mirror of https://github.com/raysan5/raylib
Examples reviewed
This commit is contained in:
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@ -7,7 +7,7 @@
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* This example has been created using raylib 1.1 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -58,7 +58,12 @@ int main()
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SetMusicVolume(volume);
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}
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*/
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if (IsWindowMinimized()) PauseMusicStream();
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else ResumeMusicStream();
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timePlayed = GetMusicTimePlayed() / GetMusicTimeLength() * 100 * 4; // We scale by 4 to fit 400 pixels
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UpdateMusicStream();
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//----------------------------------------------------------------------------------
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// Draw
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@ -1,11 +1,8 @@
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/*******************************************************************************************
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*
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* raylib [textures] example - DDS Texture loading and drawing (compressed and uncompressed)
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* raylib [core] example - Picking in 3d mode
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*
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* NOTE: This example requires raylib OpenGL 3.3+ or ES2 versions for compressed texture,
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* OpenGL 1.1 does not support compressed textures, only uncompressed version.
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*
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* This example has been created using raylib 1.2 (www.raylib.com)
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* This example has been created using raylib 1.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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@ -21,33 +18,48 @@ int main()
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - DDS texture loading and drawing");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Vector3 cubePosition = { 0.0, 0.0, 0.0 };
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Texture2D texture = LoadTexture("resources/raylib_logo.dds"); // Texture loading (compressed)
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Ray pickingLine;
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SetCameraMode(CAMERA_FREE);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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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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camera = UpdateCamera(0);
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pickingLine = GetMouseRay(GetMousePosition(), camera);
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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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DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
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Begin3dMode(camera);
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DrawText("this may be a compressed texture!", 320, 370, 10, GRAY);
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DrawCube(cubePosition, 2, 2, 2, RED);
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DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
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DrawGrid(10.0, 1.0);
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DrawRay(pickingLine, MAROON);
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End3dMode();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -55,9 +67,7 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -15,7 +15,7 @@
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* This example has been created using raylib 1.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -52,7 +52,7 @@ int main()
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -164,8 +164,6 @@ EXAMPLES = \
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textures_logo_raylib \
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textures_image_loading \
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textures_rectangle \
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textures_compressed_dds \
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textures_mipmaps \
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textures_srcrec_dstrec \
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text_sprite_fonts \
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text_rbmf_fonts \
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@ -253,14 +251,6 @@ textures_image_loading: textures_image_loading.c
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textures_rectangle: textures_rectangle.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [textures] example - compressed texture loading (DDS)
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textures_compressed_dds: textures_compressed_dds.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [textures] example - texture mipmaps generation
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textures_mipmaps: textures_mipmaps.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [textures] example - texture source and destination rectangles
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textures_srcrec_dstrec: textures_srcrec_dstrec.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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@ -5,7 +5,7 @@
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* This example has been created using raylib 1.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -16,7 +16,7 @@ int main()
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 150;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector");
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Vector2 mousePoint;
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Rectangle btnNextRec = { 673, 18, 109, 44 }; // Button rectangle (useful for collision)
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Color btnNextOutColor = DARKBLUE; // Button color (outside line)
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Color btnNextInColor = SKYBLUE; // Button color (inside)
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int framesCounter = 0; // Useful to count frames button is 'active' = clicked
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int positionY = 180; // Text selector and button Y position
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Rectangle btnNextRec = { 673, positionY, 109, 44 }; // Button rectangle (useful for collision)
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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{
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if (currentFont > 0) currentFont--;
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}
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if (IsKeyPressed('0')) currentFont = 0;
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else if (IsKeyPressed('1')) currentFont = 1;
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else if (IsKeyPressed('2')) currentFont = 2;
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else if (IsKeyPressed('3')) currentFont = 3;
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else if (IsKeyPressed('4')) currentFont = 4;
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else if (IsKeyPressed('5')) currentFont = 5;
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else if (IsKeyPressed('6')) currentFont = 6;
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else if (IsKeyPressed('7')) currentFont = 7;
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// Mouse-based font selection (NEXT button logic)
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mousePoint = GetMousePosition();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY);
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DrawLine(120, 120, 680, 120, DARKGRAY);
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DrawRectangle(18, 18, 644, 44, DARKGRAY);
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DrawRectangle(20, 20, 640, 40, LIGHTGRAY);
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DrawText(fontNames[currentFont], 30, 31, 20, BLACK);
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DrawText("< >", 610, 26, 30, BLACK);
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DrawRectangle(18, positionY, 644, 44, DARKGRAY);
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DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY);
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DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK);
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DrawText("< >", 610, positionY + 8, 30, BLACK);
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DrawRectangleRec(btnNextRec, btnNextOutColor);
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DrawRectangle(675, 20, 105, 40, btnNextInColor);
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DrawText("NEXT", 700, 31, 20, btnNextOutColor);
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DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor);
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DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor);
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DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2,
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75 + (70 - textSize.y)/2 }, GetFontBaseSize(fonts[currentFont])*3,
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260 + (70 - textSize.y)/2 }, GetFontBaseSize(fonts[currentFont])*3,
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1, colors[currentFont]);
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EndDrawing();
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 560;
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int screenHeight = 800;
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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SpriteFont font1 = LoadSpriteFont("resources/fonts/alagard.rbmf"); // rBMF font loading
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SpriteFont font2 = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // rBMF font loading
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SpriteFont font3 = LoadSpriteFont("resources/fonts/mecha.rbmf"); // rBMF font loading
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SpriteFont font4 = LoadSpriteFont("resources/fonts/setback.rbmf"); // rBMF font loading
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SpriteFont font5 = LoadSpriteFont("resources/fonts/romulus.rbmf"); // rBMF font loading
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SpriteFont font6 = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // rBMF font loading
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SpriteFont font7 = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // rBMF font loading
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SpriteFont font8 = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // rBMF font loading
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SpriteFont fonts[8];
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fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // rBMF font loading
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fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // rBMF font loading
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fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // rBMF font loading
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fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf"); // rBMF font loading
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fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf"); // rBMF font loading
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fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // rBMF font loading
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fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // rBMF font loading
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fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // rBMF font loading
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const char *messages[8] = { "ALAGARD FONT designed by Hewett Tsoi",
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"PIXELPLAY FONT designed by Aleksander Shevchuk",
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"MECHA FONT designed by Captain Falcon",
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"SETBACK FONT designed by Brian Kent (AEnigma)",
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"ROMULUS FONT designed by Hewett Tsoi",
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"PIXANTIQUA FONT designed by Gerhard Grossmann",
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"ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
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"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" };
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const int spacings[8] = { 2, 4, 8, 4, 3, 4, 4, 1 };
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Vector2 positions[8];
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for (int i = 0; i < 8; i++)
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{
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positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], GetFontBaseSize(fonts[i])*2, spacings[i]).x/2;
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positions[i].y = 60 + GetFontBaseSize(fonts[i]) + 50*i;
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}
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Color colors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD };
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//--------------------------------------------------------------------------------------
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// Main game loop
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextEx(font1, "TESTING ALAGARD FONT", (Vector2){ 100, 100 }, GetFontBaseSize(font1)*2, 2, MAROON);
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DrawTextEx(font2, "TESTING PIXELPLAY FONT", (Vector2){ 100, 180 }, GetFontBaseSize(font2)*2, 4, ORANGE);
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DrawTextEx(font3, "TESTING MECHA FONT", (Vector2){ 100, 260 }, GetFontBaseSize(font3)*2, 8, DARKGREEN);
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DrawTextEx(font4, "TESTING SETBACK FONT", (Vector2){ 100, 350 }, GetFontBaseSize(font4)*2, 4, DARKBLUE);
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DrawTextEx(font5, "TESTING ROMULUS FONT", (Vector2){ 100, 430 }, GetFontBaseSize(font5)*2, 3, DARKPURPLE);
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DrawTextEx(font6, "TESTING PIXANTIQUA FONT", (Vector2){ 100, 510 }, GetFontBaseSize(font6)*2, 4, LIME);
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DrawTextEx(font7, "TESTING ALPHA_BETA FONT", (Vector2){ 100, 590 }, GetFontBaseSize(font7)*2, 4, GOLD);
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DrawTextEx(font8, "TESTING JUPITER_CRASH FONT", (Vector2){ 100, 660 }, GetFontBaseSize(font8)*2, 1, RED);
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DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY);
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DrawLine(220, 50, 590, 50, DARKGRAY);
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for (int i = 0; i < 8; i++)
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{
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DrawTextEx(fonts[i], messages[i], positions[i], GetFontBaseSize(fonts[i])*2, spacings[i], colors[i]);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadSpriteFont(font1); // SpriteFont unloading
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UnloadSpriteFont(font2); // SpriteFont unloading
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UnloadSpriteFont(font3); // SpriteFont unloading
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UnloadSpriteFont(font4); // SpriteFont unloading
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UnloadSpriteFont(font5); // SpriteFont unloading
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UnloadSpriteFont(font6); // SpriteFont unloading
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UnloadSpriteFont(font7); // SpriteFont unloading
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UnloadSpriteFont(font8); // SpriteFont unloading
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for (int i = 0; i < 8; i++)
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{
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UnloadSpriteFont(fonts[i]); // SpriteFont unloading
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}
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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* This example has been created using raylib 1.1 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image image = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
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Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
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UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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//---------------------------------------------------------------------------------------
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@ -1,66 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [textures] example - Texture loading with mipmaps, mipmaps generation
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*
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* NOTE: On OpenGL 1.1, mipmaps are calculated 'manually', original image must be power-of-two
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* On OpenGL 3.3 and ES2, mipmaps are generated automatically
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*
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* This example has been created using raylib 1.1 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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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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InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture mipmaps generation");
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// NOTE: To generate mipmaps for an image, image must be loaded first and converted to texture
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Image image = LoadImage("resources/raylib_logo.png"); // Load image to CPU memory (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Load texture into GPU memory (VRAM)
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GenTextureMipmaps(texture); // Generate mipmaps for texture
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UnloadImage(image); // Once texture has been created, we can unload image data from RAM
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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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DrawTexture(texture, screenWidth/2 - texture.width/2,
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screenHeight/2 - texture.height/2 - 30, WHITE);
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DrawText("this IS a texture with mipmaps! really!", 210, 360, 20, GRAY);
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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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UnloadTexture(texture); // Texture unloading
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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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