched Unit Test for this function
* Rerun CPPCHECK afer fix
* [cppcheck] Change functions header to accept only positive position in files
Changes:
* Functions SaveStorageValue(), LoadStorageValue() (core.c)
* Functions LoadFileData(), SaveFileData() (utils.c)
* Headers in raylib.h
Validation:
* Tested examples/core/core_storage_values.c
* Launched Unit Test for these functions
* Rerun CPPCHECK afer fix
There could be some cases where we need to define the internal audio buffer size, now it's possible.
RENAMED: InitAudioBuffer() to LoadAudioBuffer()
RENAMED: CloseAudioBuffer() to UnloadAudioBuffer()
Renamed some defines and reviewed some comments.
* Initial commit of addition for GLTF materials.. should support loading more than just albedo map.
* Clean up
* fixed seg faults and leaks
* temp don't overwrite defuse colour when rendering
* undid something dumb!
* correctly mixed diffuse map color when rendering to preserve not overwrite it
...moved to internal AudioBuffer structure as totalFramesProcessed, now time measure works again... but there is some problem with looping...
Also note some inconsistencies between frames and samples, it seems those concepts are not considered correctly in the code.
raylib logo animation has been removed. That funtionality was very restrictive, not configurable at all and hardly ever used, also, it added a coupling dependency of `core` module with `shapes` and `text` modules.
- Mesh, Shader, Material structs have been reviewed to minimize size when passed by value, all required code has been reviewed.
- GetCollisionRayModel() reviewed to avoid pointer, not required because model is not modified inside the function
- UnloadMesh() reviewed, pointer not required
- CheckCollisionRay*() parameters name reviewed
Changes:
- Font structure has been redesigned, CharInfo structure contained character rectangle within font texture, it has not much sense, considering that it was an information relative to the font atlas generated and not the character itself, so character rectangles have been moved out from CharInfo to Font.
- CharInfo included a data parameters to contain character pixel data (usually grayscale), generated on TTF font generation. It was inconsistent with other fonts types, so, now CharInfo includes directly an Image of the glyph.
- REDESIGNED: GenImageFontAtlas(), additional recs parameter added, loaded and filled inside the function to export atlas characters rectangles, instead of silently modify the input CharInfo data.
- REVIEWED: ImageTextEx(), funtion retrieved the font atlas image from the GPU, that was slow and problematic in several platforms. Now it uses directly the CharInfo image. Support for unicode codepoints has also been added.
- REDESIGNED: ImageDraw(), now it includes an additional parameter, the color tint, not only it could be useful for several situations but also function signature is more consistent with similar functions.
- ADDED: ImageFromImage() to generate a new image from a piece of another image.
- REVIEWED: GetNextCodepoint(), renamed parameters to be more clear.
Also all examples and games that were affected by those changes have been reviewed.
This module has been completely reviewed, old structures still contained OpenAL useless data, a full module revision. Some of the changes:
- Redesigned internal MusicData structure
- Exposed MusicStream structure data
- Reviewed AudioStream structure
- Redesigned Sound structure
Still some work to do...
* added multi channel sound replay to raudio
added -fPIC to Makefile for Linux
added simple lighting and audio multi channel to examples Makefile
* not properly reporting audio buffer pool size...
Two functions have been renamed for coherence; previous naming was confusing for several users:
- DrawPolyEx() ---> DrawTriangleFan()
- DrawPolyExLines() ---> DrawLineStrip()
Users can define their custom memory management macros.
NOTE: Most external libraries support custom macros in the same way, raylib should redefine those macros to raylib ones, to unify custom memory loading. That redefinition is only implemented as example for stb_image.h in [textures] module.
This is quite a big change, Model struct has been redesigned to support multiple meshes and multiple materials, most 3d fileformats contain multiple meshes and reference multiple materials.
Consequently, multiple functions have been reviewed.
LoadOBJ(), LoadIQM(), LoadGLFT() now return a Model.
Current LoadOBJ() is not valid anymore, actually, tinyobj_loader_c library is considered for replacement.
This specific change could be very annoying for people already using FLAG_MSAA_4X_HINT, their programs will compile correctly but window won't be shown...
Decided to allow user to provide values directly instead of requiring a Vector2 struct, probably more confortable to use.
- SetMousePosition()
- SetMouseOffset()
- SetMouseScale()
Added a bunch of useful text management functions.
Consequently, some already available functions like `FormatText()` and `SubText()` has been renamed for consistency. Created temporal fallbacks for old names.
raylib version bumped to 2.3.
Changed parameters order for consistency with LoadFontData() and other functions when an array is passed by parameter and array size is the following parameter.
By default, internal white texture was used to draw most of the shapes; some time ago, support for white font character from default internal font was added. That way, all basic drawing (shapes, text) could be performed without a texture change and in a single drawing pass.
Now, we move a step further and we allow configuring the texture (and rectangle) used to do the shapes drawing.
- Added a function to get the last write time of a file. I used this so I can reload files or resources if the time since they were last loaded changes.
The prototype of GenImageFontAtlas() in the main raylib.h header has a set of swapped parameter names.
Going through the usage of the function within raylib itself, it appears as if the correct order is:
1) charsCount
2) fontSize
However, it's exposed to the world as the other way around, which may cause some major confusion.
REVIEW: Reorganized global variables for consistency
ADDED: GetWindowHandle() to get native window handle
ADDED: GetDirectoryFiles() to get files list for a DIR
Previously, if <raylib.h> was #included prior to another header that
defined bool, the compilation would fail.
This is e.g. the case for <perl.h> and <objc/objc.h> which both fall
back to the <stdbool.h> if C99 is available.
The following commit includes <objc/objc.h> in src/core.c, which causes
the same problem.
Avoid this by checking for C99 bool like we already do for C++'s.
Useful for bitmaps pixelated fonts where anti-aliasing is not desired!
Change also enables additional font generation mechanisms in a future (cleartype, hinting...).
Added support form vertical and horizontal 3-patches.
Corrected the distortion caused when destRec size is smaller than 4x4. Now even 1x10 or 0x0 sizes are drawn correctly.