Replace tabs with spaces and update year of copyright notices (#927)
* Update year of copyright notices * Fix mistake in comment * Fix typo ("algorythms") * Replace tabs with spaces * Remove trailing whitespace and fix mistake in comment * Fix ExportImageAsCode missing comment rectangle corner * Replace tab with spaces * Replace tabs with spaces
This commit is contained in:
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68ffbc06c7
commit
89c16baf18
@ -23,40 +23,40 @@
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int main(int argc, char* argv[])
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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return 0;
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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@ -48,178 +48,178 @@ char recvBuffer[512];
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// Attempt to connect to the network (Either TCP, or UDP)
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void NetworkConnect()
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{
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// If the server is configured as UDP, ignore connection requests
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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ping = true;
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connected = true;
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} else {
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// If the client is connected, run the server code to check for a connection
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if (client_connected) {
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int active = CheckSockets(socket_set, 0);
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if (active != 0) {
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TraceLog(LOG_DEBUG,
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"There are currently %d socket(s) with data to be processed.", active);
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}
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if (active > 0) {
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if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
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AddSocket(socket_set, connection);
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ping = true;
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connected = true;
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}
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}
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} else {
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// Check if we're connected every _delay_ seconds
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elapsed += GetFrameTime();
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if (elapsed > delay) {
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if (IsSocketConnected(client_res->socket)) {
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client_connected = true;
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}
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elapsed = 0.0f;
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}
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}
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}
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// If the server is configured as UDP, ignore connection requests
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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ping = true;
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connected = true;
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} else {
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// If the client is connected, run the server code to check for a connection
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if (client_connected) {
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int active = CheckSockets(socket_set, 0);
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if (active != 0) {
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TraceLog(LOG_DEBUG,
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"There are currently %d socket(s) with data to be processed.", active);
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}
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if (active > 0) {
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if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
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AddSocket(socket_set, connection);
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ping = true;
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connected = true;
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}
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}
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} else {
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// Check if we're connected every _delay_ seconds
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elapsed += GetFrameTime();
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if (elapsed > delay) {
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if (IsSocketConnected(client_res->socket)) {
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client_connected = true;
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}
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elapsed = 0.0f;
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}
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}
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}
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}
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// Once connected to the network, check the sockets for pending information
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// and when information is ready, send either a Ping or a Pong.
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void NetworkUpdate()
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{
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// CheckSockets
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//
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// If any of the sockets in the socket_set are pending (received data, or requests)
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// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
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int active = CheckSockets(socket_set, 0);
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if (active != 0) {
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TraceLog(LOG_DEBUG,
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"There are currently %d socket(s) with data to be processed.", active);
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}
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// CheckSockets
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//
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// If any of the sockets in the socket_set are pending (received data, or requests)
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// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
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int active = CheckSockets(socket_set, 0);
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if (active != 0) {
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TraceLog(LOG_DEBUG,
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"There are currently %d socket(s) with data to be processed.", active);
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}
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// IsSocketReady
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//
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// If the socket is ready, attempt to receive data from the socket
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int bytesRecv = 0;
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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if (IsSocketReady(client_res->socket)) {
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bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
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}
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if (IsSocketReady(server_res->socket)) {
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bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
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}
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} else {
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if (IsSocketReady(connection)) {
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bytesRecv = SocketReceive(connection, recvBuffer, msglen);
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}
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}
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// IsSocketReady
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//
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// If the socket is ready, attempt to receive data from the socket
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int bytesRecv = 0;
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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if (IsSocketReady(client_res->socket)) {
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bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
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}
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if (IsSocketReady(server_res->socket)) {
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bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
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}
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} else {
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if (IsSocketReady(connection)) {
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bytesRecv = SocketReceive(connection, recvBuffer, msglen);
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}
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}
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// If we received data, was that data a "Ping!" or a "Pong!"
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if (bytesRecv > 0) {
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if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
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if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
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}
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// If we received data, was that data a "Ping!" or a "Pong!"
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if (bytesRecv > 0) {
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if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
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if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
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}
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// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
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elapsed += GetFrameTime();
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if (elapsed > delay) {
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if (ping) {
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ping = false;
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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SocketSend(client_res->socket, pingmsg, msglen);
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} else {
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SocketSend(client_res->socket, pingmsg, msglen);
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}
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} else if (pong) {
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pong = false;
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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SocketSend(client_res->socket, pongmsg, msglen);
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} else {
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SocketSend(client_res->socket, pongmsg, msglen);
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}
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}
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elapsed = 0.0f;
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}
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// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
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elapsed += GetFrameTime();
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if (elapsed > delay) {
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if (ping) {
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ping = false;
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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SocketSend(client_res->socket, pingmsg, msglen);
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} else {
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SocketSend(client_res->socket, pingmsg, msglen);
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}
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} else if (pong) {
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pong = false;
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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SocketSend(client_res->socket, pongmsg, msglen);
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} else {
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SocketSend(client_res->socket, pongmsg, msglen);
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}
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}
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elapsed = 0.0f;
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}
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}
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int main()
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{
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// Setup
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(
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screenWidth, screenHeight, "raylib [network] example - ping pong");
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SetTargetFPS(60);
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SetTraceLogLevel(LOG_DEBUG);
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// Setup
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(
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screenWidth, screenHeight, "raylib [network] example - ping pong");
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SetTargetFPS(60);
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SetTraceLogLevel(LOG_DEBUG);
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// Networking
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InitNetwork();
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// Networking
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InitNetwork();
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// Create the server
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//
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// Performs
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// getaddrinfo
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// socket
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// setsockopt
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// bind
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// listen
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server_res = AllocSocketResult();
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if (!SocketCreate(&server_cfg, server_res)) {
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TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
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server_res->status, server_res->socket->status);
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} else {
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if (!SocketBind(&server_cfg, server_res)) {
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TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
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server_res->status, server_res->socket->status);
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} else {
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if (!(server_cfg.type == SOCKET_UDP)) {
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if (!SocketListen(&server_cfg, server_res)) {
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TraceLog(LOG_WARNING,
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"Failed to start listen server: status %d, errno %d",
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server_res->status, server_res->socket->status);
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}
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}
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}
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}
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// Create the server
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//
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// Performs
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// getaddrinfo
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// socket
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// setsockopt
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// bind
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// listen
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server_res = AllocSocketResult();
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if (!SocketCreate(&server_cfg, server_res)) {
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TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
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server_res->status, server_res->socket->status);
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} else {
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if (!SocketBind(&server_cfg, server_res)) {
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TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
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server_res->status, server_res->socket->status);
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} else {
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if (!(server_cfg.type == SOCKET_UDP)) {
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if (!SocketListen(&server_cfg, server_res)) {
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TraceLog(LOG_WARNING,
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"Failed to start listen server: status %d, errno %d",
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server_res->status, server_res->socket->status);
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}
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}
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}
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}
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// Create the client
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//
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// Performs
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// getaddrinfo
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// socket
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// setsockopt
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// connect (TCP only)
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client_res = AllocSocketResult();
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if (!SocketCreate(&client_cfg, client_res)) {
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TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
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client_res->status, client_res->socket->status);
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} else {
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if (!(client_cfg.type == SOCKET_UDP)) {
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if (!SocketConnect(&client_cfg, client_res)) {
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TraceLog(LOG_WARNING,
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"Failed to connect to server: status %d, errno %d",
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client_res->status, client_res->socket->status);
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}
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}
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}
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// Create the client
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//
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// Performs
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// getaddrinfo
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// socket
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// setsockopt
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// connect (TCP only)
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client_res = AllocSocketResult();
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if (!SocketCreate(&client_cfg, client_res)) {
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TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
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client_res->status, client_res->socket->status);
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} else {
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if (!(client_cfg.type == SOCKET_UDP)) {
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if (!SocketConnect(&client_cfg, client_res)) {
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TraceLog(LOG_WARNING,
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"Failed to connect to server: status %d, errno %d",
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client_res->status, client_res->socket->status);
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}
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}
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}
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// Create & Add sockets to the socket set
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socket_set = AllocSocketSet(3);
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msglen = strlen(pingmsg) + 1;
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memset(recvBuffer, '\0', sizeof(recvBuffer));
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AddSocket(socket_set, server_res->socket);
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AddSocket(socket_set, client_res->socket);
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// Create & Add sockets to the socket set
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socket_set = AllocSocketSet(3);
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msglen = strlen(pingmsg) + 1;
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memset(recvBuffer, '\0', sizeof(recvBuffer));
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AddSocket(socket_set, server_res->socket);
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AddSocket(socket_set, client_res->socket);
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// Main game loop
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while (!WindowShouldClose()) {
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (connected) {
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NetworkUpdate();
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} else {
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NetworkConnect();
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}
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EndDrawing();
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}
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// Main game loop
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while (!WindowShouldClose()) {
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (connected) {
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NetworkUpdate();
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} else {
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NetworkConnect();
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}
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EndDrawing();
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}
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// Cleanup
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CloseWindow();
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return 0;
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// Cleanup
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CloseWindow();
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return 0;
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}
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@ -28,30 +28,30 @@ uint16_t port = 0;
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int main()
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{
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// Setup
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(
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screenWidth, screenHeight, "raylib [network] example - ping pong");
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SetTargetFPS(60);
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// Setup
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(
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screenWidth, screenHeight, "raylib [network] example - ping pong");
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SetTargetFPS(60);
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SetTraceLogLevel(LOG_DEBUG);
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SetTraceLogLevel(LOG_DEBUG);
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// Networking
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InitNetwork();
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// Networking
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InitNetwork();
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AddressInformation* addr = AllocAddressList(1);
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int count = ResolveHost(
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NULL,
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"5210",
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ADDRESS_TYPE_IPV4,
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int count = ResolveHost(
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NULL,
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"5210",
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ADDRESS_TYPE_IPV4,
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0 // Uncomment any of these flags
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// ADDRESS_INFO_NUMERICHOST // or try them in conjunction to
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// ADDRESS_INFO_NUMERICSERV // specify custom behaviour from
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// ADDRESS_INFO_DNS_ONLY // the function getaddrinfo()
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// ADDRESS_INFO_ALL //
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// ADDRESS_INFO_FQDN // e.g. ADDRESS_INFO_CANONNAME | ADDRESS_INFO_NUMERICSERV
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,
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,
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addr
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);
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@ -61,20 +61,20 @@ int main()
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TraceLog(LOG_INFO, "Resolved to ip %s::%d\n", buffer, port);
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}
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// Main game loop
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while (!WindowShouldClose())
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{
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// Draw
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BeginDrawing();
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// Main game loop
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while (!WindowShouldClose())
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{
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// Draw
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BeginDrawing();
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// Clear
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ClearBackground(RAYWHITE);
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// Clear
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ClearBackground(RAYWHITE);
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// End draw
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EndDrawing();
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}
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// End draw
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EndDrawing();
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}
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// Cleanup
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CloseWindow();
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return 0;
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// Cleanup
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CloseWindow();
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return 0;
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}
|
@ -43,109 +43,109 @@ char recvBuffer[512];
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// Attempt to connect to the network (Either TCP, or UDP)
|
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void NetworkConnect()
|
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{
|
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// Check if we're connected every _delay_ seconds
|
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elapsed += GetFrameTime();
|
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if (elapsed > delay) {
|
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if (IsSocketConnected(client_res->socket)) { connected = true; }
|
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elapsed = 0.0f;
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}
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// Check if we're connected every _delay_ seconds
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elapsed += GetFrameTime();
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if (elapsed > delay) {
|
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if (IsSocketConnected(client_res->socket)) { connected = true; }
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elapsed = 0.0f;
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}
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||||
}
|
||||
|
||||
// Once connected to the network, check the sockets for pending information
|
||||
// and when information is ready, send either a Ping or a Pong.
|
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void NetworkUpdate()
|
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{
|
||||
// CheckSockets
|
||||
//
|
||||
// If any of the sockets in the socket_set are pending (received data, or requests)
|
||||
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
|
||||
int active = CheckSockets(socket_set, 0);
|
||||
if (active != 0) {
|
||||
TraceLog(LOG_DEBUG,
|
||||
"There are currently %d socket(s) with data to be processed.", active);
|
||||
}
|
||||
// CheckSockets
|
||||
//
|
||||
// If any of the sockets in the socket_set are pending (received data, or requests)
|
||||
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
|
||||
int active = CheckSockets(socket_set, 0);
|
||||
if (active != 0) {
|
||||
TraceLog(LOG_DEBUG,
|
||||
"There are currently %d socket(s) with data to be processed.", active);
|
||||
}
|
||||
|
||||
// IsSocketReady
|
||||
//
|
||||
// If the socket is ready, attempt to receive data from the socket
|
||||
int bytesRecv = 0;
|
||||
if (IsSocketReady(client_res->socket)) {
|
||||
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
|
||||
}
|
||||
// IsSocketReady
|
||||
//
|
||||
// If the socket is ready, attempt to receive data from the socket
|
||||
int bytesRecv = 0;
|
||||
if (IsSocketReady(client_res->socket)) {
|
||||
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
|
||||
}
|
||||
|
||||
// If we received data, was that data a "Ping!" or a "Pong!"
|
||||
if (bytesRecv > 0) {
|
||||
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
|
||||
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
|
||||
}
|
||||
// If we received data, was that data a "Ping!" or a "Pong!"
|
||||
if (bytesRecv > 0) {
|
||||
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
|
||||
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
|
||||
}
|
||||
|
||||
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
|
||||
elapsed += GetFrameTime();
|
||||
if (elapsed > delay) {
|
||||
if (ping) {
|
||||
ping = false;
|
||||
SocketSend(client_res->socket, pingmsg, msglen);
|
||||
} else if (pong) {
|
||||
pong = false;
|
||||
SocketSend(client_res->socket, pongmsg, msglen);
|
||||
}
|
||||
elapsed = 0.0f;
|
||||
}
|
||||
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
|
||||
elapsed += GetFrameTime();
|
||||
if (elapsed > delay) {
|
||||
if (ping) {
|
||||
ping = false;
|
||||
SocketSend(client_res->socket, pingmsg, msglen);
|
||||
} else if (pong) {
|
||||
pong = false;
|
||||
SocketSend(client_res->socket, pongmsg, msglen);
|
||||
}
|
||||
elapsed = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
// Setup
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
InitWindow(
|
||||
screenWidth, screenHeight, "raylib [network] example - tcp client");
|
||||
SetTargetFPS(60);
|
||||
SetTraceLogLevel(LOG_DEBUG);
|
||||
// Setup
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
InitWindow(
|
||||
screenWidth, screenHeight, "raylib [network] example - tcp client");
|
||||
SetTargetFPS(60);
|
||||
SetTraceLogLevel(LOG_DEBUG);
|
||||
|
||||
// Networking
|
||||
InitNetwork();
|
||||
// Networking
|
||||
InitNetwork();
|
||||
|
||||
// Create the client
|
||||
//
|
||||
// Performs
|
||||
// getaddrinfo
|
||||
// socket
|
||||
// setsockopt
|
||||
// connect (TCP only)
|
||||
client_res = AllocSocketResult();
|
||||
if (!SocketCreate(&client_cfg, client_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
|
||||
client_res->status, client_res->socket->status);
|
||||
} else {
|
||||
if (!(client_cfg.type == SOCKET_UDP)) {
|
||||
if (!SocketConnect(&client_cfg, client_res)) {
|
||||
TraceLog(LOG_WARNING,
|
||||
"Failed to connect to server: status %d, errno %d",
|
||||
client_res->status, client_res->socket->status);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Create the client
|
||||
//
|
||||
// Performs
|
||||
// getaddrinfo
|
||||
// socket
|
||||
// setsockopt
|
||||
// connect (TCP only)
|
||||
client_res = AllocSocketResult();
|
||||
if (!SocketCreate(&client_cfg, client_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
|
||||
client_res->status, client_res->socket->status);
|
||||
} else {
|
||||
if (!(client_cfg.type == SOCKET_UDP)) {
|
||||
if (!SocketConnect(&client_cfg, client_res)) {
|
||||
TraceLog(LOG_WARNING,
|
||||
"Failed to connect to server: status %d, errno %d",
|
||||
client_res->status, client_res->socket->status);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create & Add sockets to the socket set
|
||||
socket_set = AllocSocketSet(1);
|
||||
msglen = strlen(pingmsg) + 1;
|
||||
memset(recvBuffer, '\0', sizeof(recvBuffer));
|
||||
AddSocket(socket_set, client_res->socket);
|
||||
// Create & Add sockets to the socket set
|
||||
socket_set = AllocSocketSet(1);
|
||||
msglen = strlen(pingmsg) + 1;
|
||||
memset(recvBuffer, '\0', sizeof(recvBuffer));
|
||||
AddSocket(socket_set, client_res->socket);
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
if (connected) {
|
||||
NetworkUpdate();
|
||||
} else {
|
||||
NetworkConnect();
|
||||
}
|
||||
EndDrawing();
|
||||
}
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
if (connected) {
|
||||
NetworkUpdate();
|
||||
} else {
|
||||
NetworkConnect();
|
||||
}
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
CloseWindow();
|
||||
return 0;
|
||||
// Cleanup
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
@ -45,121 +45,121 @@ char recvBuffer[512];
|
||||
// Attempt to connect to the network (Either TCP, or UDP)
|
||||
void NetworkConnect()
|
||||
{
|
||||
int active = CheckSockets(socket_set, 0);
|
||||
if (active != 0) {
|
||||
TraceLog(LOG_DEBUG,
|
||||
"There are currently %d socket(s) with data to be processed.", active);
|
||||
}
|
||||
if (active > 0) {
|
||||
if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
|
||||
AddSocket(socket_set, connection);
|
||||
ping = true;
|
||||
connected = true;
|
||||
}
|
||||
}
|
||||
int active = CheckSockets(socket_set, 0);
|
||||
if (active != 0) {
|
||||
TraceLog(LOG_DEBUG,
|
||||
"There are currently %d socket(s) with data to be processed.", active);
|
||||
}
|
||||
if (active > 0) {
|
||||
if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
|
||||
AddSocket(socket_set, connection);
|
||||
ping = true;
|
||||
connected = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Once connected to the network, check the sockets for pending information
|
||||
// and when information is ready, send either a Ping or a Pong.
|
||||
void NetworkUpdate()
|
||||
{
|
||||
// CheckSockets
|
||||
//
|
||||
// If any of the sockets in the socket_set are pending (received data, or requests)
|
||||
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
|
||||
int active = CheckSockets(socket_set, 0);
|
||||
if (active != 0) {
|
||||
TraceLog(LOG_DEBUG,
|
||||
"There are currently %d socket(s) with data to be processed.", active);
|
||||
}
|
||||
// CheckSockets
|
||||
//
|
||||
// If any of the sockets in the socket_set are pending (received data, or requests)
|
||||
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
|
||||
int active = CheckSockets(socket_set, 0);
|
||||
if (active != 0) {
|
||||
TraceLog(LOG_DEBUG,
|
||||
"There are currently %d socket(s) with data to be processed.", active);
|
||||
}
|
||||
|
||||
// IsSocketReady
|
||||
//
|
||||
// If the socket is ready, attempt to receive data from the socket
|
||||
int bytesRecv = 0;
|
||||
if (IsSocketReady(connection)) {
|
||||
bytesRecv = SocketReceive(connection, recvBuffer, msglen);
|
||||
}
|
||||
// IsSocketReady
|
||||
//
|
||||
// If the socket is ready, attempt to receive data from the socket
|
||||
int bytesRecv = 0;
|
||||
if (IsSocketReady(connection)) {
|
||||
bytesRecv = SocketReceive(connection, recvBuffer, msglen);
|
||||
}
|
||||
|
||||
// If we received data, was that data a "Ping!" or a "Pong!"
|
||||
if (bytesRecv > 0) {
|
||||
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
|
||||
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
|
||||
}
|
||||
// If we received data, was that data a "Ping!" or a "Pong!"
|
||||
if (bytesRecv > 0) {
|
||||
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
|
||||
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
|
||||
}
|
||||
|
||||
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
|
||||
elapsed += GetFrameTime();
|
||||
if (elapsed > delay) {
|
||||
if (ping) {
|
||||
ping = false;
|
||||
SocketSend(connection, pingmsg, msglen);
|
||||
} else if (pong) {
|
||||
pong = false;
|
||||
SocketSend(connection, pongmsg, msglen);
|
||||
}
|
||||
elapsed = 0.0f;
|
||||
}
|
||||
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
|
||||
elapsed += GetFrameTime();
|
||||
if (elapsed > delay) {
|
||||
if (ping) {
|
||||
ping = false;
|
||||
SocketSend(connection, pingmsg, msglen);
|
||||
} else if (pong) {
|
||||
pong = false;
|
||||
SocketSend(connection, pongmsg, msglen);
|
||||
}
|
||||
elapsed = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
// Setup
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
InitWindow(
|
||||
screenWidth, screenHeight, "raylib [network] example - tcp server");
|
||||
SetTargetFPS(60);
|
||||
SetTraceLogLevel(LOG_DEBUG);
|
||||
// Setup
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
InitWindow(
|
||||
screenWidth, screenHeight, "raylib [network] example - tcp server");
|
||||
SetTargetFPS(60);
|
||||
SetTraceLogLevel(LOG_DEBUG);
|
||||
|
||||
// Networking
|
||||
InitNetwork();
|
||||
// Networking
|
||||
InitNetwork();
|
||||
|
||||
// Create the server
|
||||
//
|
||||
// Performs
|
||||
// getaddrinfo
|
||||
// socket
|
||||
// setsockopt
|
||||
// bind
|
||||
// listen
|
||||
server_res = AllocSocketResult();
|
||||
if (!SocketCreate(&server_cfg, server_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
|
||||
server_res->status, server_res->socket->status);
|
||||
} else {
|
||||
if (!SocketBind(&server_cfg, server_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
|
||||
server_res->status, server_res->socket->status);
|
||||
} else {
|
||||
if (!(server_cfg.type == SOCKET_UDP)) {
|
||||
if (!SocketListen(&server_cfg, server_res)) {
|
||||
TraceLog(LOG_WARNING,
|
||||
"Failed to start listen server: status %d, errno %d",
|
||||
server_res->status, server_res->socket->status);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Create the server
|
||||
//
|
||||
// Performs
|
||||
// getaddrinfo
|
||||
// socket
|
||||
// setsockopt
|
||||
// bind
|
||||
// listen
|
||||
server_res = AllocSocketResult();
|
||||
if (!SocketCreate(&server_cfg, server_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
|
||||
server_res->status, server_res->socket->status);
|
||||
} else {
|
||||
if (!SocketBind(&server_cfg, server_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
|
||||
server_res->status, server_res->socket->status);
|
||||
} else {
|
||||
if (!(server_cfg.type == SOCKET_UDP)) {
|
||||
if (!SocketListen(&server_cfg, server_res)) {
|
||||
TraceLog(LOG_WARNING,
|
||||
"Failed to start listen server: status %d, errno %d",
|
||||
server_res->status, server_res->socket->status);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create & Add sockets to the socket set
|
||||
socket_set = AllocSocketSet(2);
|
||||
msglen = strlen(pingmsg) + 1;
|
||||
memset(recvBuffer, '\0', sizeof(recvBuffer));
|
||||
AddSocket(socket_set, server_res->socket);
|
||||
// Create & Add sockets to the socket set
|
||||
socket_set = AllocSocketSet(2);
|
||||
msglen = strlen(pingmsg) + 1;
|
||||
memset(recvBuffer, '\0', sizeof(recvBuffer));
|
||||
AddSocket(socket_set, server_res->socket);
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
if (connected) {
|
||||
NetworkUpdate();
|
||||
} else {
|
||||
NetworkConnect();
|
||||
}
|
||||
EndDrawing();
|
||||
}
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
if (connected) {
|
||||
NetworkUpdate();
|
||||
} else {
|
||||
NetworkConnect();
|
||||
}
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
CloseWindow();
|
||||
return 0;
|
||||
// Cleanup
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
@ -27,80 +27,80 @@
|
||||
|
||||
void test_network_initialise()
|
||||
{
|
||||
assert(InitNetwork() == true);
|
||||
assert(InitNetwork() == true);
|
||||
}
|
||||
|
||||
void test_socket_result()
|
||||
{
|
||||
SocketResult *result = AllocSocketResult();
|
||||
assert(result != NULL);
|
||||
FreeSocketResult(&result);
|
||||
assert(result == NULL);
|
||||
SocketResult *result = AllocSocketResult();
|
||||
assert(result != NULL);
|
||||
FreeSocketResult(&result);
|
||||
assert(result == NULL);
|
||||
}
|
||||
|
||||
void test_socket()
|
||||
{
|
||||
Socket *socket = AllocSocket();
|
||||
assert(socket != NULL);
|
||||
FreeSocket(&socket);
|
||||
assert(socket == NULL);
|
||||
Socket *socket = AllocSocket();
|
||||
assert(socket != NULL);
|
||||
FreeSocket(&socket);
|
||||
assert(socket == NULL);
|
||||
}
|
||||
|
||||
void test_resolve_ip()
|
||||
{
|
||||
const char *host = "8.8.8.8";
|
||||
const char *port = "8080";
|
||||
char ip[ADDRESS_IPV6_ADDRSTRLEN];
|
||||
const char *host = "8.8.8.8";
|
||||
const char *port = "8080";
|
||||
char ip[ADDRESS_IPV6_ADDRSTRLEN];
|
||||
char service[ADDRESS_MAXSERV];
|
||||
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "8.8.8.8") == 0);
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "8.8.8.8") == 0);
|
||||
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_DEFAULT, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_DEFAULT, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
|
||||
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_NOFQDN, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "google-public-dns-a") == 0);
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_NOFQDN, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "google-public-dns-a") == 0);
|
||||
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "8.8.8.8") == 0);
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "8.8.8.8") == 0);
|
||||
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_NAMEREQD, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_NAMEREQD, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
|
||||
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_NUMERICSERV, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_NUMERICSERV, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
|
||||
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_DGRAM, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
|
||||
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
|
||||
ResolveIP(host, port, NAME_INFO_DGRAM, ip, service);
|
||||
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
|
||||
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
|
||||
}
|
||||
|
||||
void test_resolve_host()
|
||||
{
|
||||
const char * address = "localhost";
|
||||
const char * port = "80";
|
||||
AddressInformation *addr = AllocAddressList(3);
|
||||
int count = ResolveHost(address, port, ADDRESS_TYPE_ANY, 0, addr);
|
||||
const char * address = "localhost";
|
||||
const char * port = "80";
|
||||
AddressInformation *addr = AllocAddressList(3);
|
||||
int count = ResolveHost(address, port, ADDRESS_TYPE_ANY, 0, addr);
|
||||
|
||||
assert(GetAddressFamily(addr[0]) == ADDRESS_TYPE_IPV6);
|
||||
assert(GetAddressFamily(addr[1]) == ADDRESS_TYPE_IPV4);
|
||||
assert(GetAddressSocketType(addr[0]) == 0);
|
||||
assert(GetAddressProtocol(addr[0]) == 0);
|
||||
// for (size_t i = 0; i < count; i++) { PrintAddressInfo(addr[i]); }
|
||||
assert(GetAddressFamily(addr[0]) == ADDRESS_TYPE_IPV6);
|
||||
assert(GetAddressFamily(addr[1]) == ADDRESS_TYPE_IPV4);
|
||||
assert(GetAddressSocketType(addr[0]) == 0);
|
||||
assert(GetAddressProtocol(addr[0]) == 0);
|
||||
// for (size_t i = 0; i < count; i++) { PrintAddressInfo(addr[i]); }
|
||||
}
|
||||
|
||||
void test_address()
|
||||
@ -113,36 +113,36 @@ void test_address_list()
|
||||
|
||||
void test_socket_create()
|
||||
{
|
||||
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "8080", .server = true, .nonblocking = true};
|
||||
Socket * socket = AllocSocket();
|
||||
SocketResult *server_res = AllocSocketResult();
|
||||
SocketSet * socket_set = AllocSocketSet(1);
|
||||
assert(SocketCreate(&server_cfg, server_res));
|
||||
assert(AddSocket(socket_set, server_res->socket));
|
||||
assert(SocketListen(&server_cfg, server_res));
|
||||
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "8080", .server = true, .nonblocking = true};
|
||||
Socket * socket = AllocSocket();
|
||||
SocketResult *server_res = AllocSocketResult();
|
||||
SocketSet * socket_set = AllocSocketSet(1);
|
||||
assert(SocketCreate(&server_cfg, server_res));
|
||||
assert(AddSocket(socket_set, server_res->socket));
|
||||
assert(SocketListen(&server_cfg, server_res));
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
InitWindow(
|
||||
screenWidth, screenHeight, "raylib [network] example - network test");
|
||||
SetTargetFPS(60);
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
InitWindow(
|
||||
screenWidth, screenHeight, "raylib [network] example - network test");
|
||||
SetTargetFPS(60);
|
||||
|
||||
// Run the tests
|
||||
test_network_initialise();
|
||||
test_resolve_host();
|
||||
// Run the tests
|
||||
test_network_initialise();
|
||||
test_resolve_host();
|
||||
// test_socket_create();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
EndDrawing();
|
||||
}
|
||||
CloseWindow();
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
EndDrawing();
|
||||
}
|
||||
CloseWindow();
|
||||
|
||||
return 0;
|
||||
return 0;
|
||||
}
|
@ -43,86 +43,86 @@ char recvBuffer[512];
|
||||
// and when information is ready, send either a Ping or a Pong.
|
||||
void NetworkUpdate()
|
||||
{
|
||||
// CheckSockets
|
||||
//
|
||||
// If any of the sockets in the socket_set are pending (received data, or requests)
|
||||
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
|
||||
int active = CheckSockets(socket_set, 0);
|
||||
if (active != 0) {
|
||||
TraceLog(LOG_DEBUG,
|
||||
"There are currently %d socket(s) with data to be processed.", active);
|
||||
}
|
||||
// CheckSockets
|
||||
//
|
||||
// If any of the sockets in the socket_set are pending (received data, or requests)
|
||||
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
|
||||
int active = CheckSockets(socket_set, 0);
|
||||
if (active != 0) {
|
||||
TraceLog(LOG_DEBUG,
|
||||
"There are currently %d socket(s) with data to be processed.", active);
|
||||
}
|
||||
|
||||
// IsSocketReady
|
||||
//
|
||||
// If the socket is ready, attempt to receive data from the socket
|
||||
int bytesRecv = 0;
|
||||
if (IsSocketReady(client_res->socket)) {
|
||||
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
|
||||
}
|
||||
// IsSocketReady
|
||||
//
|
||||
// If the socket is ready, attempt to receive data from the socket
|
||||
int bytesRecv = 0;
|
||||
if (IsSocketReady(client_res->socket)) {
|
||||
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
|
||||
}
|
||||
|
||||
// If we received data, was that data a "Ping!" or a "Pong!"
|
||||
if (bytesRecv > 0) {
|
||||
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
|
||||
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
|
||||
}
|
||||
// If we received data, was that data a "Ping!" or a "Pong!"
|
||||
if (bytesRecv > 0) {
|
||||
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
|
||||
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
|
||||
}
|
||||
|
||||
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
|
||||
elapsed += GetFrameTime();
|
||||
if (elapsed > delay) {
|
||||
if (ping) {
|
||||
ping = false;
|
||||
SocketSend(client_res->socket, pingmsg, msglen);
|
||||
} else if (pong) {
|
||||
pong = false;
|
||||
SocketSend(client_res->socket, pongmsg, msglen);
|
||||
}
|
||||
elapsed = 0.0f;
|
||||
}
|
||||
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
|
||||
elapsed += GetFrameTime();
|
||||
if (elapsed > delay) {
|
||||
if (ping) {
|
||||
ping = false;
|
||||
SocketSend(client_res->socket, pingmsg, msglen);
|
||||
} else if (pong) {
|
||||
pong = false;
|
||||
SocketSend(client_res->socket, pongmsg, msglen);
|
||||
}
|
||||
elapsed = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
// Setup
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
InitWindow(
|
||||
screenWidth, screenHeight, "raylib [network] example - udp client");
|
||||
SetTargetFPS(60);
|
||||
SetTraceLogLevel(LOG_DEBUG);
|
||||
// Setup
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
InitWindow(
|
||||
screenWidth, screenHeight, "raylib [network] example - udp client");
|
||||
SetTargetFPS(60);
|
||||
SetTraceLogLevel(LOG_DEBUG);
|
||||
|
||||
// Networking
|
||||
InitNetwork();
|
||||
// Networking
|
||||
InitNetwork();
|
||||
|
||||
// Create the client
|
||||
//
|
||||
// Performs
|
||||
// getaddrinfo
|
||||
// socket
|
||||
// setsockopt
|
||||
// connect (TCP only)
|
||||
client_res = AllocSocketResult();
|
||||
if (!SocketCreate(&client_cfg, client_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
|
||||
client_res->status, client_res->socket->status);
|
||||
}
|
||||
// Create the client
|
||||
//
|
||||
// Performs
|
||||
// getaddrinfo
|
||||
// socket
|
||||
// setsockopt
|
||||
// connect (TCP only)
|
||||
client_res = AllocSocketResult();
|
||||
if (!SocketCreate(&client_cfg, client_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
|
||||
client_res->status, client_res->socket->status);
|
||||
}
|
||||
|
||||
// Create & Add sockets to the socket set
|
||||
socket_set = AllocSocketSet(1);
|
||||
msglen = strlen(pingmsg) + 1;
|
||||
ping = true;
|
||||
memset(recvBuffer, '\0', sizeof(recvBuffer));
|
||||
AddSocket(socket_set, client_res->socket);
|
||||
// Create & Add sockets to the socket set
|
||||
socket_set = AllocSocketSet(1);
|
||||
msglen = strlen(pingmsg) + 1;
|
||||
ping = true;
|
||||
memset(recvBuffer, '\0', sizeof(recvBuffer));
|
||||
AddSocket(socket_set, client_res->socket);
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
NetworkUpdate();
|
||||
EndDrawing();
|
||||
}
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
NetworkUpdate();
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
CloseWindow();
|
||||
return 0;
|
||||
// Cleanup
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
@ -43,92 +43,92 @@ char recvBuffer[512];
|
||||
// and when information is ready, send either a Ping or a Pong.
|
||||
void NetworkUpdate()
|
||||
{
|
||||
// CheckSockets
|
||||
//
|
||||
// If any of the sockets in the socket_set are pending (received data, or requests)
|
||||
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
|
||||
int active = CheckSockets(socket_set, 0);
|
||||
if (active != 0) {
|
||||
TraceLog(LOG_DEBUG,
|
||||
"There are currently %d socket(s) with data to be processed.", active);
|
||||
}
|
||||
// CheckSockets
|
||||
//
|
||||
// If any of the sockets in the socket_set are pending (received data, or requests)
|
||||
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
|
||||
int active = CheckSockets(socket_set, 0);
|
||||
if (active != 0) {
|
||||
TraceLog(LOG_DEBUG,
|
||||
"There are currently %d socket(s) with data to be processed.", active);
|
||||
}
|
||||
|
||||
// IsSocketReady
|
||||
//
|
||||
// If the socket is ready, attempt to receive data from the socket
|
||||
// int bytesRecv = 0;
|
||||
// if (IsSocketReady(server_res->socket)) {
|
||||
// bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
|
||||
// }
|
||||
int bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
|
||||
// IsSocketReady
|
||||
//
|
||||
// If the socket is ready, attempt to receive data from the socket
|
||||
// int bytesRecv = 0;
|
||||
// if (IsSocketReady(server_res->socket)) {
|
||||
// bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
|
||||
// }
|
||||
int bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
|
||||
|
||||
// If we received data, was that data a "Ping!" or a "Pong!"
|
||||
if (bytesRecv > 0) {
|
||||
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
|
||||
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
|
||||
}
|
||||
// If we received data, was that data a "Ping!" or a "Pong!"
|
||||
if (bytesRecv > 0) {
|
||||
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
|
||||
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
|
||||
}
|
||||
|
||||
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
|
||||
elapsed += GetFrameTime();
|
||||
if (elapsed > delay) {
|
||||
if (ping) {
|
||||
ping = false;
|
||||
SocketSend(server_res->socket, pingmsg, msglen);
|
||||
} else if (pong) {
|
||||
pong = false;
|
||||
SocketSend(server_res->socket, pongmsg, msglen);
|
||||
}
|
||||
elapsed = 0.0f;
|
||||
}
|
||||
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
|
||||
elapsed += GetFrameTime();
|
||||
if (elapsed > delay) {
|
||||
if (ping) {
|
||||
ping = false;
|
||||
SocketSend(server_res->socket, pingmsg, msglen);
|
||||
} else if (pong) {
|
||||
pong = false;
|
||||
SocketSend(server_res->socket, pongmsg, msglen);
|
||||
}
|
||||
elapsed = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
// Setup
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
InitWindow(
|
||||
screenWidth, screenHeight, "raylib [network] example - udp server");
|
||||
SetTargetFPS(60);
|
||||
SetTraceLogLevel(LOG_DEBUG);
|
||||
// Setup
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
InitWindow(
|
||||
screenWidth, screenHeight, "raylib [network] example - udp server");
|
||||
SetTargetFPS(60);
|
||||
SetTraceLogLevel(LOG_DEBUG);
|
||||
|
||||
// Networking
|
||||
InitNetwork();
|
||||
// Networking
|
||||
InitNetwork();
|
||||
|
||||
// Create the server
|
||||
//
|
||||
// Performs
|
||||
// getaddrinfo
|
||||
// socket
|
||||
// setsockopt
|
||||
// bind
|
||||
// listen
|
||||
server_res = AllocSocketResult();
|
||||
if (!SocketCreate(&server_cfg, server_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
|
||||
server_res->status, server_res->socket->status);
|
||||
} else {
|
||||
if (!SocketBind(&server_cfg, server_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
|
||||
server_res->status, server_res->socket->status);
|
||||
}
|
||||
}
|
||||
// Create the server
|
||||
//
|
||||
// Performs
|
||||
// getaddrinfo
|
||||
// socket
|
||||
// setsockopt
|
||||
// bind
|
||||
// listen
|
||||
server_res = AllocSocketResult();
|
||||
if (!SocketCreate(&server_cfg, server_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
|
||||
server_res->status, server_res->socket->status);
|
||||
} else {
|
||||
if (!SocketBind(&server_cfg, server_res)) {
|
||||
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
|
||||
server_res->status, server_res->socket->status);
|
||||
}
|
||||
}
|
||||
|
||||
// Create & Add sockets to the socket set
|
||||
socket_set = AllocSocketSet(1);
|
||||
msglen = strlen(pingmsg) + 1;
|
||||
memset(recvBuffer, '\0', sizeof(recvBuffer));
|
||||
AddSocket(socket_set, server_res->socket);
|
||||
// Create & Add sockets to the socket set
|
||||
socket_set = AllocSocketSet(1);
|
||||
msglen = strlen(pingmsg) + 1;
|
||||
memset(recvBuffer, '\0', sizeof(recvBuffer));
|
||||
AddSocket(socket_set, server_res->socket);
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
NetworkUpdate();
|
||||
EndDrawing();
|
||||
}
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
NetworkUpdate();
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
CloseWindow();
|
||||
return 0;
|
||||
// Cleanup
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
@ -58,29 +58,29 @@
|
||||
// Check if a key has been pressed
|
||||
static int kbhit(void)
|
||||
{
|
||||
struct termios oldt, newt;
|
||||
int ch;
|
||||
int oldf;
|
||||
struct termios oldt, newt;
|
||||
int ch;
|
||||
int oldf;
|
||||
|
||||
tcgetattr(STDIN_FILENO, &oldt);
|
||||
newt = oldt;
|
||||
newt.c_lflag &= ~(ICANON | ECHO);
|
||||
tcsetattr(STDIN_FILENO, TCSANOW, &newt);
|
||||
oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
|
||||
fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);
|
||||
tcgetattr(STDIN_FILENO, &oldt);
|
||||
newt = oldt;
|
||||
newt.c_lflag &= ~(ICANON | ECHO);
|
||||
tcsetattr(STDIN_FILENO, TCSANOW, &newt);
|
||||
oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
|
||||
fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);
|
||||
|
||||
ch = getchar();
|
||||
ch = getchar();
|
||||
|
||||
tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
|
||||
fcntl(STDIN_FILENO, F_SETFL, oldf);
|
||||
tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
|
||||
fcntl(STDIN_FILENO, F_SETFL, oldf);
|
||||
|
||||
if (ch != EOF)
|
||||
{
|
||||
ungetc(ch, stdin);
|
||||
return 1;
|
||||
}
|
||||
if (ch != EOF)
|
||||
{
|
||||
ungetc(ch, stdin);
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Get pressed character
|
||||
|
@ -33,38 +33,38 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
|
||||
|
||||
// Load texture texture to apply shaders
|
||||
Texture2D texture = LoadTexture("resources/space.png");
|
||||
|
||||
Texture2D texture = LoadTexture("resources/space.png");
|
||||
|
||||
// Load shader and setup location points and values
|
||||
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
|
||||
|
||||
int secondsLoc = GetShaderLocation(shader, "secondes");
|
||||
int freqXLoc = GetShaderLocation(shader, "freqX");
|
||||
int freqYLoc = GetShaderLocation(shader, "freqY");
|
||||
int ampXLoc = GetShaderLocation(shader, "ampX");
|
||||
int ampYLoc = GetShaderLocation(shader, "ampY");
|
||||
int speedXLoc = GetShaderLocation(shader, "speedX");
|
||||
int speedYLoc = GetShaderLocation(shader, "speedY");
|
||||
int secondsLoc = GetShaderLocation(shader, "secondes");
|
||||
int freqXLoc = GetShaderLocation(shader, "freqX");
|
||||
int freqYLoc = GetShaderLocation(shader, "freqY");
|
||||
int ampXLoc = GetShaderLocation(shader, "ampX");
|
||||
int ampYLoc = GetShaderLocation(shader, "ampY");
|
||||
int speedXLoc = GetShaderLocation(shader, "speedX");
|
||||
int speedYLoc = GetShaderLocation(shader, "speedY");
|
||||
|
||||
// Shader uniform values that can be updated at any time
|
||||
float freqX = 25.0f;
|
||||
float freqY = 25.0f;
|
||||
float ampX = 5.0f;
|
||||
float ampY = 5.0f;
|
||||
float speedX = 8.0f;
|
||||
float speedY = 8.0f;
|
||||
float freqX = 25.0f;
|
||||
float freqY = 25.0f;
|
||||
float ampX = 5.0f;
|
||||
float ampY = 5.0f;
|
||||
float speedX = 8.0f;
|
||||
float speedY = 8.0f;
|
||||
|
||||
float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampXLoc, &X, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampXLoc, &X, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
|
||||
|
||||
float seconds = 0.0f;
|
||||
|
||||
@ -76,9 +76,9 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
seconds += GetFrameTime();
|
||||
seconds += GetFrameTime();
|
||||
|
||||
SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -87,12 +87,12 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginShaderMode(shader);
|
||||
BeginShaderMode(shader);
|
||||
|
||||
DrawTexture(texture, 0, 0, WHITE);
|
||||
DrawTexture(texture, texture.width, 0, WHITE);
|
||||
DrawTexture(texture, 0, 0, WHITE);
|
||||
DrawTexture(texture, texture.width, 0, WHITE);
|
||||
|
||||
EndShaderMode();
|
||||
EndShaderMode();
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -50,8 +50,8 @@ void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
//----------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization (Note windowTitle is unused on Android)
|
||||
//---------------------------------------------------------
|
||||
// Initialization (Note windowTitle is unused on Android)
|
||||
//---------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "JUST DO [GGJ15]");
|
||||
|
||||
// Load global data here (assets that must be available in all screens, i.e. fonts)
|
||||
|
@ -48,8 +48,8 @@ void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
//----------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization (Note windowTitle is unused on Android)
|
||||
//---------------------------------------------------------
|
||||
// Initialization (Note windowTitle is unused on Android)
|
||||
//---------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "KOALA SEASONS");
|
||||
|
||||
// Load global data here (assets that must be available in all screens, i.e. fonts)
|
||||
|
@ -53,8 +53,8 @@ void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
//----------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization (Note windowTitle is unused on Android)
|
||||
//---------------------------------------------------------
|
||||
// Initialization (Note windowTitle is unused on Android)
|
||||
//---------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "LIGHT MY RITUAL! [GGJ16]");
|
||||
|
||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||
@ -69,7 +69,7 @@ int main(void)
|
||||
UnloadImage(image); // Unload image from CPU memory (RAM)
|
||||
|
||||
font = LoadFont("resources/font_arcadian.png");
|
||||
//doors = LoadTexture("resources/textures/doors.png");
|
||||
//doors = LoadTexture("resources/textures/doors.png");
|
||||
//sndDoor = LoadSound("resources/audio/door.ogg");
|
||||
|
||||
music = LoadMusicStream("resources/audio/ambient.ogg");
|
||||
@ -270,7 +270,7 @@ void UpdateDrawFrame(void)
|
||||
case GAMEPLAY: DrawGameplayScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
||||
if (onTransition) DrawTransition();
|
||||
|
||||
//DrawFPS(10, 10);
|
||||
|
@ -271,11 +271,11 @@ static void DrawLifes(void)
|
||||
{
|
||||
if (player.numLifes != 0)
|
||||
{
|
||||
Vector2 position = { 20, GetScreenHeight() - texLife.height - 20 };
|
||||
|
||||
Vector2 position = { 20, GetScreenHeight() - texLife.height - 20 };
|
||||
|
||||
for(int i = 0; i < player.numLifes; i++)
|
||||
{
|
||||
DrawTexture(texLife, position.x + i*texLife.width, position.y, Fade(RAYWHITE, 0.7f));
|
||||
DrawTexture(texLife, position.x + i*texLife.width, position.y, Fade(RAYWHITE, 0.7f));
|
||||
}
|
||||
}
|
||||
}
|
@ -52,8 +52,8 @@ void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
//----------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization (Note windowTitle is unused on Android)
|
||||
//---------------------------------------------------------
|
||||
// Initialization (Note windowTitle is unused on Android)
|
||||
//---------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "SKULLY ESCAPE [KING GAMEJAM 2015]");
|
||||
|
||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||
@ -63,10 +63,10 @@ int main(void)
|
||||
PlayMusicStream(music);
|
||||
|
||||
font = LoadFont("resources/textures/alagard.png");
|
||||
doors = LoadTexture("resources/textures/doors.png");
|
||||
doors = LoadTexture("resources/textures/doors.png");
|
||||
sndDoor = LoadSound("resources/audio/door.ogg");
|
||||
sndScream = LoadSound("resources/audio/scream.ogg");
|
||||
|
||||
|
||||
InitPlayer();
|
||||
|
||||
// Setup and Init first screen
|
||||
@ -90,7 +90,7 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Unload all global loaded data (i.e. fonts) here!
|
||||
UnloadPlayer();
|
||||
UnloadPlayer();
|
||||
UnloadFont(font);
|
||||
UnloadTexture(doors);
|
||||
UnloadSound(sndDoor);
|
||||
@ -397,7 +397,7 @@ void UpdateDrawFrame(void)
|
||||
case ENDING: DrawEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
||||
if (onTransition) DrawTransition();
|
||||
|
||||
//DrawFPS(10, 10);
|
||||
|
@ -70,7 +70,7 @@ int main(void)
|
||||
fontMission = LoadFontEx("resources/fonts/traveling_typewriter.ttf", 64, 0, 250);
|
||||
texButton = LoadTexture("resources/textures/title_ribbon.png");
|
||||
|
||||
// UI BUTTON
|
||||
// UI BUTTON
|
||||
recButton.width = texButton.width;
|
||||
recButton.height = texButton.height;
|
||||
recButton.x = screenWidth - recButton.width;
|
||||
@ -121,7 +121,7 @@ int main(void)
|
||||
|
||||
UnloadFont(fontMission);
|
||||
UnloadTexture(texButton);
|
||||
|
||||
|
||||
CloseAudioDevice(); // Close audio context
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
@ -438,7 +438,7 @@ bool IsButtonPressed()
|
||||
}
|
||||
}
|
||||
else fadeButton = 0.80f;
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -58,8 +58,8 @@ static void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
//----------------------------------------------------------------------------------
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
// TODO: Support for dropped files on the exe
|
||||
|
||||
@ -299,7 +299,7 @@ static void UpdateDrawFrame(void)
|
||||
case ENDING: DrawEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
||||
// Draw full screen rectangle in front of everything
|
||||
if (onTransition) DrawTransition();
|
||||
|
||||
|
@ -2,38 +2,38 @@
|
||||
#include "raylib.h"
|
||||
|
||||
int main() {
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib");
|
||||
InitWindow(screenWidth, screenHeight, "raylib");
|
||||
|
||||
Camera cam;
|
||||
cam.position = (Vector3){ 0.f, 10.f, 8.f };
|
||||
cam.target = (Vector3){ 0.f, 0.f, 0.f };
|
||||
cam.up = (Vector3){ 0.f, 1.f, 0.f };
|
||||
cam.fovy = 60.f;
|
||||
cam.type = CAMERA_PERSPECTIVE;
|
||||
Camera cam;
|
||||
cam.position = (Vector3){ 0.f, 10.f, 8.f };
|
||||
cam.target = (Vector3){ 0.f, 0.f, 0.f };
|
||||
cam.up = (Vector3){ 0.f, 1.f, 0.f };
|
||||
cam.fovy = 60.f;
|
||||
cam.type = CAMERA_PERSPECTIVE;
|
||||
|
||||
Vector3 cubePos = { 0.f, 0.f, 0.f };
|
||||
Vector3 cubePos = { 0.f, 0.f, 0.f };
|
||||
|
||||
SetTargetFPS(60);
|
||||
SetTargetFPS(60);
|
||||
|
||||
while (!WindowShouldClose()) {
|
||||
cam.position.x = sin(GetTime()) * 10.f;
|
||||
cam.position.z = cos(GetTime()) * 10.f;
|
||||
while (!WindowShouldClose()) {
|
||||
cam.position.x = sin(GetTime()) * 10.f;
|
||||
cam.position.z = cos(GetTime()) * 10.f;
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginMode3D(cam);
|
||||
DrawCube(cubePos, 2.f, 2.f, 2.f, RED);
|
||||
DrawCubeWires(cubePos, 2.f, 2.f, 2.f, MAROON);
|
||||
DrawGrid(10, 1.f);
|
||||
EndMode3D();
|
||||
DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
return 0;
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginMode3D(cam);
|
||||
DrawCube(cubePos, 2.f, 2.f, 2.f, RED);
|
||||
DrawCubeWires(cubePos, 2.f, 2.f, 2.f, MAROON);
|
||||
DrawGrid(10, 1.f);
|
||||
EndMode3D();
|
||||
DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
@ -25,21 +25,21 @@ int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib");
|
||||
InitWindow(screenWidth, screenHeight, "raylib");
|
||||
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 8.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 60.0f;
|
||||
camera.type = CAMERA_PERSPECTIVE;
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL);
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 8.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 60.0f;
|
||||
camera.type = CAMERA_PERSPECTIVE;
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL);
|
||||
|
||||
Vector3 cubePosition = { 0.0f };
|
||||
Vector3 cubePosition = { 0.0f };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -49,30 +49,30 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
DrawGrid(10, 1.0f);
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
EndMode3D();
|
||||
|
||||
DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
|
||||
DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
@ -135,7 +135,7 @@ EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (
|
||||
EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
|
||||
{
|
||||
if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
|
||||
return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
|
||||
return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
|
||||
}
|
||||
|
||||
// Exponential Easing functions
|
||||
@ -147,7 +147,7 @@ EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
|
||||
if (t == d) return (b + c);
|
||||
if ((t/=d/2.0f) < 1.0f) return (c/2.0f*pow(2.0f, 10.0f*(t - 1.0f)) + b);
|
||||
|
||||
return (c/2.0f*(-pow(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
|
||||
return (c/2.0f*(-pow(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
|
||||
}
|
||||
|
||||
// Back Easing functions
|
||||
|
@ -2480,11 +2480,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
|
||||
// Simple way to check for collision, just checking distance between two points
|
||||
// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
|
||||
/*
|
||||
float dx = centerA.x - centerB.x; // X distance between centers
|
||||
float dy = centerA.y - centerB.y; // Y distance between centers
|
||||
float dz = centerA.z - centerB.z; // Y distance between centers
|
||||
float dx = centerA.x - centerB.x; // X distance between centers
|
||||
float dy = centerA.y - centerB.y; // Y distance between centers
|
||||
float dz = centerA.z - centerB.z; // Z distance between centers
|
||||
|
||||
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
|
||||
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
|
||||
|
||||
if (distance <= (radiusA + radiusB)) collision = true;
|
||||
*/
|
||||
|
@ -33,7 +33,7 @@
|
||||
* [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
|
||||
* [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
|
||||
* [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
|
||||
* [textures] stb_image_resize (Sean Barret) for image resizing algorythms
|
||||
* [textures] stb_image_resize (Sean Barret) for image resizing algorithms
|
||||
* [textures] stb_perlin (Sean Barret) for Perlin noise image generation
|
||||
* [text] stb_truetype (Sean Barret) for ttf fonts loading
|
||||
* [text] stb_rect_pack (Sean Barret) for rectangles packing
|
||||
|
@ -20,7 +20,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2019 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.
|
||||
@ -148,7 +148,7 @@ RMDEF float Clamp(float value, float min, float max)
|
||||
return res > max ? max : res;
|
||||
}
|
||||
|
||||
// Calculate linear interpolation between two vectors
|
||||
// Calculate linear interpolation between two floats
|
||||
RMDEF float Lerp(float start, float end, float amount)
|
||||
{
|
||||
return start + amount*(end - start);
|
||||
@ -225,8 +225,8 @@ RMDEF Vector2 Vector2Scale(Vector2 v, float scale)
|
||||
// Multiply vector by vector
|
||||
RMDEF Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
Vector2 result = { v1.x*v2.x, v1.y*v2.y };
|
||||
return result;
|
||||
Vector2 result = { v1.x*v2.x, v1.y*v2.y };
|
||||
return result;
|
||||
}
|
||||
|
||||
// Negate vector
|
||||
@ -246,8 +246,8 @@ RMDEF Vector2 Vector2Divide(Vector2 v, float div)
|
||||
// Divide vector by vector
|
||||
RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
Vector2 result = { v1.x/v2.x, v1.y/v2.y };
|
||||
return result;
|
||||
Vector2 result = { v1.x/v2.x, v1.y/v2.y };
|
||||
return result;
|
||||
}
|
||||
|
||||
// Normalize provided vector
|
||||
@ -388,15 +388,15 @@ RMDEF Vector3 Vector3Negate(Vector3 v)
|
||||
// Divide vector by a float value
|
||||
RMDEF Vector3 Vector3Divide(Vector3 v, float div)
|
||||
{
|
||||
Vector3 result = { v.x / div, v.y / div, v.z / div };
|
||||
return result;
|
||||
Vector3 result = { v.x / div, v.y / div, v.z / div };
|
||||
return result;
|
||||
}
|
||||
|
||||
// Divide vector by vector
|
||||
RMDEF Vector3 Vector3DivideV(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
|
||||
return result;
|
||||
Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
|
||||
return result;
|
||||
}
|
||||
|
||||
// Normalize provided vector
|
||||
@ -1159,7 +1159,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
|
||||
// Above lines are equivalent to:
|
||||
//Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
|
||||
|
||||
return result;
|
||||
return result;
|
||||
}
|
||||
|
||||
// Returns a quaternion for a given rotation matrix
|
||||
@ -1320,21 +1320,21 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
|
||||
// Returns he quaternion equivalent to Euler angles
|
||||
RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
|
||||
{
|
||||
Quaternion q = { 0 };
|
||||
Quaternion q = { 0 };
|
||||
|
||||
float x0 = cosf(roll*0.5f);
|
||||
float x1 = sinf(roll*0.5f);
|
||||
float y0 = cosf(pitch*0.5f);
|
||||
float y1 = sinf(pitch*0.5f);
|
||||
float z0 = cosf(yaw*0.5f);
|
||||
float z1 = sinf(yaw*0.5f);
|
||||
float x0 = cosf(roll*0.5f);
|
||||
float x1 = sinf(roll*0.5f);
|
||||
float y0 = cosf(pitch*0.5f);
|
||||
float y1 = sinf(pitch*0.5f);
|
||||
float z0 = cosf(yaw*0.5f);
|
||||
float z1 = sinf(yaw*0.5f);
|
||||
|
||||
q.x = x1*y0*z0 - x0*y1*z1;
|
||||
q.y = x0*y1*z0 + x1*y0*z1;
|
||||
q.z = x0*y0*z1 - x1*y1*z0;
|
||||
q.w = x0*y0*z0 + x1*y1*z1;
|
||||
q.x = x1*y0*z0 - x0*y1*z1;
|
||||
q.y = x0*y1*z0 + x1*y0*z1;
|
||||
q.z = x0*y0*z1 - x1*y1*z0;
|
||||
q.w = x0*y0*z0 + x1*y1*z1;
|
||||
|
||||
return q;
|
||||
return q;
|
||||
}
|
||||
|
||||
// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
|
||||
@ -1343,21 +1343,21 @@ RMDEF Vector3 QuaternionToEuler(Quaternion q)
|
||||
{
|
||||
Vector3 result = { 0 };
|
||||
|
||||
// roll (x-axis rotation)
|
||||
float x0 = 2.0f*(q.w*q.x + q.y*q.z);
|
||||
float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
|
||||
result.x = atan2f(x0, x1)*RAD2DEG;
|
||||
// roll (x-axis rotation)
|
||||
float x0 = 2.0f*(q.w*q.x + q.y*q.z);
|
||||
float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
|
||||
result.x = atan2f(x0, x1)*RAD2DEG;
|
||||
|
||||
// pitch (y-axis rotation)
|
||||
float y0 = 2.0f*(q.w*q.y - q.z*q.x);
|
||||
y0 = y0 > 1.0f ? 1.0f : y0;
|
||||
y0 = y0 < -1.0f ? -1.0f : y0;
|
||||
result.y = asinf(y0)*RAD2DEG;
|
||||
// pitch (y-axis rotation)
|
||||
float y0 = 2.0f*(q.w*q.y - q.z*q.x);
|
||||
y0 = y0 > 1.0f ? 1.0f : y0;
|
||||
y0 = y0 < -1.0f ? -1.0f : y0;
|
||||
result.y = asinf(y0)*RAD2DEG;
|
||||
|
||||
// yaw (z-axis rotation)
|
||||
float z0 = 2.0f*(q.w*q.z + q.x*q.y);
|
||||
float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
|
||||
result.z = atan2f(z0, z1)*RAD2DEG;
|
||||
// yaw (z-axis rotation)
|
||||
float z0 = 2.0f*(q.w*q.z + q.x*q.y);
|
||||
float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
|
||||
result.z = atan2f(z0, z1)*RAD2DEG;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
@ -46,7 +46,7 @@
|
||||
#define _GLFW_USE_RETINA // To have windows use the full resolution of Retina displays
|
||||
#endif
|
||||
#if defined(__TINYC__)
|
||||
#define _WIN32_WINNT_WINXP 0x0501
|
||||
#define _WIN32_WINNT_WINXP 0x0501
|
||||
#endif
|
||||
|
||||
// NOTE: _GLFW_MIR experimental platform not supported at this moment
|
||||
|
@ -823,14 +823,15 @@ void ExportImageAsCode(Image image, const char *fileName)
|
||||
|
||||
FILE *txtFile = fopen(fileName, "wt");
|
||||
|
||||
fprintf(txtFile, "\n//////////////////////////////////////////////////////////////////////////////////////\n");
|
||||
fprintf(txtFile, "\n");
|
||||
fprintf(txtFile, "////////////////////////////////////////////////////////////////////////////////////////\n");
|
||||
fprintf(txtFile, "// //\n");
|
||||
fprintf(txtFile, "// ImageAsCode exporter v1.0 - Image pixel data exported as an array of bytes //\n");
|
||||
fprintf(txtFile, "// //\n");
|
||||
fprintf(txtFile, "// more info and bugs-report: github.com/raysan5/raylib //\n");
|
||||
fprintf(txtFile, "// feedback and support: ray[at]raylib.com //\n");
|
||||
fprintf(txtFile, "// //\n");
|
||||
fprintf(txtFile, "// Copyright (c) 2018 Ramon Santamaria (@raysan5) //\n");
|
||||
fprintf(txtFile, "// Copyright (c) 2019 Ramon Santamaria (@raysan5) //\n");
|
||||
fprintf(txtFile, "// //\n");
|
||||
fprintf(txtFile, "////////////////////////////////////////////////////////////////////////////////////////\n\n");
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user