Removed webpage from raylib repo

Moved to own repo at @raysan5/raylib.com
This commit is contained in:
raysan5 2017-07-24 20:04:54 +02:00
parent b2712b6db7
commit 072684d276
479 changed files with 0 additions and 3070608 deletions

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>page not found... :(</title>
<style>
::-moz-selection {
background: #b3d4fc;
text-shadow: none;
}
::selection {
background: #b3d4fc;
text-shadow: none;
}
html {
padding: 30px 10px;
font-size: 20px;
line-height: 1.4;
color: #737373;
background: #f0f0f0;
-webkit-text-size-adjust: 100%;
-ms-text-size-adjust: 100%;
}
html,
input {
font-family: "Helvetica Neue", Helvetica, Arial, sans-serif;
}
body {
max-width: 500px;
_width: 500px;
padding: 30px 20px 50px;
border: 1px solid #b3b3b3;
margin: 0 auto;
box-shadow: 0 1px 10px #a7a7a7, inset 0 1px 0 #fff;
background: #fcfcfc;
}
h1 {
margin: 0 10px;
font-size: 50px;
text-align: center;
}
h1 span {
color: #bbb;
}
h3 {
margin: 1.5em 0 0.5em;
}
p {
margin: 1em 0;
}
ul {
padding: 0 0 0 40px;
margin: 1em 0;
}
.container {
max-width: 380px;
_width: 380px;
margin: 0 auto;
}
/* google search */
#goog-fixurl ul {
list-style: none;
padding: 0;
margin: 0;
}
#goog-fixurl form {
margin: 0;
}
#goog-wm-qt,
#goog-wm-sb {
border: 1px solid #bbb;
font-size: 16px;
line-height: normal;
vertical-align: top;
color: #444;
border-radius: 2px;
}
#goog-wm-qt {
width: 220px;
height: 20px;
padding: 5px;
margin: 5px 10px 0 0;
box-shadow: inset 0 1px 1px #ccc;
}
#goog-wm-sb {
display: inline-block;
height: 32px;
padding: 0 10px;
margin: 5px 0 0;
white-space: nowrap;
cursor: pointer;
background-color: #f5f5f5;
background-image: -webkit-linear-gradient(rgba(255,255,255,0), #f1f1f1);
background-image: -moz-linear-gradient(rgba(255,255,255,0), #f1f1f1);
background-image: -ms-linear-gradient(rgba(255,255,255,0), #f1f1f1);
background-image: -o-linear-gradient(rgba(255,255,255,0), #f1f1f1);
-webkit-appearance: none;
-moz-appearance: none;
appearance: none;
*overflow: visible;
*display: inline;
*zoom: 1;
}
#goog-wm-sb:hover,
#goog-wm-sb:focus {
border-color: #aaa;
box-shadow: 0 1px 1px rgba(0, 0, 0, 0.1);
background-color: #f8f8f8;
}
#goog-wm-qt:hover,
#goog-wm-qt:focus {
border-color: #105cb6;
outline: 0;
color: #222;
}
input::-moz-focus-inner {
padding: 0;
border: 0;
}
</style>
</head>
<body>
<div class="container">
<h1>not found <span>:(</span></h1>
<p>Sorry, but the page you were trying to view does not exist.</p>
<p>It looks like this was the result of either:</p>
<ul>
<li>a mistyped address</li>
<li>an out-of-date link</li>
</ul>
<script>
var GOOG_FIXURL_LANG = (navigator.language || '').slice(0,2),GOOG_FIXURL_SITE = location.host;
</script>
<script src="//linkhelp.clients.google.com/tbproxy/lh/wm/fixurl.js"></script>
</div>
</body>
</html>

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www.raylib.com

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<title>raylib - cheatsheet</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
<meta name="title" content="raylib - cheatsheet">
<meta name="description" content="raylib is a simple and easy-to-use library to learn videogames programming. Don't miss latest functions added to raylib... check raylib cheatsheet">
<meta name="keywords" content="raylib, videogames, programming, C, C++, library, learn, study, simple, easy, free, open source, raysan">
<meta name="viewport" content="width=device-width">
<!-- Facebook metatags for sharing -->
<meta property="og:title" content="raylib - cheatsheet"/>
<meta property="og:image" content="http://www.raylib.com/common/img/fb_raylib_logo.png"/>
<meta property="og:url" content="http://www.raylib.com" />
<meta property="og:site_name" content="raylib"/>
<meta property="og:description" content="don't miss latest functions added to raylib... check raylib cheatsheet"/>
<!-- Add jQuery library -->
<script type="text/javascript" src="http://code.jquery.com/jquery-latest.min.js"></script>
<!-- hightlight.js - Syntax highlighting for the Web -->
<link rel="stylesheet" href="http://cdnjs.cloudflare.com/ajax/libs/highlight.js/8.1/styles/docco.min.css">
<script src="http://cdnjs.cloudflare.com/ajax/libs/highlight.js/8.1/highlight.min.js"></script>
<style type="text/css">
@font-face {
font-family: 'grixel_acme_7_wide_xtnd';
src: url('../common/font/acme_7_wide_xtnd.eot');
src: url('../common/font/acme_7_wide_xtnd.eot?#iefix') format('embedded-opentype'),
url('../common/font/acme_7_wide_xtnd.woff') format('woff'),
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font-style: normal;
font-size-adjust:0.49;
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body{background-color:#f5f5f5;}
#fulldata{width: 1315px!important;}
.eximage img{ margin: 0 auto; border: 1px solid; border-color: black; width:770px; height:auto;}
pre code{ width: auto!important; border: 1px solid; border-color:#b0b0b0; width:758px; height:auto; }
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line-height:30px; text-align: center; border-width:5px; background-color:#e1e1e1; color:#5c5a5a;
border:4px solid #898888; font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial;}
.exdownbtn:hover{background-color:#f0d6d6; color:#c55757; border:4px solid #e66666;}
#core pre code{border:10px solid; border-color:#888888; background-color:#dbdbe1; }
#shapes pre code{border:10px solid; border-color:#e66666; background-color:#e9d0d6; }
#textures pre code{border:10px solid; border-color:#75a06d; background-color:#c3e4bf; }
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#models pre code{border:10px solid; border-color:#5d9cbd; background-color:#b9d6e8; }
#shaders pre code{border:10px solid; border-color:#a864d2; background-color:#e0c6f1; }
#audio pre code{border:10px solid; border-color:#d3b157; background-color:#e5d7ae; }
#structs pre code{border:10px solid; border-color:#d2c9c6; background-color:#f8f8ff; height: 440px!important}
#colors pre code{border:10px solid; border-color:#c6d2c6; background-color:#e9f1f2; width:600px!important; }
#logo{width:128px; height:128px; float:left; position:relative; background-image:url(../common/img/raylib_logo.png);}
p{font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial; font-size:13px; line-height:24px;}
#header{position:relative; height:110px; width: 1000px;}
#title, #plinks, #version{position:relative; float:left; margin:0px; margin-left:10px; margin-top:10px;}
#plinks{color: gray;}
#plinks a, #copyright a{color: gray; text-decoration:none;}
#plinks a:hover{color: black;}
#version {margin-top: 23px;}
#pcore{margin-bottom:-12px; margin-left:12px; color:#5c5a5a;}
#pshapes{margin-bottom:-12px; margin-left:12px; color:#c55757;}
#ptextures{margin-bottom:-12px; margin-left:12px; color:#60815a;}
#ptext{margin-bottom:-12px; margin-left:12px; color:#377764;}
#pmodels{margin-bottom:-12px; margin-left:12px; color:#417794;}
#pshaders{margin-bottom:-12px; margin-left:12px; color:#a864d2;}
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#pstructs{margin-bottom:-12px; margin-left:12px; color:#bcbccd;}
#pcolors{margin-bottom:-12px; margin-left:12px; color:#bcbccd;}
#leftgroup{position:relative; float:left; width:680px; }
#structs{width:660px!important;}
#colors{position:relative; float:left; width: auto; }
#copyright{color:#8b8b8b; font-size:10px; margin-left:590px; display:inline; }
#copyright a:hover{color:black;}
</style>
<script type="text/javascript">
$(document).ready(function() {
$.get('raylib_core.c', function(data) {
$('#core pre code').text(data);
$('#core pre code').each(function(i, e) {hljs.highlightBlock(e)});
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$.get('raylib_audio.c', function(data) {
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});
</script>
</head>
<body>
<div id="header">
<a id="logo" href="http://www.raylib.com/index.html"></a>
<p id="title">[simple and easy-to-use library to learn videogames programming]</p>
<p id="plinks">[<a href="http://www.facebook.com/raylibgames" target="_blank">www.facebook.com/raylibgames</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>]</p>
<p id="version">v1.7.0 quick reference card</p>
</div>
<br>
<div id="fulldata">
<p id="pcore">module: core</p>
<div id="core"><pre><code class="cpp"></code></pre></div>
<p id="pshapes">module: shapes</p>
<div id="shapes"><pre><code class="cpp"></code></pre></div>
<p id="ptextures">module: textures</p>
<div id="textures"><pre><code class="cpp"></code></pre></div>
<p id="ptext">module: text</p>
<div id="text"><pre><code class="cpp"></code></pre></div>
<p id="pmodels">module: models</p>
<div id="models"><pre><code class="cpp"></code></pre></div>
<p id="pshaders">module: shaders (rlgl)</p>
<div id="shaders"><pre><code class="cpp"></code></pre></div>
<p id="paudio">module: audio</p>
<div id="audio"><pre><code class="cpp"></code></pre></div>
<div id="fullgroup">
<div id="leftgroup">
<p id="pstructs">structs</p>
<div id="structs"><pre><code class="cpp"></code></pre></div>
</div>
<p id="pcolors">colors</p>
<div id="colors"><pre><code class="cpp"></code></pre></div>
</div>
<p id="copyright">raylib quick reference card - Copyright (c) 2013-2017 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p>
</div>
<!-- Google Analytics tracking code -->
<script>
(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){
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ga('create', 'UA-45733555-1', 'raylib.com');
ga('require', 'linkid', 'linkid.js');
ga('send', 'pageview');
</script>
</body>
</html>

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// Audio device management functions
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
bool IsAudioDeviceReady(void); // Check if audio device is ready
void SetMasterVolume(float volume); // Set master volume (listener)
// Wave/Sound loading/unloading functions
Wave LoadWave(const char *fileName); // Load wave data from file into RAM
Wave LoadWaveEx(float *data, int sampleCount, int sampleRate,
int sampleSize, int channels); // Load wave data from float array data (32bit)
Sound LoadSound(const char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
void UnloadWave(Wave wave); // Unload wave data
void UnloadSound(Sound sound); // Unload sound
// Wave/Sound management functions
void PlaySound(Sound sound); // Play a sound
void PauseSound(Sound sound); // Pause a sound
void ResumeSound(Sound sound); // Resume a paused sound
void StopSound(Sound sound); // Stop playing a sound
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
Wave WaveCopy(Wave wave); // Copy a wave to a new wave
void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
// Music management functions
Music LoadMusicStream(const char *fileName); // Load music stream from file
void UnloadMusicStream(Music music); // Unload music stream
void PlayMusicStream(Music music); // Start music playing
void UpdateMusicStream(Music music); // Updates buffers for music streaming
void StopMusicStream(Music music); // Stop music playing
void PauseMusicStream(Music music); // Pause music playing
void ResumeMusicStream(Music music); // Resume playing paused music
bool IsMusicPlaying(Music music); // Check if music is playing
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats)
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
unsigned int channels); // Init audio stream (to stream raw audio pcm data)
void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
void PlayAudioStream(AudioStream stream); // Play audio stream
void PauseAudioStream(AudioStream stream); // Pause audio stream
void ResumeAudioStream(AudioStream stream); // Resume audio stream
void StopAudioStream(AudioStream stream); // Stop audio stream

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// Custom raylib color palette for amazing visuals
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
#define GRAY (Color){ 130, 130, 130, 255 } // Gray
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
#define GOLD (Color){ 255, 203, 0, 255 } // Gold
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
#define PINK (Color){ 255, 109, 194, 255 } // Pink
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define GREEN (Color){ 0, 228, 48, 255 } // Green
#define LIME (Color){ 0, 158, 47, 255 } // Lime
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
#define BLUE (Color){ 0, 121, 241, 255 } // Blue
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
#define BROWN (Color){ 127, 106, 79, 255 } // Brown
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
#define WHITE (Color){ 255, 255, 255, 255 } // White
#define BLACK (Color){ 0, 0, 0, 255 } // Black
#define BLANK (Color){ 0, 0, 0, 0 } // Transparent
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
#define RAYWHITE (Color){ 245, 245, 245, 255 } // Ray White

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// Window-related functions
void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL)
void CloseWindow(void); // Close window and unload OpenGL context
bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
// Cursor-related functions
void ShowCursor(void); // Shows cursor
void HideCursor(void); // Hides cursor
bool IsCursorHidden(void); // Check if cursor is not visible
void EnableCursor(void); // Enables cursor (unlock cursor)
void DisableCursor(void); // Disables cursor (lock cursor)
// Drawing-related functions
void ClearBackground(Color color); // Set background color (framebuffer clear color)
void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
void End2dMode(void); // Ends 2D mode with custom camera
void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
void EndTextureMode(void); // Ends drawing to render texture
// Screen-space-related functions
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
// Timming-related functions
void SetTargetFPS(int fps); // Set target FPS (maximum)
int GetFPS(void); // Returns current FPS
float GetFrameTime(void); // Returns time in seconds for last frame drawn
// Color-related functions
int GetHexValue(Color color); // Returns hexadecimal value for a Color
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
float *ColorToFloat(Color color); // Converts Color to float array and normalizes
float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
// Misc. functions
void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
// Files management functions
bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
const char *GetWorkingDirectory(void); // Get current working directory
bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
bool IsFileDropped(void); // Check if a file has been dropped into window
char **GetDroppedFiles(int *count); // Get dropped files names
void ClearDroppedFiles(void); // Clear dropped files paths buffer
// Persistent storage management
void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
// Input-related functions: keyboard
bool IsKeyPressed(int key); // Detect if a key has been pressed once
bool IsKeyDown(int key); // Detect if a key is being pressed
bool IsKeyReleased(int key); // Detect if a key has been released once
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
int GetKeyPressed(void); // Get latest key pressed
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
const char *GetGamepadName(int gamepad); // Return gamepad internal name id
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
// Input-related functions: mouse
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
int GetMouseX(void); // Returns mouse position X
int GetMouseY(void); // Returns mouse position Y
Vector2 GetMousePosition(void); // Returns mouse position XY
void SetMousePosition(Vector2 position); // Set mouse position XY
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
// Input-related functions: touch
int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
// Gestures-related functions
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
int GetGestureDetected(void); // Get latest detected gesture
int GetTouchPointsCount(void); // Get touch points count
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
float GetGesturePinchAngle(void); // Get gesture pinch angle
// Camera-related functions
SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
void UpdateCamera(Camera *camera); // Update camera position for selected mode
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraMoveControls(int frontKey, int backKey,
int rightKey, int leftKey,
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)

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// Keyboard Function Keys
#define KEY_SPACE 32
#define KEY_ESCAPE 256
#define KEY_ENTER 257
#define KEY_BACKSPACE 259
#define KEY_RIGHT 262
#define KEY_LEFT 263
#define KEY_DOWN 264
#define KEY_UP 265
#define KEY_F1 290
#define KEY_F2 291
#define KEY_F3 292
#define KEY_F4 293
#define KEY_F5 294
#define KEY_F6 295
#define KEY_F7 296
#define KEY_F8 297
#define KEY_F9 298
#define KEY_F10 299
#define KEY_LEFT_SHIFT 340
#define KEY_LEFT_CONTROL 341
#define KEY_LEFT_ALT 342
#define KEY_RIGHT_SHIFT 344
#define KEY_RIGHT_CONTROL 345
#define KEY_RIGHT_ALT 346
// Mouse Buttons
#define MOUSE_LEFT_BUTTON 0
#define MOUSE_RIGHT_BUTTON 1
#define MOUSE_MIDDLE_BUTTON 2
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
#define GAMEPAD_PLAYER3 2
#define GAMEPAD_PLAYER4 3
// Gamepad Buttons
// NOTE: Adjusted for a PS3 USB Controller
#define GAMEPAD_BUTTON_A 2
#define GAMEPAD_BUTTON_B 1
#define GAMEPAD_BUTTON_X 3
#define GAMEPAD_BUTTON_Y 4
#define GAMEPAD_BUTTON_R1 7
#define GAMEPAD_BUTTON_R2 5
#define GAMEPAD_BUTTON_L1 6
#define GAMEPAD_BUTTON_L2 8
#define GAMEPAD_BUTTON_SELECT 9
#define GAMEPAD_BUTTON_START 10
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
#define GRAY (Color){ 130, 130, 130, 255 } // Gray
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
#define GOLD (Color){ 255, 203, 0, 255 } // Gold
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
#define PINK (Color){ 255, 109, 194, 255 } // Pink
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define GREEN (Color){ 0, 228, 48, 255 } // Green
#define LIME (Color){ 0, 158, 47, 255 } // Lime
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
#define BLUE (Color){ 0, 121, 241, 255 } // Blue
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
#define BROWN (Color){ 127, 106, 79, 255 } // Brown
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
#define WHITE (Color){ 255, 255, 255, 255 } // White
#define BLACK (Color){ 0, 0, 0, 255 } // Black
#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
#define RAYWHITE (Color){ 245, 245, 245, 255 } // Ray White (raylib logo)

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// Basic geometric 3D shapes drawing functions
void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis,
float rotationAngle, Color color); // Draw a circle in 3D world space
void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
void DrawCubeTexture(Texture2D texture, Vector3 position, float width,
float height, float length, Color color); // Draw cube textured
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom,
float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom,
float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
// Model loading/unloading functions
Mesh LoadMesh(const char *fileName); // Load mesh from file
Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data
Model LoadModel(const char *fileName); // Load model from file
Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data
Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data
Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data
void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
// Material loading/unloading functions
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
void UnloadMaterial(Material material); // Unload material textures from VRAM
// Model drawing functions
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
float rotationAngle, Vector3 scale, Color tint); // Draw a model wires
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
// Collision detection functions
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere ex.
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)

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// Shader loading/unloading functions
char *LoadText(const char *fileName); // Load chars array from text file
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
// Shader access functions
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
// Shading beegin/end functions
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR control functions
void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
void CloseVrSimulator(void); // Close VR simulator for current device
bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
void ToggleVrMode(void); // Enable/Disable VR experience
void BeginVrDrawing(void); // Begin VR simulator stereo rendering
void EndVrDrawing(void); // End VR simulator stereo rendering

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// Basic shapes drawing functions
void DrawPixel(int posX, int posY, Color color); // Draw a pixel
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
// Basic shapes collision detection functions
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle

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struct Color; // Color type, RGBA (32bit)
struct Rectangle; // Rectangle type
struct Vector2; // Vector2 type
struct Vector3; // Vector3 type
struct Matrix; // Matrix type (OpenGL style 4x4)
struct Image; // Image type (multiple data formats supported)
// NOTE: Data stored in CPU memory (RAM)
struct Texture2D; // Texture2D type (multiple internal formats supported)
// NOTE: Data stored in GPU memory (VRAM)
struct RenderTexture2D; // RenderTexture2D type, for texture rendering
struct SpriteFont; // SpriteFont type, includes texture and chars data
struct Camera; // Camera type, defines 3d camera position/orientation
struct Camera2D; // Camera2D type, defines a 2d camera
struct Mesh; // Vertex data definning a mesh
struct Shader; // Shader type (generic shader)
struct Material; // Material type
struct Light; // Light type, defines light properties
struct Model; // Basic 3d Model type
struct Ray; // Ray type (useful for raycast)
struct RayHitInfo; // Raycast hit information
struct Wave; // Wave type, defines audio wave data
struct Sound; // Basic Sound source and buffer
struct Music; // Music type (file streaming from memory)
struct AudioStream; // Raw audio stream type

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// SpriteFont loading/unloading functions
SpriteFont GetDefaultFont(void); // Get the default SpriteFont
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
// Text drawing functions
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
int fontSize, int spacing, Color tint);
// Text misc. functions
int MeasureText(const char *text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
const char *SubText(const char *text, int position, int length); // Get a piece of a text string

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// Image/Texture2D data loading/unloading functions
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
// Image manipulation functions
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
int fontSize, int spacing, Color color); // Draw text (custom sprite font) within image
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
void ImageColorTint(Image *image, Color color); // Modify image color: tint
void ImageColorInvert(Image *image); // Modify image color: invert
void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
// Texture2D configuration functions
void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
// Texture2D drawing functions
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
float rotation, Color tint);

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#container .mix{ position: relative; display: none; }
#container .extext { top: 160px!important; width: 400px!important; }
#filter_menu { width: 820px; height: 80px; margin-left: 18px; }
.legendButton { padding:5px 15px; float:left; margin-left:10px; margin-right:10px; margin-bottom: 20px; }
#core { cursor:pointer; background-color:#e1e1e1; color:#5c5a5a; border:3px solid #898888; }
#shapes { cursor:pointer; background-color:#f0d6d6; color:#c55757; border:3px solid #e66666; }
#textures { cursor:pointer; background-color:#c8eabf; color:#60815a; border:3px solid #75a06d; }
#text { cursor:pointer; background-color:#bef0dd; color:#377764; border:3px solid #52b296; }
#models { cursor:pointer; background-color:#bedce8; color:#417794; border:3px solid #5d9cbd; }
#shaders { cursor:pointer; background-color:#e2c3f5; color:#a864d2; border:3px solid #a864d2; }
#audio { cursor:pointer; background-color:#ebddae; color:#8c7539; border:3px solid #d3b157; }
.core:hover { background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888; }
.shapes:hover { background-color:#f0d6d6; color:#c55757; border:4px solid #e66666; }
.textures:hover { background-color:#c8eabf; color:#60815a; border:4px solid #75a06d; }
.text:hover { background-color:#bef0dd; color:#377764; border:4px solid #52b296; }
.models:hover { background-color:#bedce8; color:#417794; border:4px solid #5d9cbd; }
.audio:hover { background-color:#ebddae; color:#8c7539; border:4px solid #d3b157; }
.fcore { border: 1px solid #898888; margin-left: 12px; }
.fshapes { border: 1px solid #e66666; margin-left: 12px; }
.ftextures { border: 1px solid #75a06d; margin-left: 12px; }
.ftext { border: 1px solid #52b296; margin-left: 12px; }
.fmodels { border: 1px solid #5d9cbd; margin-left: 12px; }
.fshaders { border: 1px solid #a864d2; margin-left: 12px; }
.faudio { border: 1px solid #d3b157; margin-left: 12px; }
.fcore p { color:#5c5a5a!important; }
.fshapes p { color:#c55757!important; }
.ftextures p { color:#60815a!important; }
.ftext p { color:#377764!important; }
.fmodels p { color:#417794!important; }
.fshaders p { color:#a864d2!important; }
.faudio p { color:#8c7539!important; }
#container .fcore a img, #container .fcore a { border: none; overflow: hidden; float: left; background-color: #e1e1e1; opacity: 1; }
#container .fcore a:hover { border: 10px solid #898888; }
#container .fcore a:hover img { margin: -10px; opacity: 0.4; }
#container .fshapes a img, #container .fshapes a { border: none; overflow: hidden; float: left; background-color: #f0d6d6; opacity: 1; }
#container .fshapes a:hover { border: 10px solid #e66666; }
#container .fshapes a:hover img { margin: -10px; opacity: 0.3; }
#container .ftextures a img, #container .ftextures a { border: none; overflow: hidden; float: left; background-color: #c8eabf; opacity: 1; }
#container .ftextures a:hover { border: 10px solid #75a06d; }
#container .ftextures a:hover img { margin: -10px; opacity: 0.3; }
#container .ftext a img, #container .ftext a { border: none; overflow: hidden; float: left; background-color: #bef0dd; opacity: 1; }
#container .ftext a:hover { border: 10px solid #52b296; }
#container .ftext a:hover img { margin: -10px; opacity: 0.3; }
#container .fmodels a img, #container .fmodels a { border: none; overflow: hidden; float: left; background-color: #bedce8; opacity: 1; }
#container .fmodels a:hover { border: 10px solid #5d9cbd; }
#container .fmodels a:hover img { margin: -10px; opacity: 0.3; }
#container .fshaders a img, #container .fshaders a { border: none; overflow: hidden; float: left; background-color: #e0c6f1; opacity: 1; }
#container .fshaders a:hover { border: 10px solid #a864d2; }
#container .fshaders a:hover img { margin: -10px; opacity: 0.3; }
#container .faudio a img, #container .faudio a { border: none; overflow: hidden; float: left; background-color: #ebddae; opacity: 1; }
#container .faudio a:hover { border: 10px solid #d3b157; }
#container .faudio a:hover img { margin: -10px; opacity: 0.3; }
#container .extext { position:absolute; top:140px; width:320px; text-align: center; display: none; }

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#container .mix{ position: relative; display: none; }
#container .extext { top: 160px!important; width: 400px!important; }
#filter_menu { width: 820px; height: 80px; margin-left: 18px; }
.legendButton { padding:5px 15px; float:left; margin-left:10px; margin-right:10px; margin-bottom: 20px; }
#sample { cursor:pointer; background-color:#e1e1e1; color:#5c5a5a; border:3px solid #898888; }
#game { cursor:pointer; background-color:#f0d6d6; color:#c55757; border:3px solid #e66666; }
#user { cursor:pointer; background-color:#bedce8; color:#417794; border:3px solid #5d9cbd; }
.sample:hover { background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888; }
.game:hover { background-color:#f0d6d6; color:#c55757; border:4px solid #e66666; }
.user:hover { background-color:#bedce8; color:#417794; border:4px solid #5d9cbd; }
.fsample { border: 1px solid #898888; margin-left: 12px; }
.fgame { border: 1px solid #e66666; margin-left: 12px; }
.fuser { border: 1px solid #5d9cbd; margin-left: 12px; }
.fsample p { color:#5c5a5a!important; }
.fgame p { color:#c55757!important; }
.fuser p { color:#417794!important; }
#container .fsample a img, #container .fsample a { border: none; overflow: hidden; float: left; background-color: #e1e1e1; opacity: 1; }
#container .fsample a:hover { border: 10px solid #898888; }
#container .fsample a:hover img { margin: -10px; opacity: 0.4; }
#container .fgame a img, #container .fgame a { border: none; overflow: hidden; float: left; background-color: #f0d6d6; opacity: 1; }
#container .fgame a:hover { border: 10px solid #e66666; }
#container .fgame a:hover img { margin: -10px; opacity: 0.3; }
#container .fuser a img, #container .fuser a { border: none; overflow: hidden; float: left; background-color: #bedce8; opacity: 1; }
#container .fuser a:hover { border: 10px solid #5d9cbd; }
#container .fuser a:hover img { margin: -10px; opacity: 0.3; }
#container .extext { position:absolute; top:140px; width:320px; text-align: center; display: none; }

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@font-face {
font-family: 'grixel_acme_7_wide_xtnd';
src: url('../font/acme_7_wide_xtnd.eot');
src: url('../font/acme_7_wide_xtnd.eot?#iefix') format('embedded-opentype'),
url('../font/acme_7_wide_xtnd.woff') format('woff'),
url('../font/acme_7_wide_xtnd.ttf') format('truetype');
font-weight: normal;
font-style: normal;
font-size-adjust:0.49;
}
::-webkit-scrollbar { width: 10px; height: 10px; }
::-webkit-scrollbar-button:start:decrement,
::-webkit-scrollbar-button:end:increment { display: block; height: 10px; }
::-webkit-scrollbar-button:vertical:increment { background-color: #fff; }
::-webkit-scrollbar-track-piece { background-color: #bdbdbd; }
::-webkit-scrollbar-thumb:vertical { height: 50px; background-color: #000000; }
::-webkit-scrollbar-thumb:horizontal { width: 50px; background-color: #000000; }
*{padding:0px; margin:0px; font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial; -moz-font-smoothing: none;-webkit-font-smoothing: none; line-height:24px;}
a{text-decoration: none; color:black;}
body{background-color:#f5f5f5;}
p a:hover{text-decoration: none; color:gray;}
.page{width:840px; margin:0 auto;}
.header{width:100%; float:left; position:relative; height:128px; font-size:10pt; margin-top:40px; margin-left:10px;}
.content{font-size:8pt; width:840px; padding:10px; padding-top:30px; float:left; position:relative; padding-bottom:50px;}
.footer{width:100%; float:left; position:relative; border-top:1px solid black; text-align: right; height:40px; padding-top:10px;}
.footer p a{color:#aaaaaa;}
.footer p a:hover{color:#444;}
.footer p { font-size:6pt; color:#aaaaaa; margin-top:-8px; }
.simplelink { font-weight: bold; color: #ff6060; }
/* font change for better reading... */
.content p, .content a, .content p strong, .content strong, .content .downloadText{font-family: Courier New, Verdana, Arial!important; font-size: medium; line-height: 200%; }
.downloadButtonInstaller { font-size: x-small; }
.list, .list strong {font-family: Courier New, Verdana, Arial!important; font-size: medium; line-height: 200%; }
#logo{width:128px; height:128px; float:left; position:relative; background-image:url(../img/raylib_logo.png);}
.menu{width:680px; height:39px; text-align:right; right:0px; bottom:7px; position:relative; float:left; margin-left: 30px;}
.menu a{padding:5px 20px; color:black; font-size:12pt; float:left; position:relative; border-bottom:1px solid black;}
.menu a:hover{margin-top:-20px; padding:15px 15px; background: rgb(254,255,255);
background: -moz-linear-gradient(top, rgba(245,245,245,1) 0%, rgba(224,224,224,1) 100%);
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgba(245,245,245,1)), color-stop(100%,rgba(224,224,224,1)));
background: -webkit-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: -o-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: -ms-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: linear-gradient(to bottom, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f5f5f5', endColorstr='#e0e0e0',GradientType=0 ); }
#active{
padding:5px 15px; color:#707070; font-size:12pt; float:left; position:relative; border-bottom:1px solid black;
margin-top:-20px; padding:15px 15px; background: rgb(254,255,255);
background: -moz-linear-gradient(top, rgba(245,245,245,1) 0%, rgba(224,224,224,1) 100%);
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgba(245,245,245,1)), color-stop(100%,rgba(224,224,224,1)));
background: -webkit-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: -o-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: -ms-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
background: linear-gradient(to bottom, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f5f5f5', endColorstr='#e0e0e0',GradientType=0 );
}
#social{ width:372px; height:50px; position:relative; float:right; margin-right:8px; margin-top:20px; margin-bottom:20px; }
#social a:hover{ background-position: 0 -36px;}
#youtube{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_youtube.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#handmade{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_handmade.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#twitch{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_twitch.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#patreon{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_patreon.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#itchio{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_itchio.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#reddit{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_reddit.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#freenode{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_freenode_irc.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#facebook{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_facebook.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#twitter{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_twitter.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
#github{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_github.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
.list{margin-top:10px; margin-left:30px; display: inline-block}
#licensebox { width:808px; height:400px; border:12px solid; border-color:#d0d0d0; background-color:#e4e4e4;}
#licensebox p { font-size:12px; margin-top: 15px; margin-left: 10px;}
.licensepoint { margin-left: 25px!important;}
.downloadText{width:420px; height:40px; float:left; position:relative; margin-left:40px;}
.downloadButton{width:220px; height:35px; float:left; position: relative; cursor:pointer; font-weight: bold; line-height:35px; text-align: center; border-width:5px!important;}
.downloadButtonInstaller{width:460px; height:35px; position: relative; margin: auto auto; margin-top:20px!important; cursor:pointer; font-weight: bold; line-height:35px; text-align: center; border-width:5px!important;}
#btngit{background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888;}
#btngit:hover{background-color:#bedce8; color:#417794; border:4px solid #5d9cbd;}
#btnlib{background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888; margin-top: 15px;}
#btnlib:hover{background-color:#f0d6d6; color:#c55757; border:4px solid #e66666; margin-top: 15px;}
#btnmac{font-weight: normal; cursor:default; background-color:#f0f0f0; color:#5c5a5a; border:4px solid #d3d3d3;}
#newVersion{background-color:#f0d6d6; color:#e55757; border:1px solid #f66666; margin-top: 15px; margin-left: -5px; width:100%; height:30px; position: relative; margin: auto auto; line-height:30px; text-align: center;}
#raylib13{position:relative; background-color:#222222; color:#f5f5f5; width:100vw; left:calc(-52vw + 50%); padding:30px; text-align:center; margin: 10px;}
#basicgrid{width:580px; margin-left:60px; float:left; position:relative; text-align: center}
#advgrid{width:560px; margin-left:70px; float:left; position:relative; text-align: center}
.exampleBox{cursor:pointer; margin:15px 20px; width:54px; padding-right:2px; height:56px; border:4px solid black; display:inline-block; text-align: right; font-weight: bold; vertical-align: bottom;}
.exampleBox .in{display: table-cell; vertical-align: bottom; width:52px; height:56px;}
.specialBox{cursor:pointer; vertical-align: bottom; color:#818181; width:56px; height:58px; padding-right:2px; padding-top:4px; padding-left:4px; margin:15px 20px; display:inline-block; border:1px solid #b9b9b9; text-align:right;}
.specialBox .in{display: table-cell; vertical-align: bottom; width:52px; height:52px; border:1px solid #b9b9b9; margin-top:-5px;}
.specialBox:hover{ color: black; border:1px solid black; }
.specialBox .in:hover{ color: black; border:1px solid black; }
.boxintext{margin-bottom: 3px; margin-right: 2px; line-height:10px; font-size:6pt;}
.boxintextex{margin-bottom: 3px; margin-right: -2px; line-height:10px; font-size:6pt; width:54px!important; height:53px!important; font-weight: normal!important;}
.boxtodo{margin-bottom: 13px; margin-right: 7px;}
.help{font-size:8px; margin-left: 25px;}
#paypalbox{width:200px; height:50px; border:12px solid; border-color:#d0d0d0; background-color:#e4e4e4; margin:0 auto;}
#paypalform input {margin-top: 12px; margin-left: 50px;}
#forum{color: maroon;}
#itchioframe{display:block;text-align:center;}

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@ -1,89 +0,0 @@
$(document).ready(function() {
// Init fancybox
$('.fancybox').fancybox();
var exampleName = [
'core_basic_window',
'core_input_keys',
'core_input_mouse',
'core_mouse_wheel',
'core_input_gamepad',
'core_random_values',
'core_color_select',
'core_drop_files',
'core_storage_values',
'core_gestures_detection',
'core_3d_mode',
'core_3d_picking',
'core_3d_camera_free',
'core_3d_camera_first_person',
'core_2d_camera',
'core_world_screen',
'core_vr_simulator',
'shapes_logo_raylib',
'shapes_basic_shapes',
'shapes_colors_palette',
'shapes_logo_raylib_anim',
'shapes_lines_bezier',
'textures_logo_raylib',
'textures_image_loading',
'textures_rectangle',
'textures_srcrec_dstrec',
'textures_to_image',
'textures_raw_data',
'textures_image_processing',
'textures_image_drawing',
'text_sprite_fonts',
'text_bmfont_ttf',
'text_raylib_fonts',
'text_format_text',
'text_writing_anim',
'text_ttf_loading',
'text_bmfont_unordered',
'text_input_box',
'models_geometric_shapes',
'models_box_collisions',
'models_billboard',
'models_obj_loading',
'models_heightmap',
'models_cubicmap',
'models_mesh_picking',
'shaders_model_shader',
'shaders_shapes_textures',
'shaders_custom_uniform',
'shaders_postprocessing',
'audio_sound_loading',
'audio_music_stream',
'audio_module_playing',
'audio_raw_stream'];
for (var i = 0; i < exampleName.length; i++)
{
var filterType = exampleName[i].substring(0, exampleName[i].indexOf("_"));
var exampleBase = exampleName[i].slice(exampleName[i].indexOf('_') + 1);
var exampleDesc = exampleBase.replace('_', ' ');
$('#container').append(
'<div class="mix f' + filterType + '">' +
'<a class="fancybox fancybox.iframe" href="examples/web/' + filterType + '/' + 'loader.html?name=' + exampleName[i] + '" title="' + exampleDesc + '">' +
'<img width="400" height="225" src="../examples/web/' + filterType + '/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc + '</p></div></a>' +
'</div>');
$('#container a .extext').hide();
}
// Instantiate MixItUp:
$('#container').mixItUp();
$("#container a").hover(
function(){ $(this).find(".extext").show(); },
function(){ $(this).find(".extext").hide(); });
/*
$("#container a img").hover(
function() { $(this).stop().animate({ opacity:0.6 }, 200, "easeOutQuad" ); },
function() { $(this).stop().animate({ opacity:0 }, 200, "easeOutQuad" ); }
)
*/
});

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@ -1,103 +0,0 @@
$(document).ready(function() {
// Init fancybox
$('.fancybox').fancybox();
var exampleName = [
'sample_arkanoid',
'sample_missile_commander',
'sample_gorilas',
'sample_snake',
'sample_asteroids',
'sample_asteroids_survival',
'sample_pang',
'sample_space_invaders',
'sample_floppy',
'sample_tetris',
'game_drturtle',
'game_just_do',
'game_skully_escape',
'game_koala_seasons',
'game_light_my_ritual',
'game_wave_collector',
'user_raymario',
'user_crazyball',
'user_tictactoe',
'user_super_red_rope',
'user_taptojamp',
'user_funwithsat'];
var exampleDesc = [
'arkanoid',
'missile commander',
'gorilas',
'snake',
'asteroids',
'asteroids survival',
'pang',
'space invaders',
'floppy',
'tetris',
'Dr Turtle & Mr Gamera',
'JUST DO',
'Skully Escape',
'Koala Seasons',
'LIGHT MY RITUAL',
'Wave Collector',
'RayMario (Victor Fisac)',
'CrazyBall (Victor Fisac)',
'Tic-Tac-Toe (LelixSuper)',
'Super Red Rope Puzzles (Kurnic)',
'TapToJAmp (MarcMDE)',
'FunWithSATCollisions (MarcMDE)'];
for (var i = 0; i < exampleName.length; i++)
{
var filterType = exampleName[i].substring(0, exampleName[i].indexOf("_"));
var linkTag;
if (filterType == 'sample') linkTag = '<a class="fancybox fancybox.iframe" href="games/loader.html?name=' + exampleName[i] + '" title="' + exampleDesc[i] + '">';
else if (filterType == 'game') linkTag = '<a target="_blank" href="games/' + exampleName[i].substring(5) + '.html" title="' + exampleDesc[i] + '">';
else if (filterType == 'user')
{
switch (exampleName[i])
{
case 'user_raymario': linkTag = '<a target="_blank" href="https://github.com/victorfisac/RayMario" title="' + exampleDesc[i] + '">'; break;
case 'user_crazyball': linkTag = '<a target="_blank" href="https://github.com/victorfisac/CrazyBall" title="' + exampleDesc[i] + '">'; break;
case 'user_tictactoe': linkTag = '<a target="_blank" href="https://github.com/LelixSuper/TicTacToe" title="' + exampleDesc[i] + '">'; break;
case 'user_super_red_rope': linkTag = '<a target="_blank" href="https://kurnic.itch.io/super-red-rope-puzzles" title="' + exampleDesc[i] + '">'; break;
case 'user_taptojamp': linkTag = '<a target="_blank" href="http://marcmde.github.io/TapToJAmp_v2_0/" title="' + exampleDesc[i] + '">'; break;
case 'user_funwithsat': linkTag = '<a target="_blank" href="http://marcmde.github.io/FunWithSATCollisions_v_1_0_Browser/" title="' + exampleDesc[i] + '">'; break;
default: break;
}
/*
https://github.com/MarcMDE/TapToJump //http://marcmde.github.io/TapToJump_v1_0_Browser/
https://github.com/MarcMDE/TapToJAmp //http://marcmde.github.io/TapToJAmp_v2_0/
https://github.com/MarcMDE/FunWithSATCollisions //http://marcmde.github.io/FunWithSATCollisions_v_1_0_Browser/
https://kurnic.wordpress.com/portfolio/flappy-jetpack/
*/
}
$('#container').append(
'<div class="mix f' + filterType + '">' + linkTag +
'<img width="400" height="225" src="../games/img/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc[i] + '</p></div></a>' +
'</div>');
$('#container a .extext').hide();
}
// Instantiate MixItUp:
$('#container').mixItUp();
$("#container a").hover(
function(){ $(this).find(".extext").show(); },
function(){ $(this).find(".extext").hide(); });
/*
$("#container a img").hover(
function() { $(this).stop().animate({ opacity:0.6 }, 200, "easeOutQuad" ); },
function() { $(this).stop().animate({ opacity:0 }, 200, "easeOutQuad" ); }
)
*/
});

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#fancybox-buttons {
position: fixed;
left: 0;
width: 100%;
z-index: 8050;
}
#fancybox-buttons.top {
top: 10px;
}
#fancybox-buttons.bottom {
bottom: 10px;
}
#fancybox-buttons ul {
display: block;
width: 166px;
height: 30px;
margin: 0 auto;
padding: 0;
list-style: none;
border: 1px solid #111;
border-radius: 3px;
-webkit-box-shadow: inset 0 0 0 1px rgba(255,255,255,.05);
-moz-box-shadow: inset 0 0 0 1px rgba(255,255,255,.05);
box-shadow: inset 0 0 0 1px rgba(255,255,255,.05);
background: rgb(50,50,50);
background: -moz-linear-gradient(top, rgb(68,68,68) 0%, rgb(52,52,52) 50%, rgb(41,41,41) 50%, rgb(51,51,51) 100%);
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgb(68,68,68)), color-stop(50%,rgb(52,52,52)), color-stop(50%,rgb(41,41,41)), color-stop(100%,rgb(51,51,51)));
background: -webkit-linear-gradient(top, rgb(68,68,68) 0%,rgb(52,52,52) 50%,rgb(41,41,41) 50%,rgb(51,51,51) 100%);
background: -o-linear-gradient(top, rgb(68,68,68) 0%,rgb(52,52,52) 50%,rgb(41,41,41) 50%,rgb(51,51,51) 100%);
background: -ms-linear-gradient(top, rgb(68,68,68) 0%,rgb(52,52,52) 50%,rgb(41,41,41) 50%,rgb(51,51,51) 100%);
background: linear-gradient(top, rgb(68,68,68) 0%,rgb(52,52,52) 50%,rgb(41,41,41) 50%,rgb(51,51,51) 100%);
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#444444', endColorstr='#222222',GradientType=0 );
}
#fancybox-buttons ul li {
float: left;
margin: 0;
padding: 0;
}
#fancybox-buttons a {
display: block;
width: 30px;
height: 30px;
text-indent: -9999px;
background-color: transparent;
background-image: url('fancybox_buttons.png');
background-repeat: no-repeat;
outline: none;
opacity: 0.8;
}
#fancybox-buttons a:hover {
opacity: 1;
}
#fancybox-buttons a.btnPrev {
background-position: 5px 0;
}
#fancybox-buttons a.btnNext {
background-position: -33px 0;
border-right: 1px solid #3e3e3e;
}
#fancybox-buttons a.btnPlay {
background-position: 0 -30px;
}
#fancybox-buttons a.btnPlayOn {
background-position: -30px -30px;
}
#fancybox-buttons a.btnToggle {
background-position: 3px -60px;
border-left: 1px solid #111;
border-right: 1px solid #3e3e3e;
width: 35px
}
#fancybox-buttons a.btnToggleOn {
background-position: -27px -60px;
}
#fancybox-buttons a.btnClose {
border-left: 1px solid #111;
width: 35px;
background-position: -56px 0px;
}
#fancybox-buttons a.btnDisabled {
opacity : 0.4;
cursor: default;
}

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@ -1,122 +0,0 @@
/*!
* Buttons helper for fancyBox
* version: 1.0.5 (Mon, 15 Oct 2012)
* @requires fancyBox v2.0 or later
*
* Usage:
* $(".fancybox").fancybox({
* helpers : {
* buttons: {
* position : 'top'
* }
* }
* });
*
*/
(function ($) {
//Shortcut for fancyBox object
var F = $.fancybox;
//Add helper object
F.helpers.buttons = {
defaults : {
skipSingle : false, // disables if gallery contains single image
position : 'top', // 'top' or 'bottom'
tpl : '<div id="fancybox-buttons"><ul><li><a class="btnPrev" title="Previous" href="javascript:;"></a></li><li><a class="btnPlay" title="Start slideshow" href="javascript:;"></a></li><li><a class="btnNext" title="Next" href="javascript:;"></a></li><li><a class="btnToggle" title="Toggle size" href="javascript:;"></a></li><li><a class="btnClose" title="Close" href="javascript:;"></a></li></ul></div>'
},
list : null,
buttons: null,
beforeLoad: function (opts, obj) {
//Remove self if gallery do not have at least two items
if (opts.skipSingle && obj.group.length < 2) {
obj.helpers.buttons = false;
obj.closeBtn = true;
return;
}
//Increase top margin to give space for buttons
obj.margin[ opts.position === 'bottom' ? 2 : 0 ] += 30;
},
onPlayStart: function () {
if (this.buttons) {
this.buttons.play.attr('title', 'Pause slideshow').addClass('btnPlayOn');
}
},
onPlayEnd: function () {
if (this.buttons) {
this.buttons.play.attr('title', 'Start slideshow').removeClass('btnPlayOn');
}
},
afterShow: function (opts, obj) {
var buttons = this.buttons;
if (!buttons) {
this.list = $(opts.tpl).addClass(opts.position).appendTo('body');
buttons = {
prev : this.list.find('.btnPrev').click( F.prev ),
next : this.list.find('.btnNext').click( F.next ),
play : this.list.find('.btnPlay').click( F.play ),
toggle : this.list.find('.btnToggle').click( F.toggle ),
close : this.list.find('.btnClose').click( F.close )
}
}
//Prev
if (obj.index > 0 || obj.loop) {
buttons.prev.removeClass('btnDisabled');
} else {
buttons.prev.addClass('btnDisabled');
}
//Next / Play
if (obj.loop || obj.index < obj.group.length - 1) {
buttons.next.removeClass('btnDisabled');
buttons.play.removeClass('btnDisabled');
} else {
buttons.next.addClass('btnDisabled');
buttons.play.addClass('btnDisabled');
}
this.buttons = buttons;
this.onUpdate(opts, obj);
},
onUpdate: function (opts, obj) {
var toggle;
if (!this.buttons) {
return;
}
toggle = this.buttons.toggle.removeClass('btnDisabled btnToggleOn');
//Size toggle button
if (obj.canShrink) {
toggle.addClass('btnToggleOn');
} else if (!obj.canExpand) {
toggle.addClass('btnDisabled');
}
},
beforeClose: function () {
if (this.list) {
this.list.remove();
}
this.list = null;
this.buttons = null;
}
};
}(jQuery));

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@ -1,199 +0,0 @@
/*!
* Media helper for fancyBox
* version: 1.0.6 (Fri, 14 Jun 2013)
* @requires fancyBox v2.0 or later
*
* Usage:
* $(".fancybox").fancybox({
* helpers : {
* media: true
* }
* });
*
* Set custom URL parameters:
* $(".fancybox").fancybox({
* helpers : {
* media: {
* youtube : {
* params : {
* autoplay : 0
* }
* }
* }
* }
* });
*
* Or:
* $(".fancybox").fancybox({,
* helpers : {
* media: true
* },
* youtube : {
* autoplay: 0
* }
* });
*
* Supports:
*
* Youtube
* http://www.youtube.com/watch?v=opj24KnzrWo
* http://www.youtube.com/embed/opj24KnzrWo
* http://youtu.be/opj24KnzrWo
* http://www.youtube-nocookie.com/embed/opj24KnzrWo
* Vimeo
* http://vimeo.com/40648169
* http://vimeo.com/channels/staffpicks/38843628
* http://vimeo.com/groups/surrealism/videos/36516384
* http://player.vimeo.com/video/45074303
* Metacafe
* http://www.metacafe.com/watch/7635964/dr_seuss_the_lorax_movie_trailer/
* http://www.metacafe.com/watch/7635964/
* Dailymotion
* http://www.dailymotion.com/video/xoytqh_dr-seuss-the-lorax-premiere_people
* Twitvid
* http://twitvid.com/QY7MD
* Twitpic
* http://twitpic.com/7p93st
* Instagram
* http://instagr.am/p/IejkuUGxQn/
* http://instagram.com/p/IejkuUGxQn/
* Google maps
* http://maps.google.com/maps?q=Eiffel+Tower,+Avenue+Gustave+Eiffel,+Paris,+France&t=h&z=17
* http://maps.google.com/?ll=48.857995,2.294297&spn=0.007666,0.021136&t=m&z=16
* http://maps.google.com/?ll=48.859463,2.292626&spn=0.000965,0.002642&t=m&z=19&layer=c&cbll=48.859524,2.292532&panoid=YJ0lq28OOy3VT2IqIuVY0g&cbp=12,151.58,,0,-15.56
*/
(function ($) {
"use strict";
//Shortcut for fancyBox object
var F = $.fancybox,
format = function( url, rez, params ) {
params = params || '';
if ( $.type( params ) === "object" ) {
params = $.param(params, true);
}
$.each(rez, function(key, value) {
url = url.replace( '$' + key, value || '' );
});
if (params.length) {
url += ( url.indexOf('?') > 0 ? '&' : '?' ) + params;
}
return url;
};
//Add helper object
F.helpers.media = {
defaults : {
youtube : {
matcher : /(youtube\.com|youtu\.be|youtube-nocookie\.com)\/(watch\?v=|v\/|u\/|embed\/?)?(videoseries\?list=(.*)|[\w-]{11}|\?listType=(.*)&list=(.*)).*/i,
params : {
autoplay : 1,
autohide : 1,
fs : 1,
rel : 0,
hd : 1,
wmode : 'opaque',
enablejsapi : 1
},
type : 'iframe',
url : '//www.youtube.com/embed/$3'
},
vimeo : {
matcher : /(?:vimeo(?:pro)?.com)\/(?:[^\d]+)?(\d+)(?:.*)/,
params : {
autoplay : 1,
hd : 1,
show_title : 1,
show_byline : 1,
show_portrait : 0,
fullscreen : 1
},
type : 'iframe',
url : '//player.vimeo.com/video/$1'
},
metacafe : {
matcher : /metacafe.com\/(?:watch|fplayer)\/([\w\-]{1,10})/,
params : {
autoPlay : 'yes'
},
type : 'swf',
url : function( rez, params, obj ) {
obj.swf.flashVars = 'playerVars=' + $.param( params, true );
return '//www.metacafe.com/fplayer/' + rez[1] + '/.swf';
}
},
dailymotion : {
matcher : /dailymotion.com\/video\/(.*)\/?(.*)/,
params : {
additionalInfos : 0,
autoStart : 1
},
type : 'swf',
url : '//www.dailymotion.com/swf/video/$1'
},
twitvid : {
matcher : /twitvid\.com\/([a-zA-Z0-9_\-\?\=]+)/i,
params : {
autoplay : 0
},
type : 'iframe',
url : '//www.twitvid.com/embed.php?guid=$1'
},
twitpic : {
matcher : /twitpic\.com\/(?!(?:place|photos|events)\/)([a-zA-Z0-9\?\=\-]+)/i,
type : 'image',
url : '//twitpic.com/show/full/$1/'
},
instagram : {
matcher : /(instagr\.am|instagram\.com)\/p\/([a-zA-Z0-9_\-]+)\/?/i,
type : 'image',
url : '//$1/p/$2/media/?size=l'
},
google_maps : {
matcher : /maps\.google\.([a-z]{2,3}(\.[a-z]{2})?)\/(\?ll=|maps\?)(.*)/i,
type : 'iframe',
url : function( rez ) {
return '//maps.google.' + rez[1] + '/' + rez[3] + '' + rez[4] + '&output=' + (rez[4].indexOf('layer=c') > 0 ? 'svembed' : 'embed');
}
}
},
beforeLoad : function(opts, obj) {
var url = obj.href || '',
type = false,
what,
item,
rez,
params;
for (what in opts) {
if (opts.hasOwnProperty(what)) {
item = opts[ what ];
rez = url.match( item.matcher );
if (rez) {
type = item.type;
params = $.extend(true, {}, item.params, obj[ what ] || ($.isPlainObject(opts[ what ]) ? opts[ what ].params : null));
url = $.type( item.url ) === "function" ? item.url.call( this, rez, params, obj ) : format( item.url, rez, params );
break;
}
}
}
if (type) {
obj.href = url;
obj.type = type;
obj.autoHeight = false;
}
}
};
}(jQuery));

View File

@ -1,55 +0,0 @@
#fancybox-thumbs {
position: fixed;
left: 0;
width: 100%;
overflow: hidden;
z-index: 8050;
}
#fancybox-thumbs.bottom {
bottom: 2px;
}
#fancybox-thumbs.top {
top: 2px;
}
#fancybox-thumbs ul {
position: relative;
list-style: none;
margin: 0;
padding: 0;
}
#fancybox-thumbs ul li {
float: left;
padding: 1px;
opacity: 0.5;
}
#fancybox-thumbs ul li.active {
opacity: 0.75;
padding: 0;
border: 1px solid #fff;
}
#fancybox-thumbs ul li:hover {
opacity: 1;
}
#fancybox-thumbs ul li a {
display: block;
position: relative;
overflow: hidden;
border: 1px solid #222;
background: #111;
outline: none;
}
#fancybox-thumbs ul li img {
display: block;
position: relative;
border: 0;
padding: 0;
max-width: none;
}

View File

@ -1,162 +0,0 @@
/*!
* Thumbnail helper for fancyBox
* version: 1.0.7 (Mon, 01 Oct 2012)
* @requires fancyBox v2.0 or later
*
* Usage:
* $(".fancybox").fancybox({
* helpers : {
* thumbs: {
* width : 50,
* height : 50
* }
* }
* });
*
*/
(function ($) {
//Shortcut for fancyBox object
var F = $.fancybox;
//Add helper object
F.helpers.thumbs = {
defaults : {
width : 50, // thumbnail width
height : 50, // thumbnail height
position : 'bottom', // 'top' or 'bottom'
source : function ( item ) { // function to obtain the URL of the thumbnail image
var href;
if (item.element) {
href = $(item.element).find('img').attr('src');
}
if (!href && item.type === 'image' && item.href) {
href = item.href;
}
return href;
}
},
wrap : null,
list : null,
width : 0,
init: function (opts, obj) {
var that = this,
list,
thumbWidth = opts.width,
thumbHeight = opts.height,
thumbSource = opts.source;
//Build list structure
list = '';
for (var n = 0; n < obj.group.length; n++) {
list += '<li><a style="width:' + thumbWidth + 'px;height:' + thumbHeight + 'px;" href="javascript:jQuery.fancybox.jumpto(' + n + ');"></a></li>';
}
this.wrap = $('<div id="fancybox-thumbs"></div>').addClass(opts.position).appendTo('body');
this.list = $('<ul>' + list + '</ul>').appendTo(this.wrap);
//Load each thumbnail
$.each(obj.group, function (i) {
var href = thumbSource( obj.group[ i ] );
if (!href) {
return;
}
$("<img />").load(function () {
var width = this.width,
height = this.height,
widthRatio, heightRatio, parent;
if (!that.list || !width || !height) {
return;
}
//Calculate thumbnail width/height and center it
widthRatio = width / thumbWidth;
heightRatio = height / thumbHeight;
parent = that.list.children().eq(i).find('a');
if (widthRatio >= 1 && heightRatio >= 1) {
if (widthRatio > heightRatio) {
width = Math.floor(width / heightRatio);
height = thumbHeight;
} else {
width = thumbWidth;
height = Math.floor(height / widthRatio);
}
}
$(this).css({
width : width,
height : height,
top : Math.floor(thumbHeight / 2 - height / 2),
left : Math.floor(thumbWidth / 2 - width / 2)
});
parent.width(thumbWidth).height(thumbHeight);
$(this).hide().appendTo(parent).fadeIn(300);
}).attr('src', href);
});
//Set initial width
this.width = this.list.children().eq(0).outerWidth(true);
this.list.width(this.width * (obj.group.length + 1)).css('left', Math.floor($(window).width() * 0.5 - (obj.index * this.width + this.width * 0.5)));
},
beforeLoad: function (opts, obj) {
//Remove self if gallery do not have at least two items
if (obj.group.length < 2) {
obj.helpers.thumbs = false;
return;
}
//Increase bottom margin to give space for thumbs
obj.margin[ opts.position === 'top' ? 0 : 2 ] += ((opts.height) + 15);
},
afterShow: function (opts, obj) {
//Check if exists and create or update list
if (this.list) {
this.onUpdate(opts, obj);
} else {
this.init(opts, obj);
}
//Set active element
this.list.children().removeClass('active').eq(obj.index).addClass('active');
},
//Center list
onUpdate: function (opts, obj) {
if (this.list) {
this.list.stop(true).animate({
'left': Math.floor($(window).width() * 0.5 - (obj.index * this.width + this.width * 0.5))
}, 150);
}
},
beforeClose: function () {
if (this.wrap) {
this.wrap.remove();
}
this.wrap = null;
this.list = null;
this.width = 0;
}
}
}(jQuery));

View File

@ -1,284 +0,0 @@
/*! fancyBox v2.1.5 fancyapps.com | fancyapps.com/fancybox/#license */
.fancybox-wrap,
.fancybox-skin,
.fancybox-outer,
.fancybox-inner,
.fancybox-image,
.fancybox-wrap iframe,
.fancybox-wrap object,
.fancybox-nav,
.fancybox-nav span,
.fancybox-tmp
{
padding: 0;
margin: 0;
border: 0;
outline: none;
vertical-align: top;
}
/* Ray: modified for raylib examples */
.fancybox-inner
{
overflow: hidden!important;
min-height: 520px!important;
}
/* Ray: modified for raylib examples */
.fancybox-wrap {
width: 860px!important;
}
.fancybox-wrap {
position: absolute;
top: 0;
left: 0;
z-index: 8020;
border: 4px solid;
}
.fancybox-skin {
position: relative;
background: #f9f9f9;
color: #444;
text-shadow: none;
}
.fancybox-opened {
z-index: 8030;
}
.fancybox-opened .fancybox-skin {
-webkit-box-shadow: 0 10px 25px rgba(0, 0, 0, 0.5);
-moz-box-shadow: 0 10px 25px rgba(0, 0, 0, 0.5);
box-shadow: 0 10px 25px rgba(0, 0, 0, 0.5);
}
.fancybox-outer, .fancybox-inner {
position: relative;
}
/* Ray: modified for raylib examples */
.fancybox-inner {
overflow: hidden;
width: 850px!important;
}
.fancybox-type-iframe .fancybox-inner {
-webkit-overflow-scrolling: touch;
}
.fancybox-error {
color: #444;
font: 14px/20px "Helvetica Neue",Helvetica,Arial,sans-serif;
margin: 0;
padding: 15px;
white-space: nowrap;
}
/* Ray: modified for raylib examples */
.fancybox-image, .fancybox-iframe {
display: block;
width: 830px;
height: 100%;
}
.fancybox-image {
max-width: 100%;
max-height: 100%;
}
#fancybox-loading, .fancybox-close, .fancybox-prev span, .fancybox-next span {
background-image: url('fancybox_sprite.png');
}
#fancybox-loading {
position: fixed;
top: 50%;
left: 50%;
margin-top: -22px;
margin-left: -22px;
background-position: 0 -108px;
opacity: 0.8;
cursor: pointer;
z-index: 8060;
}
#fancybox-loading div {
width: 44px;
height: 44px;
background: url('fancybox_loading.gif') center center no-repeat;
}
.fancybox-close {
position: absolute;
top: -18px;
right: -18px;
width: 36px;
height: 36px;
cursor: pointer;
z-index: 8040;
}
.fancybox-nav {
position: absolute;
top: 0;
width: 40%;
height: 100%;
cursor: pointer;
text-decoration: none;
background: transparent url('blank.gif'); /* helps IE */
-webkit-tap-highlight-color: rgba(0,0,0,0);
z-index: 8040;
}
.fancybox-prev {
left: 0;
}
.fancybox-next {
right: 0;
}
.fancybox-nav span {
position: absolute;
top: 50%;
width: 36px;
height: 34px;
margin-top: -18px;
cursor: pointer;
z-index: 8040;
visibility: hidden;
}
.fancybox-prev span {
left: 10px;
background-position: 0 -36px;
}
.fancybox-next span {
right: 10px;
background-position: 0 -72px;
}
.fancybox-nav:hover span {
visibility: visible;
}
.fancybox-tmp {
position: absolute;
top: -99999px;
left: -99999px;
visibility: hidden;
max-width: 99999px;
max-height: 99999px;
overflow: visible !important;
}
/* Overlay helper */
.fancybox-lock {
overflow: hidden !important;
width: auto;
}
.fancybox-lock body {
overflow: hidden !important;
}
.fancybox-lock-test {
overflow-y: hidden !important;
}
.fancybox-overlay {
position: absolute;
top: 0;
left: 0;
overflow: hidden;
display: none;
z-index: 8010;
background: url('fancybox_overlay.png');
}
.fancybox-overlay-fixed {
position: fixed;
bottom: 0;
right: 0;
}
.fancybox-lock .fancybox-overlay {
overflow: auto;
overflow-y: scroll;
}
/* Title helper */
.fancybox-title {
visibility: hidden;
font: normal 13px/20px "Helvetica Neue",Helvetica,Arial,sans-serif;
position: relative;
text-shadow: none;
z-index: 8050;
}
.fancybox-opened .fancybox-title {
visibility: visible;
}
.fancybox-title-float-wrap {
position: absolute;
bottom: 0;
right: 50%;
margin-bottom: -35px;
z-index: 8050;
text-align: center;
}
.fancybox-title-float-wrap .child {
display: inline-block;
margin-right: -100%;
padding: 2px 20px;
background: transparent; /* Fallback for web browsers that doesn't support RGBa */
background: rgba(0, 0, 0, 0.8);
text-shadow: 0 1px 2px #222;
color: #FFF;
font-size: 10px;
line-height: 24px;
white-space: nowrap;
}
.fancybox-title-outside-wrap {
position: relative;
margin-top: 10px;
color: #fff;
}
.fancybox-title-inside-wrap {
padding-top: 10px;
}
.fancybox-title-over-wrap {
position: absolute;
bottom: 0;
left: 0;
color: #fff;
padding: 10px;
background: #000;
background: rgba(0, 0, 0, .8);
}
/*Retina graphics!*/
@media only screen and (-webkit-min-device-pixel-ratio: 1.5),
only screen and (min--moz-device-pixel-ratio: 1.5),
only screen and (min-device-pixel-ratio: 1.5){
#fancybox-loading, .fancybox-close, .fancybox-prev span, .fancybox-next span {
background-image: url('fancybox_sprite@2x.png');
background-size: 44px 152px; /*The size of the normal image, half the size of the hi-res image*/
}
#fancybox-loading div {
background-image: url('fancybox_loading@2x.gif');
background-size: 24px 24px; /*The size of the normal image, half the size of the hi-res image*/
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,46 +0,0 @@
/*! fancyBox v2.1.5 fancyapps.com | fancyapps.com/fancybox/#license */
(function(r,G,f,v){var J=f("html"),n=f(r),p=f(G),b=f.fancybox=function(){b.open.apply(this,arguments)},I=navigator.userAgent.match(/msie/i),B=null,s=G.createTouch!==v,t=function(a){return a&&a.hasOwnProperty&&a instanceof f},q=function(a){return a&&"string"===f.type(a)},E=function(a){return q(a)&&0<a.indexOf("%")},l=function(a,d){var e=parseInt(a,10)||0;d&&E(a)&&(e*=b.getViewport()[d]/100);return Math.ceil(e)},w=function(a,b){return l(a,b)+"px"};f.extend(b,{version:"2.1.5",defaults:{padding:15,margin:20,
width:800,height:600,minWidth:100,minHeight:100,maxWidth:9999,maxHeight:9999,pixelRatio:1,autoSize:!0,autoHeight:!1,autoWidth:!1,autoResize:!0,autoCenter:!s,fitToView:!0,aspectRatio:!1,topRatio:0.5,leftRatio:0.5,scrolling:"auto",wrapCSS:"",arrows:!0,closeBtn:!0,closeClick:!1,nextClick:!1,mouseWheel:!0,autoPlay:!1,playSpeed:3E3,preload:3,modal:!1,loop:!0,ajax:{dataType:"html",headers:{"X-fancyBox":!0}},iframe:{scrolling:"auto",preload:!0},swf:{wmode:"transparent",allowfullscreen:"true",allowscriptaccess:"always"},
keys:{next:{13:"left",34:"up",39:"left",40:"up"},prev:{8:"right",33:"down",37:"right",38:"down"},close:[27],play:[32],toggle:[70]},direction:{next:"left",prev:"right"},scrollOutside:!0,index:0,type:null,href:null,content:null,title:null,tpl:{wrap:'<div class="fancybox-wrap" tabIndex="-1"><div class="fancybox-skin"><div class="fancybox-outer"><div class="fancybox-inner"></div></div></div></div>',image:'<img class="fancybox-image" src="{href}" alt="" />',iframe:'<iframe id="fancybox-frame{rnd}" name="fancybox-frame{rnd}" class="fancybox-iframe" frameborder="0" vspace="0" hspace="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen'+
(I?' allowtransparency="true"':"")+"></iframe>",error:'<p class="fancybox-error">The requested content cannot be loaded.<br/>Please try again later.</p>',closeBtn:'<a title="Close" class="fancybox-item fancybox-close" href="javascript:;"></a>',next:'<a title="Next" class="fancybox-nav fancybox-next" href="javascript:;"><span></span></a>',prev:'<a title="Previous" class="fancybox-nav fancybox-prev" href="javascript:;"><span></span></a>'},openEffect:"fade",openSpeed:250,openEasing:"swing",openOpacity:!0,
openMethod:"zoomIn",closeEffect:"fade",closeSpeed:250,closeEasing:"swing",closeOpacity:!0,closeMethod:"zoomOut",nextEffect:"elastic",nextSpeed:250,nextEasing:"swing",nextMethod:"changeIn",prevEffect:"elastic",prevSpeed:250,prevEasing:"swing",prevMethod:"changeOut",helpers:{overlay:!0,title:!0},onCancel:f.noop,beforeLoad:f.noop,afterLoad:f.noop,beforeShow:f.noop,afterShow:f.noop,beforeChange:f.noop,beforeClose:f.noop,afterClose:f.noop},group:{},opts:{},previous:null,coming:null,current:null,isActive:!1,
isOpen:!1,isOpened:!1,wrap:null,skin:null,outer:null,inner:null,player:{timer:null,isActive:!1},ajaxLoad:null,imgPreload:null,transitions:{},helpers:{},open:function(a,d){if(a&&(f.isPlainObject(d)||(d={}),!1!==b.close(!0)))return f.isArray(a)||(a=t(a)?f(a).get():[a]),f.each(a,function(e,c){var k={},g,h,j,m,l;"object"===f.type(c)&&(c.nodeType&&(c=f(c)),t(c)?(k={href:c.data("fancybox-href")||c.attr("href"),title:c.data("fancybox-title")||c.attr("title"),isDom:!0,element:c},f.metadata&&f.extend(!0,k,
c.metadata())):k=c);g=d.href||k.href||(q(c)?c:null);h=d.title!==v?d.title:k.title||"";m=(j=d.content||k.content)?"html":d.type||k.type;!m&&k.isDom&&(m=c.data("fancybox-type"),m||(m=(m=c.prop("class").match(/fancybox\.(\w+)/))?m[1]:null));q(g)&&(m||(b.isImage(g)?m="image":b.isSWF(g)?m="swf":"#"===g.charAt(0)?m="inline":q(c)&&(m="html",j=c)),"ajax"===m&&(l=g.split(/\s+/,2),g=l.shift(),l=l.shift()));j||("inline"===m?g?j=f(q(g)?g.replace(/.*(?=#[^\s]+$)/,""):g):k.isDom&&(j=c):"html"===m?j=g:!m&&(!g&&
k.isDom)&&(m="inline",j=c));f.extend(k,{href:g,type:m,content:j,title:h,selector:l});a[e]=k}),b.opts=f.extend(!0,{},b.defaults,d),d.keys!==v&&(b.opts.keys=d.keys?f.extend({},b.defaults.keys,d.keys):!1),b.group=a,b._start(b.opts.index)},cancel:function(){var a=b.coming;a&&!1!==b.trigger("onCancel")&&(b.hideLoading(),b.ajaxLoad&&b.ajaxLoad.abort(),b.ajaxLoad=null,b.imgPreload&&(b.imgPreload.onload=b.imgPreload.onerror=null),a.wrap&&a.wrap.stop(!0,!0).trigger("onReset").remove(),b.coming=null,b.current||
b._afterZoomOut(a))},close:function(a){b.cancel();!1!==b.trigger("beforeClose")&&(b.unbindEvents(),b.isActive&&(!b.isOpen||!0===a?(f(".fancybox-wrap").stop(!0).trigger("onReset").remove(),b._afterZoomOut()):(b.isOpen=b.isOpened=!1,b.isClosing=!0,f(".fancybox-item, .fancybox-nav").remove(),b.wrap.stop(!0,!0).removeClass("fancybox-opened"),b.transitions[b.current.closeMethod]())))},play:function(a){var d=function(){clearTimeout(b.player.timer)},e=function(){d();b.current&&b.player.isActive&&(b.player.timer=
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/*
* jQuery Easing v1.3 - http://gsgd.co.uk/sandbox/jquery/easing/
*
* Uses the built in easing capabilities added In jQuery 1.1
* to offer multiple easing options
*
* TERMS OF USE - jQuery Easing
*
* Open source under the BSD License.
*
* Copyright © 2008 George McGinley Smith
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* Neither the name of the author nor the names of contributors may be used to endorse
* or promote products derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
* GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
// t: current time, b: begInnIng value, c: change In value, d: duration
jQuery.easing['jswing'] = jQuery.easing['swing'];
jQuery.extend( jQuery.easing,
{
def: 'easeOutQuad',
swing: function (x, t, b, c, d) {
//alert(jQuery.easing.default);
return jQuery.easing[jQuery.easing.def](x, t, b, c, d);
},
easeInQuad: function (x, t, b, c, d) {
return c*(t/=d)*t + b;
},
easeOutQuad: function (x, t, b, c, d) {
return -c *(t/=d)*(t-2) + b;
},
easeInOutQuad: function (x, t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t + b;
return -c/2 * ((--t)*(t-2) - 1) + b;
},
easeInCubic: function (x, t, b, c, d) {
return c*(t/=d)*t*t + b;
},
easeOutCubic: function (x, t, b, c, d) {
return c*((t=t/d-1)*t*t + 1) + b;
},
easeInOutCubic: function (x, t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t*t + b;
return c/2*((t-=2)*t*t + 2) + b;
},
easeInQuart: function (x, t, b, c, d) {
return c*(t/=d)*t*t*t + b;
},
easeOutQuart: function (x, t, b, c, d) {
return -c * ((t=t/d-1)*t*t*t - 1) + b;
},
easeInOutQuart: function (x, t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t*t*t + b;
return -c/2 * ((t-=2)*t*t*t - 2) + b;
},
easeInQuint: function (x, t, b, c, d) {
return c*(t/=d)*t*t*t*t + b;
},
easeOutQuint: function (x, t, b, c, d) {
return c*((t=t/d-1)*t*t*t*t + 1) + b;
},
easeInOutQuint: function (x, t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t*t*t*t + b;
return c/2*((t-=2)*t*t*t*t + 2) + b;
},
easeInSine: function (x, t, b, c, d) {
return -c * Math.cos(t/d * (Math.PI/2)) + c + b;
},
easeOutSine: function (x, t, b, c, d) {
return c * Math.sin(t/d * (Math.PI/2)) + b;
},
easeInOutSine: function (x, t, b, c, d) {
return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b;
},
easeInExpo: function (x, t, b, c, d) {
return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b;
},
easeOutExpo: function (x, t, b, c, d) {
return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b;
},
easeInOutExpo: function (x, t, b, c, d) {
if (t==0) return b;
if (t==d) return b+c;
if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b;
return c/2 * (-Math.pow(2, -10 * --t) + 2) + b;
},
easeInCirc: function (x, t, b, c, d) {
return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b;
},
easeOutCirc: function (x, t, b, c, d) {
return c * Math.sqrt(1 - (t=t/d-1)*t) + b;
},
easeInOutCirc: function (x, t, b, c, d) {
if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b;
return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b;
},
easeInElastic: function (x, t, b, c, d) {
var s=1.70158;var p=0;var a=c;
if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var s = p/(2*Math.PI) * Math.asin (c/a);
return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
},
easeOutElastic: function (x, t, b, c, d) {
var s=1.70158;var p=0;var a=c;
if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var s = p/(2*Math.PI) * Math.asin (c/a);
return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b;
},
easeInOutElastic: function (x, t, b, c, d) {
var s=1.70158;var p=0;var a=c;
if (t==0) return b; if ((t/=d/2)==2) return b+c; if (!p) p=d*(.3*1.5);
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var s = p/(2*Math.PI) * Math.asin (c/a);
if (t < 1) return -.5*(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
return a*Math.pow(2,-10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )*.5 + c + b;
},
easeInBack: function (x, t, b, c, d, s) {
if (s == undefined) s = 1.70158;
return c*(t/=d)*t*((s+1)*t - s) + b;
},
easeOutBack: function (x, t, b, c, d, s) {
if (s == undefined) s = 1.70158;
return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
},
easeInOutBack: function (x, t, b, c, d, s) {
if (s == undefined) s = 1.70158;
if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b;
return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b;
},
easeInBounce: function (x, t, b, c, d) {
return c - jQuery.easing.easeOutBounce (x, d-t, 0, c, d) + b;
},
easeOutBounce: function (x, t, b, c, d) {
if ((t/=d) < (1/2.75)) {
return c*(7.5625*t*t) + b;
} else if (t < (2/2.75)) {
return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b;
} else if (t < (2.5/2.75)) {
return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b;
} else {
return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b;
}
},
easeInOutBounce: function (x, t, b, c, d) {
if (t < d/2) return jQuery.easing.easeInBounce (x, t*2, 0, c, d) * .5 + b;
return jQuery.easing.easeOutBounce (x, t*2-d, 0, c, d) * .5 + c*.5 + b;
}
});
/*
*
* TERMS OF USE - EASING EQUATIONS
*
* Open source under the BSD License.
*
* Copyright © 2001 Robert Penner
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* Neither the name of the author nor the names of contributors may be used to endorse
* or promote products derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
* GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/

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/*!
* jQuery Mousewheel 3.1.13
*
* Copyright 2015 jQuery Foundation and other contributors
* Released under the MIT license.
* http://jquery.org/license
*/
!function(a){"function"==typeof define&&define.amd?define(["jquery"],a):"object"==typeof exports?module.exports=a:a(jQuery)}(function(a){function b(b){var g=b||window.event,h=i.call(arguments,1),j=0,l=0,m=0,n=0,o=0,p=0;if(b=a.event.fix(g),b.type="mousewheel","detail"in g&&(m=-1*g.detail),"wheelDelta"in g&&(m=g.wheelDelta),"wheelDeltaY"in g&&(m=g.wheelDeltaY),"wheelDeltaX"in g&&(l=-1*g.wheelDeltaX),"axis"in g&&g.axis===g.HORIZONTAL_AXIS&&(l=-1*m,m=0),j=0===m?l:m,"deltaY"in g&&(m=-1*g.deltaY,j=m),"deltaX"in g&&(l=g.deltaX,0===m&&(j=-1*l)),0!==m||0!==l){if(1===g.deltaMode){var q=a.data(this,"mousewheel-line-height");j*=q,m*=q,l*=q}else if(2===g.deltaMode){var r=a.data(this,"mousewheel-page-height");j*=r,m*=r,l*=r}if(n=Math.max(Math.abs(m),Math.abs(l)),(!f||f>n)&&(f=n,d(g,n)&&(f/=40)),d(g,n)&&(j/=40,l/=40,m/=40),j=Math[j>=1?"floor":"ceil"](j/f),l=Math[l>=1?"floor":"ceil"](l/f),m=Math[m>=1?"floor":"ceil"](m/f),k.settings.normalizeOffset&&this.getBoundingClientRect){var s=this.getBoundingClientRect();o=b.clientX-s.left,p=b.clientY-s.top}return b.deltaX=l,b.deltaY=m,b.deltaFactor=f,b.offsetX=o,b.offsetY=p,b.deltaMode=0,h.unshift(b,j,l,m),e&&clearTimeout(e),e=setTimeout(c,200),(a.event.dispatch||a.event.handle).apply(this,h)}}function c(){f=null}function d(a,b){return k.settings.adjustOldDeltas&&"mousewheel"===a.type&&b%120===0}var e,f,g=["wheel","mousewheel","DOMMouseScroll","MozMousePixelScroll"],h="onwheel"in document||document.documentMode>=9?["wheel"]:["mousewheel","DomMouseScroll","MozMousePixelScroll"],i=Array.prototype.slice;if(a.event.fixHooks)for(var j=g.length;j;)a.event.fixHooks[g[--j]]=a.event.mouseHooks;var k=a.event.special.mousewheel={version:"3.1.12",setup:function(){if(this.addEventListener)for(var c=h.length;c;)this.addEventListener(h[--c],b,!1);else this.onmousewheel=b;a.data(this,"mousewheel-line-height",k.getLineHeight(this)),a.data(this,"mousewheel-page-height",k.getPageHeight(this))},teardown:function(){if(this.removeEventListener)for(var c=h.length;c;)this.removeEventListener(h[--c],b,!1);else this.onmousewheel=null;a.removeData(this,"mousewheel-line-height"),a.removeData(this,"mousewheel-page-height")},getLineHeight:function(b){var c=a(b),d=c["offsetParent"in a.fn?"offsetParent":"parent"]();return d.length||(d=a("body")),parseInt(d.css("fontSize"),10)||parseInt(c.css("fontSize"),10)||16},getPageHeight:function(b){return a(b).height()},settings:{adjustOldDeltas:!0,normalizeOffset:!0}};a.fn.extend({mousewheel:function(a){return a?this.bind("mousewheel",a):this.trigger("mousewheel")},unmousewheel:function(a){return this.unbind("mousewheel",a)}})});

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<!DOCTYPE html>
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<p>Examples are organized by colors depending on the raylib module features
they are teaching. Currently, raylib main modules are 7.</p>
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/*******************************************************************************************
*
* raylib [audio] example - Module playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_CIRCLES 64
typedef struct {
Vector2 position;
float radius;
float alpha;
float speed;
Color color;
} CircleWave;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
InitAudioDevice(); // Initialize audio device
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect
CircleWave circles[MAX_CIRCLES];
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
circles[i].color = colors[GetRandomValue(0, 13)];
}
Music xm = LoadMusicStream("resources/mini1111.xm");
PlayMusicStream(xm);
float timePlayed = 0.0f;
bool pause = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(xm); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(xm);
PlayMusicStream(xm);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(xm);
else ResumeMusicStream(xm);
}
// Get timePlayed scaled to bar dimensions
timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
// Color circles animation
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
{
circles[i].alpha += circles[i].speed;
circles[i].radius += circles[i].speed*10.0f;
if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
if (circles[i].alpha <= 0.0f)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].color = colors[GetRandomValue(0, 13)];
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
}
// Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(xm); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [audio] example - Music playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
InitAudioDevice(); // Initialize audio device
Music music = LoadMusicStream("resources/guitar_noodling.ogg");
PlayMusicStream(music);
float timePlayed = 0.0f;
bool pause = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Get timePlayed scaled to bar dimensions (400 pixels)
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [audio] example - Raw audio streaming
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: sinf()
#define MAX_SAMPLES 22050
#define MAX_SAMPLES_PER_UPDATE 4096
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
InitAudioDevice(); // Initialize audio device
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
AudioStream stream = InitAudioStream(22050, 16, 1);
// Generate samples data from sine wave
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
// TODO: Review data generation, it seems data is discontinued for loop,
// for that reason, there is a clip everytime audio stream is looped...
for (int i = 0; i < MAX_SAMPLES; i++)
{
data[i] = (short)(sinf(((2*PI*(float)i)/2)*DEG2RAD)*32000);
}
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
int totalSamples = MAX_SAMPLES;
int samplesLeft = totalSamples;
Vector2 position = { 0, 0 };
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Refill audio stream if required
// NOTE: Every update we check if stream data has been already consumed and we update
// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
if (IsAudioBufferProcessed(stream))
{
int numSamples = 0;
if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
else numSamples = samplesLeft;
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
samplesLeft -= numSamples;
// Reset samples feeding (loop audio)
if (samplesLeft <= 0) samplesLeft = totalSamples;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
// NOTE: Draw a part of the sine wave (only screen width, proportional values)
for (int i = 0; i < GetScreenWidth(); i++)
{
position.x = i;
position.y = 250 + 50*data[i]/32000;
DrawPixelV(position, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
free(data); // Unload sine wave data
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [audio] example - Sound loading and playing
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - 2d camera
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_BUILDINGS 100
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Rectangle player = { 400, 280, 40, 40 };
Rectangle buildings[MAX_BUILDINGS];
Color buildColors[MAX_BUILDINGS];
int spacing = 0;
for (int i = 0; i < MAX_BUILDINGS; i++)
{
buildings[i].width = GetRandomValue(50, 200);
buildings[i].height = GetRandomValue(100, 800);
buildings[i].y = screenHeight - 130 - buildings[i].height;
buildings[i].x = -6000 + spacing;
spacing += buildings[i].width;
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
}
Camera2D camera;
camera.target = (Vector2){ player.x + 20, player.y + 20 };
camera.offset = (Vector2){ 0, 0 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT))
{
player.x += 2; // Player movement
camera.offset.x -= 2; // Camera displacement with player movement
}
else if (IsKeyDown(KEY_LEFT))
{
player.x -= 2; // Player movement
camera.offset.x += 2; // Camera displacement with player movement
}
// Camera target follows player
camera.target = (Vector2){ player.x + 20, player.y + 20 };
// Camera rotation controls
if (IsKeyDown(KEY_A)) camera.rotation--;
else if (IsKeyDown(KEY_S)) camera.rotation++;
// Limit camera rotation to 80 degrees (-40 to 40)
if (camera.rotation > 40) camera.rotation = 40;
else if (camera.rotation < -40) camera.rotation = -40;
// Camera zoom controls
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
// Camera reset (zoom and rotation)
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
camera.rotation = 0.0f;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin2dMode(camera);
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
DrawRectangleRec(player, RED);
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN);
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN);
End2dMode();
DrawText("SCREEN AREA", 640, 10, 20, RED);
DrawRectangle(0, 0, screenWidth, 5, RED);
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 250, 113, BLUE);
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - 3d camera first person
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_COLUMNS 20
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 1.8f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
// Generates some random columns
float heights[MAX_COLUMNS];
Vector3 positions[MAX_COLUMNS];
Color colors[MAX_COLUMNS];
for (int i = 0; i < MAX_COLUMNS; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
// Draw some cubes around
for (int i = 0; i < MAX_COLUMNS; i++)
{
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
End3dMode();
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Initialize 3d camera free
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 320, 133, BLUE);
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Initialize 3d mode
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Picking in 3d mode
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray; // Picking line ray
bool collision = false;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
// NOTE: This function is NOT WORKING properly!
ray = GetMouseRay(GetMousePosition(), camera);
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
if (collision)
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
}
else
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
}
DrawRay(ray, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* Welcome to raylib!
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Color selection by mouse (collision detection)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
Color colors[21] = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
GREEN, SKYBLUE, PURPLE, BEIGE };
Rectangle colorsRecs[21]; // Rectangles array
// Fills colorsRecs data (for every rectangle)
for (int i = 0; i < 21; i++)
{
colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
colorsRecs[i].y = 60 + 100*(i/7) + 10*(i/7);
colorsRecs[i].width = 100;
colorsRecs[i].height = 100;
}
bool selected[21] = { false }; // Selected rectangles indicator
Vector2 mousePoint;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
mousePoint = GetMousePosition();
for (int i = 0; i < 21; i++) // Iterate along all the rectangles
{
if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
{
colors[i].a = 120;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selected[i] = !selected[i];
}
else colors[i].a = 255;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < 21; i++) // Draw all rectangles
{
DrawRectangleRec(colorsRecs[i], colors[i]);
// Draw four rectangles around selected rectangle
if (selected[i])
{
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 100, 10, RAYWHITE); // Square top rectangle
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 10, 100, RAYWHITE); // Square left rectangle
DrawRectangle(colorsRecs[i].x + 90, colorsRecs[i].y, 10, 100, RAYWHITE); // Square right rectangle
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Windows drop files
*
* This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
int count = 0;
char **droppedFiles = { 0 };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsFileDropped())
{
droppedFiles = GetDroppedFiles(&count);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (count == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
else
{
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
for (int i = 0; i < count; i++)
{
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
}
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClearDroppedFiles(); // Clear internal buffers
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Gestures Detection
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <string.h>
#define MAX_GESTURE_STRINGS 20
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection");
Vector2 touchPosition = { 0, 0 };
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
int gesturesCount = 0;
char gestureStrings[MAX_GESTURE_STRINGS][32];
int currentGesture = GESTURE_NONE;
int lastGesture = GESTURE_NONE;
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
lastGesture = currentGesture;
currentGesture = GetGestureDetected();
touchPosition = GetTouchPosition(0);
if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE))
{
if (currentGesture != lastGesture)
{
// Store gesture string
switch (currentGesture)
{
case GESTURE_TAP: strcpy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
case GESTURE_DOUBLETAP: strcpy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
case GESTURE_HOLD: strcpy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
case GESTURE_DRAG: strcpy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
case GESTURE_SWIPE_RIGHT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
case GESTURE_PINCH_IN: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
default: break;
}
gesturesCount++;
// Reset gestures strings
if (gesturesCount >= MAX_GESTURE_STRINGS)
{
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
gesturesCount = 0;
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangleRec(touchArea, GRAY);
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
for (int i = 0; i < gesturesCount; i++)
{
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
}
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}

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@ -1,194 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Gamepad input
*
* NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with the following gamepads:
* - Xbox 360 Controller (Xbox 360, Xbox One)
* - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
// NOTE: Gamepad name ID depends on drivers and OS
#if defined(PLATFORM_RPI)
#define XBOX360_NAME_ID "Microsoft X-Box 360 pad"
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
#else
#define XBOX360_NAME_ID "Xbox 360 Controller"
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
#endif
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{
DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
{
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
// Draw buttons: xbox home
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_HOME)) DrawCircle(394, 89, 19, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_START)) DrawCircle(436, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_SELECT)) DrawCircle(352, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_X)) DrawCircle(501, 151, 15, BLUE);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_A)) DrawCircle(536, 187, 15, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_B)) DrawCircle(572, 151, 15, MAROON);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_Y)) DrawCircle(536, 115, 15, GOLD);
// Draw buttons: d-pad
DrawRectangle(317, 202, 19, 71, BLACK);
DrawRectangle(293, 228, 69, 19, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_UP)) DrawRectangle(317, 202, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
// Draw buttons: left-right back
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LB)) DrawCircle(259, 61, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RB)) DrawCircle(536, 61, 20, RED);
// Draw axis: left joystick
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X)*20),
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y)*20), 25, BLACK);
// Draw axis: right joystick
DrawCircle(461, 237, 38, BLACK);
DrawCircle(461, 237, 33, LIGHTGRAY);
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_X)*20),
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY);
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT))/2.0f)*70), RED);
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT))/2.0f)*70), RED);
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)), 10, 40, 10, BLACK);
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)), 10, 60, 10, BLACK);
}
else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
{
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
// Draw buttons: ps
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_PS)) DrawCircle(396, 222, 13, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SELECT)) DrawRectangle(328, 170, 32, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_START)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_TRIANGLE)) DrawCircle(557, 144, 13, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CIRCLE)) DrawCircle(586, 173, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CROSS)) DrawCircle(557, 203, 13, VIOLET);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SQUARE)) DrawCircle(527, 173, 13, PINK);
// Draw buttons: d-pad
DrawRectangle(225, 132, 24, 84, BLACK);
DrawRectangle(195, 161, 84, 25, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_UP)) DrawRectangle(225, 132, 24, 29, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
// Draw buttons: left-right back buttons
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_L1)) DrawCircle(239, 82, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_R1)) DrawCircle(557, 82, 20, RED);
// Draw axis: left joystick
DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY);
DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_Y)*20), 25, BLACK);
// Draw axis: right joystick
DrawCircle(475, 255, 35, BLACK);
DrawCircle(475, 255, 31, LIGHTGRAY);
DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY);
DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_L2))/2.0f)*70), RED);
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_R2))/2.0f)*70), RED);
}
else
{
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
// TODO: Draw generic gamepad
}
DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
{
DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
}
if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
}
else
{
DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texPs3Pad);
UnloadTexture(texXboxPad);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Keyboard input
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8f;
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8f;
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8f;
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
DrawCircleV(ballPosition, 50, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Mouse input
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = DARKBLUE;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, 40, ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] examples - Mouse wheel
*
* This test has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel");
int boxPositionY = screenHeight/2 - 40;
int scrollSpeed = 4; // Scrolling speed in pixels
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
boxPositionY -= (GetMouseWheelMove()*scrollSpeed);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Generate random values
*
* This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
int framesCounter = 0; // Variable used to count frames
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
// Every two seconds (120 frames) a new random value is generated
if (((framesCounter/120)%2) == 1)
{
randValue = GetRandomValue(-8, 5);
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - Storage save/load values
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
// NOTE: Storage positions must start with 0, directly related to file memory layout
typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
int score = 0;
int hiscore = 0;
int framesCounter = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_R))
{
score = GetRandomValue(1000, 2000);
hiscore = GetRandomValue(2000, 4000);
}
if (IsKeyPressed(KEY_ENTER))
{
StorageSaveValue(STORAGE_SCORE, score);
StorageSaveValue(STORAGE_HISCORE, hiscore);
}
else if (IsKeyPressed(KEY_SPACE))
{
// NOTE: If requested position could not be found, value 0 is returned
score = StorageLoadValue(STORAGE_SCORE);
hiscore = StorageLoadValue(STORAGE_HISCORE);
}
framesCounter++;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1080;
int screenHeight = 600;
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator (Oculus Rift CV1 parameters)
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 60.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera (simulator mode)
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginVrDrawing();
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(40, 1.0f);
End3dMode();
EndVrDrawing();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseVrSimulator(); // Close VR simulator
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - World to screen
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera = {{ 10.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - Drawing billboards
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(bill); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
Color playerColor = GREEN;
Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
float enemySphereSize = 1.5f;
bool collision = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Move player
if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f;
else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f;
else if (IsKeyDown(KEY_DOWN)) playerPosition.z += 0.2f;
else if (IsKeyDown(KEY_UP)) playerPosition.z -= 0.2f;
collision = false;
// Check collisions player vs enemy-box
if (CheckCollisionBoxes(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
(BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
enemyBoxPos.y - enemyBoxSize.y/2,
enemyBoxPos.z - enemyBoxSize.z/2 },
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
// Check collisions player vs enemy-sphere
if (CheckCollisionBoxSphere(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
enemySpherePos, enemySphereSize)) collision = true;
if (collision) playerColor = RED;
else playerColor = GREEN;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
// Draw enemy-box
DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY);
// Draw enemy-sphere
DrawSphere(enemySpherePos, enemySphereSize, GRAY);
DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY);
// Draw player
DrawCubeV(playerPosition, playerSize, playerColor);
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("Move player with cursors to collide", 220, 40, 20, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - Cubicmap loading and drawing
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
Model map = LoadCubicmap(image); // Load cubicmap model (generate model from image)
// NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
map.material.texDiffuse = texture; // Set map diffuse texture
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(map, mapPosition, 1.0f, WHITE);
End3dMode();
DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
DrawText("cubicmap image used to", 658, 90, 10, GRAY);
DrawText("generate map 3d model", 658, 104, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(cubicmap); // Unload cubicmap texture
UnloadTexture(texture); // Unload map texture
UnloadModel(map); // Unload map model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - Heightmap loading and drawing
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size
map.material.texDiffuse = texture; // Set map diffuse texture
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!)
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
// NOTE: Model is scaled to 1/4 of its original size (128x128 units)
DrawModel(map, mapPosition, 1.0f, RED);
DrawGrid(20, 1.0f);
End3dMode();
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(map); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example contributed by Joel Davis (@joeld42)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define FLT_MAX 3.40282347E+38F // Maximum value of a float, defined in <float.h>
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Ray ray; // Picking ray
Model tower = LoadModel("resources/tower.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture
tower.material.texDiffuse = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);
bool hitMeshBBox = false;
bool hitTriangle = false;
// Test triangle
Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
Vector3 bary = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
// Display information about closest hit
RayHitInfo nearestHit;
char *hitObjectName = "None";
nearestHit.distance = FLT_MAX;
nearestHit.hit = false;
Color cursorColor = WHITE;
// Get ray and test against ground, triangle, and mesh
ray = GetMouseRay(GetMousePosition(), camera);
// Check ray collision aginst ground plane
RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
{
nearestHit = groundHitInfo;
cursorColor = GREEN;
hitObjectName = "Ground";
}
// Check ray collision against test triangle
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
{
nearestHit = triHitInfo;
cursorColor = PURPLE;
hitObjectName = "Triangle";
bary = VectorBarycenter(nearestHit.hitPosition, ta, tb, tc);
hitTriangle = true;
}
else hitTriangle = false;
RayHitInfo meshHitInfo;
// Check ray collision against bounding box first, before trying the full ray-mesh test
if (CheckCollisionRayBox(ray, towerBBox))
{
hitMeshBBox = true;
// Check ray collision against mesh
meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
{
nearestHit = meshHitInfo;
cursorColor = ORANGE;
hitObjectName = "Mesh";
}
} hitMeshBBox = false;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
// Draw the tower
DrawModel(tower, towerPos, 1.0, WHITE);
// Draw the test triangle
DrawLine3D(ta, tb, PURPLE);
DrawLine3D(tb, tc, PURPLE);
DrawLine3D(tc, ta, PURPLE);
// Draw the mesh bbox if we hit it
if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
// If we hit something, draw the cursor at the hit point
if (nearestHit.hit)
{
DrawCube(nearestHit.hitPosition, 0.3, 0.3, 0.3, cursorColor);
DrawCubeWires(nearestHit.hitPosition, 0.3, 0.3, 0.3, RED);
Vector3 normalEnd;
normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
DrawLine3D(nearestHit.hitPosition, normalEnd, RED);
}
DrawRay(ray, MAROON);
DrawGrid(100, 1.0f);
End3dMode();
// Draw some debug GUI text
DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
if (nearestHit.hit)
{
int ypos = 70;
DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
nearestHit.hitPosition.x,
nearestHit.hitPosition.y,
nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK);
DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
nearestHit.hitNormal.x,
nearestHit.hitNormal.y,
nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK);
if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
}
DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(tower); // Unload model
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - Load and draw a 3d model (OBJ)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
DrawGizmo(position); // Draw gizmo
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* Physac - Physics demo
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo");
SetTargetFPS(60);
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor rectangle physics body
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
// Create obstacle circle physics body
PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed('R')) // Reset physics input
{
ResetPhysics();
floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
floor->enabled = false;
circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
circle->enabled = false;
}
// Physics body creation inputs
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
// Destroy falling physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = bodiesCount - 1; i >= 0; i--)
{
PhysicsBody body = GetPhysicsBody(i);
if (body != NULL && (body->position.y > screenHeight*2)) DestroyPhysicsBody(body);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody body = GetPhysicsBody(i);
if (body != NULL)
{
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
}
DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE);
DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
DrawText("Press 'R' to reset example", 10, 40, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* Physac - Physics friction
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction");
SetTargetFPS(60);
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor rectangle physics body
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight*0.8f }, 10, 80, 10);
wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
// Create left ramp physics body
PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, screenHeight - 5 }, 250, 250, 10);
rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
// Create right ramp physics body
PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 25, screenHeight - 5 }, 250, 250, 10);
rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
// Create dynamic physics bodies
PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10);
bodyA->staticFriction = 0.1f;
bodyA->dynamicFriction = 0.1f;
SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10);
bodyB->staticFriction = 1;
bodyB->dynamicFriction = 1;
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed('R')) // Reset physics input
{
// Reset dynamic physics bodies position, velocity and rotation
bodyA->position = (Vector2){ 35, screenHeight*0.6f };
bodyA->velocity = (Vector2){ 0, 0 };
bodyA->angularVelocity = 0;
SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f };
bodyB->velocity = (Vector2){ 0, 0 };
bodyB->angularVelocity = 0;
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody body = GetPhysicsBody(i);
if (body != NULL)
{
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
}
DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2, 75, 30, WHITE);
DrawText("0.1", bodyA->position.x - MeasureText("0.1", 20)/2, bodyA->position.y - 7, 20, WHITE);
DrawText("1", bodyB->position.x - MeasureText("1", 20)/2, bodyB->position.y - 7, 20, WHITE);
DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* Physac - Physics movement
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
#define VELOCITY 0.5f
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
SetTargetFPS(60);
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor and walls rectangle physics body
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
// Disable dynamics to floor and walls physics bodies
floor->enabled = false;
platformLeft->enabled = false;
platformRight->enabled = false;
wallLeft->enabled = false;
wallRight->enabled = false;
// Create movement physics body
PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed('R')) // Reset physics input
{
// Reset movement physics body position, velocity and rotation
body->position = (Vector2){ screenWidth/2, screenHeight/2 };
body->velocity = (Vector2){ 0, 0 };
SetPhysicsBodyRotation(body, 0);
}
// Horizontal movement input
if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
// Vertical movement input checking if player physics body is grounded
if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody body = GetPhysicsBody(i);
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
DrawText("Press 'R' to reset example", 10, 30, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* Physac - Physics restitution
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics restitution");
SetTargetFPS(60);
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor rectangle physics body
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
floor->restitution = 1;
// Create circles physics body
PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10);
circleA->restitution = 0;
PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10);
circleB->restitution = 0.5f;
PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10);
circleC->restitution = 1;
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed('R')) // Reset physics input
{
// Reset circles physics bodies position and velocity
circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 };
circleA->velocity = (Vector2){ 0, 0 };
circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 };
circleB->velocity = (Vector2){ 0, 0 };
circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 };
circleC->velocity = (Vector2){ 0, 0 };
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody body = GetPhysicsBody(i);
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE);
DrawText("0", circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE);
DrawText("0.5", circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE);
DrawText("1", circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE);
DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* Physac - Body shatter
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
SetTargetFPS(60);
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
SetPhysicsGravity(0, 0);
// Create random polygon physics body to shatter
PhysicsBody body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed('R')) // Reset physics input
{
ResetPhysics();
// Create random polygon physics body to shatter
body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
}
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
{
// Note: some values need to be stored in variables due to asynchronous changes during main thread
int count = GetPhysicsBodiesCount();
for (int i = count - 1; i >= 0; i--)
{
PhysicsBody currentBody = GetPhysicsBody(i);
if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass);
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody currentBody = GetPhysicsBody(i);
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(currentBody, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/swirl.fs"); // Load postpro shader
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
int swirlCenterLoc = GetShaderLocation(shader, "center");
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Vector2 mousePosition = GetMousePosition();
swirlCenter[0] = mousePosition.x;
swirlCenter[1] = screenHeight - mousePosition.y;
// Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2);
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shaders] example - Apply a shader to a 3d model
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs"); // Load model shader
dwarf.material.shader = shader; // Set shader effect to 3d model
dwarf.material.texDiffuse = texture; // Bind texture to model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText(FormatText("Camera position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
DrawText(FormatText("Camera target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shaders] example - Apply a postprocessing shader to a scene
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs"
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs"
#endif
#define MAX_POSTPRO_SHADERS 12
typedef enum {
FX_GRAYSCALE = 0,
FX_POSTERIZATION,
FX_DREAM_VISION,
FX_PIXELIZER,
FX_CROSS_HATCHING,
FX_CROSS_STITCHING,
FX_PREDATOR_VIEW,
FX_SCANLINES,
FX_FISHEYE,
FX_SOBEL,
FX_BLOOM,
FX_BLUR,
//FX_FXAA
} PostproShader;
static const char *postproShaderText[] = {
"GRAYSCALE",
"POSTERIZATION",
"DREAM_VISION",
"PIXELIZER",
"CROSS_HATCHING",
"CROSS_STITCHING",
"PREDATOR_VIEW",
"SCANLINES",
"FISHEYE",
"SOBEL",
"BLOOM",
"BLUR",
//"FXAA"
};
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load all postpro shaders
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
// NOTE 2: We load the correct shader depending on GLSL version
Shader shaders[MAX_POSTPRO_SHADERS];
shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
int currentShader = FX_GRAYSCALE;
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsKeyPressed(KEY_RIGHT)) currentShader++;
else if (IsKeyPressed(KEY_LEFT)) currentShader--;
if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
// Render previously generated texture using selected postpro shader
BeginShaderMode(shaders[currentShader]);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
DrawText("< >", 540, 10, 30, DARKBLUE);
DrawFPS(700, 15);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload all postpro shaders
for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shaders] example - Apply a shader to some shape or texture
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Start drawing with default shader
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
DrawCircle(80, 120, 35, DARKBLUE);
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
DrawCircleLines(80, 340, 80, DARKBLUE);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
// Activate our default shader for next drawings
EndShaderMode();
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
DrawTriangle((Vector2){430, 80},
(Vector2){430 - 60, 150},
(Vector2){430 + 60, 150}, VIOLET);
DrawTriangleLines((Vector2){430, 160},
(Vector2){430 - 20, 230},
(Vector2){430 + 20, 230}, DARKBLUE);
DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
// Activate our default shader for next drawings
EndShaderMode();
DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY);
DrawLine(18, 42, screenWidth - 18, 42, BLACK);
DrawCircle(screenWidth/4, 120, 35, DARKBLUE);
DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE);
DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE);
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
DrawRectangleGradient(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE);
DrawTriangle((Vector2){screenWidth/4*3, 80},
(Vector2){screenWidth/4*3 - 60, 150},
(Vector2){screenWidth/4*3 + 60, 150}, VIOLET);
DrawTriangleLines((Vector2){screenWidth/4*3, 160},
(Vector2){screenWidth/4*3 - 20, 230},
(Vector2){screenWidth/4*3 + 20, 230}, DARKBLUE);
DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - Draw raylib custom color palette
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("raylib color palette", 28, 42, 20, BLACK);
DrawRectangle(26, 80, 100, 100, DARKGRAY);
DrawRectangle(26, 188, 100, 100, GRAY);
DrawRectangle(26, 296, 100, 100, LIGHTGRAY);
DrawRectangle(134, 80, 100, 100, MAROON);
DrawRectangle(134, 188, 100, 100, RED);
DrawRectangle(134, 296, 100, 100, PINK);
DrawRectangle(242, 80, 100, 100, ORANGE);
DrawRectangle(242, 188, 100, 100, GOLD);
DrawRectangle(242, 296, 100, 100, YELLOW);
DrawRectangle(350, 80, 100, 100, DARKGREEN);
DrawRectangle(350, 188, 100, 100, LIME);
DrawRectangle(350, 296, 100, 100, GREEN);
DrawRectangle(458, 80, 100, 100, DARKBLUE);
DrawRectangle(458, 188, 100, 100, BLUE);
DrawRectangle(458, 296, 100, 100, SKYBLUE);
DrawRectangle(566, 80, 100, 100, DARKPURPLE);
DrawRectangle(566, 188, 100, 100, VIOLET);
DrawRectangle(566, 296, 100, 100, PURPLE);
DrawRectangle(674, 80, 100, 100, DARKBROWN);
DrawRectangle(674, 188, 100, 100, BROWN);
DrawRectangle(674, 296, 100, 100, BEIGE);
DrawText("DARKGRAY", 65, 166, 10, BLACK);
DrawText("GRAY", 93, 274, 10, BLACK);
DrawText("LIGHTGRAY", 61, 382, 10, BLACK);
DrawText("MAROON", 186, 166, 10, BLACK);
DrawText("RED", 208, 274, 10, BLACK);
DrawText("PINK", 204, 382, 10, BLACK);
DrawText("ORANGE", 295, 166, 10, BLACK);
DrawText("GOLD", 310, 274, 10, BLACK);
DrawText("YELLOW", 300, 382, 10, BLACK);
DrawText("DARKGREEN", 382, 166, 10, BLACK);
DrawText("LIME", 420, 274, 10, BLACK);
DrawText("GREEN", 410, 382, 10, BLACK);
DrawText("DARKBLUE", 498, 166, 10, BLACK);
DrawText("BLUE", 526, 274, 10, BLACK);
DrawText("SKYBLUE", 505, 382, 10, BLACK);
DrawText("DARKPURPLE", 592, 166, 10, BLACK);
DrawText("VIOLET", 621, 274, 10, BLACK);
DrawText("PURPLE", 620, 382, 10, BLACK);
DrawText("DARKBROWN", 705, 166, 10, BLACK);
DrawText("BROWN", 733, 274, 10, BLACK);
DrawText("BEIGE", 737, 382, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - Cubic-bezier lines
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
Vector2 start = { 0, 0 };
Vector2 end = { screenWidth, screenHeight };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) start = GetMousePosition();
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) end = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
DrawLineBezier(start, end, 2.0f, RED);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - Draw raylib logo using basic shapes
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK);
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE);
DrawText("raylib", screenWidth/2 - 44, screenHeight/2 + 48, 50, BLACK);
DrawText("this is NOT a texture!", 350, 370, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - raylib logo animation
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation");
int logoPositionX = screenWidth/2 - 128;
int logoPositionY = screenHeight/2 - 128;
int framesCounter = 0;
int lettersCount = 0;
int topSideRecWidth = 16;
int leftSideRecHeight = 16;
int bottomSideRecWidth = 16;
int rightSideRecHeight = 16;
int state = 0; // Tracking animation states (State Machine)
float alpha = 1.0f; // Useful for fading
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (state == 0) // State 0: Small box blinking
{
framesCounter++;
if (framesCounter == 120)
{
state = 1;
framesCounter = 0; // Reset counter... will be used later...
}
}
else if (state == 1) // State 1: Top and left bars growing
{
topSideRecWidth += 4;
leftSideRecHeight += 4;
if (topSideRecWidth == 256) state = 2;
}
else if (state == 2) // State 2: Bottom and right bars growing
{
bottomSideRecWidth += 4;
rightSideRecHeight += 4;
if (bottomSideRecWidth == 256) state = 3;
}
else if (state == 3) // State 3: Letters appearing (one by one)
{
framesCounter++;
if (framesCounter/12) // Every 12 frames, one more letter!
{
lettersCount++;
framesCounter = 0;
}
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
{
alpha -= 0.02f;
if (alpha <= 0.0f)
{
alpha = 0.0f;
state = 4;
}
}
}
else if (state == 4) // State 4: Reset and Replay
{
if (IsKeyPressed('R'))
{
framesCounter = 0;
lettersCount = 0;
topSideRecWidth = 16;
leftSideRecHeight = 16;
bottomSideRecWidth = 16;
rightSideRecHeight = 16;
alpha = 1.0f;
state = 0; // Return to State 0
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (state == 0)
{
if ((framesCounter/15)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
}
else if (state == 1)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
}
else if (state == 2)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
}
else if (state == 3)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
}
else if (state == 4)
{
DrawText("[R] REPLAY", 340, 200, 20, GRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [text] example - BMFont and TTF SpriteFonts loading
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading");
const char msgBm[64] = "THIS IS AN AngelCode SPRITE FONT";
const char msgTtf[64] = "THIS SPRITE FONT has been GENERATED from a TTF";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fontBm = LoadSpriteFont("resources/bmfont.fnt"); // BMFont (AngelCode)
SpriteFont fontTtf = LoadSpriteFont("resources/pixantiqua.ttf"); // TTF font
Vector2 fontPosition;
fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.baseSize, 0).x/2;
fontPosition.y = screenHeight/2 - fontBm.baseSize/2 - 80;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables here...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextEx(fontBm, msgBm, fontPosition, fontBm.baseSize, 0, MAROON);
DrawTextEx(fontTtf, msgTtf, (Vector2){ 75.0f, 240.0f }, fontTtf.baseSize*0.8f, 2, LIME);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSpriteFont(fontBm); // AngelCode SpriteFont unloading
UnloadSpriteFont(fontTtf); // TTF SpriteFont unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [text] example - BMFont unordered chars loading and drawing
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont unordered loading and drawing");
// NOTE: Using chars outside the [32..127] limits!
// NOTE: If a character is not found in the font, it just renders a space
const char msg[256] = "ASCII extended characters:\n¡¢£¤¥¦§¨©ª«¬®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆ\nÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚÛÜÝÞßàáâãäåæ\nçèéêëìíîïðñòóôõö÷øùúûüýþÿ";
// NOTE: Loaded font has an unordered list of characters (chars in the range 32..255)
SpriteFont font = LoadSpriteFont("resources/pixantiqua.fnt"); // BMFont (AngelCode)
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables here...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Font name: PixAntiqua", 40, 50, 20, GRAY);
DrawText(FormatText("Font base size: %i", font.baseSize), 40, 80, 20, GRAY);
DrawText(FormatText("Font chars number: %i", font.charsCount), 40, 110, 20, GRAY);
DrawTextEx(font, msg, (Vector2){ 40, 180 }, font.baseSize, 0, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSpriteFont(font); // AngelCode SpriteFont unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [text] example - Text formatting
*
* This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - text formatting");
int score = 100020;
int hiscore = 200450;
int lives = 5;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(FormatText("Score: %08i", score), 200, 80, 20, RED);
DrawText(FormatText("HiScore: %08i", hiscore), 200, 120, 20, GREEN);
DrawText(FormatText("Lives: %02i", lives), 200, 160, 40, BLUE);
DrawText(FormatText("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 200, 220, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [text] example - Input Box
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_INPUT_CHARS 9
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - input box");
char name[MAX_INPUT_CHARS + 1] = "\0"; // NOTE: One extra space required for line ending char '\0'
int letterCount = 0;
Rectangle textBox = { screenWidth/2 - 100, 180, 225, 50 };
bool mouseOnText = false;
int framesCounter = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (CheckCollisionPointRec(GetMousePosition(), textBox)) mouseOnText = true;
else mouseOnText = false;
if (mouseOnText)
{
int key = GetKeyPressed();
// NOTE: Only allow keys in range [32..125]
if ((key >= 32) && (key <= 125) && (letterCount < MAX_INPUT_CHARS))
{
name[letterCount] = (char)key;
letterCount++;
}
if (key == KEY_BACKSPACE)
{
letterCount--;
name[letterCount] = '\0';
if (letterCount < 0) letterCount = 0;
}
}
if (mouseOnText) framesCounter++;
else framesCounter = 0;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
DrawRectangleRec(textBox, LIGHTGRAY);
if (mouseOnText) DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, RED);
else DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, DARKGRAY);
DrawText(name, textBox.x + 5, textBox.y + 8, 40, MAROON);
DrawText(FormatText("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY);
if (mouseOnText)
{
if (letterCount < MAX_INPUT_CHARS)
{
// Draw blinking underscore char
if (((framesCounter/20)%2) == 0) DrawText("_", textBox.x + 8 + MeasureText(name, 40), textBox.y + 12, 40, MAROON);
}
else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Check if any key is pressed
// NOTE: We limit keys check to keys between 32 (KEY_SPACE) and 126
bool IsAnyKeyPressed()
{
bool keyPressed = false;
int key = GetKeyPressed();
if ((key >= 32) && (key <= 126)) keyPressed = true;
return keyPressed;
}

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/*******************************************************************************************
*
* raylib [text] example - raylib font loading and usage
*
* NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!)
* To view details and credits for those fonts, check raylib license file
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_FONTS 8
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fonts[MAX_FONTS];
fonts[0] = LoadSpriteFont("resources/fonts/alagard.png");
fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.png");
fonts[2] = LoadSpriteFont("resources/fonts/mecha.png");
fonts[3] = LoadSpriteFont("resources/fonts/setback.png");
fonts[4] = LoadSpriteFont("resources/fonts/romulus.png");
fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.png");
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.png");
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.png");
const char *messages[MAX_FONTS] = { "ALAGARD FONT designed by Hewett Tsoi",
"PIXELPLAY FONT designed by Aleksander Shevchuk",
"MECHA FONT designed by Captain Falcon",
"SETBACK FONT designed by Brian Kent (AEnigma)",
"ROMULUS FONT designed by Hewett Tsoi",
"PIXANTIQUA FONT designed by Gerhard Grossmann",
"ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" };
const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 };
Vector2 positions[MAX_FONTS];
for (int i = 0; i < MAX_FONTS; i++)
{
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2;
positions[i].y = 60 + fonts[i].baseSize + 45*i;
}
// Small Y position corrections
positions[3].y += 8;
positions[4].y += 2;
positions[7].y -= 8;
Color colors[MAX_FONTS] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY);
DrawLine(220, 50, 590, 50, DARKGRAY);
for (int i = 0; i < MAX_FONTS; i++)
{
DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// SpriteFonts unloading
for (int i = 0; i < MAX_FONTS; i++) UnloadSpriteFont(fonts[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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