Merge pull request #198 from raysan5/develop
Develop branch integration
21
CHANGELOG
@ -11,21 +11,25 @@ NOTE:
|
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It includes some interesting new features and is a stepping stone towards raylib future.
|
||||
|
||||
HUGE changes:
|
||||
[rlua] LUA BINDING: Complete raylib LUA binding, all raylib functions ported to LUA plus the +60 code examples.
|
||||
[audio] COMPLETE REDESIGN: Improved music support and also raw audio data processing and playing. FLAC support added.
|
||||
[rlua] LUA BINDING: Complete raylib LUA binding, ALL raylib functions ported to LUA plus the +60 code examples.
|
||||
[audio] COMPLETE REDESIGN: Improved music support and also raw audio data processing and playing, +20 new functions added.
|
||||
[physac] COMPLETE REWRITE: Improved performance, functionality and simplified usage, moved to own repository and added multiple examples!
|
||||
|
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other changes:
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Other changes:
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||||
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[core] Corrected issue on OSX with HighDPI display
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||||
[core] Added flag to allow resizable window
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[core] Allow no default font loading
|
||||
[core] Corrected old issue with mouse buttons on web
|
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[core] Improved gamepad support, unified across platforms
|
||||
[core] Gamepad id functionality: GetGamepadName(), IsGamepadName()
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[core] Gamepad buttons/axis checking functionality:
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||||
[core] Reviewed Android key inputs system, unified with desktop
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[rlgl] Redesigned lighting shader system
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[rlgl] Reviewed UpdateVrTracking() and rlglLoadRenderTexture()
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[rlgl] Updated standard shader for better performance
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[rlgl] Support alpha on framebuffer: rlglLoadRenderTexture()
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[rlgl] Reviewed UpdateVrTracking() to update camera
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[rlgl] Added IsVrSimulator() to check for VR simulator
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[shapes] Corrected issue on DrawPolyEx()
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[textures] Simplified supported image formats support
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[textures] Improved text drawing within an image: ImageDrawText()
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@ -33,17 +37,18 @@ other changes:
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[textures] Support textures filtering: SetTextureFilter()
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[textures] Support textures wrap modes: SetTextureWrap()
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||||
[text] Improved TTF spritefont generation: LoadSpriteFontTTF()
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||||
[text] Improved AngelCode fonts support
|
||||
[text] Reviewed spacing formatting
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||||
[text] Improved AngelCode fonts support (unordered chars)
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||||
[text] Added TraceLog info on image spritefont loading
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[text] Improved text measurement: MeasureTextEx()
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[models] Improved OBJ loading flexibility
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[models] Reviewed functions: DrawLine3D(), DrawCircle3D()
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[models] Removed function: ResolveCollisionCubicmap()
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[camera] Redesigned camera system and ported to header-only
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[camera] Removed function: UpdateCameraPlayer()
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[gestures] Redesigned gestures module to header-only
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[audio] Simplified Music loading and playing system
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[audio] Added trace on audio device closing
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[audio] Reviewed Wave struct for reter flexivility
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[audio] Reviewed Wave struct, improved flexibility
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[audio] Support sound data update: UpdateSound()
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[audio] Added support for FLAC audio loading/streaming
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[raygui] Removed raygui from raylib repo (moved to own repo)
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@ -52,8 +57,8 @@ other changes:
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[build] Support shared/dynamic raylib compilation
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[*] Updated LibOVR to SDK version 1.8
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[*] Updated games to latest raylib version
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[*] Improved Android support
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[*] Improved examples and added new ones
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[*] Improved Android support
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-----------------------------------------------
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Release: raylib 1.5.0 (18 July 2016)
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@ -160,7 +160,9 @@ On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new v
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Complete raylib LUA binding. All raylib functions plus the +60 code examples have been ported to LUA, now LUA users can enjoy coding videogames in LUA while using all the internal power of raylib. This addition also open the doors to LUA scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to LUA scripts while keep using raylib functionality.
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Completely redesigned audio module. Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added to allow raw audio processing and playing. FLAC file format support has also been added. In the same line, OpenAL Soft backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
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||||
Completely redesigned audio module. Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. FLAC file format support has also been added. In the same line, OpenAL Soft backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
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Physac module has been moved to its own repository and it has been improved A LOT, actually, library has been completely rewritten from scratch by @victorfisac, multiple samples have been added together with countless new features to match current standard 2D physic libraries. Results are amazing!
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Camera and gestures modules have been reviewed, highly simplified and ported to single-file header-only libraries for easier portability and usage flexibility. Consequently, camera system usage has been simplified in all examples.
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@ -168,8 +170,6 @@ Improved Gamepad support on Windows and Raspberry Pi with the addition of new fu
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Improved textures and text functionality, adding new functions for texture filtering control and better TTF/AngelCode fonts loading and generation support.
|
||||
|
||||
Physac module has been moved to its own repository and it has been improved A LOT, actually, library has been completely rewritten by @victorfisac, multiple samples have been added and countless new features to match current standard 2D physic libraries.
|
||||
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||||
Build system improvement. Added support for raylib dynamic library generation (raylib.dll) for users that prefer dynamic library linking. Also thinking on advance users, it has been added pre-configured Visual Studio C++ 2015 solution with raylib project and C/C++ examples for users that prefer that professional IDE and compiler.
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New examples, new functions, complete code-base review, multiple bugs corrected... this is raylib 1.6. Enjoy making games.
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@ -2,6 +2,8 @@
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#
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# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
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#
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# NOTE: By default examples are compiled using raylib static library and OpenAL Soft shared library
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#
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# Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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@ -26,6 +28,9 @@
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# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
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PLATFORM ?= PLATFORM_DESKTOP
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# define NO to use OpenAL Soft as static library (shared by default)
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SHARED_OPENAL ?= YES
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# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
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@ -62,12 +67,13 @@ endif
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# define compiler flags:
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# -O2 defines optimization level
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# -s strip unnecessary data from build
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||||
# -Wall turns on most, but not all, compiler warnings
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||||
# -std=c99 use standard C from 1999 revision
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ifeq ($(PLATFORM),PLATFORM_RPI)
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CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
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CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
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else
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CFLAGS = -O2 -Wall -std=c99
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CFLAGS = -O2 -s -Wall -std=c99
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ASSERTIONS=1 --preload-file resources
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@ -151,7 +157,14 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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||||
else
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||||
# libraries for Windows desktop compiling
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||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
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||||
LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32
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||||
LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
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||||
# if static OpenAL Soft required, define the corresponding libs
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||||
ifeq ($(SHARED_OPENAL),NO)
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||||
LIBS += -lopenal32 -lwinmm
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||||
CFLAGS += -Wl,-allow-multiple-definition
|
||||
else
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||||
LIBS += -lopenal32dll
|
||||
endif
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||||
endif
|
||||
endif
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||||
endif
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||||
@ -215,6 +228,8 @@ EXAMPLES = \
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text_format_text \
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text_font_select \
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text_writing_anim \
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text_ttf_loading \
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||||
text_bmfont_unordered \
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models_geometric_shapes \
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||||
models_box_collisions \
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||||
models_billboard \
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@ -230,6 +245,11 @@ EXAMPLES = \
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audio_music_stream \
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audio_module_playing \
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||||
audio_raw_stream \
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physics_demo \
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||||
physics_friction \
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||||
physics_movement \
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||||
physics_restitution \
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physics_shatter \
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fix_dylib \
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||||
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||||
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||||
@ -400,6 +420,14 @@ text_font_select: text_font_select.c
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text_writing_anim: text_writing_anim.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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||||
|
||||
# compile [text] example - text ttf loading
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||||
text_ttf_loading: text_ttf_loading.c
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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||||
# compile [text] example - text bmfont unordered
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text_bmfont_unordered: text_bmfont_unordered.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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||||
|
||||
# compile [models] example - basic geometric 3d shapes
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||||
models_geometric_shapes: models_geometric_shapes.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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||||
@ -464,6 +492,26 @@ audio_module_playing: audio_module_playing.c
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audio_raw_stream: audio_raw_stream.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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||||
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||||
# compile [physac] example - physics demo
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||||
physics_demo: physics_demo.c
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS)
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||||
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||||
# compile [physac] example - physics friction
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||||
physics_friction: physics_friction.c
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS)
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||||
|
||||
# compile [physac] example - physics movement
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||||
physics_movement: physics_movement.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS)
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||||
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||||
# compile [physac] example - physics restitution
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||||
physics_restitution: physics_restitution.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS)
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||||
|
||||
# compile [physac] example - physics shatter
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||||
physics_shatter: physics_shatter.c
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS)
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||||
|
||||
# fix dylib install path name for each executable (MAC)
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||||
fix_dylib:
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||||
ifeq ($(PLATFORM_OS),OSX)
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|
@ -30,6 +30,8 @@ int main()
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int screenWidth = 800;
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int screenHeight = 450;
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||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
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||||
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
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InitAudioDevice(); // Initialize audio device
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@ -49,13 +51,6 @@ int main()
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circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
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circles[i].color = colors[GetRandomValue(0, 13)];
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}
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// Load postprocessing bloom shader
|
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/bloom.fs");
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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Music xm = LoadMusicStream("resources/audio/mini1111.xm");
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@ -117,28 +112,17 @@ int main()
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//----------------------------------------------------------------------------------
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BeginDrawing();
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||||
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ClearBackground(BLACK);
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ClearBackground(WHITE);
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||||
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||||
BeginTextureMode(target); // Enable drawing to texture
|
||||
|
||||
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
||||
{
|
||||
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
|
||||
}
|
||||
|
||||
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
||||
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
||||
{
|
||||
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
|
||||
}
|
||||
|
||||
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();
|
||||
|
||||
// Draw time bar
|
||||
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
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||||
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
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||||
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE);
|
||||
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
|
||||
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||||
EndDrawing();
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//----------------------------------------------------------------------------------
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@ -146,9 +130,6 @@ int main()
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||||
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||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
UnloadMusicStream(xm); // Unload music stream buffers from RAM
|
||||
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
@ -37,13 +37,6 @@ for i = MAX_CIRCLES, 1, -1 do
|
||||
circles[i].color = colors[GetRandomValue(1, 14)]
|
||||
end
|
||||
|
||||
-- Load postprocessing bloom shader
|
||||
local shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/bloom.fs")
|
||||
|
||||
-- Create a RenderTexture2D to be used for render to texture
|
||||
local target = LoadRenderTexture(screenWidth, screenHeight)
|
||||
|
||||
local xm = LoadMusicStream("resources/audio/mini1111.xm")
|
||||
|
||||
PlayMusicStream(xm)
|
||||
@ -83,22 +76,11 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(BLACK)
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
BeginTextureMode(target) -- Enable drawing to texture
|
||||
|
||||
for i = MAX_CIRCLES, 1, -1 do
|
||||
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha))
|
||||
end
|
||||
|
||||
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()
|
||||
for i = MAX_CIRCLES, 1, -1 do
|
||||
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha))
|
||||
end
|
||||
|
||||
-- Draw time bar
|
||||
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
|
||||
@ -111,10 +93,7 @@ end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadShader(shader) -- Unload shader
|
||||
UnloadRenderTexture(target) -- Unload render texture
|
||||
|
||||
UnloadMusicStream(xm) -- Unload music stream buffers from RAM
|
||||
UnloadMusicStream(xm) -- Unload music stream buffers from RAM
|
||||
|
||||
CloseAudioDevice() -- Close audio device (music streaming is automatically stopped)
|
||||
|
||||
|
Before Width: | Height: | Size: 210 KiB After Width: | Height: | Size: 47 KiB |
BIN
examples/audio_raw_stream.png
Normal file
After Width: | Height: | Size: 16 KiB |
@ -32,6 +32,8 @@
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
unsigned char key;
|
||||
|
||||
InitAudioDevice();
|
||||
@ -43,7 +45,9 @@ int main()
|
||||
PlayMusicStream(music);
|
||||
|
||||
printf("\nPress s or d to play sounds...\n");
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main loop
|
||||
while (key != KEY_ESCAPE)
|
||||
{
|
||||
if (kbhit()) key = getch();
|
||||
@ -63,15 +67,15 @@ int main()
|
||||
UpdateMusicStream(music);
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSound(fxWav); // Unload sound data
|
||||
UnloadSound(fxOgg); // Unload sound data
|
||||
|
||||
UnloadMusicStream(music); // Unload music stream data
|
||||
|
||||
CloseAudioDevice();
|
||||
|
||||
printf("\n\nPress ENTER to close...");
|
||||
getchar();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
@ -19,7 +19,7 @@ local 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)
|
||||
local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 60.0)
|
||||
local camera = Camera(Vector3(4.0, 2.0, 4.0), Vector3(0.0, 1.8, 0.0), Vector3(0.0, 1.0, 0.0), 60.0)
|
||||
|
||||
-- Generates some random columns
|
||||
local heights = {}
|
||||
@ -34,17 +34,16 @@ end
|
||||
|
||||
local playerPosition = Vector3(4.0, 2.0, 4.0) -- Define player position
|
||||
|
||||
SetCameraMode(CameraMode.FIRST_PERSON) -- Set a first person camera mode
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
SetCameraMode(camera, CameraMode.FIRST_PERSON) -- Set a first person camera mode
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera, playerPosition = UpdateCameraPlayer(camera, playerPosition) -- Update camera and player position
|
||||
camera = UpdateCamera(camera) -- Update camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
@ -18,26 +18,23 @@ InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = {}
|
||||
camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position
|
||||
camera.position = Vector3(10.0, 10.0, 10.0) -- Camera position
|
||||
camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point
|
||||
camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0 -- Camera field-of-view Y
|
||||
|
||||
local cubePosition = Vector3(0.0, 0.0, 0.0)
|
||||
|
||||
SetCameraMode(CameraMode.FREE) -- Set a free camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
SetCameraMode(camera, CameraMode.FREE) -- Set a free camera mode
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
@ -30,18 +30,16 @@ local ray = Ray(Vector3(0, 0, 0), Vector3(0, 0, 0)) -- Picking line ray
|
||||
|
||||
local collision = false
|
||||
|
||||
SetCameraMode(CameraMode.FREE) -- Set a free camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
SetCameraMode(camera, CameraMode.FREE) -- Set a free camera mode
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update camera
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then
|
||||
-- NOTE: This function is NOT WORKING properly!
|
||||
|
@ -23,7 +23,7 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
|
||||
|
||||
int count = 0;
|
||||
char **droppedFiles;
|
||||
char **droppedFiles = { 0 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
@ -19,8 +19,8 @@ local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input")
|
||||
|
||||
local ballPosition = Vector2(screenWidth/2, screenHeight/2)
|
||||
local gamepadMovement = Vector2(0, 0)
|
||||
local texPs3Pad = LoadTexture("resources/ps3.png")
|
||||
local texXboxPad = LoadTexture("resources/xbox.png")
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
@ -29,18 +29,7 @@ SetTargetFPS(60) -- Set target frames-per-second
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
if (IsGamepadAvailable(GAMEPAD.PLAYER1)) then
|
||||
gamepadMovement.x = GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_X)
|
||||
gamepadMovement.y = GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_Y)
|
||||
|
||||
ballPosition.x = ballPosition.x + gamepadMovement.x
|
||||
ballPosition.y = ballPosition.y - gamepadMovement.y
|
||||
|
||||
if (IsGamepadButtonPressed(GAMEPAD.PLAYER1, GAMEPAD.BUTTON_A)) then
|
||||
ballPosition.x = screenWidth/2
|
||||
ballPosition.y = screenHeight/2
|
||||
end
|
||||
end
|
||||
-- ...
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
@ -49,9 +38,117 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY)
|
||||
if (IsGamepadAvailable(GAMEPAD.PLAYER1)) then
|
||||
DrawText(string.format("GP1: %s", GetGamepadName(GAMEPAD.PLAYER1)), 10, 10, 10, BLACK)
|
||||
|
||||
DrawCircleV(ballPosition, 50, MAROON)
|
||||
if (IsGamepadName(GAMEPAD.PLAYER1, "Xbox 360 Controller")) then
|
||||
DrawTexture(texXboxPad, 0, 0, DARKGRAY)
|
||||
|
||||
-- Draw buttons: xbox home
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_HOME)) then DrawCircle(394, 89, 19, RED) end
|
||||
|
||||
-- Draw buttons: basic
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_START)) then DrawCircle(436, 150, 9, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_SELECT)) then DrawCircle(352, 150, 9, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_X)) then DrawCircle(501, 151, 15, BLUE) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_A)) then DrawCircle(536, 187, 15, LIME) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_B)) then DrawCircle(572, 151, 15, MAROON) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_Y)) then DrawCircle(536, 115, 15, GOLD) end
|
||||
|
||||
-- Draw buttons: d-pad
|
||||
DrawRectangle(317, 202, 19, 71, BLACK)
|
||||
DrawRectangle(293, 228, 69, 19, BLACK)
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_UP)) then DrawRectangle(317, 202, 19, 26, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_DOWN)) then DrawRectangle(317, 202 + 45, 19, 26, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_LEFT)) then DrawRectangle(292, 228, 25, 19, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_RIGHT)) then DrawRectangle(292 + 44, 228, 26, 19, RED) end
|
||||
|
||||
-- Draw buttons: left-right back
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_LB)) then DrawCircle(259, 61, 20, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_RB)) then DrawCircle(536, 61, 20, RED) end
|
||||
|
||||
-- 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, (((1.0 + GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LT))/2.0)*70), RED)
|
||||
DrawRectangle(604, 30, 15, (((1.0 + GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_RT))/2.0)*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)
|
||||
elseif (IsGamepadName(GAMEPAD.PLAYER1, "PLAYSTATION(R)3 Controller")) then
|
||||
DrawTexture(texPs3Pad, 0, 0, DARKGRAY)
|
||||
|
||||
-- Draw buttons: ps
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_PS)) then DrawCircle(396, 222, 13, RED) end
|
||||
|
||||
-- Draw buttons: basic
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_SELECT)) then DrawRectangle(328, 170, 32, 13, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_START)) then DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_TRIANGLE)) then DrawCircle(557, 144, 13, LIME) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_CIRCLE)) then DrawCircle(586, 173, 13, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_CROSS)) then DrawCircle(557, 203, 13, VIOLET) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_SQUARE)) then DrawCircle(527, 173, 13, PINK) end
|
||||
|
||||
-- Draw buttons: d-pad
|
||||
DrawRectangle(225, 132, 24, 84, BLACK)
|
||||
DrawRectangle(195, 161, 84, 25, BLACK)
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_UP)) then DrawRectangle(225, 132, 24, 29, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_DOWN)) then DrawRectangle(225, 132 + 54, 24, 30, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_LEFT)) then DrawRectangle(195, 161, 30, 25, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_RIGHT)) then DrawRectangle(195 + 54, 161, 30, 25, RED) end
|
||||
|
||||
-- Draw buttons: left-right back buttons
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_L1)) then DrawCircle(239, 82, 20, RED) end
|
||||
if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_R1)) then DrawCircle(557, 82, 20, RED) end
|
||||
|
||||
-- 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, (((1.0 - GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.PS3_AXIS_L2))/2.0)*70), RED)
|
||||
DrawRectangle(611, 48, 15, (((1.0 - GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.PS3_AXIS_R2))/2.0)*70), RED)
|
||||
else
|
||||
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY)
|
||||
|
||||
-- TODO: Draw generic gamepad
|
||||
end
|
||||
|
||||
DrawText(string.format("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD.PLAYER1)), 10, 50, 10, MAROON)
|
||||
|
||||
for i = 1, GetGamepadAxisCount(GAMEPAD.PLAYER1) do -- Iterate along all the rectangles
|
||||
DrawText(string.format("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD.PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY)
|
||||
end
|
||||
|
||||
if (GetGamepadButtonPressed() ~= -1) then DrawText(string.format("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED)
|
||||
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY) end
|
||||
else
|
||||
DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY)
|
||||
|
||||
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY)
|
||||
end
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
@ -59,5 +156,8 @@ end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
UnloadTexture(texPs3Pad) -- Unload gamepad texture
|
||||
UnloadTexture(texXboxPad) -- Unload gamepad texture
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 37 KiB |
@ -47,10 +47,10 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsVrSimulator()) UpdateCamera(&camera); // Update camera (simulator mode)
|
||||
else UpdateVrTracking(&camera); // Update camera with device tracking data
|
||||
if (IsVrSimulator()) UpdateCamera(&camera); // Update camera (simulator mode)
|
||||
else if (IsVrDeviceReady()) UpdateVrTracking(&camera); // Update camera with device tracking data
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
|
||||
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
@ -23,10 +23,7 @@ local cubePosition = Vector3(0.0, 0.0, 0.0)
|
||||
|
||||
local cubeScreenPosition = Vector2(0, 0)
|
||||
|
||||
SetCameraMode(CameraMode.FREE) -- Set a free camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
SetCameraMode(camera, CameraMode.FREE) -- Set a free camera mode
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
----------------------------------------------------------------------------------------
|
||||
@ -35,7 +32,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update camera
|
||||
|
||||
-- Calculate cube screen space position (with a little offset to be in top)
|
||||
cubeScreenPosition = GetWorldToScreen(Vector3(cubePosition.x, cubePosition.y + 2.5, cubePosition.z), camera)
|
||||
|
@ -22,19 +22,16 @@ local camera = Camera(Vector3(5.0, 4.0, 5.0), Vector3(0.0, 2.0, 0.0), Vector3(0.
|
||||
local bill = LoadTexture("resources/billboard.png") -- Our texture billboard
|
||||
local billPosition = Vector3(0.0, 2.0, 0.0) -- Position where draw billboard
|
||||
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
@ -31,18 +31,16 @@ local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position
|
||||
|
||||
UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM
|
||||
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
@ -27,17 +27,16 @@ local mapPosition = Vector3(-8.0, 0.0, -8.0) -- Set model position (d
|
||||
|
||||
UnloadImage(image) -- Unload heightmap image from RAM, already uploaded to VRAM
|
||||
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
|
||||
SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
----------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
@ -1,135 +0,0 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physac] example - Basic rigidbody
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
* NOTE:
|
||||
* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
|
||||
* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
|
||||
* found inside raylib/src/external/pthread directory.
|
||||
*
|
||||
* Add pthread library when compiling physac example:
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
|
||||
* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
|
||||
*
|
||||
* Note that pthreadGC2.dll must be also copied to project directory!
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "physac.h"
|
||||
|
||||
#define MOVE_VELOCITY 5
|
||||
#define JUMP_VELOCITY 30
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
|
||||
InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
|
||||
|
||||
// Debug variables
|
||||
bool isDebug = false;
|
||||
|
||||
// Create rectangle physic object
|
||||
PhysicBody rectangle = CreatePhysicBody((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
|
||||
rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
|
||||
rectangle->rigidbody.applyGravity = true;
|
||||
rectangle->rigidbody.friction = 0.1f;
|
||||
rectangle->rigidbody.bounciness = 6.0f;
|
||||
|
||||
// Create square physic object
|
||||
PhysicBody square = CreatePhysicBody((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
|
||||
square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
|
||||
square->rigidbody.applyGravity = true;
|
||||
square->rigidbody.friction = 0.1f;
|
||||
|
||||
// Create walls physic objects
|
||||
PhysicBody floor = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
|
||||
PhysicBody leftWall = CreatePhysicBody((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
|
||||
PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
|
||||
PhysicBody roof = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
|
||||
|
||||
// Create pplatform physic object
|
||||
PhysicBody platform = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Check rectangle movement inputs
|
||||
if (IsKeyPressed('W')) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
|
||||
if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
|
||||
else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
|
||||
|
||||
// Check square movement inputs
|
||||
if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY;
|
||||
if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY;
|
||||
else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY;
|
||||
|
||||
// Check debug switch input
|
||||
if (IsKeyPressed('P')) isDebug = !isDebug;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw floor, roof and walls rectangles
|
||||
DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable
|
||||
DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
|
||||
DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
|
||||
DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
|
||||
|
||||
// Draw middle platform rectangle
|
||||
DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
|
||||
|
||||
// Draw physic objects
|
||||
DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
|
||||
DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
|
||||
|
||||
// Draw collider lines if debug is enabled
|
||||
if (isDebug)
|
||||
{
|
||||
DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
|
||||
DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
|
||||
DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
|
||||
DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN);
|
||||
DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
|
||||
DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN);
|
||||
DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN);
|
||||
}
|
||||
|
||||
// Draw help message
|
||||
DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics (including all loaded objects)
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Before Width: | Height: | Size: 15 KiB |
122
examples/physics_demo.c
Normal file
@ -0,0 +1,122 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* Physac - Physics demo
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\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(); // Unitialize physics
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/physics_demo.png
Normal file
After Width: | Height: | Size: 23 KiB |
@ -1,193 +0,0 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physac] example - Forces
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
* NOTE:
|
||||
* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
|
||||
* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
|
||||
* found inside raylib/src/external/pthread directory.
|
||||
*
|
||||
* Add pthread library when compiling physac example:
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
|
||||
* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
|
||||
*
|
||||
* Note that pthreadGC2.dll must be also copied to project directory!
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "physac.h"
|
||||
|
||||
#define FORCE_AMOUNT 5.0f
|
||||
#define FORCE_RADIUS 150
|
||||
#define LINE_LENGTH 75
|
||||
#define TRIANGLE_LENGTH 12
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces");
|
||||
InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
|
||||
|
||||
// Global variables
|
||||
Vector2 mousePosition;
|
||||
bool isDebug = false;
|
||||
|
||||
// Create rectangle physic objects
|
||||
PhysicBody rectangles[3];
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
rectangles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
|
||||
rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
|
||||
rectangles[i]->rigidbody.friction = 0.1f;
|
||||
}
|
||||
|
||||
// Create circles physic objects
|
||||
// NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle.
|
||||
PhysicBody circles[3];
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
circles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
|
||||
circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
|
||||
circles[i]->rigidbody.friction = 0.1f;
|
||||
circles[i]->collider.type = COLLIDER_CIRCLE;
|
||||
circles[i]->collider.radius = 25;
|
||||
}
|
||||
|
||||
// Create walls physic objects
|
||||
PhysicBody leftWall = CreatePhysicBody((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
|
||||
PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
|
||||
PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
|
||||
PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Update mouse position value
|
||||
mousePosition = GetMousePosition();
|
||||
|
||||
// Check force input
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS);
|
||||
|
||||
// Check reset input
|
||||
if (IsKeyPressed('R'))
|
||||
{
|
||||
// Reset rectangle physic objects positions
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 };
|
||||
rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
|
||||
}
|
||||
|
||||
// Reset circles physic objects positions
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) };
|
||||
circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
|
||||
}
|
||||
}
|
||||
|
||||
// Check debug switch input
|
||||
if (IsKeyPressed('P')) isDebug = !isDebug;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw rectangles
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
// Convert transform values to rectangle data type variable
|
||||
DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED);
|
||||
if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN);
|
||||
|
||||
// Draw force radius
|
||||
DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
|
||||
|
||||
// Draw direction lines
|
||||
if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS))
|
||||
{
|
||||
Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y };
|
||||
float angle = atan2l(direction.y, direction.x);
|
||||
|
||||
// Calculate arrow start and end positions
|
||||
Vector2 startPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 };
|
||||
Vector2 endPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) };
|
||||
|
||||
// Draw arrow line
|
||||
DrawLineV(startPosition, endPosition, BLACK);
|
||||
|
||||
// Draw arrow triangle
|
||||
DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
|
||||
(Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
|
||||
(Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw circles
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE);
|
||||
if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN);
|
||||
|
||||
// Draw force radius
|
||||
DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
|
||||
|
||||
// Draw direction lines
|
||||
if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS))
|
||||
{
|
||||
Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y };
|
||||
float angle = atan2l(direction.y, direction.x);
|
||||
|
||||
// Calculate arrow start and end positions
|
||||
Vector2 startPosition = { circles[i]->transform.position.x, circles[i]->transform.position.y };
|
||||
Vector2 endPosition = { circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) };
|
||||
|
||||
// Draw arrow line
|
||||
DrawLineV(startPosition, endPosition, BLACK);
|
||||
|
||||
// Draw arrow triangle
|
||||
DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
|
||||
(Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
|
||||
(Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw help messages
|
||||
DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
|
||||
DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics module
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Before Width: | Height: | Size: 18 KiB |
136
examples/physics_friction.c
Normal file
@ -0,0 +1,136 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* Physac - Physics friction
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\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(); // Unitialize physics
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/physics_friction.png
Normal file
After Width: | Height: | Size: 18 KiB |
122
examples/physics_movement.c
Normal file
@ -0,0 +1,122 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* Physac - Physics movement
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\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(); // Unitialize physics
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/physics_movement.png
Normal file
After Width: | Height: | Size: 16 KiB |
115
examples/physics_restitution.c
Normal file
@ -0,0 +1,115 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* Physac - Physics restitution
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\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(); // Unitialize physics
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/physics_restitution.png
Normal file
After Width: | Height: | Size: 17 KiB |
107
examples/physics_shatter.c
Normal file
@ -0,0 +1,107 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* Physac - Body shatter
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\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(); // Unitialize physics
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/physics_shatter.png
Normal file
After Width: | Height: | Size: 23 KiB |
BIN
examples/resources/fonts/KAISG.ttf
Normal file
188
examples/resources/fonts/pixantiqua.fnt
Normal file
@ -0,0 +1,188 @@
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||||
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||||
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||||
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||||
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||||
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|
||||
char id=236 x=430 y=266 width=11 height=36 xoffset=-3 yoffset=-2 xadvance=8 page=0 chnl=15
|
||||
char id=237 x=482 y=266 width=11 height=36 xoffset=-3 yoffset=-2 xadvance=8 page=0 chnl=15
|
||||
char id=238 x=160 y=266 width=14 height=36 xoffset=-3 yoffset=-2 xadvance=11 page=0 chnl=15
|
||||
char id=239 x=176 y=266 width=14 height=36 xoffset=-3 yoffset=-2 xadvance=8 page=0 chnl=15
|
||||
char id=240 x=128 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=241 x=200 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=242 x=224 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=243 x=248 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=244 x=272 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=245 x=296 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=246 x=320 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=247 x=330 y=190 width=19 height=36 xoffset=-3 yoffset=-2 xadvance=16 page=0 chnl=15
|
||||
char id=248 x=208 y=38 width=24 height=36 xoffset=-3 yoffset=-2 xadvance=21 page=0 chnl=15
|
||||
char id=249 x=344 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=250 x=368 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=251 x=416 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=252 x=440 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=253 x=464 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
char id=254 x=0 y=228 width=19 height=36 xoffset=-3 yoffset=-2 xadvance=16 page=0 chnl=15
|
||||
char id=255 x=0 y=114 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
BIN
examples/resources/fonts/pixantiqua_0.png
Normal file
After Width: | Height: | Size: 4.4 KiB |
@ -7,7 +7,8 @@
|
||||
* Compile example using:
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon /
|
||||
* -I../src -I../src/external/lua/include -L../src/external/lua/lib /
|
||||
* -lraylib -lglfw3 -lopengl32 -lopenal32 -llua53 -lgdi32 -std=c99
|
||||
* -lraylib -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -llua53 /
|
||||
* -std=c99 -Wl,-allow-multiple-definition -Wl,--subsystem,windows
|
||||
*
|
||||
* 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)
|
||||
@ -28,7 +29,7 @@ int main()
|
||||
InitLuaDevice();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// ExecuteLuaFile("core_basic_window.lua"); // OK!
|
||||
ExecuteLuaFile("core_basic_window.lua"); // OK!
|
||||
// ExecuteLuaFile("core_input_keys.lua"); // OK!
|
||||
// ExecuteLuaFile("core_input_mouse.lua"); // OK!
|
||||
// ExecuteLuaFile("core_mouse_wheel.lua"); // OK!
|
||||
@ -65,6 +66,8 @@ int main()
|
||||
// ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
|
||||
// ExecuteLuaFile("text_font_select.lua"); // OK!
|
||||
// ExecuteLuaFile("text_writing_anim.lua"); // OK!
|
||||
// ExecuteLuaFile("text_ttf_loading.lua"); // ISSUE: Attempt to index a SpriteFont value (local 'font')
|
||||
// ExecuteLuaFile("text_bmfont_unordered.lua"); // OK!
|
||||
// ExecuteLuaFile("models_geometric_shapes.lua"); // OK!
|
||||
// ExecuteLuaFile("models_box_collisions.lua"); // OK!
|
||||
// ExecuteLuaFile("models_billboard.lua"); // OK!
|
||||
@ -80,7 +83,7 @@ int main()
|
||||
// ExecuteLuaFile("audio_music_stream.lua"); // OK!
|
||||
// ExecuteLuaFile("audio_module_playing.lua"); // OK!
|
||||
// ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
|
||||
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseLuaDevice(); // Close Lua device and free resources
|
||||
|
@ -47,15 +47,13 @@ local swirlCenter = { screenWidth/2, screenHeight/2 }
|
||||
local target = LoadRenderTexture(screenWidth, screenHeight)
|
||||
|
||||
-- Setup orbital camera
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
local mousePosition = GetMousePosition()
|
||||
@ -66,7 +64,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Send new value to the shader to be used on drawing
|
||||
SetShaderValue(shader, swirlCenterLoc, swirlCenter)
|
||||
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
@ -75,13 +73,13 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
BeginTextureMode(target) -- Enable drawing to texture
|
||||
BeginTextureMode(target) -- Enable drawing to texture
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
|
||||
|
||||
DrawGrid(10, 1.0) -- Draw a grid
|
||||
DrawGrid(10, 1.0) -- Draw a grid
|
||||
|
||||
End3dMode()
|
||||
|
||||
|
@ -42,7 +42,7 @@ int main()
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -52,7 +52,7 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
@ -39,9 +39,7 @@ dwarf.material.texDiffuse = texture -- Bind texture to model
|
||||
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
|
||||
|
||||
-- Setup orbital camera
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
@ -50,7 +48,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-pe
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
@ -41,18 +41,16 @@ local shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
local target = LoadRenderTexture(screenWidth, screenHeight)
|
||||
|
||||
-- Setup orbital camera
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
@ -60,18 +60,16 @@ pointLight.diffuse = Color(100, 100, 255, 255)
|
||||
pointLight.radius = 3.0
|
||||
|
||||
-- Setup orbital camera
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
65
examples/text_bmfont_unordered.c
Normal file
@ -0,0 +1,65 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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/fonts/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.size), 40, 80, 20, GRAY);
|
||||
DrawText(FormatText("Font chars number: %i", font.numChars), 40, 110, 20, GRAY);
|
||||
|
||||
DrawTextEx(font, msg, (Vector2){ 40, 180 }, font.size, 0, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSpriteFont(font); // AngelCode SpriteFont unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
57
examples/text_bmfont_unordered.lua
Normal file
@ -0,0 +1,57 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [text] example - BMFont unordered chars loading and drawing
|
||||
--
|
||||
-- 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) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local 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
|
||||
local msg = "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)
|
||||
local font = LoadSpriteFont("resources/fonts/pixantiqua.fnt") -- BMFont (AngelCode)
|
||||
|
||||
SetTargetFPS(60)
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- 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(string.format("Font base size: %i", font.size), 40, 80, 20, GRAY)
|
||||
DrawText(string.format("Font chars number: %i", font.numChars), 40, 110, 20, GRAY)
|
||||
|
||||
DrawTextEx(font, msg, Vector2(40, 180), font.size, 0, MAROON)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadSpriteFont(font) -- AngelCode SpriteFont unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
BIN
examples/text_bmfont_unordered.png
Normal file
After Width: | Height: | Size: 18 KiB |
130
examples/text_ttf_loading.c
Normal file
@ -0,0 +1,130 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - TTF loading and usage
|
||||
*
|
||||
* This example has been created using raylib 1.3.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading");
|
||||
|
||||
const char msg[50] = "TTF SpriteFont";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
// TTF SpriteFont loading with custom generation parameters
|
||||
SpriteFont font = LoadSpriteFontTTF("resources/fonts/KAISG.ttf", 96, 0, 0);
|
||||
|
||||
// Generate mipmap levels to use trilinear filtering
|
||||
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
|
||||
GenTextureMipmaps(&font.texture);
|
||||
|
||||
float fontSize = font.size;
|
||||
Vector2 fontPosition = { 40, screenHeight/2 + 50 };
|
||||
Vector2 textSize;
|
||||
|
||||
SetTextureFilter(font.texture, FILTER_POINT);
|
||||
int currentFontFilter = 0; // FILTER_POINT
|
||||
|
||||
int count = 0;
|
||||
char **droppedFiles;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
fontSize += GetMouseWheelMove()*4.0f;
|
||||
|
||||
// Choose font texture filter method
|
||||
if (IsKeyPressed(KEY_ONE))
|
||||
{
|
||||
SetTextureFilter(font.texture, FILTER_POINT);
|
||||
currentFontFilter = 0;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_TWO))
|
||||
{
|
||||
SetTextureFilter(font.texture, FILTER_BILINEAR);
|
||||
currentFontFilter = 1;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_THREE))
|
||||
{
|
||||
// NOTE: Trilinear filter won't be noticed on 2D drawing
|
||||
SetTextureFilter(font.texture, FILTER_TRILINEAR);
|
||||
currentFontFilter = 2;
|
||||
}
|
||||
|
||||
textSize = MeasureTextEx(font, msg, fontSize, 0);
|
||||
|
||||
if (IsKeyDown(KEY_LEFT)) fontPosition.x -= 10;
|
||||
else if (IsKeyDown(KEY_RIGHT)) fontPosition.x += 10;
|
||||
|
||||
// Load a dropped TTF file dynamically (at current fontSize)
|
||||
if (IsFileDropped())
|
||||
{
|
||||
droppedFiles = GetDroppedFiles(&count);
|
||||
|
||||
if (count == 1) // Only support one ttf file dropped
|
||||
{
|
||||
UnloadSpriteFont(font);
|
||||
font = LoadSpriteFontTTF(droppedFiles[0], fontSize, 0, 0);
|
||||
ClearDroppedFiles();
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Use mouse wheel to change font size", 20, 20, 10, GRAY);
|
||||
DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, GRAY);
|
||||
DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, GRAY);
|
||||
DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, DARKGRAY);
|
||||
|
||||
DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK);
|
||||
|
||||
// TODO: It seems texSize measurement is not accurate due to chars offsets...
|
||||
//DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED);
|
||||
|
||||
DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY);
|
||||
DrawText(FormatText("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY);
|
||||
DrawText(FormatText("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY);
|
||||
DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY);
|
||||
|
||||
if (currentFontFilter == 0) DrawText("POINT", 570, 400, 20, BLACK);
|
||||
else if (currentFontFilter == 1) DrawText("BILINEAR", 570, 400, 20, BLACK);
|
||||
else if (currentFontFilter == 2) DrawText("TRILINEAR", 570, 400, 20, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSpriteFont(font); // SpriteFont unloading
|
||||
|
||||
ClearDroppedFiles(); // Clear internal buffers
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
118
examples/text_ttf_loading.lua
Normal file
@ -0,0 +1,118 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [text] example - TTF loading and usage
|
||||
--
|
||||
-- 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) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800;
|
||||
local screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading")
|
||||
|
||||
local msg = "TTF SpriteFont"
|
||||
|
||||
-- NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
-- TTF SpriteFont loading with custom generation parameters
|
||||
local font = LoadSpriteFontTTF("resources/fonts/KAISG.ttf", 96, 0, 0)
|
||||
|
||||
-- Generate mipmap levels to use trilinear filtering
|
||||
-- NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
|
||||
--font.texture = GenTextureMipmaps(font.texture) -- ISSUE: attempt to index a SpriteFont value (local 'font')
|
||||
|
||||
local fontSize = font.size
|
||||
local fontPosition = Vector2(40, screenHeight/2 + 50)
|
||||
local textSize
|
||||
|
||||
SetTextureFilter(font.texture, TextureFilter.POINT)
|
||||
local currentFontFilter = 0 -- Default: FILTER_POINT
|
||||
|
||||
local count = 0
|
||||
local droppedFiles
|
||||
|
||||
SetTargetFPS(60)
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
fontSize = fontSize + GetMouseWheelMove()*4.0
|
||||
|
||||
-- Choose font texture filter method
|
||||
if (IsKeyPressed(KEY.ONE)) then
|
||||
SetTextureFilter(font.texture, TextureFilter.POINT)
|
||||
currentFontFilter = 0
|
||||
elseif (IsKeyPressed(KEY.TWO)) then
|
||||
SetTextureFilter(font.texture, TextureFilter.BILINEAR)
|
||||
currentFontFilter = 1
|
||||
elseif (IsKeyPressed(KEY.THREE)) then
|
||||
-- NOTE: Trilinear filter won't be noticed on 2D drawing
|
||||
SetTextureFilter(font.texture, TextureFilter.TRILINEAR)
|
||||
currentFontFilter = 2
|
||||
end
|
||||
|
||||
textSize = MeasureTextEx(font, msg, fontSize, 0)
|
||||
|
||||
if (IsKeyDown(KEY.LEFT)) then fontPosition.x = fontPosition.x - 10
|
||||
elseif (IsKeyDown(KEY.RIGHT)) then fontPosition.x = fontPosition.x + 10
|
||||
end
|
||||
|
||||
-- Load a dropped TTF file dynamically (at current fontSize)
|
||||
if (IsFileDropped()) then
|
||||
droppedFiles = GetDroppedFiles()
|
||||
count = #droppedFiles
|
||||
|
||||
if (count == 1) then -- Only support one ttf file dropped
|
||||
UnloadSpriteFont(font)
|
||||
font = LoadSpriteFontTTF(droppedFiles[1], fontSize, 0, 0)
|
||||
ClearDroppedFiles()
|
||||
end
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("Use mouse wheel to change font size", 20, 20, 10, GRAY)
|
||||
DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, GRAY)
|
||||
DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, GRAY)
|
||||
DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, DARKGRAY)
|
||||
|
||||
DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK)
|
||||
|
||||
-- TODO: It seems texSize measurement is not accurate due to chars offsets...
|
||||
--DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED)
|
||||
|
||||
DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY)
|
||||
DrawText(string.format("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY)
|
||||
DrawText(string.format("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY)
|
||||
DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY)
|
||||
|
||||
if (currentFontFilter == 0) then DrawText("POINT", 570, 400, 20, BLACK)
|
||||
elseif (currentFontFilter == 1) then DrawText("BILINEAR", 570, 400, 20, BLACK)
|
||||
elseif (currentFontFilter == 2) then DrawText("TRILINEAR", 570, 400, 20, BLACK)
|
||||
end
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadSpriteFont(font) -- SpriteFont unloading
|
||||
|
||||
ClearDroppedFiles() -- Clear internal buffers
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
BIN
examples/text_ttf_loading.png
Normal file
After Width: | Height: | Size: 54 KiB |
@ -112,8 +112,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
|
||||
endif
|
||||
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread -ldl
|
||||
# on XWindow could require also below libraries, just uncomment
|
||||
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OS X 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
@ -124,6 +126,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# libraries for Raspberry Pi compiling
|
||||
|
@ -117,8 +117,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
|
||||
endif
|
||||
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread -ldl
|
||||
# on XWindow could require also below libraries, just uncomment
|
||||
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OS X 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
@ -129,6 +131,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# libraries for Raspberry Pi compiling
|
||||
|
@ -117,7 +117,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
|
||||
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread -ldl
|
||||
# on XWindow could require also below libraries, just uncomment
|
||||
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
|
@ -114,8 +114,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
|
||||
endif
|
||||
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread -ldl
|
||||
# on XWindow could require also below libraries, just uncomment
|
||||
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OS X 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
@ -126,6 +128,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# libraries for Raspberry Pi compiling
|
||||
|
BIN
release/win32/mingw32/libraylibdll.a
Normal file
@ -1,32 +0,0 @@
|
||||
cmake_minimum_required (VERSION 3.0)
|
||||
project (raylib)
|
||||
SET(PLATFORM_TO_USE "PLATFORM_DESKTOP" CACHE STRING "Platform to compile for")
|
||||
SET_PROPERTY(CACHE PLATFORM_TO_USE PROPERTY STRINGS PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB)
|
||||
|
||||
set(CMAKE_C_FLAGS "-O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces")
|
||||
|
||||
IF(${PLATFORM_TO_USE} MATCHES "PLATFORM_DESKTOP")
|
||||
|
||||
add_definitions(-DPLATFORM_DESKTOP, -DGRAPHICS_API_OPENGL_33)
|
||||
include_directories("." "external/" "external/openal_soft/include" "external/glfw3/include")
|
||||
|
||||
ENDIF()
|
||||
|
||||
IF(${PLATFORM_TO_USE} MATCHES "PLATFORM_RPI")
|
||||
|
||||
add_definitions(-DPLATFORM_RPI, -GRAPHICS_API_OPENGL_ES2)
|
||||
include_directories("." "external/" "/opt/vc/include" "/opt/vc/include/interface/vmcs_host/linux" "/opt/vc/include/interface/vcos/pthreads")
|
||||
|
||||
ENDIF()
|
||||
|
||||
IF(${PLATFORM_TO_USE} MATCHES "PLATFORM_WEB")
|
||||
|
||||
add_definitions(-DPLATFORM_WEB, -GRAPHICS_API_OPENGL_ES2)
|
||||
include_directories("." "external/" "external/openal_soft/include" "external/glfw3/include")
|
||||
|
||||
ENDIF()
|
||||
|
||||
|
||||
file(GLOB SOURCES "*.c" "external/*.c")
|
||||
add_library(raylib STATIC ${SOURCES})
|
||||
install(TARGETS raylib DESTINATION ../lib/)
|
28
src/Makefile
@ -38,6 +38,14 @@ PLATFORM ?= PLATFORM_DESKTOP
|
||||
# define YES if you want shared/dynamic version of library instead of static (default)
|
||||
SHARED ?= NO
|
||||
|
||||
# define NO to use OpenAL Soft as static library (or shared by default)
|
||||
SHARED_OPENAL ?= YES
|
||||
|
||||
# on PLATFORM_WEB force OpenAL Soft shared library
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
SHARED_OPENAL ?= YES
|
||||
endif
|
||||
|
||||
# determine if the file has root access (only for installing raylib)
|
||||
# "whoami" prints the name of the user that calls him (so, if it is the root
|
||||
# user, "whoami" prints "root").
|
||||
@ -99,11 +107,20 @@ CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces
|
||||
ifeq ($(SHARED),YES)
|
||||
CFLAGS += -fPIC
|
||||
SHAREDFLAG = BUILDING_DLL
|
||||
SHAREDLIBS = -Lexternal/glfw3/lib/win32 -Lexternal/openal_soft/lib/win32 -lglfw3 -lopenal32 -lgdi32
|
||||
SHAREDLIBS = -Lexternal/glfw3/lib/win32 -Lexternal/openal_soft/lib/win32 -lglfw3 -lgdi32
|
||||
else
|
||||
SHAREDFLAG = BUILDING_STATIC
|
||||
endif
|
||||
|
||||
# if static OpenAL Soft required, define the corresponding flags
|
||||
ifeq ($(SHARED_OPENAL),NO)
|
||||
SHAREDLIBS += -lopenal32 -lwinmm
|
||||
SHAREDOPENALFLAG = AL_LIBTYPE_STATIC
|
||||
else
|
||||
SHAREDLIBS += -lopenal32dll
|
||||
SHAREDOPENALFLAG = SHARED_OPENAL
|
||||
endif
|
||||
|
||||
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
|
||||
# define any directories containing required header files
|
||||
@ -165,12 +182,17 @@ else
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
$(CC) -shared -o $(OUTPUT_PATH)/raylib.dll $(OBJS) $(SHAREDLIBS) -Wl,--out-implib,$(OUTPUT_PATH)/libraylibdll.a
|
||||
@echo "raylib dynamic library (raylib.dll) and MSVC required import library (libraylibdll.a) generated!"
|
||||
@echo "raylib dynamic library (raylib.dll) and import library (libraylibdll.a) generated!"
|
||||
endif
|
||||
else
|
||||
# compile raylib static library for desktop platforms.
|
||||
ar rcs $(OUTPUT_PATH)/libraylib.a $(OBJS)
|
||||
@echo "libraylib.a generated (static library)!"
|
||||
ifeq ($(SHARED_OPENAL),NO)
|
||||
@echo "expected OpenAL Soft static library linking"
|
||||
else
|
||||
@echo "expected OpenAL Soft shared library linking"
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
|
||||
@ -202,7 +224,7 @@ models.o : models.c raylib.h rlgl.h raymath.h
|
||||
|
||||
# compile audio module
|
||||
audio.o : audio.c raylib.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG)
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) -D$(SHAREDOPENALFLAG)
|
||||
|
||||
# compile stb_vorbis library
|
||||
external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h
|
||||
|
31
src/audio.c
@ -2,18 +2,22 @@
|
||||
*
|
||||
* raylib.audio
|
||||
*
|
||||
* Basic functions to manage Audio:
|
||||
* This module provides basic functionality to work with audio:
|
||||
* Manage audio device (init/close)
|
||||
* Load and Unload audio files
|
||||
* Load and Unload audio files (WAV, OGG, FLAC, XM, MOD)
|
||||
* Play/Stop/Pause/Resume loaded audio
|
||||
* Manage mixing channels
|
||||
* Manage raw audio context
|
||||
*
|
||||
* Uses external lib:
|
||||
* OpenAL Soft - Audio device management lib (http://kcat.strangesoft.net/openal.html)
|
||||
* stb_vorbis - Ogg audio files loading (http://www.nothings.org/stb_vorbis/)
|
||||
* jar_xm - XM module file loading
|
||||
* jar_mod - MOD audio file loading
|
||||
* External libs:
|
||||
* OpenAL Soft - Audio device management (http://kcat.strangesoft.net/openal.html)
|
||||
* stb_vorbis - OGG audio files loading (http://www.nothings.org/stb_vorbis/)
|
||||
* jar_xm - XM module file loading
|
||||
* jar_mod - MOD audio file loading
|
||||
* dr_flac - FLAC audio file loading
|
||||
*
|
||||
* Module Configuration Flags:
|
||||
* AUDIO_STANDALONE - Use this module as standalone library (independently of raylib)
|
||||
*
|
||||
* Many thanks to Joshua Reisenauer (github: @kd7tck) for the following additions:
|
||||
* XM audio module support (jar_xm)
|
||||
@ -21,6 +25,7 @@
|
||||
* Mixing channels support
|
||||
* Raw audio context support
|
||||
*
|
||||
*
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
@ -44,8 +49,11 @@
|
||||
|
||||
#if defined(AUDIO_STANDALONE)
|
||||
#include "audio.h"
|
||||
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
|
||||
#else
|
||||
#include "raylib.h"
|
||||
#include "utils.h" // Required for: DecompressData()
|
||||
// NOTE: Includes Android fopen() function map
|
||||
#endif
|
||||
|
||||
#include "AL/al.h" // OpenAL basic header
|
||||
@ -63,13 +71,6 @@
|
||||
#define AL_FORMAT_STEREO_FLOAT32 0x10011
|
||||
#endif
|
||||
|
||||
#if defined(AUDIO_STANDALONE)
|
||||
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
|
||||
#else
|
||||
#include "utils.h" // Required for: DecompressData()
|
||||
// NOTE: Includes Android fopen() function map
|
||||
#endif
|
||||
|
||||
//#define STB_VORBIS_HEADER_ONLY
|
||||
#include "external/stb_vorbis.h" // OGG loading functions
|
||||
|
||||
@ -117,7 +118,7 @@ typedef struct MusicData {
|
||||
bool loop; // Repeat music after finish (loop)
|
||||
unsigned int totalSamples; // Total number of samples
|
||||
unsigned int samplesLeft; // Number of samples left to end
|
||||
} MusicData, *Music;
|
||||
} MusicData;
|
||||
|
||||
#if defined(AUDIO_STANDALONE)
|
||||
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
|
||||
|
55
src/audio.h
@ -2,18 +2,19 @@
|
||||
*
|
||||
* raylib.audio
|
||||
*
|
||||
* Basic functions to manage Audio:
|
||||
* This module provides basic functionality to work with audio:
|
||||
* Manage audio device (init/close)
|
||||
* Load and Unload audio files
|
||||
* Load and Unload audio files (WAV, OGG, FLAC, XM, MOD)
|
||||
* Play/Stop/Pause/Resume loaded audio
|
||||
* Manage mixing channels
|
||||
* Manage raw audio context
|
||||
*
|
||||
* Uses external lib:
|
||||
* OpenAL Soft - Audio device management lib (http://kcat.strangesoft.net/openal.html)
|
||||
* stb_vorbis - Ogg audio files loading (http://www.nothings.org/stb_vorbis/)
|
||||
* jar_xm - XM module file loading
|
||||
* jar_mod - MOD audio file loading
|
||||
* External libs:
|
||||
* OpenAL Soft - Audio device management (http://kcat.strangesoft.net/openal.html)
|
||||
* stb_vorbis - OGG audio files loading (http://www.nothings.org/stb_vorbis/)
|
||||
* jar_xm - XM module file loading
|
||||
* jar_mod - MOD audio file loading
|
||||
* dr_flac - FLAC audio file loading
|
||||
*
|
||||
* Many thanks to Joshua Reisenauer (github: @kd7tck) for the following additions:
|
||||
* XM audio module support (jar_xm)
|
||||
@ -21,6 +22,7 @@
|
||||
* Mixing channels support
|
||||
* Raw audio context support
|
||||
*
|
||||
*
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
@ -60,12 +62,6 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Sound source type
|
||||
typedef struct Sound {
|
||||
unsigned int source; // Sound audio source id
|
||||
unsigned int buffer; // Sound audio buffer id
|
||||
} Sound;
|
||||
|
||||
// Wave type, defines audio wave data
|
||||
typedef struct Wave {
|
||||
unsigned int sampleCount; // Number of samples
|
||||
@ -75,9 +71,16 @@ typedef struct Wave {
|
||||
void *data; // Buffer data pointer
|
||||
} Wave;
|
||||
|
||||
// Sound source type
|
||||
typedef struct Sound {
|
||||
unsigned int source; // OpenAL audio source id
|
||||
unsigned int buffer; // OpenAL audio buffer id
|
||||
int format; // OpenAL audio format specifier
|
||||
} Sound;
|
||||
|
||||
// Music type (file streaming from memory)
|
||||
// NOTE: Anything longer than ~10 seconds should be streamed
|
||||
typedef struct Music *Music;
|
||||
typedef struct MusicData *Music;
|
||||
|
||||
// Audio stream type
|
||||
// NOTE: Useful to create custom audio streams not bound to a specific file
|
||||
@ -104,13 +107,16 @@ extern "C" { // Prevents name mangling of functions
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitAudioDevice(void); // Initialize audio device and context
|
||||
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
|
||||
void CloseAudioDevice(void); // Close the audio device and context
|
||||
bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
|
||||
|
||||
Sound LoadSound(char *fileName); // Load sound to memory
|
||||
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
|
||||
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
|
||||
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
|
||||
void PlaySound(Sound sound); // Play a sound
|
||||
void PauseSound(Sound sound); // Pause a sound
|
||||
@ -119,12 +125,15 @@ void StopSound(Sound sound); // Stop playing
|
||||
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)
|
||||
|
||||
Music LoadMusicStream(char *fileName); // Load music stream from file
|
||||
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 LoadMusicStream(const char *fileName); // Load music stream from file
|
||||
void UnloadMusicStream(Music music); // Unload music stream
|
||||
void PlayMusicStream(Music music); // Start music playing (open stream)
|
||||
void PlayMusicStream(Music music); // Start music playing
|
||||
void UpdateMusicStream(Music music); // Updates buffers for music streaming
|
||||
void StopMusicStream(Music music); // Stop music playing (close stream)
|
||||
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
|
||||
@ -133,9 +142,9 @@ void SetMusicPitch(Music music, float pitch); // Set pitch for
|
||||
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
|
||||
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
|
||||
|
||||
AudioStream InitAudioStream(unsigned int sampleRate,
|
||||
unsigned int sampleSize,
|
||||
unsigned int channels); // Init audio stream (to stream audio pcm data)
|
||||
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
|
||||
|
43
src/core.c
@ -4,24 +4,25 @@
|
||||
*
|
||||
* Basic functions to manage windows, OpenGL context and input on multiple platforms
|
||||
*
|
||||
* The following platforms are supported:
|
||||
* PLATFORM_DESKTOP - Windows, Linux, Mac (OSX)
|
||||
* PLATFORM_ANDROID - Only OpenGL ES 2.0 devices
|
||||
* PLATFORM_RPI - Rapsberry Pi (tested on Raspbian)
|
||||
* PLATFORM_WEB - Emscripten, HTML5
|
||||
* Oculus Rift CV1 (with desktop mirror) - View [rlgl] module to enable it
|
||||
* The following platforms are supported: Windows, Linux, Mac (OSX), Android, Raspberry Pi, HTML5, Oculus Rift CV1
|
||||
*
|
||||
* On PLATFORM_DESKTOP, the external lib GLFW3 (www.glfw.com) is used to manage graphic
|
||||
* device, OpenGL context and input on multiple operating systems (Windows, Linux, OSX).
|
||||
*
|
||||
* On PLATFORM_ANDROID, graphic device is managed by EGL and input system by Android activity.
|
||||
*
|
||||
* On PLATFORM_RPI, graphic device is managed by EGL and input system is coded in raw mode.
|
||||
* External libs:
|
||||
* GLFW3 - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX)
|
||||
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
|
||||
* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
|
||||
* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
|
||||
*
|
||||
* Module Configuration Flags:
|
||||
* PLATFORM_DESKTOP - Windows, Linux, Mac (OSX)
|
||||
* PLATFORM_ANDROID - Android (only OpenGL ES 2.0 devices), graphic device is managed by EGL and input system by Android activity.
|
||||
* PLATFORM_RPI - Rapsberry Pi (tested on Raspbian), graphic device is managed by EGL and input system is coded in raw mode.
|
||||
* PLATFORM_WEB - HTML5 (using emscripten compiler)
|
||||
*
|
||||
* RL_LOAD_DEFAULT_FONT - Use external module functions to load default raylib font (module: text)
|
||||
*
|
||||
* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for render mirror - View [rlgl] module to enable it
|
||||
*
|
||||
*
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
@ -667,7 +668,7 @@ void Begin3dMode(Camera camera)
|
||||
{
|
||||
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
||||
|
||||
if (IsVrDeviceReady()) BeginVrDrawing();
|
||||
if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing();
|
||||
|
||||
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
||||
|
||||
@ -697,7 +698,7 @@ void End3dMode(void)
|
||||
{
|
||||
rlglDraw(); // Process internal buffers (update + draw)
|
||||
|
||||
if (IsVrDeviceReady()) EndVrDrawing();
|
||||
if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing();
|
||||
|
||||
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
||||
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
|
||||
@ -1174,12 +1175,14 @@ bool IsGamepadAvailable(int gamepad)
|
||||
bool IsGamepadName(int gamepad, const char *name)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
#if !defined(PLATFORM_ANDROID)
|
||||
const char *gamepadName = NULL;
|
||||
|
||||
|
||||
if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad);
|
||||
|
||||
if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0);
|
||||
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -1975,7 +1978,11 @@ static void PollInputEvents(void)
|
||||
|
||||
previousMouseWheelY = currentMouseWheelY;
|
||||
currentMouseWheelY = 0;
|
||||
|
||||
#endif
|
||||
|
||||
// NOTE: GLFW3 joystick functionality not available in web
|
||||
// TODO: Support joysticks using emscripten API
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
// Check if gamepads are ready
|
||||
// NOTE: We do it here in case of disconection
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
|
4
src/external/stb_image.h
vendored
@ -390,7 +390,7 @@ publish, and distribute this file as you see fit.
|
||||
|
||||
|
||||
#define STBI_NO_HDR // RaySan: not required by raylib
|
||||
#define STBI_NO_SIMD // RaySan: issues when compiling with GCC 4.7.2
|
||||
//#define STBI_NO_SIMD // RaySan: issues when compiling with GCC 4.7.2
|
||||
|
||||
#ifndef STBI_NO_STDIO
|
||||
#include <stdio.h>
|
||||
@ -398,7 +398,7 @@ publish, and distribute this file as you see fit.
|
||||
|
||||
// NOTE: Added to work with raylib on Android
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
#include "utils.h" // Android fopen function map
|
||||
#include "utils.h" // RaySan: Android fopen function map
|
||||
#endif
|
||||
|
||||
#define STBI_VERSION 1
|
||||
|
42
src/models.c
@ -4,6 +4,12 @@
|
||||
*
|
||||
* Basic functions to draw 3d shapes and load/draw 3d models (.OBJ)
|
||||
*
|
||||
* External libs:
|
||||
* rlgl - raylib OpenGL abstraction layer
|
||||
*
|
||||
* Module Configuration Flags:
|
||||
* ...
|
||||
*
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
@ -34,8 +40,7 @@
|
||||
#include <string.h> // Required for: strcmp()
|
||||
#include <math.h> // Required for: sin(), cos()
|
||||
|
||||
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
|
||||
#include "raymath.h" // Matrix data type and Matrix functions
|
||||
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
@ -76,11 +81,11 @@ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
|
||||
}
|
||||
|
||||
// Draw a circle in 3D world space
|
||||
void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color)
|
||||
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color)
|
||||
{
|
||||
rlPushMatrix();
|
||||
rlTranslatef(center.x, center.y, center.z);
|
||||
rlRotatef(rotationAngle, rotation.x, rotation.y, rotation.z);
|
||||
rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
|
||||
rlBegin(RL_LINES);
|
||||
for (int i = 0; i < 360; i += 10)
|
||||
@ -579,9 +584,9 @@ void DrawLight(Light light)
|
||||
{
|
||||
DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
|
||||
|
||||
DrawCircle3D(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : GRAY));
|
||||
DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : GRAY));
|
||||
DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : GRAY));
|
||||
DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY));
|
||||
DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY));
|
||||
DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY));
|
||||
} break;
|
||||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
@ -597,7 +602,7 @@ void DrawLight(Light light)
|
||||
Vector3 dir = VectorSubtract(light->target, light->position);
|
||||
VectorNormalize(&dir);
|
||||
|
||||
DrawCircle3D(light->position, 0.5f, 0.0f, dir, (light->enabled ? light->diffuse : GRAY));
|
||||
DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY));
|
||||
|
||||
//DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
|
||||
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
|
||||
@ -1812,6 +1817,7 @@ static Material LoadMTL(const char *fileName)
|
||||
char buffer[MAX_BUFFER_SIZE];
|
||||
Vector3 color = { 1.0f, 1.0f, 1.0f };
|
||||
char mapFileName[128];
|
||||
int result = 0;
|
||||
|
||||
FILE *mtlFile;
|
||||
|
||||
@ -1896,13 +1902,13 @@ static Material LoadMTL(const char *fileName)
|
||||
{
|
||||
if (buffer[5] == 'd') // map_Kd string Diffuse color texture map.
|
||||
{
|
||||
sscanf(buffer, "map_Kd %s", mapFileName);
|
||||
if (mapFileName != NULL) material.texDiffuse = LoadTexture(mapFileName);
|
||||
result = sscanf(buffer, "map_Kd %s", mapFileName);
|
||||
if (result != EOF) material.texDiffuse = LoadTexture(mapFileName);
|
||||
}
|
||||
else if (buffer[5] == 's') // map_Ks string Specular color texture map.
|
||||
{
|
||||
sscanf(buffer, "map_Ks %s", mapFileName);
|
||||
if (mapFileName != NULL) material.texSpecular = LoadTexture(mapFileName);
|
||||
result = sscanf(buffer, "map_Ks %s", mapFileName);
|
||||
if (result != EOF) material.texSpecular = LoadTexture(mapFileName);
|
||||
}
|
||||
else if (buffer[5] == 'a') // map_Ka string Ambient color texture map.
|
||||
{
|
||||
@ -1911,13 +1917,13 @@ static Material LoadMTL(const char *fileName)
|
||||
} break;
|
||||
case 'B': // map_Bump string Bump texture map.
|
||||
{
|
||||
sscanf(buffer, "map_Bump %s", mapFileName);
|
||||
if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName);
|
||||
result = sscanf(buffer, "map_Bump %s", mapFileName);
|
||||
if (result != EOF) material.texNormal = LoadTexture(mapFileName);
|
||||
} break;
|
||||
case 'b': // map_bump string Bump texture map.
|
||||
{
|
||||
sscanf(buffer, "map_bump %s", mapFileName);
|
||||
if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName);
|
||||
result = sscanf(buffer, "map_bump %s", mapFileName);
|
||||
if (result != EOF) material.texNormal = LoadTexture(mapFileName);
|
||||
} break;
|
||||
case 'd': // map_d string Opacity texture map.
|
||||
{
|
||||
@ -1941,8 +1947,8 @@ static Material LoadMTL(const char *fileName)
|
||||
} break;
|
||||
case 'b': // bump string Bump texture map
|
||||
{
|
||||
sscanf(buffer, "bump %s", mapFileName);
|
||||
if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName);
|
||||
result = sscanf(buffer, "bump %s", mapFileName);
|
||||
if (result != EOF) material.texNormal = LoadTexture(mapFileName);
|
||||
} break;
|
||||
case 'T': // Tr float Transparency Tr (alpha). Tr is inverse of d
|
||||
{
|
||||
|
2561
src/physac.h
55
src/raylib.h
@ -6,37 +6,39 @@
|
||||
*
|
||||
* Features:
|
||||
* Library written in plain C code (C99)
|
||||
* Uses C# PascalCase/camelCase notation
|
||||
* Uses PascalCase/camelCase notation
|
||||
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
|
||||
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
|
||||
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
|
||||
* Multiple textures support, including compressed formats and mipmaps generation
|
||||
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
||||
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
|
||||
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
|
||||
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
|
||||
* Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
|
||||
* Audio loading and playing with streaming support and mixing channels [audio]
|
||||
* VR stereo rendering support with configurable HMD device parameters
|
||||
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
|
||||
* Custom color palette for fancy visuals on raywhite background
|
||||
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
|
||||
* Complete binding for LUA [rlua]
|
||||
*
|
||||
* Used external libs:
|
||||
* GLFW3 (www.glfw.org) for window/context management and input
|
||||
* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP)
|
||||
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
|
||||
* stb_image_write (Sean Barret) for image writting (PNG)
|
||||
* stb_vorbis (Sean Barret) for ogg audio loading
|
||||
* stb_truetype (Sean Barret) for ttf fonts loading
|
||||
* jar_xm (Joshua Reisenauer) for XM audio module loading
|
||||
* jar_mod (Joshua Reisenauer) for MOD audio module loading
|
||||
* OpenAL Soft for audio device/context management
|
||||
* tinfl for data decompression (DEFLATE algorithm)
|
||||
* External libs:
|
||||
* GLFW3 (www.glfw.org) for window/context management and input [core]
|
||||
* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
|
||||
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
|
||||
* stb_image_write (Sean Barret) for image writting (PNG) [utils]
|
||||
* stb_truetype (Sean Barret) for ttf fonts loading [text]
|
||||
* stb_vorbis (Sean Barret) for ogg audio loading [audio]
|
||||
* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
|
||||
* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
|
||||
* dr_flac (David Reid) for FLAC audio file loading [audio]
|
||||
* OpenAL Soft for audio device/context management [audio]
|
||||
* tinfl for data decompression (DEFLATE algorithm) [utils]
|
||||
*
|
||||
* Some design decisions:
|
||||
* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
|
||||
* One custom default font is loaded automatically when InitWindow()
|
||||
* One custom default font could be loaded automatically when InitWindow() [core]
|
||||
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
|
||||
* If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined)
|
||||
* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
|
||||
*
|
||||
* -- LICENSE --
|
||||
*
|
||||
@ -305,9 +307,6 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// byte type
|
||||
typedef unsigned char byte;
|
||||
|
||||
// Vector2 type
|
||||
typedef struct Vector2 {
|
||||
float x;
|
||||
@ -725,7 +724,7 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pin
|
||||
//------------------------------------------------------------------------------------
|
||||
// Camera System Functions (Module: camera)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void SetCameraMode(Camera, int mode); // Set camera mode (multiple camera modes available)
|
||||
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
|
||||
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
|
||||
|
||||
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
||||
@ -803,7 +802,7 @@ RLAPI void ImageColorInvert(Image *image);
|
||||
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
||||
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
||||
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
||||
RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
|
||||
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
|
||||
RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
|
||||
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
|
||||
|
||||
@ -836,7 +835,7 @@ RLAPI const char *SubText(const char *text, int position, int length);
|
||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
||||
RLAPI void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
||||
RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
|
||||
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
|
||||
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
||||
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
|
||||
@ -851,7 +850,7 @@ RLAPI void DrawRay(Ray ray, Color color);
|
||||
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
||||
RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
|
||||
RLAPI void DrawLight(Light light); // Draw light in 3D world
|
||||
//DrawTorus(), DrawTeapot() are useless...
|
||||
//DrawTorus(), DrawTeapot() could be useful?
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Model 3d Loading and Drawing Functions (Module: models)
|
||||
@ -918,7 +917,7 @@ RLAPI void DestroyLight(Light light); // Des
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void InitVrDevice(int vdDevice); // Init VR device
|
||||
RLAPI void CloseVrDevice(void); // Close VR device
|
||||
RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
|
||||
RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready
|
||||
RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
|
||||
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
@ -927,7 +926,7 @@ RLAPI void ToggleVrMode(void); // Enable/Disable VR experienc
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
||||
RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream)
|
||||
RLAPI void CloseAudioDevice(void); // Close the audio device and context
|
||||
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
|
||||
|
||||
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM
|
||||
@ -951,9 +950,9 @@ RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a
|
||||
RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
|
||||
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
|
||||
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
||||
RLAPI void PlayMusicStream(Music music); // Start music playing (open stream)
|
||||
RLAPI void PlayMusicStream(Music music); // Start music playing
|
||||
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
|
||||
RLAPI void StopMusicStream(Music music); // Stop music playing (close stream)
|
||||
RLAPI void StopMusicStream(Music music); // Stop music playing
|
||||
RLAPI void PauseMusicStream(Music music); // Pause music playing
|
||||
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
|
||||
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
|
||||
@ -964,7 +963,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
|
||||
|
||||
RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
|
||||
unsigned int sampleSize,
|
||||
unsigned int channels); // Init audio stream (to stream audio pcm data)
|
||||
unsigned int channels); // Init audio stream (to stream raw audio pcm data)
|
||||
RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
|
||||
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
|
||||
RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||
|
BIN
src/resources
63
src/rlgl.c
@ -2,11 +2,30 @@
|
||||
*
|
||||
* rlgl - raylib OpenGL abstraction layer
|
||||
*
|
||||
* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
|
||||
* OpenGL 1.1 - Direct map rl* -> gl*
|
||||
* OpenGL 2.1 - Vertex data is stored in VBOs, call rlglDraw() to render
|
||||
* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render
|
||||
* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
|
||||
* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to
|
||||
* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0).
|
||||
*
|
||||
* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
|
||||
* VBO buffers (and VAOs if available). It requires calling 3 functions:
|
||||
* rlglInit() - Initialize internal buffers and auxiliar resources
|
||||
* rlglDraw() - Process internal buffers and send required draw calls
|
||||
* rlglClose() - De-initialize internal buffers data and other auxiliar resources
|
||||
*
|
||||
* External libs:
|
||||
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
|
||||
* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
|
||||
*
|
||||
* Module Configuration Flags:
|
||||
* GRAPHICS_API_OPENGL_11 - Use OpenGL 1.1 backend
|
||||
* GRAPHICS_API_OPENGL_21 - Use OpenGL 2.1 backend
|
||||
* GRAPHICS_API_OPENGL_33 - Use OpenGL 3.3 Core profile backend
|
||||
* GRAPHICS_API_OPENGL_ES2 - Use OpenGL ES 2.0 backend
|
||||
*
|
||||
* RLGL_STANDALONE - Use rlgl as standalone library (no raylib dependency)
|
||||
* RLGL_NO_STANDARD_SHADER - Avoid standard shader (shader_standard.h) inclusion
|
||||
* RLGL_NO_DISTORTION_SHADER - Avoid stereo rendering distortion sahder (shader_distortion.h) inclusion
|
||||
* RLGL_OCULUS_SUPPORT - Enable Oculus Rift CV1 functionality
|
||||
*
|
||||
*
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
@ -1700,15 +1719,15 @@ void rlglUpdateTexture(unsigned int id, int width, int height, int format, void
|
||||
}
|
||||
|
||||
// Generate mipmap data for selected texture
|
||||
void rlglGenerateMipmaps(Texture2D texture)
|
||||
void rlglGenerateMipmaps(Texture2D *texture)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
glBindTexture(GL_TEXTURE_2D, texture->id);
|
||||
|
||||
// Check if texture is power-of-two (POT)
|
||||
bool texIsPOT = false;
|
||||
|
||||
if (((texture.width > 0) && ((texture.width & (texture.width - 1)) == 0)) &&
|
||||
((texture.height > 0) && ((texture.height & (texture.height - 1)) == 0))) texIsPOT = true;
|
||||
if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
|
||||
((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
|
||||
|
||||
if ((texIsPOT) || (npotSupported))
|
||||
{
|
||||
@ -1718,13 +1737,13 @@ void rlglGenerateMipmaps(Texture2D texture)
|
||||
|
||||
// NOTE: data size is reallocated to fit mipmaps data
|
||||
// NOTE: CPU mipmap generation only supports RGBA 32bit data
|
||||
int mipmapCount = GenerateMipmaps(data, texture.width, texture.height);
|
||||
int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
|
||||
|
||||
int size = texture.width*texture.height*4; // RGBA 32bit only
|
||||
int size = texture->width*texture->height*4; // RGBA 32bit only
|
||||
int offset = size;
|
||||
|
||||
int mipWidth = texture.width/2;
|
||||
int mipHeight = texture.height/2;
|
||||
int mipWidth = texture->width/2;
|
||||
int mipHeight = texture->height/2;
|
||||
|
||||
// Load the mipmaps
|
||||
for (int level = 1; level < mipmapCount; level++)
|
||||
@ -1738,23 +1757,29 @@ void rlglGenerateMipmaps(Texture2D texture)
|
||||
mipHeight /= 2;
|
||||
}
|
||||
|
||||
TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture.id);
|
||||
TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture->id);
|
||||
|
||||
// NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
|
||||
free(data);
|
||||
|
||||
texture->mipmaps = mipmapCount + 1;
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
|
||||
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
|
||||
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id);
|
||||
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps
|
||||
|
||||
#define MIN(a,b) (((a)<(b))?(a):(b))
|
||||
#define MAX(a,b) (((a)>(b))?(a):(b))
|
||||
|
||||
texture->mipmaps = 1 + floor(log2(MAX(texture->width, texture->height)));
|
||||
#endif
|
||||
}
|
||||
else TraceLog(WARNING, "[TEX ID %i] Mipmaps can not be generated", texture.id);
|
||||
else TraceLog(WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
@ -2767,13 +2792,13 @@ void CloseVrDevice(void)
|
||||
// Detect if VR device is available
|
||||
bool IsVrDeviceReady(void)
|
||||
{
|
||||
return (vrDeviceReady || vrSimulator) && vrEnabled;
|
||||
return (vrDeviceReady && vrEnabled);
|
||||
}
|
||||
|
||||
// Detect if VR simulator is running
|
||||
bool IsVrSimulator(void)
|
||||
{
|
||||
return vrSimulator;
|
||||
return (vrSimulator && vrEnabled);
|
||||
}
|
||||
|
||||
// Enable/Disable VR experience (device or simulator)
|
||||
|
36
src/rlgl.h
@ -2,11 +2,27 @@
|
||||
*
|
||||
* rlgl - raylib OpenGL abstraction layer
|
||||
*
|
||||
* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
|
||||
* OpenGL 1.1 - Direct map rl* -> gl*
|
||||
* OpenGL 2.1 - Vertex data is stored in VBOs, call rlglDraw() to render
|
||||
* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render
|
||||
* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
|
||||
* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to
|
||||
* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0).
|
||||
*
|
||||
* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
|
||||
* VBO buffers (and VAOs if available). It requires calling 3 functions:
|
||||
* rlglInit() - Initialize internal buffers and auxiliar resources
|
||||
* rlglDraw() - Process internal buffers and send required draw calls
|
||||
* rlglClose() - De-initialize internal buffers data and other auxiliar resources
|
||||
*
|
||||
* External libs:
|
||||
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
|
||||
* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
|
||||
*
|
||||
* Module Configuration Flags:
|
||||
* GRAPHICS_API_OPENGL_11 - Use OpenGL 1.1 backend
|
||||
* GRAPHICS_API_OPENGL_21 - Use OpenGL 2.1 backend
|
||||
* GRAPHICS_API_OPENGL_33 - Use OpenGL 3.3 Core profile backend
|
||||
* GRAPHICS_API_OPENGL_ES2 - Use OpenGL ES 2.0 backend
|
||||
*
|
||||
* RLGL_STANDALONE - Use rlgl as standalone library (no raylib dependency)
|
||||
*
|
||||
*
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
@ -117,15 +133,14 @@ typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode;
|
||||
|
||||
typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
|
||||
|
||||
typedef unsigned char byte;
|
||||
|
||||
#if defined(RLGL_STANDALONE)
|
||||
#ifndef __cplusplus
|
||||
// Boolean type
|
||||
typedef enum { false, true } bool;
|
||||
#endif
|
||||
|
||||
// byte type
|
||||
typedef unsigned char byte;
|
||||
|
||||
// Color type, RGBA (32bit)
|
||||
typedef struct Color {
|
||||
unsigned char r;
|
||||
@ -356,7 +371,7 @@ void rlglLoadExtensions(void *loader); // Load OpenGL extensions
|
||||
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
|
||||
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
|
||||
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
|
||||
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
|
||||
void rlglGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
|
||||
|
||||
void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
|
||||
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
|
||||
@ -408,7 +423,8 @@ float *MatrixToFloat(Matrix mat);
|
||||
|
||||
void InitVrDevice(int vrDevice); // Init VR device
|
||||
void CloseVrDevice(void); // Close VR device
|
||||
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
|
||||
bool IsVrDeviceReady(void); // Detect if VR device is ready
|
||||
bool IsVrSimulator(void); // Detect if VR simulator is running
|
||||
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
|
||||
|
274
src/rlua.h
@ -1095,14 +1095,14 @@ int lua_IsFileDropped(lua_State* L)
|
||||
int lua_GetDroppedFiles(lua_State* L)
|
||||
{
|
||||
int count = 0;
|
||||
char ** result = GetDroppedFiles(&count);
|
||||
char ** result = GetDroppedFiles(&count);
|
||||
lua_createtable(L, count, 0);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
lua_pushstring(L, result[i]);
|
||||
lua_rawseti(L, -2, i + 1);
|
||||
}
|
||||
return 1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_ClearDroppedFiles(lua_State* L)
|
||||
@ -1130,7 +1130,6 @@ int lua_StorageLoadValue(lua_State* L)
|
||||
//------------------------------------------------------------------------------------
|
||||
// raylib [core] module functions - Input Handling
|
||||
//------------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
||||
int lua_IsKeyPressed(lua_State* L)
|
||||
{
|
||||
int arg1 = LuaGetArgument_int(L, 1);
|
||||
@ -1185,12 +1184,22 @@ int lua_IsGamepadAvailable(lua_State* L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_GetGamepadAxisMovement(lua_State* L)
|
||||
int lua_IsGamepadName(lua_State* L)
|
||||
{
|
||||
int arg1 = LuaGetArgument_int(L, 1);
|
||||
int arg2 = LuaGetArgument_int(L, 2);
|
||||
float result = GetGamepadAxisMovement(arg1, arg2);
|
||||
lua_pushnumber(L, result);
|
||||
const char * arg2 = LuaGetArgument_string(L, 2);
|
||||
bool result = IsGamepadName(arg1, arg2);
|
||||
lua_pushboolean(L, result);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_GetGamepadName(lua_State* L)
|
||||
{
|
||||
// TODO: Return gamepad name id
|
||||
|
||||
int arg1 = LuaGetArgument_int(L, 1);
|
||||
char * result = GetGamepadName(arg1);
|
||||
//lua_pushboolean(L, result);
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -1229,7 +1238,30 @@ int lua_IsGamepadButtonUp(lua_State* L)
|
||||
lua_pushboolean(L, result);
|
||||
return 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
int lua_GetGamepadButtonPressed(lua_State* L)
|
||||
{
|
||||
int result = GetGamepadButtonPressed();
|
||||
lua_pushinteger(L, result);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_GetGamepadAxisCount(lua_State* L)
|
||||
{
|
||||
int arg1 = LuaGetArgument_int(L, 1);
|
||||
int result = GetGamepadAxisCount(arg1);
|
||||
lua_pushinteger(L, result);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_GetGamepadAxisMovement(lua_State* L)
|
||||
{
|
||||
int arg1 = LuaGetArgument_int(L, 1);
|
||||
int arg2 = LuaGetArgument_int(L, 2);
|
||||
float result = GetGamepadAxisMovement(arg1, arg2);
|
||||
lua_pushnumber(L, result);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_IsMouseButtonPressed(lua_State* L)
|
||||
{
|
||||
@ -1419,8 +1451,9 @@ int lua_GetGesturePinchAngle(lua_State* L)
|
||||
//------------------------------------------------------------------------------------
|
||||
int lua_SetCameraMode(lua_State* L)
|
||||
{
|
||||
int arg1 = LuaGetArgument_int(L, 1);
|
||||
SetCameraMode(arg1);
|
||||
Camera arg1 = LuaGetArgument_Camera(L, 1);
|
||||
int arg2 = LuaGetArgument_int(L, 2);
|
||||
SetCameraMode(arg1, arg2);
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -1432,37 +1465,6 @@ int lua_UpdateCamera(lua_State* L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_UpdateCameraPlayer(lua_State* L)
|
||||
{
|
||||
Camera arg1 = LuaGetArgument_Camera(L, 1);
|
||||
Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
|
||||
UpdateCameraPlayer(&arg1, &arg2);
|
||||
LuaPush_Camera(L, arg1);
|
||||
LuaPush_Vector3(L, arg2);
|
||||
return 2;
|
||||
}
|
||||
|
||||
int lua_SetCameraPosition(lua_State* L)
|
||||
{
|
||||
Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
|
||||
SetCameraPosition(arg1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int lua_SetCameraTarget(lua_State* L)
|
||||
{
|
||||
Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
|
||||
SetCameraTarget(arg1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int lua_SetCameraFovy(lua_State* L)
|
||||
{
|
||||
float arg1 = LuaGetArgument_float(L, 1);
|
||||
SetCameraFovy(arg1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int lua_SetCameraPanControl(lua_State* L)
|
||||
{
|
||||
int arg1 = LuaGetArgument_int(L, 1);
|
||||
@ -1496,13 +1498,6 @@ int lua_SetCameraMoveControls(lua_State* L)
|
||||
return 0;
|
||||
}
|
||||
|
||||
int lua_SetCameraMouseSensitivity(lua_State* L)
|
||||
{
|
||||
float arg1 = LuaGetArgument_float(L, 1);
|
||||
SetCameraMouseSensitivity(arg1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// raylib [shapes] module functions - Basic Shapes Drawing
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -1790,6 +1785,8 @@ int lua_LoadImage(lua_State* L)
|
||||
|
||||
int lua_LoadImageEx(lua_State* L)
|
||||
{
|
||||
// TODO: Image LoadImageEx(Color *pixels, int width, int height);
|
||||
|
||||
GET_TABLE(Color, arg1, 1);
|
||||
int arg2 = LuaGetArgument_int(L, 2);
|
||||
int arg3 = LuaGetArgument_int(L, 3);
|
||||
@ -1888,6 +1885,8 @@ int lua_UnloadRenderTexture(lua_State* L)
|
||||
|
||||
int lua_GetImageData(lua_State* L)
|
||||
{
|
||||
// TODO: Color *GetImageData(Image image);
|
||||
|
||||
Image arg1 = LuaGetArgument_Image(L, 1);
|
||||
Color * result = GetImageData(arg1);
|
||||
lua_createtable(L, arg1.width*arg1.height, 0);
|
||||
@ -1908,6 +1907,16 @@ int lua_GetTextureData(lua_State* L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_UpdateTexture(lua_State* L)
|
||||
{
|
||||
// TODO: void UpdateTexture(Texture2D texture, void *pixels);
|
||||
|
||||
Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
|
||||
void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string?
|
||||
UpdateTexture(arg1, arg2); // ISSUE: #2 string expected, got table -> GetImageData() returns a table!
|
||||
return 0;
|
||||
}
|
||||
|
||||
int lua_ImageToPOT(lua_State* L)
|
||||
{
|
||||
Image arg1 = LuaGetArgument_Image(L, 1);
|
||||
@ -2096,15 +2105,24 @@ int lua_ImageColorBrightness(lua_State* L)
|
||||
int lua_GenTextureMipmaps(lua_State* L)
|
||||
{
|
||||
Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
|
||||
GenTextureMipmaps(arg1);
|
||||
GenTextureMipmaps(&arg1);
|
||||
LuaPush_Texture2D(L, arg1);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_SetTextureFilter(lua_State* L)
|
||||
{
|
||||
Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
|
||||
int arg2 = LuaGetArgument_int(L, 2);
|
||||
SetTextureFilter(arg1, arg2);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int lua_UpdateTexture(lua_State* L)
|
||||
int lua_SetTextureWrap(lua_State* L)
|
||||
{
|
||||
Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
|
||||
void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string?
|
||||
UpdateTexture(arg1, arg2); // ISSUE: #2 string expected, got table -> GetImageData() returns a table!
|
||||
int arg2 = LuaGetArgument_int(L, 2);
|
||||
SetTextureWrap(arg1, arg2);
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -2178,6 +2196,18 @@ int lua_LoadSpriteFont(lua_State* L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_LoadSpriteFontTTF(lua_State* L)
|
||||
{
|
||||
const char * arg1 = LuaGetArgument_string(L, 1);
|
||||
int arg2 = LuaGetArgument_int(L, 2);
|
||||
int arg3 = LuaGetArgument_int(L, 3);
|
||||
int arg4 = LuaGetArgument_int(L, 4);
|
||||
//LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars);
|
||||
SpriteFont result = LoadSpriteFontTTF(arg1, arg2, arg3, &arg4);
|
||||
LuaPush_SpriteFont(L, result);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_UnloadSpriteFont(lua_State* L)
|
||||
{
|
||||
SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1);
|
||||
@ -2255,8 +2285,8 @@ int lua_DrawCircle3D(lua_State* L)
|
||||
{
|
||||
Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
|
||||
float arg2 = LuaGetArgument_float(L, 2);
|
||||
float arg3 = LuaGetArgument_float(L, 3);
|
||||
Vector3 arg4 = LuaGetArgument_Vector3(L, 4);
|
||||
Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
|
||||
float arg4 = LuaGetArgument_float(L, 4);
|
||||
Color arg5 = LuaGetArgument_Color(L, 5);
|
||||
DrawCircle3D(arg1, arg2, arg3, arg4, arg5);
|
||||
return 0;
|
||||
@ -2619,18 +2649,6 @@ int lua_CheckCollisionRayBox(lua_State* L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_ResolveCollisionCubicmap(lua_State* L)
|
||||
{
|
||||
Image arg1 = LuaGetArgument_Image(L, 1);
|
||||
Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
|
||||
Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
|
||||
float arg4 = LuaGetArgument_float(L, 4);
|
||||
Vector3 result = ResolveCollisionCubicmap(arg1, arg2, &arg3, arg4);
|
||||
LuaPush_Vector3(L, result);
|
||||
LuaPush_Vector3(L, arg3);
|
||||
return 2;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// raylib [raymath] module functions - Shaders
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -2790,10 +2808,19 @@ int lua_IsVrDeviceReady(lua_State* L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_IsVrSimulator(lua_State* L)
|
||||
{
|
||||
bool result = IsVrSimulator();
|
||||
lua_pushboolean(L, result);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_UpdateVrTracking(lua_State* L)
|
||||
{
|
||||
UpdateVrTracking();
|
||||
return 0;
|
||||
Camera arg1 = LuaGetArgument_Camera(L, 1);
|
||||
UpdateVrTracking(&arg1);
|
||||
LuaPush_Camera(L, arg1);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int lua_ToggleVrMode(lua_State* L)
|
||||
@ -2873,6 +2900,8 @@ int lua_LoadSoundFromRES(lua_State* L)
|
||||
|
||||
int lua_UpdateSound(lua_State* L)
|
||||
{
|
||||
// TODO: void UpdateSound(Sound sound, void *data, int numSamples);
|
||||
|
||||
Sound arg1 = LuaGetArgument_Sound(L, 1);
|
||||
const char * arg2 = LuaGetArgument_string(L, 2);
|
||||
int * arg3 = LuaGetArgument_int(L, 3);
|
||||
@ -2952,11 +2981,11 @@ int lua_WaveFormat(lua_State* L)
|
||||
int arg2 = LuaGetArgument_int(L, 2);
|
||||
int arg3 = LuaGetArgument_int(L, 3);
|
||||
int arg4 = LuaGetArgument_int(L, 4);
|
||||
WaveFormat(arg1, arg2, arg3, arg4);
|
||||
WaveFormat(&arg1, arg2, arg3, arg4);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int lua_LoadMusicStream(lua_State* L)
|
||||
int lua_WaveCopy(lua_State* L)
|
||||
{
|
||||
Wave arg1 = LuaGetArgument_Wave(L, 1);
|
||||
Wave result = WaveCopy(arg1);
|
||||
@ -2969,7 +2998,7 @@ int lua_WaveCrop(lua_State* L)
|
||||
Wave arg1 = LuaGetArgument_Wave(L, 1);
|
||||
int arg2 = LuaGetArgument_int(L, 2);
|
||||
int arg3 = LuaGetArgument_int(L, 3);
|
||||
WaveCrop(arg1, arg2, arg3);
|
||||
WaveCrop(&arg1, arg2, arg3);
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -2978,9 +3007,10 @@ int lua_GetWaveData(lua_State* L)
|
||||
// TODO: float *GetWaveData(Wave wave);
|
||||
|
||||
Wave arg1 = LuaGetArgument_Wave(L, 1);
|
||||
float result = GetWaveData(arg1);
|
||||
LuaPush_float(L, result);
|
||||
return 1;
|
||||
float * result = GetWaveData(arg1);
|
||||
//LuaPush_float(L, result);
|
||||
//lua_pushnumber(L, result);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int lua_LoadMusicStream(lua_State* L)
|
||||
@ -3012,7 +3042,6 @@ int lua_PlayMusicStream(lua_State* L)
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
int lua_StopMusicStream(lua_State* L)
|
||||
{
|
||||
Music arg1 = LuaGetArgument_Music(L, 1);
|
||||
@ -3093,6 +3122,8 @@ int lua_CloseAudioStream(lua_State* L)
|
||||
|
||||
int lua_UpdateAudioStream(lua_State* L)
|
||||
{
|
||||
// TODO: void UpdateAudioStream(AudioStream stream, void *data, int numSamples);
|
||||
|
||||
AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
|
||||
void * arg2 = (char *)LuaGetArgument_string(L, 2);
|
||||
int arg3 = LuaGetArgument_int(L, 3);
|
||||
@ -3667,7 +3698,6 @@ static luaL_Reg raylib_functions[] = {
|
||||
REG(StorageSaveValue)
|
||||
REG(StorageLoadValue)
|
||||
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
||||
REG(IsKeyPressed)
|
||||
REG(IsKeyDown)
|
||||
REG(IsKeyReleased)
|
||||
@ -3676,12 +3706,15 @@ static luaL_Reg raylib_functions[] = {
|
||||
REG(SetExitKey)
|
||||
|
||||
REG(IsGamepadAvailable)
|
||||
REG(GetGamepadAxisMovement)
|
||||
REG(IsGamepadName)
|
||||
REG(GetGamepadName)
|
||||
REG(IsGamepadButtonPressed)
|
||||
REG(IsGamepadButtonDown)
|
||||
REG(IsGamepadButtonReleased)
|
||||
REG(IsGamepadButtonUp)
|
||||
#endif
|
||||
REG(GetGamepadButtonPressed)
|
||||
REG(GetGamepadAxisCount)
|
||||
REG(GetGamepadAxisMovement)
|
||||
|
||||
REG(IsMouseButtonPressed)
|
||||
REG(IsMouseButtonDown)
|
||||
@ -3714,16 +3747,10 @@ static luaL_Reg raylib_functions[] = {
|
||||
|
||||
REG(SetCameraMode)
|
||||
REG(UpdateCamera)
|
||||
REG(UpdateCameraPlayer)
|
||||
REG(SetCameraPosition)
|
||||
REG(SetCameraTarget)
|
||||
REG(SetCameraFovy)
|
||||
|
||||
REG(SetCameraPanControl)
|
||||
REG(SetCameraAltControl)
|
||||
REG(SetCameraSmoothZoomControl)
|
||||
REG(SetCameraMoveControls)
|
||||
REG(SetCameraMouseSensitivity)
|
||||
|
||||
REG(DrawPixel)
|
||||
REG(DrawPixelV)
|
||||
@ -3766,6 +3793,7 @@ static luaL_Reg raylib_functions[] = {
|
||||
REG(UnloadRenderTexture)
|
||||
REG(GetImageData)
|
||||
REG(GetTextureData)
|
||||
REG(UpdateTexture)
|
||||
REG(ImageToPOT)
|
||||
REG(ImageFormat)
|
||||
REG(ImageDither)
|
||||
@ -3786,8 +3814,9 @@ static luaL_Reg raylib_functions[] = {
|
||||
REG(ImageColorContrast)
|
||||
REG(ImageColorBrightness)
|
||||
REG(GenTextureMipmaps)
|
||||
REG(UpdateTexture)
|
||||
|
||||
REG(SetTextureFilter)
|
||||
REG(SetTextureWrap)
|
||||
|
||||
REG(DrawTexture)
|
||||
REG(DrawTextureV)
|
||||
REG(DrawTextureEx)
|
||||
@ -3796,6 +3825,7 @@ static luaL_Reg raylib_functions[] = {
|
||||
|
||||
REG(GetDefaultFont)
|
||||
REG(LoadSpriteFont)
|
||||
REG(LoadSpriteFontTTF)
|
||||
REG(UnloadSpriteFont)
|
||||
REG(DrawText)
|
||||
REG(DrawTextEx)
|
||||
@ -3845,7 +3875,6 @@ static luaL_Reg raylib_functions[] = {
|
||||
REG(CheckCollisionRaySphere)
|
||||
REG(CheckCollisionRaySphereEx)
|
||||
REG(CheckCollisionRayBox)
|
||||
REG(ResolveCollisionCubicmap)
|
||||
|
||||
REG(LoadShader)
|
||||
REG(UnloadShader)
|
||||
@ -3868,6 +3897,7 @@ static luaL_Reg raylib_functions[] = {
|
||||
REG(InitVrDevice)
|
||||
REG(CloseVrDevice)
|
||||
REG(IsVrDeviceReady)
|
||||
REG(IsVrSimulator)
|
||||
REG(UpdateVrTracking)
|
||||
REG(ToggleVrMode)
|
||||
|
||||
@ -4067,24 +4097,36 @@ RLUADEF void InitLuaDevice(void)
|
||||
LuaSetEnum("RIGHT_BUTTON", 1);
|
||||
LuaSetEnum("MIDDLE_BUTTON", 2);
|
||||
LuaEndEnum("MOUSE");
|
||||
|
||||
|
||||
LuaStartEnum();
|
||||
LuaSetEnum("PLAYER1", 0);
|
||||
LuaSetEnum("PLAYER2", 1);
|
||||
LuaSetEnum("PLAYER3", 2);
|
||||
LuaSetEnum("PLAYER4", 3);
|
||||
|
||||
LuaSetEnum("PS3_BUTTON_A", 2);
|
||||
LuaSetEnum("PS3_BUTTON_B", 1);
|
||||
LuaSetEnum("PS3_BUTTON_X", 3);
|
||||
LuaSetEnum("PS3_BUTTON_Y", 4);
|
||||
LuaSetEnum("PS3_BUTTON_R1", 7);
|
||||
LuaSetEnum("PS3_BUTTON_R2", 5);
|
||||
LuaSetEnum("PS3_BUTTON_TRIANGLE", 0);
|
||||
LuaSetEnum("PS3_BUTTON_CIRCLE", 1);
|
||||
LuaSetEnum("PS3_BUTTON_CROSS", 2);
|
||||
LuaSetEnum("PS3_BUTTON_SQUARE", 3);
|
||||
LuaSetEnum("PS3_BUTTON_L1", 6);
|
||||
LuaSetEnum("PS3_BUTTON_L2", 8);
|
||||
LuaSetEnum("PS3_BUTTON_R1", 7);
|
||||
LuaSetEnum("PS3_BUTTON_L2", 4);
|
||||
LuaSetEnum("PS3_BUTTON_R2", 5);
|
||||
LuaSetEnum("PS3_BUTTON_START", 8);
|
||||
LuaSetEnum("PS3_BUTTON_SELECT", 9);
|
||||
LuaSetEnum("PS3_BUTTON_START", 10);
|
||||
LuaSetEnum("PS3_BUTTON_UP", 24);
|
||||
LuaSetEnum("PS3_BUTTON_RIGHT", 25);
|
||||
LuaSetEnum("PS3_BUTTON_DOWN", 26);
|
||||
LuaSetEnum("PS3_BUTTON_LEFT", 27);
|
||||
LuaSetEnum("PS3_BUTTON_PS", 12);
|
||||
LuaSetEnum("PS3_AXIS_LEFT_X", 0);
|
||||
LuaSetEnum("PS3_AXIS_LEFT_Y", 1);
|
||||
LuaSetEnum("PS3_AXIS_RIGHT_X", 2);
|
||||
LuaSetEnum("PS3_AXIS_RIGHT_Y", 5);
|
||||
LuaSetEnum("PS3_AXIS_L2", 3); // [1..-1] (pressure-level)
|
||||
LuaSetEnum("PS3_AXIS_R2", 4); // [1..-1] (pressure-level)
|
||||
|
||||
// Xbox360 USB Controller Buttons
|
||||
LuaSetEnum("XBOX_BUTTON_A", 0);
|
||||
LuaSetEnum("XBOX_BUTTON_B", 1);
|
||||
LuaSetEnum("XBOX_BUTTON_X", 2);
|
||||
@ -4093,25 +4135,26 @@ RLUADEF void InitLuaDevice(void)
|
||||
LuaSetEnum("XBOX_BUTTON_RB", 5);
|
||||
LuaSetEnum("XBOX_BUTTON_SELECT", 6);
|
||||
LuaSetEnum("XBOX_BUTTON_START", 7);
|
||||
|
||||
#if defined(PLATFORM_RPI)
|
||||
LuaSetEnum("XBOX_AXIS_DPAD_X", 7);
|
||||
LuaSetEnum("XBOX_AXIS_DPAD_Y", 6);
|
||||
LuaSetEnum("XBOX_AXIS_RIGHT_X", 3);
|
||||
LuaSetEnum("XBOX_AXIS_RIGHT_Y", 4);
|
||||
LuaSetEnum("XBOX_AXIS_LT", 2);
|
||||
LuaSetEnum("XBOX_AXIS_RT", 5);
|
||||
#else
|
||||
LuaSetEnum("XBOX_BUTTON_UP", 10);
|
||||
LuaSetEnum("XBOX_BUTTON_RIGHT", 11);
|
||||
LuaSetEnum("XBOX_BUTTON_DOWN", 12);
|
||||
LuaSetEnum("XBOX_BUTTON_LEFT", 13);
|
||||
LuaSetEnum("XBOX_BUTTON_RIGHT", 11);
|
||||
LuaSetEnum("XBOX_AXIS_RIGHT_X", 4);
|
||||
LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3);
|
||||
LuaSetEnum("XBOX_AXIS_LT_RT", 2);
|
||||
LuaSetEnum("XBOX_BUTTON_HOME", 8);
|
||||
#if defined(PLATFORM_RPI)
|
||||
LuaSetEnum("XBOX_AXIS_LEFT_X", 0); // [-1..1] (left->right)
|
||||
LuaSetEnum("XBOX_AXIS_LEFT_Y", 1); // [-1..1] (up->down)
|
||||
LuaSetEnum("XBOX_AXIS_RIGHT_X", 3); // [-1..1] (left->right)
|
||||
LuaSetEnum("XBOX_AXIS_RIGHT_Y", 4); // [-1..1] (up->down)
|
||||
LuaSetEnum("XBOX_AXIS_LT", 2); // [-1..1] (pressure-level)
|
||||
LuaSetEnum("XBOX_AXIS_RT", 5); // [-1..1] (pressure-level)
|
||||
#else
|
||||
LuaSetEnum("XBOX_AXIS_LEFT_X", 0); // [-1..1] (left->right)
|
||||
LuaSetEnum("XBOX_AXIS_LEFT_Y", 1); // [1..-1] (up->down)
|
||||
LuaSetEnum("XBOX_AXIS_RIGHT_X", 2); // [-1..1] (left->right)
|
||||
LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3); // [1..-1] (up->down)
|
||||
LuaSetEnum("XBOX_AXIS_LT", 4); // [-1..1] (pressure-level)
|
||||
LuaSetEnum("XBOX_AXIS_RT", 5); // [-1..1] (pressure-level)
|
||||
#endif
|
||||
LuaSetEnum("XBOX_AXIS_LEFT_X", 0);
|
||||
LuaSetEnum("XBOX_AXIS_LEFT_Y", 1);
|
||||
LuaEndEnum("GAMEPAD");
|
||||
|
||||
lua_pushglobaltable(L);
|
||||
@ -4175,6 +4218,15 @@ RLUADEF void InitLuaDevice(void)
|
||||
LuaSetEnum("DIRECTIONAL", LIGHT_DIRECTIONAL);
|
||||
LuaSetEnum("SPOT", LIGHT_SPOT);
|
||||
LuaEndEnum("LightType");
|
||||
|
||||
LuaStartEnum();
|
||||
LuaSetEnum("POINT", FILTER_POINT);
|
||||
LuaSetEnum("BILINEAR", FILTER_BILINEAR);
|
||||
LuaSetEnum("TRILINEAR", FILTER_TRILINEAR);
|
||||
LuaSetEnum("ANISOTROPIC_4X", FILTER_ANISOTROPIC_4X);
|
||||
LuaSetEnum("ANISOTROPIC_8X", FILTER_ANISOTROPIC_8X);
|
||||
LuaSetEnum("ANISOTROPIC_16X", FILTER_ANISOTROPIC_16X);
|
||||
LuaEndEnum("TextureFilter");
|
||||
|
||||
LuaStartEnum();
|
||||
LuaSetEnum("NONE", GESTURE_NONE);
|
||||
|
10
src/shapes.c
@ -4,6 +4,12 @@
|
||||
*
|
||||
* Basic functions to draw 2d Shapes and check collisions
|
||||
*
|
||||
* External libs:
|
||||
* rlgl - raylib OpenGL abstraction layer
|
||||
*
|
||||
* Module Configuration Flags:
|
||||
* ...
|
||||
*
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
@ -25,11 +31,11 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
|
||||
|
||||
#include <stdlib.h> // Required for: abs()
|
||||
#include <math.h> // Required for: sinf(), cosf(), sqrtf()
|
||||
|
||||
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
|
22
src/text.c
@ -4,6 +4,12 @@
|
||||
*
|
||||
* Basic functions to load SpriteFonts and draw Text
|
||||
*
|
||||
* External libs:
|
||||
* stb_truetype - Load TTF file and rasterize characters data
|
||||
*
|
||||
* Module Configuration Flags:
|
||||
* ...
|
||||
*
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
@ -33,7 +39,7 @@
|
||||
#include "utils.h" // Required for: GetExtension(), GetNextPOT()
|
||||
|
||||
// Following libs are used on LoadTTF()
|
||||
//#define STBTT_STATIC
|
||||
#define STBTT_STATIC // Define stb_truetype functions static to this module
|
||||
#define STB_TRUETYPE_IMPLEMENTATION
|
||||
#include "external/stb_truetype.h" // Required for: stbtt_BakeFontBitmap()
|
||||
|
||||
@ -869,10 +875,18 @@ static SpriteFont LoadBMFont(const char *fileName)
|
||||
TraceLog(DEBUG, "[%s] Font texture loading path: %s", fileName, texPath);
|
||||
|
||||
Image imFont = LoadImage(texPath);
|
||||
|
||||
if (imFont.format == UNCOMPRESSED_GRAYSCALE)
|
||||
{
|
||||
Image imCopy = ImageCopy(imFont);
|
||||
|
||||
for (int i = 0; i < imCopy.width*imCopy.height; i++) ((unsigned char *)imCopy.data)[i] = 0xff; // WHITE pixel
|
||||
|
||||
if (imFont.format == UNCOMPRESSED_GRAYSCALE) ImageAlphaMask(&imFont, imFont);
|
||||
|
||||
font.texture = LoadTextureFromImage(imFont);
|
||||
ImageAlphaMask(&imCopy, imFont);
|
||||
font.texture = LoadTextureFromImage(imCopy);
|
||||
UnloadImage(imCopy);
|
||||
}
|
||||
else font.texture = LoadTextureFromImage(imFont);
|
||||
|
||||
font.size = fontSize;
|
||||
font.numChars = numChars;
|
||||
|
@ -4,9 +4,13 @@
|
||||
*
|
||||
* Basic functions to load and draw Textures (2d)
|
||||
*
|
||||
* Uses external lib:
|
||||
* stb_image - Multiple formats image loading (JPEG, PNG, BMP, TGA, PSD, GIF, PIC)
|
||||
* NOTE: stb_image has been slightly modified, original library: https://github.com/nothings/stb
|
||||
* External libs:
|
||||
* stb_image - Multiple image formats loading (JPEG, PNG, BMP, TGA, PSD, GIF, PIC)
|
||||
* NOTE: stb_image has been slightly modified to support Android platform.
|
||||
* stb_image_resize - Multiple image resize algorythms
|
||||
*
|
||||
* Module Configuration Flags:
|
||||
* ...
|
||||
*
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
@ -1512,14 +1516,14 @@ void ImageColorBrightness(Image *image, int brightness)
|
||||
}
|
||||
|
||||
// Generate GPU mipmaps for a texture
|
||||
void GenTextureMipmaps(Texture2D texture)
|
||||
void GenTextureMipmaps(Texture2D *texture)
|
||||
{
|
||||
#if PLATFORM_WEB
|
||||
int potWidth = GetNextPOT(texture.width);
|
||||
int potHeight = GetNextPOT(texture.height);
|
||||
int potWidth = GetNextPOT(texture->width);
|
||||
int potHeight = GetNextPOT(texture->height);
|
||||
|
||||
// Check if texture is POT
|
||||
if ((potWidth != texture.width) || (potHeight != texture.height))
|
||||
if ((potWidth != texture->width) || (potHeight != texture->height))
|
||||
{
|
||||
TraceLog(WARNING, "Limited NPOT support, no mipmaps available for NPOT textures");
|
||||
}
|
||||
|
14
src/utils.c
@ -2,12 +2,16 @@
|
||||
*
|
||||
* raylib.utils
|
||||
*
|
||||
* Utils Functions Definitions
|
||||
* Some utility functions
|
||||
*
|
||||
* Uses external libs:
|
||||
* tinfl - zlib DEFLATE algorithm decompression lib
|
||||
* External libs:
|
||||
* tinfl - zlib DEFLATE algorithm decompression
|
||||
* stb_image_write - PNG writting functions
|
||||
*
|
||||
* Module Configuration Flags:
|
||||
* DO_NOT_TRACE_DEBUG_MSGS - Avoid showing DEBUG TraceLog() messages
|
||||
*
|
||||
*
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
@ -46,7 +50,9 @@
|
||||
#endif
|
||||
|
||||
#include "external/tinfl.c" // Required for: tinfl_decompress_mem_to_mem()
|
||||
// NOTE: Deflate algorythm data decompression
|
||||
// NOTE: DEFLATE algorythm data decompression
|
||||
|
||||
#define DO_NOT_TRACE_DEBUG_MSGS // Avoid DEBUG messages tracing
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
|
@ -2,9 +2,9 @@
|
||||
*
|
||||
* raylib.utils
|
||||
*
|
||||
* Some utility functions: rRES files data decompression
|
||||
* Some utility functions
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -34,8 +34,6 @@
|
||||
//----------------------------------------------------------------------------------
|
||||
// Some basic Defines
|
||||
//----------------------------------------------------------------------------------
|
||||
#define DO_NOT_TRACE_DEBUG_MSGS // Use this define to avoid DEBUG tracing
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
#define fopen(name, mode) android_fopen(name, mode)
|
||||
#endif
|
||||
|
@ -37,14 +37,13 @@ void android_main(struct android_app *app)
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound fx = LoadSound("coin.wav"); // Load WAV audio file (placed on assets folder)
|
||||
|
||||
Texture2D texture = LoadTexture("raylib_logo.png"); // Load texture (placed on assets folder)
|
||||
|
||||
int framesCounter = 0; // Used to count frames
|
||||
|
||||
Sound fx = LoadSound("coin.wav"); // Load WAV audio file (placed on assets folder)
|
||||
Music ambient = LoadMusicStream("ambient.ogg");
|
||||
PlayMusicStream(ambient);
|
||||
|
||||
int framesCounter = 0; // Used to count frames
|
||||
|
||||
SetTargetFPS(60); // Not required on Android, already locked to 60 fps
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
@ -6,37 +6,39 @@
|
||||
*
|
||||
* Features:
|
||||
* Library written in plain C code (C99)
|
||||
* Uses C# PascalCase/camelCase notation
|
||||
* Uses PascalCase/camelCase notation
|
||||
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
|
||||
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
|
||||
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
|
||||
* Multiple textures support, including compressed formats and mipmaps generation
|
||||
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
||||
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
|
||||
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
|
||||
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
|
||||
* Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
|
||||
* Audio loading and playing with streaming support and mixing channels [audio]
|
||||
* VR stereo rendering support with configurable HMD device parameters
|
||||
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
|
||||
* Custom color palette for fancy visuals on raywhite background
|
||||
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
|
||||
* Complete binding for LUA [rlua]
|
||||
*
|
||||
* Used external libs:
|
||||
* GLFW3 (www.glfw.org) for window/context management and input
|
||||
* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP)
|
||||
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
|
||||
* stb_image_write (Sean Barret) for image writting (PNG)
|
||||
* stb_vorbis (Sean Barret) for ogg audio loading
|
||||
* stb_truetype (Sean Barret) for ttf fonts loading
|
||||
* jar_xm (Joshua Reisenauer) for XM audio module loading
|
||||
* jar_mod (Joshua Reisenauer) for MOD audio module loading
|
||||
* OpenAL Soft for audio device/context management
|
||||
* tinfl for data decompression (DEFLATE algorithm)
|
||||
* External libs:
|
||||
* GLFW3 (www.glfw.org) for window/context management and input [core]
|
||||
* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
|
||||
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
|
||||
* stb_image_write (Sean Barret) for image writting (PNG) [utils]
|
||||
* stb_truetype (Sean Barret) for ttf fonts loading [text]
|
||||
* stb_vorbis (Sean Barret) for ogg audio loading [audio]
|
||||
* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
|
||||
* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
|
||||
* dr_flac (David Reid) for FLAC audio file loading [audio]
|
||||
* OpenAL Soft for audio device/context management [audio]
|
||||
* tinfl for data decompression (DEFLATE algorithm) [utils]
|
||||
*
|
||||
* Some design decisions:
|
||||
* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
|
||||
* One custom default font is loaded automatically when InitWindow()
|
||||
* One custom default font could be loaded automatically when InitWindow() [core]
|
||||
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
|
||||
* If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined)
|
||||
* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
|
||||
*
|
||||
* -- LICENSE --
|
||||
*
|
||||
@ -77,10 +79,6 @@
|
||||
#define PLATFORM_DESKTOP
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
|
||||
#endif
|
||||
|
||||
#if defined(_WIN32) && defined(BUILDING_DLL)
|
||||
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL
|
||||
#elif defined(_WIN32) && defined(RAYLIB_DLL)
|
||||
@ -93,7 +91,7 @@
|
||||
// Some basic Defines
|
||||
//----------------------------------------------------------------------------------
|
||||
#ifndef PI
|
||||
#define PI 3.14159265358979323846
|
||||
#define PI 3.14159265358979323846f
|
||||
#endif
|
||||
|
||||
#define DEG2RAD (PI/180.0f)
|
||||
@ -101,11 +99,12 @@
|
||||
|
||||
// raylib Config Flags
|
||||
#define FLAG_FULLSCREEN_MODE 1
|
||||
#define FLAG_SHOW_LOGO 2
|
||||
#define FLAG_SHOW_MOUSE_CURSOR 4
|
||||
#define FLAG_CENTERED_MODE 8
|
||||
#define FLAG_MSAA_4X_HINT 16
|
||||
#define FLAG_VSYNC_HINT 32
|
||||
#define FLAG_RESIZABLE_WINDOW 2
|
||||
#define FLAG_SHOW_LOGO 4
|
||||
#define FLAG_SHOW_MOUSE_CURSOR 8
|
||||
#define FLAG_CENTERED_MODE 16
|
||||
#define FLAG_MSAA_4X_HINT 32
|
||||
#define FLAG_VSYNC_HINT 64
|
||||
|
||||
// Keyboard Function Keys
|
||||
#define KEY_SPACE 32
|
||||
@ -173,15 +172,18 @@
|
||||
#define KEY_Y 89
|
||||
#define KEY_Z 90
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
// Android Physical Buttons
|
||||
#define KEY_BACK 4
|
||||
#define KEY_MENU 82
|
||||
#define KEY_VOLUME_UP 24
|
||||
#define KEY_VOLUME_DOWN 25
|
||||
#endif
|
||||
|
||||
// Mouse Buttons
|
||||
#define MOUSE_LEFT_BUTTON 0
|
||||
#if defined(PLATFORM_WEB)
|
||||
#define MOUSE_RIGHT_BUTTON 2
|
||||
#define MOUSE_MIDDLE_BUTTON 1
|
||||
#else
|
||||
#define MOUSE_RIGHT_BUTTON 1
|
||||
#define MOUSE_MIDDLE_BUTTON 2
|
||||
#endif
|
||||
#define MOUSE_RIGHT_BUTTON 1
|
||||
#define MOUSE_MIDDLE_BUTTON 2
|
||||
|
||||
// Touch points registered
|
||||
#define MAX_TOUCH_POINTS 2
|
||||
@ -189,24 +191,35 @@
|
||||
// Gamepad Number
|
||||
#define GAMEPAD_PLAYER1 0
|
||||
#define GAMEPAD_PLAYER2 1
|
||||
#define GAMEPAD_PLAYER3 2 // Not supported
|
||||
#define GAMEPAD_PLAYER4 3 // Not supported
|
||||
#define GAMEPAD_PLAYER3 2
|
||||
#define GAMEPAD_PLAYER4 3
|
||||
|
||||
// Gamepad Buttons
|
||||
// Gamepad Buttons/Axis
|
||||
|
||||
// PS3 USB Controller
|
||||
#define GAMEPAD_PS3_BUTTON_A 2
|
||||
#define GAMEPAD_PS3_BUTTON_B 1
|
||||
#define GAMEPAD_PS3_BUTTON_X 3
|
||||
#define GAMEPAD_PS3_BUTTON_Y 4
|
||||
#define GAMEPAD_PS3_BUTTON_R1 7
|
||||
#define GAMEPAD_PS3_BUTTON_R2 5
|
||||
// PS3 USB Controller Buttons
|
||||
#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
|
||||
#define GAMEPAD_PS3_BUTTON_CIRCLE 1
|
||||
#define GAMEPAD_PS3_BUTTON_CROSS 2
|
||||
#define GAMEPAD_PS3_BUTTON_SQUARE 3
|
||||
#define GAMEPAD_PS3_BUTTON_L1 6
|
||||
#define GAMEPAD_PS3_BUTTON_L2 8
|
||||
#define GAMEPAD_PS3_BUTTON_R1 7
|
||||
#define GAMEPAD_PS3_BUTTON_L2 4
|
||||
#define GAMEPAD_PS3_BUTTON_R2 5
|
||||
#define GAMEPAD_PS3_BUTTON_START 8
|
||||
#define GAMEPAD_PS3_BUTTON_SELECT 9
|
||||
#define GAMEPAD_PS3_BUTTON_START 10
|
||||
#define GAMEPAD_PS3_BUTTON_UP 24
|
||||
#define GAMEPAD_PS3_BUTTON_RIGHT 25
|
||||
#define GAMEPAD_PS3_BUTTON_DOWN 26
|
||||
#define GAMEPAD_PS3_BUTTON_LEFT 27
|
||||
#define GAMEPAD_PS3_BUTTON_PS 12
|
||||
|
||||
// TODO: Add PS3 d-pad axis
|
||||
// PS3 USB Controller Axis
|
||||
#define GAMEPAD_PS3_AXIS_LEFT_X 0
|
||||
#define GAMEPAD_PS3_AXIS_LEFT_Y 1
|
||||
#define GAMEPAD_PS3_AXIS_RIGHT_X 2
|
||||
#define GAMEPAD_PS3_AXIS_RIGHT_Y 5
|
||||
#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level)
|
||||
#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level)
|
||||
|
||||
// Xbox360 USB Controller Buttons
|
||||
#define GAMEPAD_XBOX_BUTTON_A 0
|
||||
@ -217,33 +230,30 @@
|
||||
#define GAMEPAD_XBOX_BUTTON_RB 5
|
||||
#define GAMEPAD_XBOX_BUTTON_SELECT 6
|
||||
#define GAMEPAD_XBOX_BUTTON_START 7
|
||||
#define GAMEPAD_XBOX_BUTTON_UP 10
|
||||
#define GAMEPAD_XBOX_BUTTON_RIGHT 11
|
||||
#define GAMEPAD_XBOX_BUTTON_DOWN 12
|
||||
#define GAMEPAD_XBOX_BUTTON_LEFT 13
|
||||
#define GAMEPAD_XBOX_BUTTON_HOME 8
|
||||
|
||||
// Xbox360 USB Controller Axis
|
||||
// NOTE: For Raspberry Pi, axis must be reconfigured
|
||||
#if defined(PLATFORM_RPI)
|
||||
#define GAMEPAD_XBOX_AXIS_DPAD_X 7
|
||||
#define GAMEPAD_XBOX_AXIS_DPAD_Y 6
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
|
||||
#define GAMEPAD_XBOX_AXIS_LT 2
|
||||
#define GAMEPAD_XBOX_AXIS_RT 5
|
||||
#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
|
||||
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down)
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right)
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down)
|
||||
#define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level)
|
||||
#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
|
||||
#else
|
||||
#define GAMEPAD_XBOX_BUTTON_UP 10
|
||||
#define GAMEPAD_XBOX_BUTTON_DOWN 12
|
||||
#define GAMEPAD_XBOX_BUTTON_LEFT 13
|
||||
#define GAMEPAD_XBOX_BUTTON_RIGHT 11
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_X 4
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
|
||||
#define GAMEPAD_XBOX_AXIS_LT_RT 2
|
||||
#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
|
||||
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down)
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right)
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down)
|
||||
#define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level)
|
||||
#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
|
||||
#endif
|
||||
|
||||
#define GAMEPAD_XBOX_AXIS_LEFT_X 0
|
||||
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
|
||||
|
||||
// Android Physic Buttons
|
||||
#define ANDROID_BACK 4
|
||||
#define ANDROID_MENU 82
|
||||
#define ANDROID_VOLUME_UP 24
|
||||
#define ANDROID_VOLUME_DOWN 25
|
||||
|
||||
// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
|
||||
// Plain structures in C++ (without constructors) can be initialized from { } initializers.
|
||||
#ifdef __cplusplus
|
||||
@ -297,9 +307,6 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// byte type
|
||||
typedef unsigned char byte;
|
||||
|
||||
// Vector2 type
|
||||
typedef struct Vector2 {
|
||||
float x;
|
||||
@ -427,7 +434,9 @@ typedef struct Shader {
|
||||
|
||||
// Uniform locations
|
||||
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
|
||||
int tintColorLoc; // Diffuse color uniform location point (fragment shader)
|
||||
int colDiffuseLoc; // Diffuse color uniform location point (fragment shader)
|
||||
int colAmbientLoc; // Ambient color uniform location point (fragment shader)
|
||||
int colSpecularLoc; // Specular color uniform location point (fragment shader)
|
||||
|
||||
// Texture map locations (generic for any kind of map)
|
||||
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
|
||||
@ -464,7 +473,7 @@ typedef struct LightData {
|
||||
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
||||
|
||||
Vector3 position; // Light position
|
||||
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
||||
Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
||||
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
|
||||
|
||||
Color diffuse; // Light diffuse color
|
||||
@ -482,12 +491,6 @@ typedef struct Ray {
|
||||
Vector3 direction; // Ray direction
|
||||
} Ray;
|
||||
|
||||
// Sound source type
|
||||
typedef struct Sound {
|
||||
unsigned int source; // OpenAL audio source id
|
||||
unsigned int buffer; // OpenAL audio buffer id
|
||||
} Sound;
|
||||
|
||||
// Wave type, defines audio wave data
|
||||
typedef struct Wave {
|
||||
unsigned int sampleCount; // Number of samples
|
||||
@ -497,6 +500,13 @@ typedef struct Wave {
|
||||
void *data; // Buffer data pointer
|
||||
} Wave;
|
||||
|
||||
// Sound source type
|
||||
typedef struct Sound {
|
||||
unsigned int source; // OpenAL audio source id
|
||||
unsigned int buffer; // OpenAL audio buffer id
|
||||
int format; // OpenAL audio format specifier
|
||||
} Sound;
|
||||
|
||||
// Music type (file streaming from memory)
|
||||
// NOTE: Anything longer than ~10 seconds should be streamed
|
||||
typedef struct MusicData *Music;
|
||||
@ -536,6 +546,21 @@ typedef enum {
|
||||
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
||||
} TextureFormat;
|
||||
|
||||
// Texture parameters: filter mode
|
||||
// NOTE 1: Filtering considers mipmaps if available in the texture
|
||||
// NOTE 2: Filter is accordingly set for minification and magnification
|
||||
typedef enum {
|
||||
FILTER_POINT = 0, // No filter, just pixel aproximation
|
||||
FILTER_BILINEAR, // Linear filtering
|
||||
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
||||
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
||||
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
||||
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
||||
} TextureFilterMode;
|
||||
|
||||
// Texture parameters: wrap mode
|
||||
typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode;
|
||||
|
||||
// Color blending modes (pre-defined)
|
||||
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
|
||||
|
||||
@ -556,7 +581,13 @@ typedef enum {
|
||||
} Gestures;
|
||||
|
||||
// Camera system modes
|
||||
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
||||
typedef enum {
|
||||
CAMERA_CUSTOM = 0,
|
||||
CAMERA_FREE,
|
||||
CAMERA_ORBITAL,
|
||||
CAMERA_FIRST_PERSON,
|
||||
CAMERA_THIRD_PERSON
|
||||
} CameraMode;
|
||||
|
||||
// Head Mounted Display devices
|
||||
typedef enum {
|
||||
@ -584,7 +615,7 @@ extern "C" { // Prevents name mangling of functions
|
||||
// Window and Graphics Device Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
RLAPI void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
|
||||
RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app)
|
||||
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
||||
RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
|
||||
#endif
|
||||
@ -596,11 +627,13 @@ RLAPI void ToggleFullscreen(void); // Fullscreen
|
||||
RLAPI int GetScreenWidth(void); // Get current screen width
|
||||
RLAPI int GetScreenHeight(void); // Get current screen height
|
||||
|
||||
#if !defined(PLATFORM_ANDROID)
|
||||
RLAPI void ShowCursor(void); // Shows cursor
|
||||
RLAPI void HideCursor(void); // Hides cursor
|
||||
RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible
|
||||
RLAPI void EnableCursor(void); // Enables cursor
|
||||
RLAPI void DisableCursor(void); // Disables cursor
|
||||
#endif
|
||||
|
||||
RLAPI void ClearBackground(Color color); // Sets Background Color
|
||||
RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing
|
||||
@ -643,7 +676,6 @@ RLAPI int StorageLoadValue(int position); // Storage loa
|
||||
//------------------------------------------------------------------------------------
|
||||
// Input Handling Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
||||
RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
||||
RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
|
||||
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
|
||||
@ -652,12 +684,15 @@ RLAPI int GetKeyPressed(void); // Get latest key
|
||||
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
|
||||
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
||||
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
|
||||
RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
|
||||
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
||||
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
||||
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
#endif
|
||||
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
||||
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
|
||||
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
||||
|
||||
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
||||
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
||||
@ -673,12 +708,6 @@ RLAPI int GetTouchX(void); // Returns touch p
|
||||
RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
||||
RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
|
||||
bool IsButtonDown(int button); // Detect if an android physic button is being pressed
|
||||
bool IsButtonReleased(int button); // Detect if an android physic button has been released
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Gestures and Touch Handling Functions (Module: gestures)
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -695,22 +724,15 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pin
|
||||
//------------------------------------------------------------------------------------
|
||||
// Camera System Functions (Module: camera)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
|
||||
RLAPI void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
|
||||
RLAPI void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
|
||||
|
||||
RLAPI void SetCameraPosition(Vector3 position); // Set internal camera position
|
||||
RLAPI void SetCameraTarget(Vector3 target); // Set internal camera target
|
||||
RLAPI void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
|
||||
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
|
||||
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
|
||||
|
||||
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
||||
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
||||
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
||||
|
||||
RLAPI void SetCameraMoveControls(int frontKey, int backKey,
|
||||
int leftKey, int rightKey,
|
||||
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
||||
RLAPI void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
|
||||
int rightKey, int leftKey,
|
||||
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic Shapes Drawing Functions (Module: shapes)
|
||||
@ -759,8 +781,10 @@ RLAPI void UnloadTexture(Texture2D texture);
|
||||
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
|
||||
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
|
||||
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
|
||||
RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
|
||||
RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
|
||||
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
||||
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
|
||||
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
||||
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
||||
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
||||
@ -778,8 +802,9 @@ RLAPI void ImageColorInvert(Image *image);
|
||||
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
||||
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
||||
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
||||
RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
|
||||
RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
|
||||
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
|
||||
RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
|
||||
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
|
||||
|
||||
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
||||
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
||||
@ -793,13 +818,14 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
|
||||
RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
|
||||
RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
|
||||
RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
|
||||
|
||||
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
||||
RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
|
||||
float fontSize, int spacing, Color tint);
|
||||
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
||||
RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
|
||||
RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont
|
||||
|
||||
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
|
||||
RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
|
||||
@ -809,7 +835,7 @@ RLAPI const char *SubText(const char *text, int position, int length);
|
||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
||||
RLAPI void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
||||
RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
|
||||
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
|
||||
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
||||
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
|
||||
@ -824,7 +850,7 @@ RLAPI void DrawRay(Ray ray, Color color);
|
||||
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
||||
RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
|
||||
RLAPI void DrawLight(Light light); // Draw light in 3D world
|
||||
//DrawTorus(), DrawTeapot() are useless...
|
||||
//DrawTorus(), DrawTeapot() could be useful?
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Model 3d Loading and Drawing Functions (Module: models)
|
||||
@ -836,9 +862,7 @@ RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a
|
||||
RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
||||
RLAPI void UnloadModel(Model model); // Unload 3d model from memory
|
||||
|
||||
RLAPI Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube
|
||||
|
||||
RLAPI Material LoadMaterial(const char *fileName); // Load material data (from file)
|
||||
RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL)
|
||||
RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
||||
RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
|
||||
RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM
|
||||
@ -859,8 +883,7 @@ RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float
|
||||
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
|
||||
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
|
||||
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
|
||||
RLAPI Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
|
||||
// NOTE: Return the normal vector of the impacted surface
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Shaders System Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
@ -894,20 +917,25 @@ RLAPI void DestroyLight(Light light); // Des
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void InitVrDevice(int vdDevice); // Init VR device
|
||||
RLAPI void CloseVrDevice(void); // Close VR device
|
||||
RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
|
||||
RLAPI void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||
RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready
|
||||
RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
|
||||
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
||||
RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream)
|
||||
RLAPI void CloseAudioDevice(void); // Close the audio device and context
|
||||
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
|
||||
|
||||
RLAPI Sound LoadSound(char *fileName); // Load sound to memory
|
||||
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM
|
||||
RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit)
|
||||
RLAPI Sound LoadSound(const char *fileName); // Load sound to memory
|
||||
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
|
||||
RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
|
||||
RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
|
||||
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
||||
RLAPI void UnloadSound(Sound sound); // Unload sound
|
||||
RLAPI void PlaySound(Sound sound); // Play a sound
|
||||
RLAPI void PauseSound(Sound sound); // Pause a sound
|
||||
@ -916,12 +944,15 @@ RLAPI void StopSound(Sound sound); // Stop pl
|
||||
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
|
||||
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
||||
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
||||
|
||||
RLAPI Music LoadMusicStream(char *fileName); // Load music stream from file
|
||||
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
|
||||
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
|
||||
RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
|
||||
RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
|
||||
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
|
||||
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
||||
RLAPI void PlayMusicStream(Music music); // Start music playing (open stream)
|
||||
RLAPI void PlayMusicStream(Music music); // Start music playing
|
||||
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
|
||||
RLAPI void StopMusicStream(Music music); // Stop music playing (close stream)
|
||||
RLAPI void StopMusicStream(Music music); // Stop music playing
|
||||
RLAPI void PauseMusicStream(Music music); // Pause music playing
|
||||
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
|
||||
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
|
||||
@ -932,7 +963,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
|
||||
|
||||
RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
|
||||
unsigned int sampleSize,
|
||||
unsigned int channels); // Init audio stream (to stream audio pcm data)
|
||||
unsigned int channels); // Init audio stream (to stream raw audio pcm data)
|
||||
RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
|
||||
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
|
||||
RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||
|