mirror of https://github.com/raysan5/raylib
Fixed Android compilation with 1.3 updates
- Fixed Android MakeFile adding gestures module. - Fixed Android project template functions names. - Updated compiled library and header.
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@ -43,6 +43,7 @@ LOCAL_SRC_FILES :=\
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../../src/textures.c \
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../../src/text.c \
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../../src/shapes.c \
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../../src/gestures.c \
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../../src/models.c \
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../../src/utils.c \
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../../src/audio.c \
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@ -70,7 +70,7 @@ void android_main(struct android_app *app)
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// TODO: Update TITLE screen variables here!
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// Press enter to change to GAMEPLAY screen
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if (IsScreenTouched())
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if (IsGestureDetected())
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{
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PlaySound(fx);
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currentScreen = GAMEPLAY;
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@ -81,7 +81,7 @@ void android_main(struct android_app *app)
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// TODO: Update GAMEPLAY screen variables here!
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// Press enter to change to ENDING screen
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if (IsScreenTouched())
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if (IsGestureDetected())
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{
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PlaySound(fx);
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currentScreen = ENDING;
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@ -92,7 +92,7 @@ void android_main(struct android_app *app)
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// TODO: Update ENDING screen variables here!
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// Press enter to return to TITLE screen
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if (IsScreenTouched())
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if (IsGestureDetected())
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{
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PlaySound(fx);
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currentScreen = TITLE;
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@ -117,10 +117,53 @@
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#define KEY_RIGHT_CONTROL 345
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#define KEY_RIGHT_ALT 346
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// Keyboard Alhpa Numeric Keys
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#define KEY_ZERO 48
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#define KEY_ONE 49
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#define KEY_TWO 50
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#define KEY_THREE 51
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#define KEY_FOUR 52
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#define KEY_FIVE 53
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#define KEY_SIX 54
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#define KEY_SEVEN 55
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#define KEY_EIGHT 56
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#define KEY_NINE 57
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#define KEY_A 65
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#define KEY_B 66
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#define KEY_C 67
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#define KEY_D 68
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#define KEY_E 69
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#define KEY_F 70
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#define KEY_G 71
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#define KEY_H 72
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#define KEY_I 73
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#define KEY_J 74
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#define KEY_K 75
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#define KEY_L 76
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#define KEY_M 77
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#define KEY_N 78
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#define KEY_O 79
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#define KEY_P 80
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#define KEY_Q 81
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#define KEY_R 82
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#define KEY_S 83
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#define KEY_T 84
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#define KEY_U 85
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#define KEY_V 86
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#define KEY_W 87
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#define KEY_X 88
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#define KEY_Y 89
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#define KEY_Z 90
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// Mouse Buttons
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#define MOUSE_LEFT_BUTTON 0
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#define MOUSE_RIGHT_BUTTON 1
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#define MOUSE_MIDDLE_BUTTON 2
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#if defined(PLATFORM_WEB)
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#define MOUSE_RIGHT_BUTTON 2
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#define MOUSE_MIDDLE_BUTTON 1
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#else
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#define MOUSE_RIGHT_BUTTON 1
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#define MOUSE_MIDDLE_BUTTON 2
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#endif
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// Gamepad Number
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#define GAMEPAD_PLAYER1 0
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@ -286,7 +329,9 @@ typedef struct Shader {
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// Uniforms
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int projectionLoc; // Projection matrix uniform location point (vertex shader)
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int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
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int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
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int modelLoc; // Model transformation matrix uniform location point (vertex shader)
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int viewLoc; // View transformation matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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@ -323,6 +368,26 @@ typedef struct Wave {
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short channels;
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} Wave;
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// Light type
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typedef struct Light {
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float position[3];
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float rotation[3];
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float intensity[1];
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float ambientColor[3];
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float diffuseColor[3];
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float specularColor[3];
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float specularIntensity[1];
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} Light;
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// Material type
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typedef struct Material {
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float ambientColor[3];
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float diffuseColor[3];
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float specularColor[3];
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float glossiness[1];
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float normalDepth[1];
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} Material;
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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@ -368,6 +433,44 @@ typedef enum {
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// Camera system modes
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
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// Collider types
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typedef enum { RectangleCollider, CircleCollider } ColliderType;
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// Physics struct
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typedef struct Physics {
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bool enabled;
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bool debug; // Should be used by programmer for testing purposes
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Vector2 gravity;
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} Physics;
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// Transform struct
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typedef struct Transform {
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Vector2 position;
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float rotation;
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Vector2 scale;
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} Transform;
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// Rigidbody struct
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typedef struct Rigidbody {
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bool enabled;
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float mass;
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Vector2 acceleration;
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Vector2 velocity;
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bool isGrounded;
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bool isContact; // Avoid freeze player when touching floor
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bool applyGravity;
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float friction; // 0.0f to 1.0f
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float bounciness; // 0.0f to 1.0f
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} Rigidbody;
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// Collider struct
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typedef struct Collider {
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bool enabled;
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ColliderType type;
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Rectangle bounds; // Just used for RectangleCollider type
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int radius; // Just used for CircleCollider type
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} Collider;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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@ -399,6 +502,7 @@ int GetScreenHeight(void); // Get current scree
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(void); // Setup drawing canvas to start drawing
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void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
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void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
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void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
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@ -458,13 +562,14 @@ bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad b
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#endif
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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//------------------------------------------------------------------------------------
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int GetTouchX(void); // Returns touch position X (relative to screen size)
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int GetTouchY(void); // Returns touch position Y (relative to screen size)
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Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size)
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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//------------------------------------------------------------------------------------
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Vector2 GetRawTouchPosition(void); // Get touch position (raw)
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#if defined(PLATFORM_WEB)
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void InitGesturesSystem(void); // Init gestures system (web)
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#elif defined(PLATFORM_ANDROID)
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@ -540,16 +645,30 @@ Image LoadImageEx(Color *pixels, int width, int height);
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Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount); // Load a texture from raw data into GPU memory
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Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
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Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
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void ImageConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
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void ImageConvertFormat(Image *image, int newFormat); // Convert image data to desired format
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void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
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void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
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Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
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void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
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void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
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void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
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Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
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Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
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void ImageFlipVertical(Image *image); // Flip image vertically
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void ImageFlipHorizontal(Image *image); // Flip image horizontally
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void ImageColorTint(Image *image, Color color); // Modify image color: tint
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void ImageColorInvert(Image *image); // Modify image color: invert
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void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
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void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
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void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
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void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
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void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
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void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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@ -607,6 +726,7 @@ void SetModelTexture(Model *model, Texture2D texture);
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
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void DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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@ -640,6 +760,45 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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//----------------------------------------------------------------------------------
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// Lighting System Functions (engine-module: lighting)
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// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
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//----------------------------------------------------------------------------------
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// Lights functions
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void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
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void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
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void SetLightIntensity(Light *light, float intensity); // Set light intensity value
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void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
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void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
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void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
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void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
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// Materials functions
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void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
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void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
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void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
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void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
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void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
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//----------------------------------------------------------------------------------
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// Physics System Functions (engine-module: physics)
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//----------------------------------------------------------------------------------
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void InitPhysics(); // Initialize all internal physics values
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void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
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void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
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void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
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void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
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void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
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void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
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void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
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void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
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Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
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Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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