Remove android_project template
This commit is contained in:
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dffe635fd3
commit
ea5f4eabf8
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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* raylib Android project template
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*
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* This template has been created using raylib 1.8 (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) 2014-2017 Ramon Santamaria (@raysan5)
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*
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-->
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<!-- NOTE: Game package name must be unique for every app/game -->
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.raylib.game_sample"
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android:versionCode="1"
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android:versionName="1.0" >
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<uses-sdk android:minSdkVersion="16" />
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<uses-feature android:glEsVersion="0x00020000" android:required="true" />
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<!--<supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" android:required="true"/>-->
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<!-- We do not have Java code. Therefore android:hasCode is set to false. -->
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<!-- <application android:allowBackup="false" android:hasCode="false" -->
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<application android:allowBackup="false"
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android:label="@string/app_name"
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android:icon="@drawable/icon" >
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<!-- Our activity is the built-in NativeActivity framework class. -->
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<!-- <activity android:name="android.app.NativeActivity" -->
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<activity android:name="com.raylib.game_sample.NativeLoader"
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android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
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android:configChanges="orientation|keyboardHidden|screenSize"
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android:screenOrientation="landscape"
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android:launchMode="singleTask"
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android:clearTaskOnLaunch="true" >
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<!-- android:screenOrientation="portrait" -->
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<!-- Tell NativeActivity the name of our .so -->
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<meta-data android:name="android.app.lib_name" android:value="raylib_game" />
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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@ -1,229 +0,0 @@
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#**************************************************************************************************
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#
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# raylib makefile for Android project (APK building)
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#
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# Copyright (c) 2017 Ramon Santamaria (@raysan5)
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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# will the authors be held liable for any damages arising from the use of this software.
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#
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# Permission is granted to anyone to use this software for any purpose, including commercial
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# applications, and to alter it and redistribute it freely, subject to the following restrictions:
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#
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# 1. The origin of this software must not be misrepresented; you must not claim that you
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# wrote the original software. If you use this software in a product, an acknowledgment
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# in the product documentation would be appreciated but is not required.
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#
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# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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# as being the original software.
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#
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# 3. This notice may not be removed or altered from any source distribution.
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#
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#**************************************************************************************************
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# Define raylib platform to compile for
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PLATFORM ?= PLATFORM_ANDROID
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RAYLIB_PATH ?= C:\Github\raylib
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# Android project configuration variables
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# Generated shared library name should match the name defined in the AndroidManifest.xml
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PROJECT_NAME ?= raylib_game
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LIBRARY_NAME ?= raylib_game
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OUTPUT_PATH ?= output
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SOURCE_PATH ?= src
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# define libtype for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
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RAYLIB_LIBTYPE ?= SHARED
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OPENAL_LIBTYPE ?= SHARED
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RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
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OPENAL_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
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# Generated key pass
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KEYSTORE_PASS = raylib
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# add shared libs to APK if required
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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PROJECT_SHARED_LIBS = lib/armeabi-v7a/libraylib.so
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endif
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ifeq ($(OPENAL_LIBTYPE),SHARED)
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PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so
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endif
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# Required path variables
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# NOTE: JAVA_HOME must be set to JDK
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ANDROID_HOME = C:/android-sdk
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ANDROID_NDK = C:/android-ndk
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ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
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ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.1
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ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
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JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
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# Compilers
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CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
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AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
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# Compiler flags for arquitecture
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CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
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# Compilation functions attributes options
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CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
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# Compiler options for the linker
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CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
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# Preprocessor macro definitions
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CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=16
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# Paths containing required header files
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INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(ANDROID_NDK)/sources/android/native_app_glue
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# Linker options
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LDFLAGS = -Wl,-soname,lib$(LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
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LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
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# Force linking of library module to define symbol
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LDFLAGS += -u ANativeActivity_onCreate
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# Library paths containing required libs
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LDFLAGS += -L. -L$(SOURCE_PATH) -L$(OUTPUT_PATH)/obj -L$(OUTPUT_PATH)/lib/armeabi-v7a
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# Define any libraries to link into executable
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# if you want to link libraries (libname.so or libname.a), use the -lname
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LDLIBS = -lraylib -lnative_app_glue -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl
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# Building APK
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# NOTE: typing 'make' will invoke the default target entry called 'all',
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all: create_temp_project_dirs \
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copy_project_required_libs \
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compile_native_app_glue \
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compile_project_code \
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generate_loader_script \
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copy_project_resources \
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config_project_package \
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compile_project_class \
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compile_project_class_dex \
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create_project_apk_package \
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generate_apk_keystore \
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sign_project_apk_package \
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zipalign_project_apk_package
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# Create required temp directories for APK building
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create_temp_project_dirs:
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if not exist $(OUTPUT_PATH) mkdir $(OUTPUT_PATH)
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if not exist $(OUTPUT_PATH)\obj mkdir $(OUTPUT_PATH)\obj
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if not exist $(OUTPUT_PATH)\src mkdir $(OUTPUT_PATH)\src
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if not exist $(OUTPUT_PATH)\lib mkdir $(OUTPUT_PATH)\lib
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if not exist $(OUTPUT_PATH)\lib\armeabi-v7a mkdir $(OUTPUT_PATH)\lib\armeabi-v7a
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if not exist $(OUTPUT_PATH)\bin mkdir $(OUTPUT_PATH)\bin
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if not exist $(OUTPUT_PATH)\res mkdir $(OUTPUT_PATH)\res
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if not exist $(OUTPUT_PATH)\assets mkdir $(OUTPUT_PATH)\assets
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# Compile native_app_glue as static library
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# OUTPUT: $(PROJECT_DIR)/obj/libnative_app_glue.a
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compile_native_app_glue:
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$(CC) -c $(ANDROID_NDK)/sources/android/native_app_glue/android_native_app_glue.c -o $(OUTPUT_PATH)/obj/native_app_glue.o $(CFLAGS)
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$(AR) rcs $(OUTPUT_PATH)/obj/libnative_app_glue.a $(OUTPUT_PATH)/obj/native_app_glue.o
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# Compile project code as shared libraries
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# OUTPUT: $(PROJECT_DIR)/lib/lib$(LIBRARY_NAME).so
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compile_project_code:
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$(CC) -c $(SOURCE_PATH)/game_basic.c -o $(OUTPUT_PATH)/obj/game_basic.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -o $(OUTPUT_PATH)/lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(OUTPUT_PATH)/obj/game_basic.o -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
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compile_project_code_raylib_stripped:
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$(CC) -c $(SOURCE_PATH)/raylib_stripped/core.c -o $(OUTPUT_PATH)/obj/core.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -c $(SOURCE_PATH)/raylib_stripped/rlgl.c -o $(OUTPUT_PATH)/obj/rlgl.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -DGRAPHICS_API_OPENGL_ES2
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$(CC) -c $(SOURCE_PATH)/raylib_stripped/utils.c -o $(OUTPUT_PATH)/obj/utils.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -c $(SOURCE_PATH)/game_raylib_stripped.c -o $(OUTPUT_PATH)/obj/game_raylib_stripped.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(OUTPUT_PATH)/obj/game_raylib_stripped.o $(OUTPUT_PATH)/obj/core.o $(OUTPUT_PATH)/obj/rlgl.o $(OUTPUT_PATH)/obj/utils.o -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
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copy_project_required_libs:
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(OUTPUT_PATH)\lib\armeabi-v7a\libraylib.so
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endif
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ifeq ($(OPENAL_LIBTYPE),SHARED)
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copy /Y $(OPENAL_LIB_PATH)\libopenal.so $(OUTPUT_PATH)\lib\armeabi-v7a\libopenal.so
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endif
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ifeq ($(RAYLIB_LIBTYPE),STATIC)
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copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(OUTPUT_PATH)\lib\armeabi-v7a\libraylib.a
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endif
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ifeq ($(OPENAL_LIBTYPE),STATIC)
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copy /Y $(OPENAL_LIB_PATH)\libopenal.a $(OUTPUT_PATH)\lib\armeabi-v7a\libopenal.a
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endif
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copy_project_resources:
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xcopy res $(OUTPUT_PATH)\res /Y /E /F
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xcopy src\resources $(OUTPUT_PATH)\assets /Y /E /F
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xcopy AndroidManifest.xml $(OUTPUT_PATH)\AndroidManifest.xml* /Y /F
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generate_loader_script:
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@echo package com.raylib.game_sample; > $(OUTPUT_PATH)/obj/NativeLoader.java
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@echo. >> $(OUTPUT_PATH)/obj/NativeLoader.java
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@echo public class NativeLoader extends android.app.NativeActivity { >> $(OUTPUT_PATH)/obj/NativeLoader.java
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@echo static { >> $(OUTPUT_PATH)/obj/NativeLoader.java
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ifeq ($(OPENAL_LIBTYPE),SHARED)
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@echo System.loadLibrary("openal"); >> $(OUTPUT_PATH)/obj/NativeLoader.java
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endif
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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@echo System.loadLibrary("raylib"); >> $(OUTPUT_PATH)/obj/NativeLoader.java
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endif
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@echo System.loadLibrary("raylib_game"); >> $(OUTPUT_PATH)/obj/NativeLoader.java
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@echo } >> $(OUTPUT_PATH)/obj/NativeLoader.java
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@echo } >> $(OUTPUT_PATH)/obj/NativeLoader.java
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# Generate key for APK signing
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# OUTPUT: $(PROJECT_DIR)/temp/$(PROJECT_NAME).keystore
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generate_apk_keystore:
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$(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=raylib,O=Android,C=JPN" -keystore $(OUTPUT_PATH)/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
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# Create temp/src/com/raylib/$(LIBRARY_NAME)/R.java
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# OUTPUT: $(PROJECT_DIR)/temp/src/com/raylib/$(LIBRARY_NAME)/R.java
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# NOTE: DEPENDS on res/values/strings.xml
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config_project_package:
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$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(OUTPUT_PATH)/res -J $(OUTPUT_PATH)/src -M $(OUTPUT_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
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# Create temp/obj/com/raylib/$(LIBRARY_NAME)/R.class
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# OUTPUT: $(PROJECT_DIR)/temp/obj/com/raylib/$(LIBRARY_NAME)/R.class
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compile_project_class:
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$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(OUTPUT_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(OUTPUT_PATH)/obj -sourcepath $(OUTPUT_PATH)/src $(OUTPUT_PATH)/src/com/raylib/game_sample/R.java $(OUTPUT_PATH)/obj/NativeLoader.java
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#$(JAVA_HOME)/bin/javac -source 1.7 -target 1.7 -d temp/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar -sourcepath temp/src temp/src/com/raylib/game_sample/R.java
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# Create temp/bin/classes.dex
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# OUTPUT: $(PROJECT_DIR)/bin/classes.dex
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# NOTE: DEPENDS on temp/obj/com/raylib/$(LIBRARY_NAME)/R.class
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compile_project_class_dex:
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$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(OUTPUT_PATH)/bin/classes.dex $(OUTPUT_PATH)/obj
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# Create temp/bin/$(PROJECT_NAME).unsigned.apk
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# NOTE: DEPENDS on temp/bin/classes.dex and lib/lib$(LIBRARY_NAME).so
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# NOTE: Use -A resources to define additional directory in which to find raw asset files
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create_project_apk_package:
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$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(OUTPUT_PATH)/AndroidManifest.xml -S $(OUTPUT_PATH)/res -A $(OUTPUT_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(OUTPUT_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(OUTPUT_PATH)/bin
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cd $(OUTPUT_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
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# Create temp/bin/$(PROJECT_NAME).signed.apk
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sign_project_apk_package:
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$(JAVA_HOME)/bin/jarsigner -keystore $(OUTPUT_PATH)/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -signedjar $(OUTPUT_PATH)/bin/$(PROJECT_NAME).signed.apk $(OUTPUT_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
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# Create temp/bin/$(PROJECT_NAME).apk
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zipalign_project_apk_package:
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$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(OUTPUT_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
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# Deploy $(PROJECT_NAME).apk to device
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install_project_apk_package:
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$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
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logcat_project_apk_package:
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$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
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$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
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deploy:
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$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
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$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
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$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
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#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
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#$(ANDROID_PLATFORM_TOOLS)/adb -d logcat raylib:V *:S
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# Clean everything
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clean:
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del temp\bin\* lib\* temp\obj\* temp\src\* /f/s/q
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del temp\*.keystore
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rmdir temp /s /q
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@echo Cleaning done
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Before Width: | Height: | Size: 1.0 KiB |
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Before Width: | Height: | Size: 922 B |
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="app_name">rGame</string>
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</resources>
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/*******************************************************************************************
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*
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* raylib - Android Basic Game template
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*
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* <Game title>
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* <Game description>
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*
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* This game has been created using raylib v1.2 (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 (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "android_native_app_glue.h"
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
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//----------------------------------------------------------------------------------
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// Android Main entry point
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//----------------------------------------------------------------------------------
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void android_main(struct android_app *app)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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GameScreen currentScreen = LOGO;
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InitWindow(screenWidth, screenHeight, app);
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// TODO: Initialize all required variables and load all required data here!
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InitAudioDevice(); // Initialize audio device
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Texture2D texture = LoadTexture("raylib_logo.png"); // Load texture (placed on assets folder)
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Sound fx = LoadSound("coin.wav"); // Load WAV audio file (placed on assets folder)
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Music ambient = LoadMusicStream("ambient.ogg");
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PlayMusicStream(ambient);
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int framesCounter = 0; // Used to count frames
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SetTargetFPS(60); // Not required on Android, already locked to 60 fps
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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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UpdateMusicStream(ambient);
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switch(currentScreen)
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{
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case LOGO:
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{
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// TODO: Update LOGO screen variables here!
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framesCounter++; // Count frames
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// Wait for 4 seconds (240 frames) before jumping to TITLE screen
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if (framesCounter > 240)
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{
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currentScreen = TITLE;
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}
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} break;
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case TITLE:
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{
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// TODO: Update TITLE screen variables here!
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// Press enter to change to GAMEPLAY screen
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if (IsGestureDetected(GESTURE_TAP))
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{
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PlaySound(fx);
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currentScreen = GAMEPLAY;
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}
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} break;
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case GAMEPLAY:
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{
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// TODO: Update GAMEPLAY screen variables here!
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// Press enter to change to ENDING screen
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if (IsGestureDetected(GESTURE_TAP))
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{
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PlaySound(fx);
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currentScreen = ENDING;
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}
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} break;
|
||||
case ENDING:
|
||||
{
|
||||
// TODO: Update ENDING screen variables here!
|
||||
|
||||
// Press enter to return to TITLE screen
|
||||
if (IsGestureDetected(GESTURE_TAP))
|
||||
{
|
||||
PlaySound(fx);
|
||||
currentScreen = TITLE;
|
||||
}
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
{
|
||||
// TODO: Draw LOGO screen here!
|
||||
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
|
||||
DrawText("WAIT for 4 SECONDS...", 290, 400, 20, GRAY);
|
||||
|
||||
} break;
|
||||
case TITLE:
|
||||
{
|
||||
// TODO: Draw TITLE screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
|
||||
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
|
||||
DrawText("TAP SCREEN to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
|
||||
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
// TODO: Draw GAMEPLAY screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
|
||||
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
|
||||
DrawText("TAP SCREEN to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
|
||||
|
||||
} break;
|
||||
case ENDING:
|
||||
{
|
||||
// TODO: Draw ENDING screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
|
||||
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
|
||||
DrawText("TAP SCREEN to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// TODO: Unload all loaded data (textures, fonts, audio) here!
|
||||
|
||||
UnloadSound(fx); // Unload sound data
|
||||
UnloadMusicStream(ambient); // Unload music stream data
|
||||
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
UnloadTexture(texture); // Unload texture data
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
@ -1,58 +0,0 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib - Android Basic Game template
|
||||
*
|
||||
* <Game title>
|
||||
* <Game description>
|
||||
*
|
||||
* This game has been created using raylib v1.2 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "android_native_app_glue.h"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Android Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
void android_main(struct android_app *app)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, app);
|
||||
|
||||
// TODO: Initialize all required variables and load all required data here!
|
||||
|
||||
SetTargetFPS(60); // Not required on Android, already locked to 60 fps
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
@ -1,684 +0,0 @@
|
||||
|
||||
//#include <android/sensor.h> // Android sensors functions (accelerometer, gyroscope, light...)
|
||||
#include <errno.h>
|
||||
#include <android/log.h>
|
||||
#include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
|
||||
#include <android/asset_manager.h>
|
||||
#include <android_native_app_glue.h> // Defines basic app state struct and manages activity
|
||||
|
||||
#include <EGL/egl.h> // Khronos EGL library - Native platform display device control functions
|
||||
#include <GLES2/gl2.h> // Khronos OpenGL ES 2.0 library
|
||||
|
||||
#include <stdio.h> // Standard input / output lib
|
||||
#include <stdlib.h> // Required for: malloc(), free(), rand(), atexit()
|
||||
#include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
|
||||
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
|
||||
#include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
|
||||
#include <math.h> // Required for: tan() [Used in Begin3dMode() to set perspective]
|
||||
#include <string.h> // Required for: strlen(), strrchr(), strcmp()
|
||||
|
||||
//#define RLGL_STANDALONE
|
||||
//#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
|
||||
|
||||
#ifndef __cplusplus
|
||||
// Boolean type
|
||||
#if !defined(_STDBOOL_H) || !defined(__STDBOOL_H) // CLang uses second form
|
||||
typedef enum { false, true } bool;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Trace log type
|
||||
typedef enum {
|
||||
LOG_INFO = 0,
|
||||
LOG_WARNING,
|
||||
LOG_ERROR,
|
||||
LOG_DEBUG,
|
||||
LOG_OTHER
|
||||
} LogType;
|
||||
|
||||
static int screenWidth;
|
||||
static int screenHeight;
|
||||
|
||||
static struct android_app *app; // Android activity
|
||||
static struct android_poll_source *source; // Android events polling source
|
||||
static int ident, events; // Android ALooper_pollAll() variables
|
||||
static const char *internalDataPath; // Android internal data path to write data (/data/data/<package>/files)
|
||||
|
||||
static bool windowReady = false; // Used to detect display initialization
|
||||
static bool appEnabled = true; // Used to detec if app is active
|
||||
static bool contextRebindRequired = false; // Used to know context rebind required
|
||||
|
||||
static EGLDisplay display; // Native display device (physical screen connection)
|
||||
static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
|
||||
static EGLContext context; // Graphic context, mode in which drawing can be done
|
||||
static EGLConfig config; // Graphic config
|
||||
static uint64_t baseTime; // Base time measure for hi-res timer
|
||||
static bool windowShouldClose = false; // Flag to set window for closing
|
||||
|
||||
static AAssetManager *assetManager;
|
||||
|
||||
static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
|
||||
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
|
||||
|
||||
static void TraceLog(int msgType, const char *text, ...);
|
||||
|
||||
static int android_read(void *cookie, char *buf, int size);
|
||||
static int android_write(void *cookie, const char *buf, int size);
|
||||
static fpos_t android_seek(void *cookie, fpos_t offset, int whence);
|
||||
static int android_close(void *cookie);
|
||||
|
||||
static void InitWindow(int width, int height, void *state); // Initialize Android activity
|
||||
static void InitGraphicsDevice(int width, int height); // Initialize graphic device
|
||||
static void CloseWindow(void); // Close window and unload OpenGL context
|
||||
static bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
|
||||
|
||||
static void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
|
||||
static void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
|
||||
static void SwapBuffers(void); // Copy back buffer to front buffers
|
||||
static void PollInputEvents(void); // Poll all input events
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Android Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
void android_main(struct android_app *app)
|
||||
{
|
||||
InitWindow(1280, 720, app);
|
||||
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
BeginDrawing();
|
||||
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
}
|
||||
|
||||
// Initialize Android activity
|
||||
static void InitWindow(int width, int height, void *state)
|
||||
{
|
||||
TraceLog(LOG_INFO, "Initializing raylib stripped");
|
||||
|
||||
screenWidth = width;
|
||||
screenHeight = height;
|
||||
|
||||
app = (struct android_app *)state;
|
||||
internalDataPath = app->activity->internalDataPath;
|
||||
|
||||
// Set desired windows flags before initializing anything
|
||||
ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
|
||||
//ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN);
|
||||
|
||||
int orientation = AConfiguration_getOrientation(app->config);
|
||||
|
||||
if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation");
|
||||
else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation");
|
||||
|
||||
// TODO: Automatic orientation doesn't seem to work
|
||||
if (width <= height)
|
||||
{
|
||||
AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT);
|
||||
TraceLog(LOG_WARNING, "Window set to portraid mode");
|
||||
}
|
||||
else
|
||||
{
|
||||
AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND);
|
||||
TraceLog(LOG_WARNING, "Window set to landscape mode");
|
||||
}
|
||||
|
||||
//AConfiguration_getDensity(app->config);
|
||||
//AConfiguration_getKeyboard(app->config);
|
||||
//AConfiguration_getScreenSize(app->config);
|
||||
//AConfiguration_getScreenLong(app->config);
|
||||
|
||||
//state->userData = &engine;
|
||||
app->onAppCmd = AndroidCommandCallback;
|
||||
app->onInputEvent = AndroidInputCallback;
|
||||
|
||||
assetManager = app->activity->assetManager;
|
||||
|
||||
TraceLog(LOG_INFO, "Android app initialized successfully");
|
||||
|
||||
// Wait for window to be initialized (display and context)
|
||||
while (!windowReady)
|
||||
{
|
||||
// Process events loop
|
||||
while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0)
|
||||
{
|
||||
// Process this event
|
||||
if (source != NULL) source->process(app, source);
|
||||
|
||||
// NOTE: Never close window, native activity is controlled by the system!
|
||||
//if (app->destroyRequested != 0) windowShouldClose = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Close window and unload OpenGL context
|
||||
static void CloseWindow(void)
|
||||
{
|
||||
//rlglClose(); // De-init rlgl
|
||||
|
||||
// Close surface, context and display
|
||||
if (display != EGL_NO_DISPLAY)
|
||||
{
|
||||
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
||||
|
||||
if (surface != EGL_NO_SURFACE)
|
||||
{
|
||||
eglDestroySurface(display, surface);
|
||||
surface = EGL_NO_SURFACE;
|
||||
}
|
||||
|
||||
if (context != EGL_NO_CONTEXT)
|
||||
{
|
||||
eglDestroyContext(display, context);
|
||||
context = EGL_NO_CONTEXT;
|
||||
}
|
||||
|
||||
eglTerminate(display);
|
||||
display = EGL_NO_DISPLAY;
|
||||
}
|
||||
|
||||
TraceLog(LOG_INFO, "Window closed successfully");
|
||||
}
|
||||
|
||||
// Check if KEY_ESCAPE pressed or Close icon pressed
|
||||
static bool WindowShouldClose(void)
|
||||
{
|
||||
return windowShouldClose;
|
||||
}
|
||||
|
||||
static void InitGraphicsDevice(int width, int height)
|
||||
{
|
||||
screenWidth = width; // User desired width
|
||||
screenHeight = height; // User desired height
|
||||
|
||||
EGLint samples = 0;
|
||||
EGLint sampleBuffer = 0;
|
||||
|
||||
const EGLint framebufferAttribs[] =
|
||||
{
|
||||
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
|
||||
//EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
|
||||
EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
|
||||
EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
|
||||
EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
|
||||
//EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
|
||||
//EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
|
||||
EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
|
||||
//EGL_STENCIL_SIZE, 8, // Stencil buffer size
|
||||
EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
|
||||
EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
|
||||
EGL_NONE
|
||||
};
|
||||
|
||||
EGLint contextAttribs[] =
|
||||
{
|
||||
EGL_CONTEXT_CLIENT_VERSION, 2,
|
||||
EGL_NONE
|
||||
};
|
||||
|
||||
EGLint numConfigs;
|
||||
|
||||
// Get an EGL display connection
|
||||
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
||||
|
||||
// Initialize the EGL display connection
|
||||
eglInitialize(display, NULL, NULL);
|
||||
|
||||
// Get an appropriate EGL framebuffer configuration
|
||||
eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs);
|
||||
|
||||
// Set rendering API
|
||||
eglBindAPI(EGL_OPENGL_ES_API);
|
||||
|
||||
// Create an EGL rendering context
|
||||
context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
|
||||
|
||||
// Create an EGL window surface
|
||||
//---------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
EGLint displayFormat;
|
||||
|
||||
int displayWidth = ANativeWindow_getWidth(app->window);
|
||||
int displayHeight = ANativeWindow_getHeight(app->window);
|
||||
|
||||
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
|
||||
// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
|
||||
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
||||
|
||||
// At this point we need to manage render size vs screen size
|
||||
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
|
||||
|
||||
//SetupFramebufferSize(displayWidth, displayHeight);
|
||||
|
||||
//ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
|
||||
ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size
|
||||
|
||||
surface = eglCreateWindowSurface(display, config, app->window, NULL);
|
||||
#endif // defined(PLATFORM_ANDROID)
|
||||
|
||||
//eglSwapInterval(display, 1);
|
||||
|
||||
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "Unable to attach EGL rendering context to EGL surface");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Grab the width and height of the surface
|
||||
//eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth);
|
||||
//eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight);
|
||||
|
||||
TraceLog(LOG_INFO, "Display device initialized successfully");
|
||||
TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight);
|
||||
}
|
||||
/*
|
||||
// Initialize OpenGL context (states and resources)
|
||||
// NOTE: screenWidth and screenHeight not used, just stored as globals
|
||||
rlglInit(screenWidth, screenHeight);
|
||||
|
||||
// Setup default viewport
|
||||
rlViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
// Initialize internal projection and modelview matrices
|
||||
// NOTE: Default to orthographic projection mode with top-left corner at (0,0)
|
||||
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
||||
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
||||
rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
|
||||
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
|
||||
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
||||
|
||||
// Clear full framebuffer (not only render area) to color
|
||||
rlClearColor(245, 245, 245, 255);
|
||||
*/
|
||||
glClearColor(1, 0, 0, 1);
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
windowReady = true; // IMPORTANT!
|
||||
#endif
|
||||
}
|
||||
|
||||
// Copy back buffer to front buffers
|
||||
static void SwapBuffers(void)
|
||||
{
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
|
||||
eglSwapBuffers(display, surface);
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
// Android: Process activity lifecycle commands
|
||||
static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
|
||||
{
|
||||
switch (cmd)
|
||||
{
|
||||
case APP_CMD_START:
|
||||
{
|
||||
//rendering = true;
|
||||
TraceLog(LOG_INFO, "APP_CMD_START");
|
||||
} break;
|
||||
case APP_CMD_RESUME:
|
||||
{
|
||||
TraceLog(LOG_INFO, "APP_CMD_RESUME");
|
||||
} break;
|
||||
case APP_CMD_INIT_WINDOW:
|
||||
{
|
||||
TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW");
|
||||
|
||||
if (app->window != NULL)
|
||||
{
|
||||
if (contextRebindRequired)
|
||||
{
|
||||
// Reset screen scaling to full display size
|
||||
EGLint displayFormat;
|
||||
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
||||
ANativeWindow_setBuffersGeometry(app->window, screenWidth, screenHeight, displayFormat);
|
||||
|
||||
// Recreate display surface and re-attach OpenGL context
|
||||
surface = eglCreateWindowSurface(display, config, app->window, NULL);
|
||||
eglMakeCurrent(display, surface, surface, context);
|
||||
|
||||
contextRebindRequired = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Init graphics device (display device and OpenGL context)
|
||||
InitGraphicsDevice(screenWidth, screenHeight);
|
||||
|
||||
// TODO: GPU assets reload in case of lost focus (lost context)
|
||||
// NOTE: This problem has been solved just unbinding and rebinding context from display
|
||||
/*
|
||||
if (assetsReloadRequired)
|
||||
{
|
||||
for (int i = 0; i < assetsCount; i++)
|
||||
{
|
||||
// TODO: Unload old asset if required
|
||||
|
||||
// Load texture again to pointed texture
|
||||
(*textureAsset + i) = LoadTexture(assetPath[i]);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// Init hi-res timer
|
||||
//InitTimer(); // TODO.
|
||||
}
|
||||
}
|
||||
} break;
|
||||
case APP_CMD_GAINED_FOCUS:
|
||||
{
|
||||
TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS");
|
||||
appEnabled = true;
|
||||
//ResumeMusicStream();
|
||||
} break;
|
||||
case APP_CMD_PAUSE:
|
||||
{
|
||||
TraceLog(LOG_INFO, "APP_CMD_PAUSE");
|
||||
} break;
|
||||
case APP_CMD_LOST_FOCUS:
|
||||
{
|
||||
//DrawFrame();
|
||||
TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS");
|
||||
appEnabled = false;
|
||||
//PauseMusicStream();
|
||||
} break;
|
||||
case APP_CMD_TERM_WINDOW:
|
||||
{
|
||||
// Dettach OpenGL context and destroy display surface
|
||||
// NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
|
||||
// NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
|
||||
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
||||
eglDestroySurface(display, surface);
|
||||
|
||||
contextRebindRequired = true;
|
||||
|
||||
TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW");
|
||||
} break;
|
||||
case APP_CMD_SAVE_STATE:
|
||||
{
|
||||
TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE");
|
||||
} break;
|
||||
case APP_CMD_STOP:
|
||||
{
|
||||
TraceLog(LOG_INFO, "APP_CMD_STOP");
|
||||
} break;
|
||||
case APP_CMD_DESTROY:
|
||||
{
|
||||
// TODO: Finish activity?
|
||||
//ANativeActivity_finish(app->activity);
|
||||
|
||||
TraceLog(LOG_INFO, "APP_CMD_DESTROY");
|
||||
} break;
|
||||
case APP_CMD_CONFIG_CHANGED:
|
||||
{
|
||||
//AConfiguration_fromAssetManager(app->config, app->activity->assetManager);
|
||||
//print_cur_config(app);
|
||||
|
||||
// Check screen orientation here!
|
||||
|
||||
TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED");
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
// Android: Get input events
|
||||
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
||||
{
|
||||
//http://developer.android.com/ndk/reference/index.html
|
||||
|
||||
int type = AInputEvent_getType(event);
|
||||
|
||||
if (type == AINPUT_EVENT_TYPE_MOTION)
|
||||
{
|
||||
/*
|
||||
// Get first touch position
|
||||
touchPosition[0].x = AMotionEvent_getX(event, 0);
|
||||
touchPosition[0].y = AMotionEvent_getY(event, 0);
|
||||
|
||||
// Get second touch position
|
||||
touchPosition[1].x = AMotionEvent_getX(event, 1);
|
||||
touchPosition[1].y = AMotionEvent_getY(event, 1);
|
||||
*/
|
||||
}
|
||||
else if (type == AINPUT_EVENT_TYPE_KEY)
|
||||
{
|
||||
int32_t keycode = AKeyEvent_getKeyCode(event);
|
||||
//int32_t AKeyEvent_getMetaState(event);
|
||||
|
||||
// Save current button and its state
|
||||
// NOTE: Android key action is 0 for down and 1 for up
|
||||
if (AKeyEvent_getAction(event) == 0)
|
||||
{
|
||||
//currentKeyState[keycode] = 1; // Key down
|
||||
//lastKeyPressed = keycode;
|
||||
}
|
||||
//else currentKeyState[keycode] = 0; // Key up
|
||||
|
||||
if (keycode == AKEYCODE_POWER)
|
||||
{
|
||||
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
|
||||
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
|
||||
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
|
||||
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
|
||||
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
|
||||
return 0;
|
||||
}
|
||||
else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
|
||||
{
|
||||
// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
|
||||
return 1;
|
||||
}
|
||||
else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
|
||||
{
|
||||
// Set default OS behaviour
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
int32_t action = AMotionEvent_getAction(event);
|
||||
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
|
||||
/*
|
||||
GestureEvent gestureEvent;
|
||||
|
||||
// Register touch actions
|
||||
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
|
||||
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
|
||||
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
|
||||
|
||||
// Register touch points count
|
||||
gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
|
||||
|
||||
// Register touch points id
|
||||
gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
|
||||
gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
|
||||
|
||||
// Register touch points position
|
||||
// NOTE: Only two points registered
|
||||
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
|
||||
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
|
||||
|
||||
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
|
||||
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
|
||||
gestureEvent.position[1].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[1].y /= (float)GetScreenHeight();
|
||||
|
||||
// Gesture data is sent to gestures system for processing
|
||||
ProcessGestureEvent(gestureEvent);
|
||||
*/
|
||||
return 0; // return 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
/*
|
||||
// Initialize asset manager from android app
|
||||
void InitAssetManager(AAssetManager *manager)
|
||||
{
|
||||
assetManager = manager;
|
||||
}
|
||||
|
||||
// Replacement for fopen
|
||||
FILE *android_fopen(const char *fileName, const char *mode)
|
||||
{
|
||||
if (mode[0] == 'w') return NULL;
|
||||
|
||||
AAsset *asset = AAssetManager_open(assetManager, fileName, 0);
|
||||
|
||||
if (!asset) return NULL;
|
||||
|
||||
return funopen(asset, android_read, android_write, android_seek, android_close);
|
||||
}
|
||||
*/
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
static int android_read(void *cookie, char *buf, int size)
|
||||
{
|
||||
return AAsset_read((AAsset *)cookie, buf, size);
|
||||
}
|
||||
|
||||
static int android_write(void *cookie, const char *buf, int size)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "Can't provide write access to the APK");
|
||||
|
||||
return EACCES;
|
||||
}
|
||||
|
||||
static fpos_t android_seek(void *cookie, fpos_t offset, int whence)
|
||||
{
|
||||
return AAsset_seek((AAsset *)cookie, offset, whence);
|
||||
}
|
||||
|
||||
static int android_close(void *cookie)
|
||||
{
|
||||
AAsset_close((AAsset *)cookie);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
|
||||
static void TraceLog(int msgType, const char *text, ...)
|
||||
{
|
||||
static char buffer[128];
|
||||
int traceDebugMsgs = 0;
|
||||
|
||||
#if defined(SUPPORT_TRACELOG_DEBUG)
|
||||
traceDebugMsgs = 1;
|
||||
#endif
|
||||
|
||||
switch(msgType)
|
||||
{
|
||||
case LOG_INFO: strcpy(buffer, "INFO: "); break;
|
||||
case LOG_ERROR: strcpy(buffer, "ERROR: "); break;
|
||||
case LOG_WARNING: strcpy(buffer, "WARNING: "); break;
|
||||
case LOG_DEBUG: strcpy(buffer, "DEBUG: "); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
strcat(buffer, text);
|
||||
strcat(buffer, "\n");
|
||||
|
||||
va_list args;
|
||||
va_start(args, text);
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
switch(msgType)
|
||||
{
|
||||
case LOG_INFO: __android_log_vprint(ANDROID_LOG_INFO, "raylib", buffer, args); break;
|
||||
case LOG_ERROR: __android_log_vprint(ANDROID_LOG_ERROR, "raylib", buffer, args); break;
|
||||
case LOG_WARNING: __android_log_vprint(ANDROID_LOG_WARN, "raylib", buffer, args); break;
|
||||
case LOG_DEBUG: if (traceDebugMsgs) __android_log_vprint(ANDROID_LOG_DEBUG, "raylib", buffer, args); break;
|
||||
default: break;
|
||||
}
|
||||
#else
|
||||
if ((msgType != LOG_DEBUG) || ((msgType == LOG_DEBUG) && (traceDebugMsgs))) vprintf(buffer, args);
|
||||
#endif
|
||||
|
||||
va_end(args);
|
||||
|
||||
if (msgType == LOG_ERROR) exit(1); // If LOG_ERROR message, exit program
|
||||
}
|
||||
|
||||
// Setup canvas (framebuffer) to start drawing
|
||||
static void BeginDrawing(void)
|
||||
{
|
||||
/*
|
||||
currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
|
||||
updateTime = currentTime - previousTime;
|
||||
previousTime = currentTime;
|
||||
*/
|
||||
//rlClearScreenBuffers(); // Clear current framebuffers
|
||||
//rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// End canvas drawing and swap buffers (double buffering)
|
||||
static void EndDrawing(void)
|
||||
{
|
||||
//rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
||||
|
||||
SwapBuffers(); // Copy back buffer to front buffer
|
||||
PollInputEvents(); // Poll user events
|
||||
|
||||
/*
|
||||
// Frame time control system
|
||||
currentTime = GetTime();
|
||||
drawTime = currentTime - previousTime;
|
||||
previousTime = currentTime;
|
||||
|
||||
frameTime = updateTime + drawTime;
|
||||
|
||||
// Wait for some milliseconds...
|
||||
if (frameTime < targetTime)
|
||||
{
|
||||
Wait((targetTime - frameTime)*1000.0f);
|
||||
|
||||
currentTime = GetTime();
|
||||
double extraTime = currentTime - previousTime;
|
||||
previousTime = currentTime;
|
||||
|
||||
frameTime += extraTime;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// Poll (store) all input events
|
||||
static void PollInputEvents(void)
|
||||
{
|
||||
// Reset last key pressed registered
|
||||
//lastKeyPressed = -1;
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
// Register previous keys states
|
||||
// NOTE: Android supports up to 260 keys
|
||||
//for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i];
|
||||
|
||||
// Poll Events (registered events)
|
||||
// NOTE: Activity is paused if not enabled (appEnabled)
|
||||
while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0)
|
||||
{
|
||||
// Process this event
|
||||
if (source != NULL) source->process(app, source);
|
||||
|
||||
// NOTE: Never close window, native activity is controlled by the system!
|
||||
if (app->destroyRequested != 0)
|
||||
{
|
||||
//TraceLog(LOG_INFO, "Closing Window...");
|
||||
//windowShouldClose = true;
|
||||
//ANativeActivity_finish(app->activity);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,735 +0,0 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib v1.8.0 stripped
|
||||
*
|
||||
* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
|
||||
*
|
||||
* FEATURES:
|
||||
* - Library written in plain C code (C99)
|
||||
* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5.
|
||||
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
|
||||
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
|
||||
* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
|
||||
* - Multiple textures support, including compressed formats and mipmaps generation
|
||||
* - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
||||
* - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath]
|
||||
* - Audio loading and playing with streaming support and mixing channels: [audio]
|
||||
* - VR stereo rendering support with configurable HMD device parameters
|
||||
* - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
|
||||
* - Complete bindings for Lua, Go and Pascal
|
||||
*
|
||||
* NOTES:
|
||||
* 32bit Colors - Any defined Color is always RGBA (4 byte)
|
||||
* One custom font is loaded by default when InitWindow() [core]
|
||||
* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
|
||||
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
|
||||
*
|
||||
* DEPENDENCIES:
|
||||
* GLFW3 (www.glfw.org) for window/context management and input [core]
|
||||
* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
|
||||
* OpenAL Soft for audio device/context management [audio]
|
||||
*
|
||||
* OPTIONAL DEPENDENCIES:
|
||||
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
|
||||
* stb_image_write (Sean Barret) for image writting (PNG) [utils]
|
||||
* stb_truetype (Sean Barret) for ttf fonts loading [text]
|
||||
* stb_vorbis (Sean Barret) for ogg audio loading [audio]
|
||||
* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
|
||||
* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
|
||||
* dr_flac (David Reid) for FLAC audio file loading [audio]
|
||||
* tinfl for data decompression (DEFLATE algorithm) [rres]
|
||||
*
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software:
|
||||
*
|
||||
* Copyright (c) 2013-2017 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.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef RAYLIB_H
|
||||
#define RAYLIB_H
|
||||
|
||||
// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
|
||||
//#define PLATFORM_DESKTOP // Windows, Linux or OSX
|
||||
//#define PLATFORM_ANDROID // Android device
|
||||
//#define PLATFORM_RPI // Raspberry Pi
|
||||
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
|
||||
|
||||
// Security check in case no PLATFORM_* defined
|
||||
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
|
||||
#define PLATFORM_DESKTOP
|
||||
#endif
|
||||
|
||||
#if defined(_WIN32) && defined(BUILDING_DLL)
|
||||
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL
|
||||
#elif defined(_WIN32) && defined(RAYLIB_DLL)
|
||||
#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL
|
||||
#else
|
||||
#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Some basic Defines
|
||||
//----------------------------------------------------------------------------------
|
||||
#ifndef PI
|
||||
#define PI 3.14159265358979323846f
|
||||
#endif
|
||||
|
||||
#define DEG2RAD (PI/180.0f)
|
||||
#define RAD2DEG (180.0f/PI)
|
||||
|
||||
// raylib Config Flags
|
||||
#define FLAG_SHOW_LOGO 1 // Set to show raylib logo at startup
|
||||
#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen
|
||||
#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window
|
||||
#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons)
|
||||
#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window
|
||||
#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X
|
||||
#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU
|
||||
|
||||
// Keyboard Function Keys
|
||||
#define KEY_SPACE 32
|
||||
#define KEY_ESCAPE 256
|
||||
#define KEY_ENTER 257
|
||||
#define KEY_BACKSPACE 259
|
||||
#define KEY_RIGHT 262
|
||||
#define KEY_LEFT 263
|
||||
#define KEY_DOWN 264
|
||||
#define KEY_UP 265
|
||||
#define KEY_F1 290
|
||||
#define KEY_F2 291
|
||||
#define KEY_F3 292
|
||||
#define KEY_F4 293
|
||||
#define KEY_F5 294
|
||||
#define KEY_F6 295
|
||||
#define KEY_F7 296
|
||||
#define KEY_F8 297
|
||||
#define KEY_F9 298
|
||||
#define KEY_F10 299
|
||||
#define KEY_F11 300
|
||||
#define KEY_F12 301
|
||||
#define KEY_LEFT_SHIFT 340
|
||||
#define KEY_LEFT_CONTROL 341
|
||||
#define KEY_LEFT_ALT 342
|
||||
#define KEY_RIGHT_SHIFT 344
|
||||
#define KEY_RIGHT_CONTROL 345
|
||||
#define KEY_RIGHT_ALT 346
|
||||
|
||||
// Keyboard Alpha Numeric Keys
|
||||
#define KEY_ZERO 48
|
||||
#define KEY_ONE 49
|
||||
#define KEY_TWO 50
|
||||
#define KEY_THREE 51
|
||||
#define KEY_FOUR 52
|
||||
#define KEY_FIVE 53
|
||||
#define KEY_SIX 54
|
||||
#define KEY_SEVEN 55
|
||||
#define KEY_EIGHT 56
|
||||
#define KEY_NINE 57
|
||||
#define KEY_A 65
|
||||
#define KEY_B 66
|
||||
#define KEY_C 67
|
||||
#define KEY_D 68
|
||||
#define KEY_E 69
|
||||
#define KEY_F 70
|
||||
#define KEY_G 71
|
||||
#define KEY_H 72
|
||||
#define KEY_I 73
|
||||
#define KEY_J 74
|
||||
#define KEY_K 75
|
||||
#define KEY_L 76
|
||||
#define KEY_M 77
|
||||
#define KEY_N 78
|
||||
#define KEY_O 79
|
||||
#define KEY_P 80
|
||||
#define KEY_Q 81
|
||||
#define KEY_R 82
|
||||
#define KEY_S 83
|
||||
#define KEY_T 84
|
||||
#define KEY_U 85
|
||||
#define KEY_V 86
|
||||
#define KEY_W 87
|
||||
#define KEY_X 88
|
||||
#define KEY_Y 89
|
||||
#define KEY_Z 90
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
// Android Physical Buttons
|
||||
#define KEY_BACK 4
|
||||
#define KEY_MENU 82
|
||||
#define KEY_VOLUME_UP 24
|
||||
#define KEY_VOLUME_DOWN 25
|
||||
#endif
|
||||
|
||||
// Mouse Buttons
|
||||
#define MOUSE_LEFT_BUTTON 0
|
||||
#define MOUSE_RIGHT_BUTTON 1
|
||||
#define MOUSE_MIDDLE_BUTTON 2
|
||||
|
||||
// Touch points registered
|
||||
#define MAX_TOUCH_POINTS 2
|
||||
|
||||
// Gamepad Number
|
||||
#define GAMEPAD_PLAYER1 0
|
||||
#define GAMEPAD_PLAYER2 1
|
||||
#define GAMEPAD_PLAYER3 2
|
||||
#define GAMEPAD_PLAYER4 3
|
||||
|
||||
// Gamepad Buttons/Axis
|
||||
|
||||
// PS3 USB Controller Buttons
|
||||
#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
|
||||
#define GAMEPAD_PS3_BUTTON_CIRCLE 1
|
||||
#define GAMEPAD_PS3_BUTTON_CROSS 2
|
||||
#define GAMEPAD_PS3_BUTTON_SQUARE 3
|
||||
#define GAMEPAD_PS3_BUTTON_L1 6
|
||||
#define GAMEPAD_PS3_BUTTON_R1 7
|
||||
#define GAMEPAD_PS3_BUTTON_L2 4
|
||||
#define GAMEPAD_PS3_BUTTON_R2 5
|
||||
#define GAMEPAD_PS3_BUTTON_START 8
|
||||
#define GAMEPAD_PS3_BUTTON_SELECT 9
|
||||
#define GAMEPAD_PS3_BUTTON_UP 24
|
||||
#define GAMEPAD_PS3_BUTTON_RIGHT 25
|
||||
#define GAMEPAD_PS3_BUTTON_DOWN 26
|
||||
#define GAMEPAD_PS3_BUTTON_LEFT 27
|
||||
#define GAMEPAD_PS3_BUTTON_PS 12
|
||||
|
||||
// PS3 USB Controller Axis
|
||||
#define GAMEPAD_PS3_AXIS_LEFT_X 0
|
||||
#define GAMEPAD_PS3_AXIS_LEFT_Y 1
|
||||
#define GAMEPAD_PS3_AXIS_RIGHT_X 2
|
||||
#define GAMEPAD_PS3_AXIS_RIGHT_Y 5
|
||||
#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level)
|
||||
#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level)
|
||||
|
||||
// Xbox360 USB Controller Buttons
|
||||
#define GAMEPAD_XBOX_BUTTON_A 0
|
||||
#define GAMEPAD_XBOX_BUTTON_B 1
|
||||
#define GAMEPAD_XBOX_BUTTON_X 2
|
||||
#define GAMEPAD_XBOX_BUTTON_Y 3
|
||||
#define GAMEPAD_XBOX_BUTTON_LB 4
|
||||
#define GAMEPAD_XBOX_BUTTON_RB 5
|
||||
#define GAMEPAD_XBOX_BUTTON_SELECT 6
|
||||
#define GAMEPAD_XBOX_BUTTON_START 7
|
||||
#define GAMEPAD_XBOX_BUTTON_UP 10
|
||||
#define GAMEPAD_XBOX_BUTTON_RIGHT 11
|
||||
#define GAMEPAD_XBOX_BUTTON_DOWN 12
|
||||
#define GAMEPAD_XBOX_BUTTON_LEFT 13
|
||||
#define GAMEPAD_XBOX_BUTTON_HOME 8
|
||||
|
||||
// Xbox360 USB Controller Axis
|
||||
// NOTE: For Raspberry Pi, axis must be reconfigured
|
||||
#if defined(PLATFORM_RPI)
|
||||
#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
|
||||
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down)
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right)
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down)
|
||||
#define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level)
|
||||
#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
|
||||
#else
|
||||
#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
|
||||
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down)
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right)
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down)
|
||||
#define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level)
|
||||
#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
|
||||
#endif
|
||||
|
||||
// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
|
||||
// Plain structures in C++ (without constructors) can be initialized from { } initializers.
|
||||
#ifdef __cplusplus
|
||||
#define CLITERAL
|
||||
#else
|
||||
#define CLITERAL (Color)
|
||||
#endif
|
||||
|
||||
// Some Basic Colors
|
||||
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
|
||||
#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray
|
||||
#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray
|
||||
#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray
|
||||
#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow
|
||||
#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold
|
||||
#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange
|
||||
#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink
|
||||
#define RED CLITERAL{ 230, 41, 55, 255 } // Red
|
||||
#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon
|
||||
#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green
|
||||
#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime
|
||||
#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green
|
||||
#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue
|
||||
#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue
|
||||
#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue
|
||||
#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple
|
||||
#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet
|
||||
#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple
|
||||
#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige
|
||||
#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown
|
||||
#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown
|
||||
|
||||
#define WHITE CLITERAL{ 255, 255, 255, 255 } // White
|
||||
#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black
|
||||
#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent)
|
||||
#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
|
||||
#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
|
||||
|
||||
// Shader and material limits
|
||||
#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
|
||||
#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
#ifndef __cplusplus
|
||||
// Boolean type
|
||||
#if !defined(_STDBOOL_H) || !defined(__STDBOOL_H) // CLang uses second form
|
||||
typedef enum { false, true } bool;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Vector2 type
|
||||
typedef struct Vector2 {
|
||||
float x;
|
||||
float y;
|
||||
} Vector2;
|
||||
|
||||
// Vector3 type
|
||||
typedef struct Vector3 {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
} Vector3;
|
||||
|
||||
// Matrix type (OpenGL style 4x4 - right handed, column major)
|
||||
typedef struct Matrix {
|
||||
float m0, m4, m8, m12;
|
||||
float m1, m5, m9, m13;
|
||||
float m2, m6, m10, m14;
|
||||
float m3, m7, m11, m15;
|
||||
} Matrix;
|
||||
|
||||
// Color type, RGBA (32bit)
|
||||
typedef struct Color {
|
||||
unsigned char r;
|
||||
unsigned char g;
|
||||
unsigned char b;
|
||||
unsigned char a;
|
||||
} Color;
|
||||
|
||||
// Rectangle type
|
||||
typedef struct Rectangle {
|
||||
int x;
|
||||
int y;
|
||||
int width;
|
||||
int height;
|
||||
} Rectangle;
|
||||
|
||||
// Image type, bpp always RGBA (32bit)
|
||||
// NOTE: Data stored in CPU memory (RAM)
|
||||
typedef struct Image {
|
||||
void *data; // Image raw data
|
||||
int width; // Image base width
|
||||
int height; // Image base height
|
||||
int mipmaps; // Mipmap levels, 1 by default
|
||||
int format; // Data format (TextureFormat type)
|
||||
} Image;
|
||||
|
||||
// Texture2D type
|
||||
// NOTE: Data stored in GPU memory
|
||||
typedef struct Texture2D {
|
||||
unsigned int id; // OpenGL texture id
|
||||
int width; // Texture base width
|
||||
int height; // Texture base height
|
||||
int mipmaps; // Mipmap levels, 1 by default
|
||||
int format; // Data format (TextureFormat type)
|
||||
} Texture2D;
|
||||
|
||||
// RenderTexture2D type, for texture rendering
|
||||
typedef struct RenderTexture2D {
|
||||
unsigned int id; // OpenGL Framebuffer Object (FBO) id
|
||||
Texture2D texture; // Color buffer attachment texture
|
||||
Texture2D depth; // Depth buffer attachment texture
|
||||
} RenderTexture2D;
|
||||
|
||||
// SpriteFont character info
|
||||
typedef struct CharInfo {
|
||||
int value; // Character value (Unicode)
|
||||
Rectangle rec; // Character rectangle in sprite font
|
||||
int offsetX; // Character offset X when drawing
|
||||
int offsetY; // Character offset Y when drawing
|
||||
int advanceX; // Character advance position X
|
||||
} CharInfo;
|
||||
|
||||
// SpriteFont type, includes texture and charSet array data
|
||||
typedef struct SpriteFont {
|
||||
Texture2D texture; // Font texture
|
||||
int baseSize; // Base size (default chars height)
|
||||
int charsCount; // Number of characters
|
||||
CharInfo *chars; // Characters info data
|
||||
} SpriteFont;
|
||||
|
||||
// Camera type, defines a camera position/orientation in 3d space
|
||||
typedef struct Camera {
|
||||
Vector3 position; // Camera position
|
||||
Vector3 target; // Camera target it looks-at
|
||||
Vector3 up; // Camera up vector (rotation over its axis)
|
||||
float fovy; // Camera field-of-view apperture in Y (degrees)
|
||||
} Camera;
|
||||
|
||||
// Camera2D type, defines a 2d camera
|
||||
typedef struct Camera2D {
|
||||
Vector2 offset; // Camera offset (displacement from target)
|
||||
Vector2 target; // Camera target (rotation and zoom origin)
|
||||
float rotation; // Camera rotation in degrees
|
||||
float zoom; // Camera zoom (scaling), should be 1.0f by default
|
||||
} Camera2D;
|
||||
|
||||
// Bounding box type
|
||||
typedef struct BoundingBox {
|
||||
Vector3 min; // Minimum vertex box-corner
|
||||
Vector3 max; // Maximum vertex box-corner
|
||||
} BoundingBox;
|
||||
|
||||
// Vertex data definning a mesh
|
||||
// NOTE: Data stored in CPU memory (and GPU)
|
||||
typedef struct Mesh {
|
||||
int vertexCount; // Number of vertices stored in arrays
|
||||
int triangleCount; // Number of triangles stored (indexed or not)
|
||||
|
||||
float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
|
||||
float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
|
||||
float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
|
||||
float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
|
||||
float *tangents; // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
|
||||
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
|
||||
unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
|
||||
|
||||
unsigned int vaoId; // OpenGL Vertex Array Object id
|
||||
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
|
||||
} Mesh;
|
||||
|
||||
// Shader type (generic)
|
||||
typedef struct Shader {
|
||||
unsigned int id; // Shader program id
|
||||
int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
|
||||
} Shader;
|
||||
|
||||
// Material texture map
|
||||
typedef struct MaterialMap {
|
||||
Texture2D texture; // Material map texture
|
||||
Color color; // Material map color
|
||||
float value; // Material map value
|
||||
} MaterialMap;
|
||||
|
||||
// Material type (generic)
|
||||
typedef struct Material {
|
||||
Shader shader; // Material shader
|
||||
MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
|
||||
float *params; // Material generic parameters (if required)
|
||||
} Material;
|
||||
|
||||
// Model type
|
||||
typedef struct Model {
|
||||
Mesh mesh; // Vertex data buffers (RAM and VRAM)
|
||||
Matrix transform; // Local transform matrix
|
||||
Material material; // Shader and textures data
|
||||
} Model;
|
||||
|
||||
// Ray type (useful for raycast)
|
||||
typedef struct Ray {
|
||||
Vector3 position; // Ray position (origin)
|
||||
Vector3 direction; // Ray direction
|
||||
} Ray;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Enumerators Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Trace log type
|
||||
typedef enum {
|
||||
LOG_INFO = 0,
|
||||
LOG_WARNING,
|
||||
LOG_ERROR,
|
||||
LOG_DEBUG,
|
||||
LOG_OTHER
|
||||
} LogType;
|
||||
|
||||
// Shader location point type
|
||||
typedef enum {
|
||||
LOC_VERTEX_POSITION = 0,
|
||||
LOC_VERTEX_TEXCOORD01,
|
||||
LOC_VERTEX_TEXCOORD02,
|
||||
LOC_VERTEX_NORMAL,
|
||||
LOC_VERTEX_TANGENT,
|
||||
LOC_VERTEX_COLOR,
|
||||
LOC_MATRIX_MVP,
|
||||
LOC_MATRIX_MODEL,
|
||||
LOC_MATRIX_VIEW,
|
||||
LOC_MATRIX_PROJECTION,
|
||||
LOC_VECTOR_VIEW,
|
||||
LOC_COLOR_DIFFUSE,
|
||||
LOC_COLOR_SPECULAR,
|
||||
LOC_COLOR_AMBIENT,
|
||||
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
|
||||
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
|
||||
LOC_MAP_NORMAL,
|
||||
LOC_MAP_ROUGHNESS,
|
||||
LOC_MAP_OCCUSION,
|
||||
LOC_MAP_EMISSION,
|
||||
LOC_MAP_HEIGHT,
|
||||
LOC_MAP_CUBEMAP,
|
||||
LOC_MAP_IRRADIANCE,
|
||||
LOC_MAP_PREFILTER,
|
||||
LOC_MAP_BRDF
|
||||
} ShaderLocationIndex;
|
||||
|
||||
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
|
||||
#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
|
||||
|
||||
// Material map type
|
||||
typedef enum {
|
||||
MAP_ALBEDO = 0, // MAP_DIFFUSE
|
||||
MAP_METALNESS = 1, // MAP_SPECULAR
|
||||
MAP_NORMAL = 2,
|
||||
MAP_ROUGHNESS = 3,
|
||||
MAP_OCCLUSION,
|
||||
MAP_EMISSION,
|
||||
MAP_HEIGHT,
|
||||
MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
MAP_BRDF
|
||||
} TexmapIndex;
|
||||
|
||||
#define MAP_DIFFUSE MAP_ALBEDO
|
||||
#define MAP_SPECULAR MAP_METALNESS
|
||||
|
||||
// Texture formats
|
||||
// NOTE: Support depends on OpenGL version and platform
|
||||
typedef enum {
|
||||
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
||||
UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels)
|
||||
UNCOMPRESSED_R5G6B5, // 16 bpp
|
||||
UNCOMPRESSED_R8G8B8, // 24 bpp
|
||||
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
|
||||
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
|
||||
UNCOMPRESSED_R8G8B8A8, // 32 bpp
|
||||
UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR
|
||||
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
|
||||
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
|
||||
COMPRESSED_DXT3_RGBA, // 8 bpp
|
||||
COMPRESSED_DXT5_RGBA, // 8 bpp
|
||||
COMPRESSED_ETC1_RGB, // 4 bpp
|
||||
COMPRESSED_ETC2_RGB, // 4 bpp
|
||||
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
|
||||
COMPRESSED_PVRT_RGB, // 4 bpp
|
||||
COMPRESSED_PVRT_RGBA, // 4 bpp
|
||||
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
|
||||
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
||||
} TextureFormat;
|
||||
|
||||
// Texture parameters: filter mode
|
||||
// NOTE 1: Filtering considers mipmaps if available in the texture
|
||||
// NOTE 2: Filter is accordingly set for minification and magnification
|
||||
typedef enum {
|
||||
FILTER_POINT = 0, // No filter, just pixel aproximation
|
||||
FILTER_BILINEAR, // Linear filtering
|
||||
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
||||
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
||||
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
||||
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
||||
} TextureFilterMode;
|
||||
|
||||
// Texture parameters: wrap mode
|
||||
typedef enum {
|
||||
WRAP_REPEAT = 0,
|
||||
WRAP_CLAMP,
|
||||
WRAP_MIRROR
|
||||
} TextureWrapMode;
|
||||
|
||||
// Color blending modes (pre-defined)
|
||||
typedef enum {
|
||||
BLEND_ALPHA = 0,
|
||||
BLEND_ADDITIVE,
|
||||
BLEND_MULTIPLIED
|
||||
} BlendMode;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// It's lonely here...
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Window and Graphics Device Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// Window-related functions
|
||||
RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity
|
||||
|
||||
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
|
||||
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
|
||||
RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
|
||||
RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
|
||||
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
||||
RLAPI int GetScreenWidth(void); // Get current screen width
|
||||
RLAPI int GetScreenHeight(void); // Get current screen height
|
||||
|
||||
// Drawing-related functions
|
||||
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
|
||||
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
|
||||
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
|
||||
RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
|
||||
RLAPI void End2dMode(void); // Ends 2D mode with custom camera
|
||||
RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
|
||||
RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
|
||||
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
||||
RLAPI void EndTextureMode(void); // Ends drawing to render texture
|
||||
|
||||
// Screen-space-related functions
|
||||
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
||||
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
|
||||
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
||||
|
||||
// Timming-related functions
|
||||
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
||||
RLAPI int GetFPS(void); // Returns current FPS
|
||||
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
|
||||
|
||||
// Color-related functions
|
||||
RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color
|
||||
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
||||
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
||||
RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes
|
||||
|
||||
// Math useful functions (available from raymath.h)
|
||||
RLAPI float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array
|
||||
RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array
|
||||
RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f
|
||||
RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f
|
||||
RLAPI Matrix MatrixIdentity(void); // Returns identity matrix
|
||||
|
||||
// Misc. functions
|
||||
RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
|
||||
RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
|
||||
RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
|
||||
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
|
||||
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
||||
|
||||
// Files management functions
|
||||
RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
|
||||
RLAPI const char *GetExtension(const char *fileName); // Get file extension
|
||||
RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
|
||||
RLAPI const char *GetWorkingDirectory(void); // Get current working directory
|
||||
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
|
||||
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
|
||||
RLAPI char **GetDroppedFiles(int *count); // Get dropped files names
|
||||
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer
|
||||
|
||||
// Persistent storage management
|
||||
RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
|
||||
RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Input Handling Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// Input-related functions: keyboard
|
||||
RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
||||
RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
|
||||
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
|
||||
RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
||||
RLAPI int GetKeyPressed(void); // Get latest key pressed
|
||||
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
|
||||
// Input-related functions: gamepads
|
||||
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
|
||||
RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
|
||||
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
||||
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
||||
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
||||
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
|
||||
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
||||
|
||||
// Input-related functions: mouse
|
||||
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
||||
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
||||
RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
||||
RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
||||
RLAPI int GetMouseX(void); // Returns mouse position X
|
||||
RLAPI int GetMouseY(void); // Returns mouse position Y
|
||||
RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
|
||||
RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
|
||||
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
||||
|
||||
// Input-related functions: touch
|
||||
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
||||
RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
||||
RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Shaders System Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// Shader loading/unloading functions
|
||||
RLAPI char *LoadText(const char *fileName); // Load chars array from text file
|
||||
RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations
|
||||
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
||||
|
||||
RLAPI Shader GetShaderDefault(void); // Get default shader
|
||||
RLAPI Texture2D GetTextureDefault(void); // Get default texture
|
||||
|
||||
// Shader configuration functions
|
||||
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
||||
RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
||||
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
||||
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
||||
|
||||
// Texture maps generation (PBR)
|
||||
// NOTE: Required shaders should be provided
|
||||
RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
|
||||
RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
|
||||
RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
|
||||
RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
|
||||
|
||||
// Shading begin/end functions
|
||||
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
||||
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
|
||||
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
||||
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // RAYLIB_H
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,474 +0,0 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* rlgl - raylib OpenGL abstraction layer
|
||||
*
|
||||
* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
|
||||
* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
|
||||
*
|
||||
* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
|
||||
* VBO buffers (and VAOs if available). It requires calling 3 functions:
|
||||
* rlglInit() - Initialize internal buffers and auxiliar resources
|
||||
* rlglDraw() - Process internal buffers and send required draw calls
|
||||
* rlglClose() - De-initialize internal buffers data and other auxiliar resources
|
||||
*
|
||||
* CONFIGURATION:
|
||||
*
|
||||
* #define GRAPHICS_API_OPENGL_11
|
||||
* #define GRAPHICS_API_OPENGL_21
|
||||
* #define GRAPHICS_API_OPENGL_33
|
||||
* #define GRAPHICS_API_OPENGL_ES2
|
||||
* Use selected OpenGL graphics backend, should be supported by platform
|
||||
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
|
||||
* required by any other module, use rlGetVersion() tocheck it
|
||||
*
|
||||
* #define RLGL_STANDALONE
|
||||
* Use rlgl as standalone library (no raylib dependency)
|
||||
*
|
||||
* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING
|
||||
* Support VR simulation functionality (stereo rendering)
|
||||
*
|
||||
* #define SUPPORT_SHADER_DISTORTION
|
||||
* Include stereo rendering distortion shader (shader_distortion.h)
|
||||
*
|
||||
* DEPENDENCIES:
|
||||
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
|
||||
* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
|
||||
*
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2014-2017 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.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef RLGL_H
|
||||
#define RLGL_H
|
||||
|
||||
#if defined(RLGL_STANDALONE)
|
||||
#define RAYMATH_STANDALONE
|
||||
#else
|
||||
#include "raylib.h" // Required for: Model, Shader, Texture2D, TraceLog()
|
||||
#endif
|
||||
|
||||
#include "raymath.h" // Required for: Vector3, Matrix
|
||||
|
||||
// Security check in case no GRAPHICS_API_OPENGL_* defined
|
||||
#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#define GRAPHICS_API_OPENGL_11
|
||||
#endif
|
||||
|
||||
// Security check in case multiple GRAPHICS_API_OPENGL_* defined
|
||||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
#if defined(GRAPHICS_API_OPENGL_21)
|
||||
#undef GRAPHICS_API_OPENGL_21
|
||||
#endif
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
#undef GRAPHICS_API_OPENGL_33
|
||||
#endif
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#undef GRAPHICS_API_OPENGL_ES2
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_21)
|
||||
#define GRAPHICS_API_OPENGL_33
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
||||
// NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful!
|
||||
#define MAX_LINES_BATCH 8192
|
||||
#define MAX_TRIANGLES_BATCH 4096
|
||||
#define MAX_QUADS_BATCH 8192
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
// NOTE: Reduce memory sizes for embedded systems (RPI and HTML5)
|
||||
// NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
|
||||
#define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere)
|
||||
#define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere)
|
||||
#define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad
|
||||
#endif
|
||||
|
||||
// Texture parameters (equivalent to OpenGL defines)
|
||||
#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
|
||||
#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
|
||||
#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
|
||||
#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
|
||||
#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier)
|
||||
|
||||
#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST
|
||||
#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR
|
||||
#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
|
||||
#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
|
||||
#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
|
||||
#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
|
||||
|
||||
#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT
|
||||
#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
|
||||
#define RL_WRAP_CLAMP_MIRROR 0x8742 // GL_MIRROR_CLAMP_EXT
|
||||
|
||||
// Matrix modes (equivalent to OpenGL)
|
||||
#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
|
||||
#define RL_PROJECTION 0x1701 // GL_PROJECTION
|
||||
#define RL_TEXTURE 0x1702 // GL_TEXTURE
|
||||
|
||||
// Primitive assembly draw modes
|
||||
#define RL_LINES 0x0001 // GL_LINES
|
||||
#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
|
||||
#define RL_QUADS 0x0007 // GL_QUADS
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
|
||||
|
||||
typedef unsigned char byte;
|
||||
|
||||
#if defined(RLGL_STANDALONE)
|
||||
#ifndef __cplusplus
|
||||
// Boolean type
|
||||
typedef enum { false, true } bool;
|
||||
#endif
|
||||
|
||||
// Shader location point type
|
||||
typedef enum {
|
||||
LOC_VERTEX_POSITION = 0,
|
||||
LOC_VERTEX_TEXCOORD01,
|
||||
LOC_VERTEX_TEXCOORD02,
|
||||
LOC_VERTEX_NORMAL,
|
||||
LOC_VERTEX_TANGENT,
|
||||
LOC_VERTEX_COLOR,
|
||||
LOC_MATRIX_MVP,
|
||||
LOC_MATRIX_MODEL,
|
||||
LOC_MATRIX_VIEW,
|
||||
LOC_MATRIX_PROJECTION,
|
||||
LOC_VECTOR_VIEW,
|
||||
LOC_COLOR_DIFFUSE,
|
||||
LOC_COLOR_SPECULAR,
|
||||
LOC_COLOR_AMBIENT,
|
||||
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
|
||||
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
|
||||
LOC_MAP_NORMAL,
|
||||
LOC_MAP_ROUGHNESS,
|
||||
LOC_MAP_OCCUSION,
|
||||
LOC_MAP_EMISSION,
|
||||
LOC_MAP_HEIGHT,
|
||||
LOC_MAP_CUBEMAP,
|
||||
LOC_MAP_IRRADIANCE,
|
||||
LOC_MAP_PREFILTER,
|
||||
LOC_MAP_BRDF
|
||||
} ShaderLocationIndex;
|
||||
|
||||
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
|
||||
#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
|
||||
|
||||
// Material map type
|
||||
typedef enum {
|
||||
MAP_ALBEDO = 0, // MAP_DIFFUSE
|
||||
MAP_METALNESS = 1, // MAP_SPECULAR
|
||||
MAP_NORMAL = 2,
|
||||
MAP_ROUGHNESS = 3,
|
||||
MAP_OCCLUSION,
|
||||
MAP_EMISSION,
|
||||
MAP_HEIGHT,
|
||||
MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
MAP_BRDF
|
||||
} TexmapIndex;
|
||||
|
||||
#define MAP_DIFFUSE MAP_ALBEDO
|
||||
#define MAP_SPECULAR MAP_METALNESS
|
||||
|
||||
// Color type, RGBA (32bit)
|
||||
typedef struct Color {
|
||||
unsigned char r;
|
||||
unsigned char g;
|
||||
unsigned char b;
|
||||
unsigned char a;
|
||||
} Color;
|
||||
|
||||
// Texture2D type
|
||||
// NOTE: Data stored in GPU memory
|
||||
typedef struct Texture2D {
|
||||
unsigned int id; // OpenGL texture id
|
||||
int width; // Texture base width
|
||||
int height; // Texture base height
|
||||
int mipmaps; // Mipmap levels, 1 by default
|
||||
int format; // Data format (TextureFormat)
|
||||
} Texture2D;
|
||||
|
||||
// RenderTexture2D type, for texture rendering
|
||||
typedef struct RenderTexture2D {
|
||||
unsigned int id; // Render texture (fbo) id
|
||||
Texture2D texture; // Color buffer attachment texture
|
||||
Texture2D depth; // Depth buffer attachment texture
|
||||
} RenderTexture2D;
|
||||
|
||||
// Vertex data definning a mesh
|
||||
typedef struct Mesh {
|
||||
int vertexCount; // number of vertices stored in arrays
|
||||
int triangleCount; // number of triangles stored (indexed or not)
|
||||
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
|
||||
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
|
||||
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
|
||||
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
|
||||
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
|
||||
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
|
||||
unsigned short *indices;// vertex indices (in case vertex data comes indexed)
|
||||
|
||||
unsigned int vaoId; // OpenGL Vertex Array Object id
|
||||
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
|
||||
} Mesh;
|
||||
|
||||
// Shader and material limits
|
||||
#define MAX_SHADER_LOCATIONS 32
|
||||
#define MAX_MATERIAL_MAPS 12
|
||||
|
||||
// Shader type (generic)
|
||||
typedef struct Shader {
|
||||
unsigned int id; // Shader program id
|
||||
int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
|
||||
} Shader;
|
||||
|
||||
// Material texture map
|
||||
typedef struct MaterialMap {
|
||||
Texture2D texture; // Material map texture
|
||||
Color color; // Material map color
|
||||
float value; // Material map value
|
||||
} MaterialMap;
|
||||
|
||||
// Material type (generic)
|
||||
typedef struct Material {
|
||||
Shader shader; // Material shader
|
||||
MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
|
||||
float *params; // Material generic parameters (if required)
|
||||
} Material;
|
||||
|
||||
// Camera type, defines a camera position/orientation in 3d space
|
||||
typedef struct Camera {
|
||||
Vector3 position; // Camera position
|
||||
Vector3 target; // Camera target it looks-at
|
||||
Vector3 up; // Camera up vector (rotation over its axis)
|
||||
float fovy; // Camera field-of-view apperture in Y (degrees)
|
||||
} Camera;
|
||||
|
||||
// TraceLog message types
|
||||
typedef enum {
|
||||
LOG_INFO = 0,
|
||||
LOG_ERROR,
|
||||
LOG_WARNING,
|
||||
LOG_DEBUG,
|
||||
LOG_OTHER
|
||||
} TraceLogType;
|
||||
|
||||
// Texture formats (support depends on OpenGL version)
|
||||
typedef enum {
|
||||
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
||||
UNCOMPRESSED_GRAY_ALPHA,
|
||||
UNCOMPRESSED_R5G6B5, // 16 bpp
|
||||
UNCOMPRESSED_R8G8B8, // 24 bpp
|
||||
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
|
||||
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
|
||||
UNCOMPRESSED_R8G8B8A8, // 32 bpp
|
||||
UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR
|
||||
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
|
||||
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
|
||||
COMPRESSED_DXT3_RGBA, // 8 bpp
|
||||
COMPRESSED_DXT5_RGBA, // 8 bpp
|
||||
COMPRESSED_ETC1_RGB, // 4 bpp
|
||||
COMPRESSED_ETC2_RGB, // 4 bpp
|
||||
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
|
||||
COMPRESSED_PVRT_RGB, // 4 bpp
|
||||
COMPRESSED_PVRT_RGBA, // 4 bpp
|
||||
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
|
||||
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
||||
} TextureFormat;
|
||||
|
||||
// Texture parameters: filter mode
|
||||
// NOTE 1: Filtering considers mipmaps if available in the texture
|
||||
// NOTE 2: Filter is accordingly set for minification and magnification
|
||||
typedef enum {
|
||||
FILTER_POINT = 0, // No filter, just pixel aproximation
|
||||
FILTER_BILINEAR, // Linear filtering
|
||||
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
||||
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
||||
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
||||
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
||||
} TextureFilterMode;
|
||||
|
||||
// Texture parameters: wrap mode
|
||||
typedef enum {
|
||||
WRAP_REPEAT = 0,
|
||||
WRAP_CLAMP,
|
||||
WRAP_MIRROR
|
||||
} TextureWrapMode;
|
||||
|
||||
// Color blending modes (pre-defined)
|
||||
typedef enum {
|
||||
BLEND_ALPHA = 0,
|
||||
BLEND_ADDITIVE,
|
||||
BLEND_MULTIPLIED
|
||||
} BlendMode;
|
||||
|
||||
// VR Head Mounted Display devices
|
||||
typedef enum {
|
||||
HMD_DEFAULT_DEVICE = 0,
|
||||
HMD_OCULUS_RIFT_DK2,
|
||||
HMD_OCULUS_RIFT_CV1,
|
||||
HMD_VALVE_HTC_VIVE,
|
||||
HMD_SAMSUNG_GEAR_VR,
|
||||
HMD_GOOGLE_CARDBOARD,
|
||||
HMD_SONY_PLAYSTATION_VR,
|
||||
HMD_RAZER_OSVR,
|
||||
HMD_FOVE_VR,
|
||||
} VrDevice;
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Functions Declaration - Matrix operations
|
||||
//------------------------------------------------------------------------------------
|
||||
void rlMatrixMode(int mode); // Choose the current matrix to be transformed
|
||||
void rlPushMatrix(void); // Push the current matrix to stack
|
||||
void rlPopMatrix(void); // Pop lattest inserted matrix from stack
|
||||
void rlLoadIdentity(void); // Reset current matrix to identity matrix
|
||||
void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
|
||||
void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
|
||||
void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
|
||||
void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
|
||||
void rlFrustum(double left, double right, double bottom, double top, double near, double far);
|
||||
void rlOrtho(double left, double right, double bottom, double top, double near, double far);
|
||||
void rlViewport(int x, int y, int width, int height); // Set the viewport area
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Functions Declaration - Vertex level operations
|
||||
//------------------------------------------------------------------------------------
|
||||
void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
|
||||
void rlEnd(void); // Finish vertex providing
|
||||
void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
|
||||
void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
|
||||
void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
|
||||
void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
|
||||
void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
|
||||
void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
|
||||
void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
|
||||
void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
|
||||
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
|
||||
//------------------------------------------------------------------------------------
|
||||
void rlEnableTexture(unsigned int id); // Enable texture usage
|
||||
void rlDisableTexture(void); // Disable texture usage
|
||||
void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
|
||||
void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
|
||||
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
|
||||
void rlEnableDepthTest(void); // Enable depth test
|
||||
void rlDisableDepthTest(void); // Disable depth test
|
||||
void rlEnableWireMode(void); // Enable wire mode
|
||||
void rlDisableWireMode(void); // Disable wire mode
|
||||
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
|
||||
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
|
||||
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
|
||||
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
|
||||
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
|
||||
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
|
||||
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Functions Declaration - rlgl functionality
|
||||
//------------------------------------------------------------------------------------
|
||||
void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
|
||||
void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
|
||||
void rlglDraw(void); // Update and Draw default buffers (lines, triangles, quads)
|
||||
|
||||
int rlGetVersion(void); // Returns current OpenGL version
|
||||
void rlLoadExtensions(void *loader); // Load OpenGL extensions
|
||||
Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
|
||||
|
||||
// Textures data management
|
||||
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
|
||||
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
|
||||
void rlUnloadTexture(unsigned int id);
|
||||
void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
|
||||
void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
|
||||
unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
|
||||
RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
|
||||
|
||||
// Vertex data management
|
||||
void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
|
||||
void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
|
||||
void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
|
||||
void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
|
||||
|
||||
// NOTE: There is a set of shader related functions that are available to end user,
|
||||
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
|
||||
|
||||
#if defined(RLGL_STANDALONE)
|
||||
//------------------------------------------------------------------------------------
|
||||
// Shaders System Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
|
||||
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
||||
|
||||
Shader GetShaderDefault(void); // Get default shader
|
||||
Texture2D GetTextureDefault(void); // Get default texture
|
||||
|
||||
// Shader configuration functions
|
||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
||||
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
||||
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
||||
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
||||
|
||||
// Texture maps generation (PBR)
|
||||
// NOTE: Required shaders should be provided
|
||||
Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
|
||||
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
|
||||
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
|
||||
Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
|
||||
|
||||
// Shading and blending
|
||||
void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
||||
void EndShaderMode(void); // End custom shader drawing (use default shader)
|
||||
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
||||
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
||||
|
||||
// VR simulator functionality
|
||||
void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
|
||||
void CloseVrSimulator(void); // Close VR simulator for current device
|
||||
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
void BeginVrDrawing(void); // Begin VR stereo rendering
|
||||
void EndVrDrawing(void); // End VR stereo rendering
|
||||
|
||||
void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // RLGL_H
|
@ -1,214 +0,0 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib.utils - Some common utility functions
|
||||
*
|
||||
* CONFIGURATION:
|
||||
*
|
||||
* #define SUPPORT_SAVE_PNG (defined by default)
|
||||
* Support saving image data as PNG fileformat
|
||||
* NOTE: Requires stb_image_write library
|
||||
*
|
||||
* #define SUPPORT_SAVE_BMP
|
||||
* Support saving image data as BMP fileformat
|
||||
* NOTE: Requires stb_image_write library
|
||||
*
|
||||
* #define SUPPORT_TRACELOG
|
||||
* Show TraceLog() output messages
|
||||
* NOTE: By default LOG_DEBUG traces not shown
|
||||
*
|
||||
* #define SUPPORT_TRACELOG_DEBUG
|
||||
* Show TraceLog() LOG_DEBUG messages
|
||||
*
|
||||
* DEPENDENCIES:
|
||||
* stb_image_write - BMP/PNG writting functions
|
||||
*
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2014-2017 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.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#define SUPPORT_TRACELOG // Output tracelog messages
|
||||
//#define SUPPORT_TRACELOG_DEBUG // Avoid LOG_DEBUG messages tracing
|
||||
|
||||
#include "raylib.h" // Required for: LogType enum
|
||||
#include "utils.h"
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
#include <errno.h>
|
||||
#include <android/log.h>
|
||||
#include <android/asset_manager.h>
|
||||
#endif
|
||||
|
||||
#include <stdlib.h> // Required for: malloc(), free()
|
||||
#include <stdio.h> // Required for: fopen(), fclose(), fputc(), fwrite(), printf(), fprintf(), funopen()
|
||||
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
|
||||
#include <string.h> // Required for: strlen(), strrchr(), strcmp()
|
||||
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
#include "external/stb_image_write.h" // Required for: stbi_write_bmp(), stbi_write_png()
|
||||
#endif
|
||||
|
||||
//#define RRES_IMPLEMENTATION
|
||||
//#include "rres.h"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
AAssetManager *assetManager;
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
static int android_read(void *cookie, char *buf, int size);
|
||||
static int android_write(void *cookie, const char *buf, int size);
|
||||
static fpos_t android_seek(void *cookie, fpos_t offset, int whence);
|
||||
static int android_close(void *cookie);
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Utilities
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
|
||||
void TraceLog(int msgType, const char *text, ...)
|
||||
{
|
||||
#if defined(SUPPORT_TRACELOG)
|
||||
static char buffer[128];
|
||||
int traceDebugMsgs = 0;
|
||||
|
||||
#if defined(SUPPORT_TRACELOG_DEBUG)
|
||||
traceDebugMsgs = 1;
|
||||
#endif
|
||||
|
||||
switch(msgType)
|
||||
{
|
||||
case LOG_INFO: strcpy(buffer, "INFO: "); break;
|
||||
case LOG_ERROR: strcpy(buffer, "ERROR: "); break;
|
||||
case LOG_WARNING: strcpy(buffer, "WARNING: "); break;
|
||||
case LOG_DEBUG: strcpy(buffer, "DEBUG: "); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
strcat(buffer, text);
|
||||
strcat(buffer, "\n");
|
||||
|
||||
va_list args;
|
||||
va_start(args, text);
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
switch(msgType)
|
||||
{
|
||||
case LOG_INFO: __android_log_vprint(ANDROID_LOG_INFO, "raylib", buffer, args); break;
|
||||
case LOG_ERROR: __android_log_vprint(ANDROID_LOG_ERROR, "raylib", buffer, args); break;
|
||||
case LOG_WARNING: __android_log_vprint(ANDROID_LOG_WARN, "raylib", buffer, args); break;
|
||||
case LOG_DEBUG: if (traceDebugMsgs) __android_log_vprint(ANDROID_LOG_DEBUG, "raylib", buffer, args); break;
|
||||
default: break;
|
||||
}
|
||||
#else
|
||||
if ((msgType != LOG_DEBUG) || ((msgType == LOG_DEBUG) && (traceDebugMsgs))) vprintf(buffer, args);
|
||||
#endif
|
||||
|
||||
va_end(args);
|
||||
|
||||
if (msgType == LOG_ERROR) exit(1); // If LOG_ERROR message, exit program
|
||||
|
||||
#endif // SUPPORT_TRACELOG
|
||||
}
|
||||
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
|
||||
|
||||
#if defined(SUPPORT_SAVE_BMP)
|
||||
// Creates a BMP image file from an array of pixel data
|
||||
void SaveBMP(const char *fileName, unsigned char *imgData, int width, int height, int compSize)
|
||||
{
|
||||
stbi_write_bmp(fileName, width, height, compSize, imgData);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(SUPPORT_SAVE_PNG)
|
||||
// Creates a PNG image file from an array of pixel data
|
||||
void SavePNG(const char *fileName, unsigned char *imgData, int width, int height, int compSize)
|
||||
{
|
||||
stbi_write_png(fileName, width, height, compSize, imgData, width*compSize);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Keep track of memory allocated
|
||||
// NOTE: mallocType defines the type of data allocated
|
||||
/*
|
||||
void RecordMalloc(int mallocType, int mallocSize, const char *msg)
|
||||
{
|
||||
// TODO: Investigate how to record memory allocation data...
|
||||
// Maybe creating my own malloc function...
|
||||
}
|
||||
*/
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
// Initialize asset manager from android app
|
||||
void InitAssetManager(AAssetManager *manager)
|
||||
{
|
||||
assetManager = manager;
|
||||
}
|
||||
|
||||
// Replacement for fopen
|
||||
FILE *android_fopen(const char *fileName, const char *mode)
|
||||
{
|
||||
if (mode[0] == 'w') return NULL;
|
||||
|
||||
AAsset *asset = AAssetManager_open(assetManager, fileName, 0);
|
||||
|
||||
if (!asset) return NULL;
|
||||
|
||||
return funopen(asset, android_read, android_write, android_seek, android_close);
|
||||
}
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
static int android_read(void *cookie, char *buf, int size)
|
||||
{
|
||||
return AAsset_read((AAsset *)cookie, buf, size);
|
||||
}
|
||||
|
||||
static int android_write(void *cookie, const char *buf, int size)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "Can't provide write access to the APK");
|
||||
|
||||
return EACCES;
|
||||
}
|
||||
|
||||
static fpos_t android_seek(void *cookie, fpos_t offset, int whence)
|
||||
{
|
||||
return AAsset_seek((AAsset *)cookie, offset, whence);
|
||||
}
|
||||
|
||||
static int android_close(void *cookie)
|
||||
{
|
||||
AAsset_close((AAsset *)cookie);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
@ -1,79 +0,0 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib.utils - Some common utility functions
|
||||
*
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2014-2017 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.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef UTILS_H
|
||||
#define UTILS_H
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
#include <stdio.h> // Required for: FILE
|
||||
#include <android/asset_manager.h> // Required for: AAssetManager
|
||||
#endif
|
||||
|
||||
//#include "rres.h"
|
||||
|
||||
#define SUPPORT_SAVE_PNG
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Some basic Defines
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
#define fopen(name, mode) android_fopen(name, mode)
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Nop...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
|
||||
#if defined(SUPPORT_SAVE_BMP)
|
||||
void SaveBMP(const char *fileName, unsigned char *imgData, int width, int height, int compSize);
|
||||
#endif
|
||||
#if defined(SUPPORT_SAVE_PNG)
|
||||
void SavePNG(const char *fileName, unsigned char *imgData, int width, int height, int compSize);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
void InitAssetManager(AAssetManager *manager); // Initialize asset manager from android app
|
||||
FILE *android_fopen(const char *fileName, const char *mode); // Replacement for fopen()
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // UTILS_H
|
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Reference in New Issue
Block a user