Add raylib
8
external/raylib-4.5.0/.github/FUNDING.yml
vendored
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
# These are supported funding model platforms
|
||||||
|
|
||||||
|
github: raysan5
|
||||||
|
patreon: # raylib
|
||||||
|
open_collective: # Replace with a single Open Collective username
|
||||||
|
ko_fi: # raysan
|
||||||
|
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
|
||||||
|
custom: # Replace with a single custom sponsorship URL
|
1
external/raylib-4.5.0/.github/ISSUE_TEMPLATE/config.yml
vendored
Normal file
@ -0,0 +1 @@
|
|||||||
|
blank_issues_enabled: false
|
40
external/raylib-4.5.0/.github/ISSUE_TEMPLATE/new-issue-template.md
vendored
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
---
|
||||||
|
name: new issue template
|
||||||
|
about: generic template for new issues
|
||||||
|
title: "[module] Short description of the issue/bug/feature"
|
||||||
|
labels: ''
|
||||||
|
assignees: ''
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**WARNING: Please, read this note carefully before submitting a new issue:**
|
||||||
|
|
||||||
|
It is important to realise that **this is NOT A SUPPORT FORUM**, this is for reproducible BUGS with raylib ONLY.
|
||||||
|
|
||||||
|
There are lots of generous and helpful people ready to help you out on [raylib Discord forum](https://discord.gg/raylib) or [raylib reddit](https://www.reddit.com/r/raylib/).
|
||||||
|
|
||||||
|
Remember that asking for support questions here actively takes developer time away from improving raylib.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
Please, before submitting a new issue verify and check:
|
||||||
|
|
||||||
|
- [ ] I tested it on latest raylib version from master branch
|
||||||
|
- [ ] I checked there is no similar issue already reported
|
||||||
|
- [ ] My code has no errors or misuse of raylib
|
||||||
|
|
||||||
|
### Issue description
|
||||||
|
|
||||||
|
*Briefly describe the issue you are experiencing (or the feature you want to see added to raylib). Tell us what you were trying to do and what happened instead. Remember, this is not the best place to ask questions. For questions, go to [raylib Discord server](https://discord.gg/raylib).*
|
||||||
|
|
||||||
|
### Environment
|
||||||
|
|
||||||
|
*Provide your Platform, Operating System, OpenGL version, GPU details where you experienced the issue.*
|
||||||
|
|
||||||
|
### Issue Screenshot
|
||||||
|
|
||||||
|
*If possible, provide a screenshot that illustrates the issue. Usually an image is better than a thousand words.*
|
||||||
|
|
||||||
|
### Code Example
|
||||||
|
|
||||||
|
*Provide minimal reproduction code to test the issue. Please, format the code properly and try to keep it as simple as possible, just focusing on the experienced issue.*
|
100
external/raylib-4.5.0/.github/workflows/android.yml
vendored
Normal file
@ -0,0 +1,100 @@
|
|||||||
|
name: Android
|
||||||
|
|
||||||
|
on:
|
||||||
|
workflow_dispatch:
|
||||||
|
push:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/android.yml'
|
||||||
|
pull_request:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/android.yml'
|
||||||
|
release:
|
||||||
|
types: [published]
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build:
|
||||||
|
permissions:
|
||||||
|
contents: write # for actions/upload-release-asset to upload release asset
|
||||||
|
runs-on: windows-latest
|
||||||
|
strategy:
|
||||||
|
fail-fast: false
|
||||||
|
max-parallel: 1
|
||||||
|
matrix:
|
||||||
|
ARCH: ["arm64", "x86_64"]
|
||||||
|
|
||||||
|
env:
|
||||||
|
RELEASE_NAME: raylib-dev_android_api29_${{ matrix.ARCH }}
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: Checkout
|
||||||
|
uses: actions/checkout@master
|
||||||
|
|
||||||
|
- name: Setup Release Version
|
||||||
|
run: |
|
||||||
|
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_android_api29_${{ matrix.ARCH }}" >> $GITHUB_ENV
|
||||||
|
shell: bash
|
||||||
|
if: github.event_name == 'release' && github.event.action == 'published'
|
||||||
|
|
||||||
|
- name: Setup Android NDK
|
||||||
|
id: setup-ndk
|
||||||
|
uses: nttld/setup-ndk@v1
|
||||||
|
with:
|
||||||
|
ndk-version: r25
|
||||||
|
add-to-path: false
|
||||||
|
env:
|
||||||
|
ANDROID_NDK_HOME: ${{ steps.setup-ndk.outputs.ndk-path }}
|
||||||
|
|
||||||
|
- name: Setup Environment
|
||||||
|
run: |
|
||||||
|
mkdir build
|
||||||
|
cd build
|
||||||
|
mkdir ${{ env.RELEASE_NAME }}
|
||||||
|
cd ${{ env.RELEASE_NAME }}
|
||||||
|
mkdir include
|
||||||
|
mkdir lib
|
||||||
|
cd ../..
|
||||||
|
|
||||||
|
# Generating static + shared library for 64bit arquitectures and API version 29
|
||||||
|
- name: Build Library
|
||||||
|
run: |
|
||||||
|
cd src
|
||||||
|
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ matrix.ARCH }} ANDROID_API_VERSION=29 ANDROID_NDK=${{ env.ANDROID_NDK_HOME }} RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
|
||||||
|
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ matrix.ARCH }} ANDROID_API_VERSION=29 ANDROID_NDK=${{ env.ANDROID_NDK_HOME }} RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||||
|
cd ..
|
||||||
|
shell: cmd
|
||||||
|
|
||||||
|
- name: Generate Artifacts
|
||||||
|
run: |
|
||||||
|
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./CHANGELOG ./build/${{ env.RELEASE_NAME }}/CHANGELOG
|
||||||
|
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
|
||||||
|
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||||
|
cd build
|
||||||
|
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||||
|
|
||||||
|
- name: Upload Artifacts
|
||||||
|
uses: actions/upload-artifact@v3
|
||||||
|
with:
|
||||||
|
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
|
||||||
|
- name: Upload Artifact to Release
|
||||||
|
uses: actions/upload-release-asset@v1.0.1
|
||||||
|
env:
|
||||||
|
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||||
|
with:
|
||||||
|
upload_url: ${{ github.event.release.upload_url }}
|
||||||
|
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
asset_content_type: application/gzip
|
||||||
|
if: github.event_name == 'release' && github.event.action == 'published'
|
||||||
|
|
111
external/raylib-4.5.0/.github/workflows/cmake.yml
vendored
Normal file
@ -0,0 +1,111 @@
|
|||||||
|
name: CMakeBuilds
|
||||||
|
|
||||||
|
on:
|
||||||
|
workflow_dispatch:
|
||||||
|
push:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/cmake.yml'
|
||||||
|
- 'CMakeList.txt'
|
||||||
|
- 'CMakeOptions.txt'
|
||||||
|
- 'cmake/**'
|
||||||
|
pull_request:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/cmake.yml'
|
||||||
|
- 'CMakeList.txt'
|
||||||
|
- 'CMakeOptions.txt'
|
||||||
|
- 'cmake/**'
|
||||||
|
|
||||||
|
env:
|
||||||
|
# Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.)
|
||||||
|
BUILD_TYPE: Release
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build_windows:
|
||||||
|
name: Windows Build
|
||||||
|
# The CMake configure and build commands are platform agnostic and should work equally
|
||||||
|
# well on Windows or Mac. You can convert this to a matrix build if you need
|
||||||
|
# cross-platform coverage.
|
||||||
|
# See: https://docs.github.com/en/free-pro-team@latest/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
|
||||||
|
runs-on: windows-latest
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v3
|
||||||
|
|
||||||
|
- name: Create Build Environment
|
||||||
|
# Some projects don't allow in-source building, so create a separate build directory
|
||||||
|
# We'll use this as our working directory for all subsequent commands
|
||||||
|
run: cmake -E make_directory ${{github.workspace}}/build
|
||||||
|
|
||||||
|
- name: Configure CMake
|
||||||
|
# Use a bash shell so we can use the same syntax for environment variable
|
||||||
|
# access regardless of the host operating system
|
||||||
|
shell: powershell
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
# Note the current convention is to use the -S and -B options here to specify source
|
||||||
|
# and build directories, but this is only available with CMake 3.13 and higher.
|
||||||
|
# The CMake binaries on the Github Actions machines are (as of this writing) 3.12
|
||||||
|
run: cmake $env:GITHUB_WORKSPACE -DCMAKE_BUILD_TYPE=$env:BUILD_TYPE -DPLATFORM=Desktop
|
||||||
|
|
||||||
|
- name: Build
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
shell: powershell
|
||||||
|
# Execute the build. You can specify a specific target with "--target <NAME>"
|
||||||
|
run: cmake --build . --config $env:BUILD_TYPE
|
||||||
|
|
||||||
|
- name: Test
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
shell: powershell
|
||||||
|
# Execute tests defined by the CMake configuration.
|
||||||
|
# See https://cmake.org/cmake/help/latest/manual/ctest.1.html for more detail
|
||||||
|
run: ctest -C $env:BUILD_TYPE
|
||||||
|
|
||||||
|
build_linux:
|
||||||
|
name: Linux Build
|
||||||
|
# The CMake configure and build commands are platform agnostic and should work equally
|
||||||
|
# well on Windows or Mac. You can convert this to a matrix build if you need
|
||||||
|
# cross-platform coverage.
|
||||||
|
# See: https://docs.github.com/en/free-pro-team@latest/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v3
|
||||||
|
|
||||||
|
- name: Create Build Environment
|
||||||
|
# Some projects don't allow in-source building, so create a separate build directory
|
||||||
|
# We'll use this as our working directory for all subsequent commands
|
||||||
|
run: cmake -E make_directory ${{github.workspace}}/build
|
||||||
|
|
||||||
|
- name: Setup Environment
|
||||||
|
run: |
|
||||||
|
sudo apt-get update -qq
|
||||||
|
sudo apt-get install gcc-multilib
|
||||||
|
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev
|
||||||
|
- name: Configure CMake
|
||||||
|
# Use a bash shell so we can use the same syntax for environment variable
|
||||||
|
# access regardless of the host operating system
|
||||||
|
shell: bash
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
# Note the current convention is to use the -S and -B options here to specify source
|
||||||
|
# and build directories, but this is only available with CMake 3.13 and higher.
|
||||||
|
# The CMake binaries on the Github Actions machines are (as of this writing) 3.12
|
||||||
|
run: cmake $GITHUB_WORKSPACE -DCMAKE_BUILD_TYPE=$BUILD_TYPE -DPLATFORM=Desktop
|
||||||
|
|
||||||
|
- name: Build
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
shell: bash
|
||||||
|
# Execute the build. You can specify a specific target with "--target <NAME>"
|
||||||
|
run: cmake --build . --config $BUILD_TYPE
|
||||||
|
|
||||||
|
- name: Test
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
shell: bash
|
||||||
|
# Execute tests defined by the CMake configuration.
|
||||||
|
# See https://cmake.org/cmake/help/latest/manual/ctest.1.html for more detail
|
||||||
|
run: ctest -C $BUILD_TYPE
|
111
external/raylib-4.5.0/.github/workflows/linux.yml
vendored
Normal file
@ -0,0 +1,111 @@
|
|||||||
|
name: Linux
|
||||||
|
|
||||||
|
on:
|
||||||
|
workflow_dispatch:
|
||||||
|
push:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/linux.yml'
|
||||||
|
pull_request:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/linux.yml'
|
||||||
|
release:
|
||||||
|
types: [published]
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build:
|
||||||
|
permissions:
|
||||||
|
contents: write # for actions/upload-release-asset to upload release asset
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
strategy:
|
||||||
|
fail-fast: false
|
||||||
|
max-parallel: 1
|
||||||
|
matrix:
|
||||||
|
bits: [32, 64]
|
||||||
|
include:
|
||||||
|
- bits: 32
|
||||||
|
ARCH: "i386"
|
||||||
|
ARCH_NAME: "i386"
|
||||||
|
COMPILER_PATH: "/user/bin"
|
||||||
|
- bits: 64
|
||||||
|
ARCH: "x86_64"
|
||||||
|
ARCH_NAME: "amd64"
|
||||||
|
COMPILER_PATH: "/user/bin"
|
||||||
|
|
||||||
|
env:
|
||||||
|
RELEASE_NAME: raylib-dev_linux_${{ matrix.ARCH_NAME }}
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: Checkout code
|
||||||
|
uses: actions/checkout@master
|
||||||
|
|
||||||
|
- name: Setup Release Version
|
||||||
|
run: |
|
||||||
|
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_linux_${{ matrix.ARCH_NAME }}" >> $GITHUB_ENV
|
||||||
|
shell: bash
|
||||||
|
if: github.event_name == 'release' && github.event.action == 'published'
|
||||||
|
|
||||||
|
- name: Setup Environment
|
||||||
|
run: |
|
||||||
|
sudo apt-get update -qq
|
||||||
|
sudo apt-get install gcc-multilib
|
||||||
|
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev
|
||||||
|
mkdir build
|
||||||
|
cd build
|
||||||
|
mkdir ${{ env.RELEASE_NAME }}
|
||||||
|
cd ${{ env.RELEASE_NAME }}
|
||||||
|
mkdir include
|
||||||
|
mkdir lib
|
||||||
|
cd ../../../raylib
|
||||||
|
# ${{ matrix.ARCH }}-linux-gnu-gcc -v
|
||||||
|
|
||||||
|
# TODO: Support 32bit (i386) static/shared library building
|
||||||
|
- name: Build Library
|
||||||
|
run: |
|
||||||
|
cd src
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CUSTOM_CFLAGS="-m32" -B
|
||||||
|
# make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||||
|
cd ..
|
||||||
|
if: matrix.bits == 32
|
||||||
|
|
||||||
|
- name: Build Library
|
||||||
|
run: |
|
||||||
|
cd src
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||||
|
cd ..
|
||||||
|
if: matrix.bits == 64
|
||||||
|
|
||||||
|
- name: Generate Artifacts
|
||||||
|
run: |
|
||||||
|
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./CHANGELOG ./build/${{ env.RELEASE_NAME }}/CHANGELOG
|
||||||
|
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
|
||||||
|
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||||
|
cd build
|
||||||
|
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||||
|
|
||||||
|
- name: Upload Artifacts
|
||||||
|
uses: actions/upload-artifact@v3
|
||||||
|
with:
|
||||||
|
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
|
||||||
|
- name: Upload Artifact to Release
|
||||||
|
uses: actions/upload-release-asset@v1.0.1
|
||||||
|
env:
|
||||||
|
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||||
|
with:
|
||||||
|
upload_url: ${{ github.event.release.upload_url }}
|
||||||
|
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
asset_content_type: application/gzip
|
||||||
|
if: github.event_name == 'release' && github.event.action == 'published'
|
42
external/raylib-4.5.0/.github/workflows/linux_examples.yml
vendored
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
name: Linux Examples
|
||||||
|
|
||||||
|
on:
|
||||||
|
workflow_dispatch:
|
||||||
|
push:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/linux_examples.yml'
|
||||||
|
pull_request:
|
||||||
|
branches: [ master ]
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/linux_examples.yml'
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build:
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- name: Checkout code
|
||||||
|
uses: actions/checkout@v3
|
||||||
|
|
||||||
|
- name: Setup Environment
|
||||||
|
run: |
|
||||||
|
sudo apt-get update -qq
|
||||||
|
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev
|
||||||
|
|
||||||
|
- name: Build Library
|
||||||
|
run: |
|
||||||
|
cd src
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC
|
||||||
|
cd ..
|
||||||
|
|
||||||
|
- name: Build Examples
|
||||||
|
run: |
|
||||||
|
cd examples
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP -B
|
||||||
|
cd ..
|
116
external/raylib-4.5.0/.github/workflows/macos.yml
vendored
Normal file
@ -0,0 +1,116 @@
|
|||||||
|
name: macOS
|
||||||
|
|
||||||
|
on:
|
||||||
|
workflow_dispatch:
|
||||||
|
push:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/macos.yml'
|
||||||
|
pull_request:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/macos.yml'
|
||||||
|
release:
|
||||||
|
types: [published]
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build:
|
||||||
|
permissions:
|
||||||
|
contents: write # for actions/upload-release-asset to upload release asset
|
||||||
|
runs-on: macos-latest
|
||||||
|
|
||||||
|
env:
|
||||||
|
RELEASE_NAME: raylib-dev_macos
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: Checkout
|
||||||
|
uses: actions/checkout@master
|
||||||
|
|
||||||
|
- name: Setup Release Version
|
||||||
|
run: |
|
||||||
|
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_macos" >> $GITHUB_ENV
|
||||||
|
shell: bash
|
||||||
|
if: github.event_name == 'release' && github.event.action == 'published'
|
||||||
|
|
||||||
|
- name: Setup Environment
|
||||||
|
run: |
|
||||||
|
mkdir build
|
||||||
|
cd build
|
||||||
|
mkdir ${{ env.RELEASE_NAME }}
|
||||||
|
cd ${{ env.RELEASE_NAME }}
|
||||||
|
mkdir include
|
||||||
|
mkdir lib
|
||||||
|
cd ../..
|
||||||
|
|
||||||
|
# Generating static + shared library, note that i386 architecture is deprecated
|
||||||
|
# Defining GL_SILENCE_DEPRECATION because OpenGL is deprecated on macOS
|
||||||
|
- name: Build Library
|
||||||
|
run: |
|
||||||
|
cd src
|
||||||
|
clang --version
|
||||||
|
|
||||||
|
# Extract version numbers from Makefile
|
||||||
|
brew install grep
|
||||||
|
RAYLIB_API_VERSION=`ggrep -Po 'RAYLIB_API_VERSION\s*=\s\K(.*)' Makefile`
|
||||||
|
RAYLIB_VERSION=`ggrep -Po 'RAYLIB_VERSION\s*=\s\K(.*)' Makefile`
|
||||||
|
|
||||||
|
# Build raylib x86_64 static
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC CUSTOM_CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
|
||||||
|
mv libraylib.a /tmp/libraylib_x86_64.a
|
||||||
|
make clean
|
||||||
|
|
||||||
|
# Build raylib arm64 static
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC CUSTOM_CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" -B
|
||||||
|
mv libraylib.a /tmp/libraylib_arm64.a
|
||||||
|
make clean
|
||||||
|
|
||||||
|
# Join x86_64 and arm64 static
|
||||||
|
lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.a /tmp/libraylib_x86_64.a /tmp/libraylib_arm64.a
|
||||||
|
|
||||||
|
# Build raylib x86_64 dynamic
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED CUSTOM_CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" CUSTOM_LDFLAGS="-target x86_64-apple-macos10.12" -B
|
||||||
|
mv libraylib.${RAYLIB_VERSION}.dylib /tmp/libraylib_x86_64.${RAYLIB_VERSION}.dylib
|
||||||
|
make clean
|
||||||
|
|
||||||
|
# Build raylib arm64 dynamic
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED CUSTOM_CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" CUSTOM_LDFLAGS="-target arm64-apple-macos11" -B
|
||||||
|
mv libraylib.${RAYLIB_VERSION}.dylib /tmp/libraylib_arm64.${RAYLIB_VERSION}.dylib
|
||||||
|
|
||||||
|
# Join x86_64 and arm64 dynamic
|
||||||
|
lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.${RAYLIB_VERSION}.dylib /tmp/libraylib_x86_64.${RAYLIB_VERSION}.dylib /tmp/libraylib_arm64.${RAYLIB_VERSION}.dylib
|
||||||
|
ln -sv libraylib.${RAYLIB_VERSION}.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.dylib
|
||||||
|
ln -sv libraylib.${RAYLIB_VERSION}.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.${RAYLIB_API_VERSION}.dylib
|
||||||
|
cd ..
|
||||||
|
|
||||||
|
- name: Generate Artifacts
|
||||||
|
run: |
|
||||||
|
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./CHANGELOG ./build/${{ env.RELEASE_NAME }}/CHANGELOG
|
||||||
|
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
|
||||||
|
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||||
|
cd build
|
||||||
|
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||||
|
|
||||||
|
- name: Upload Artifacts
|
||||||
|
uses: actions/upload-artifact@v3
|
||||||
|
with:
|
||||||
|
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
|
||||||
|
- name: Upload Artifact to Release
|
||||||
|
uses: actions/upload-release-asset@v1.0.1
|
||||||
|
env:
|
||||||
|
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||||
|
with:
|
||||||
|
upload_url: ${{ github.event.release.upload_url }}
|
||||||
|
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
asset_content_type: application/gzip
|
||||||
|
if: github.event_name == 'release' && github.event.action == 'published'
|
86
external/raylib-4.5.0/.github/workflows/webassembly.yml
vendored
Normal file
@ -0,0 +1,86 @@
|
|||||||
|
name: WebAssembly
|
||||||
|
|
||||||
|
on:
|
||||||
|
workflow_dispatch:
|
||||||
|
push:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/webassembly.yml'
|
||||||
|
pull_request:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/webassembly.yml'
|
||||||
|
release:
|
||||||
|
types: [published]
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build:
|
||||||
|
runs-on: windows-latest
|
||||||
|
|
||||||
|
env:
|
||||||
|
RELEASE_NAME: raylib-dev_webassembly
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: Checkout
|
||||||
|
uses: actions/checkout@master
|
||||||
|
|
||||||
|
- name: Setup emsdk
|
||||||
|
uses: mymindstorm/setup-emsdk@v11
|
||||||
|
with:
|
||||||
|
version: 3.1.30
|
||||||
|
actions-cache-folder: 'emsdk-cache'
|
||||||
|
|
||||||
|
- name: Setup Release Version
|
||||||
|
run: |
|
||||||
|
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_webassembly" >> $GITHUB_ENV
|
||||||
|
shell: bash
|
||||||
|
if: github.event_name == 'release' && github.event.action == 'published'
|
||||||
|
|
||||||
|
- name: Setup Environment
|
||||||
|
run: |
|
||||||
|
mkdir build
|
||||||
|
cd build
|
||||||
|
mkdir ${{ env.RELEASE_NAME }}
|
||||||
|
cd ${{ env.RELEASE_NAME }}
|
||||||
|
mkdir include
|
||||||
|
mkdir lib
|
||||||
|
cd ../..
|
||||||
|
|
||||||
|
- name: Build Library
|
||||||
|
run: |
|
||||||
|
cd src
|
||||||
|
emcc -v
|
||||||
|
make PLATFORM=PLATFORM_WEB EMSDK_PATH="D:/a/raylib/raylib/emsdk-cache/emsdk-main" RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||||
|
cd ..
|
||||||
|
|
||||||
|
- name: Generate Artifacts
|
||||||
|
run: |
|
||||||
|
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
|
||||||
|
copy /Y .\src\raymath.h .\build\${{ env.RELEASE_NAME }}\include\raymath.h
|
||||||
|
copy /Y .\src\rlgl.h .\build\${{ env.RELEASE_NAME }}\include\rlgl.h
|
||||||
|
copy /Y .\CHANGELOG .\build/${{ env.RELEASE_NAME }}\CHANGELOG
|
||||||
|
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
|
||||||
|
copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
|
||||||
|
cd build
|
||||||
|
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
|
||||||
|
dir
|
||||||
|
shell: cmd
|
||||||
|
|
||||||
|
- name: Upload Artifacts
|
||||||
|
uses: actions/upload-artifact@v3
|
||||||
|
with:
|
||||||
|
name: ${{ env.RELEASE_NAME }}.zip
|
||||||
|
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||||
|
|
||||||
|
- name: Upload Artifact to Release
|
||||||
|
uses: actions/upload-release-asset@v1.0.1
|
||||||
|
env:
|
||||||
|
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||||
|
with:
|
||||||
|
upload_url: ${{ github.event.release.upload_url }}
|
||||||
|
asset_path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||||
|
asset_name: ${{ env.RELEASE_NAME }}.zip
|
||||||
|
asset_content_type: application/zip
|
||||||
|
if: github.event_name == 'release' && github.event.action == 'published'
|
150
external/raylib-4.5.0/.github/workflows/windows.yml
vendored
Normal file
@ -0,0 +1,150 @@
|
|||||||
|
name: Windows
|
||||||
|
|
||||||
|
on:
|
||||||
|
workflow_dispatch:
|
||||||
|
push:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/windows.yml'
|
||||||
|
pull_request:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/windows.yml'
|
||||||
|
release:
|
||||||
|
types: [published]
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build:
|
||||||
|
permissions:
|
||||||
|
contents: write # for actions/upload-release-asset to upload release asset
|
||||||
|
runs-on: windows-latest
|
||||||
|
strategy:
|
||||||
|
fail-fast: false
|
||||||
|
max-parallel: 1
|
||||||
|
matrix:
|
||||||
|
compiler: [mingw-w64, msvc16]
|
||||||
|
bits: [32, 64]
|
||||||
|
include:
|
||||||
|
- compiler: mingw-w64
|
||||||
|
bits: 32
|
||||||
|
ARCH: "i686"
|
||||||
|
WINDRES_ARCH: pe-i386
|
||||||
|
- compiler: mingw-w64
|
||||||
|
bits: 64
|
||||||
|
ARCH: "x86_64"
|
||||||
|
WINDRES_ARCH: pe-x86-64
|
||||||
|
- compiler: msvc16
|
||||||
|
bits: 32
|
||||||
|
ARCH: "x86"
|
||||||
|
VSARCHPATH: "Win32"
|
||||||
|
- compiler: msvc16
|
||||||
|
bits: 64
|
||||||
|
ARCH: "x64"
|
||||||
|
VSARCHPATH: "x64"
|
||||||
|
|
||||||
|
env:
|
||||||
|
RELEASE_NAME: raylib-dev_win${{ matrix.bits }}_${{ matrix.compiler }}
|
||||||
|
GNUTARGET: default
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: Checkout
|
||||||
|
uses: actions/checkout@master
|
||||||
|
|
||||||
|
- name: Setup Release Version
|
||||||
|
run: |
|
||||||
|
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_win${{ matrix.bits }}_${{ matrix.compiler }}" >> $GITHUB_ENV
|
||||||
|
shell: bash
|
||||||
|
if: github.event_name == 'release' && github.event.action == 'published'
|
||||||
|
|
||||||
|
- name: Setup Environment
|
||||||
|
run: |
|
||||||
|
dir
|
||||||
|
mkdir build
|
||||||
|
cd build
|
||||||
|
mkdir ${{ env.RELEASE_NAME }}
|
||||||
|
cd ${{ env.RELEASE_NAME }}
|
||||||
|
mkdir include
|
||||||
|
mkdir lib
|
||||||
|
cd ../../../raylib
|
||||||
|
|
||||||
|
# Setup MSBuild.exe path if required
|
||||||
|
- name: Setup MSBuild
|
||||||
|
uses: microsoft/setup-msbuild@v1.1
|
||||||
|
if: matrix.compiler == 'msvc16'
|
||||||
|
|
||||||
|
- name: Build Library (MinGW-w64 32bit)
|
||||||
|
run: |
|
||||||
|
cd src
|
||||||
|
x86_64-w64-mingw32-gcc.exe --version
|
||||||
|
windres.exe --version
|
||||||
|
dir C:\msys64\mingw64\bin
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP CC=x86_64-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CUSTOM_CFLAGS=-m32
|
||||||
|
//windres.exe -i raylib.dll.rc -o raylib.dll.rc.data -O coff --target=${{ matrix.WINDRES_ARCH }}
|
||||||
|
//make PLATFORM=PLATFORM_DESKTOP CC=${{ matrix.ARCH }}-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||||
|
cd ..
|
||||||
|
shell: cmd
|
||||||
|
if: |
|
||||||
|
matrix.compiler == 'mingw-w64' &&
|
||||||
|
matrix.bits == 32
|
||||||
|
|
||||||
|
- name: Build Library (MinGW-w64 64bit)
|
||||||
|
run: |
|
||||||
|
cd src
|
||||||
|
${{ matrix.ARCH }}-w64-mingw32-gcc.exe --version
|
||||||
|
windres.exe --version
|
||||||
|
dir C:\msys64\mingw64\bin
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP CC=${{ matrix.ARCH }}-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
|
||||||
|
windres.exe -i raylib.dll.rc -o raylib.dll.rc.data -O coff --target=${{ matrix.WINDRES_ARCH }}
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP CC=${{ matrix.ARCH }}-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||||
|
cd ..
|
||||||
|
shell: cmd
|
||||||
|
if: |
|
||||||
|
matrix.compiler == 'mingw-w64' &&
|
||||||
|
matrix.bits == 64
|
||||||
|
|
||||||
|
- name: Build Library (MSVC16)
|
||||||
|
run: |
|
||||||
|
cd projects/VS2022
|
||||||
|
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release /property:Platform=${{ matrix.ARCH }}
|
||||||
|
copy /Y .\build\raylib\bin\${{ matrix.VSARCHPATH }}\Release\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.lib
|
||||||
|
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release.DLL /property:Platform=${{ matrix.ARCH }}
|
||||||
|
copy /Y .\build\raylib\bin\${{ matrix.VSARCHPATH }}\Release.DLL\raylib.dll .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.dll
|
||||||
|
copy /Y .\build\raylib\bin\${{ matrix.VSARCHPATH }}\Release.DLL\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylibdll.lib
|
||||||
|
cd ../..
|
||||||
|
shell: cmd
|
||||||
|
if: matrix.compiler == 'msvc16'
|
||||||
|
|
||||||
|
- name: Generate Artifacts
|
||||||
|
run: |
|
||||||
|
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
|
||||||
|
copy /Y .\src\raymath.h .\build\${{ env.RELEASE_NAME }}\include\raymath.h
|
||||||
|
copy /Y .\src\rlgl.h .\build\${{ env.RELEASE_NAME }}\include\rlgl.h
|
||||||
|
copy /Y .\CHANGELOG .\build\${{ env.RELEASE_NAME }}\CHANGELOG
|
||||||
|
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
|
||||||
|
copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
|
||||||
|
cd build
|
||||||
|
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
|
||||||
|
dir
|
||||||
|
shell: cmd
|
||||||
|
|
||||||
|
- name: Upload Artifacts
|
||||||
|
uses: actions/upload-artifact@v3
|
||||||
|
with:
|
||||||
|
name: ${{ env.RELEASE_NAME }}.zip
|
||||||
|
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||||
|
|
||||||
|
- name: Upload Artifact to Release
|
||||||
|
uses: actions/upload-release-asset@v1.0.1
|
||||||
|
env:
|
||||||
|
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||||
|
with:
|
||||||
|
upload_url: ${{ github.event.release.upload_url }}
|
||||||
|
asset_path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||||
|
asset_name: ${{ env.RELEASE_NAME }}.zip
|
||||||
|
asset_content_type: application/zip
|
||||||
|
if: github.event_name == 'release' && github.event.action == 'published'
|
36
external/raylib-4.5.0/.github/workflows/windows_examples.yml
vendored
Normal file
@ -0,0 +1,36 @@
|
|||||||
|
name: Windows Examples
|
||||||
|
|
||||||
|
on:
|
||||||
|
workflow_dispatch:
|
||||||
|
push:
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/windows_examples.yml'
|
||||||
|
pull_request:
|
||||||
|
branches: [ master ]
|
||||||
|
paths:
|
||||||
|
- 'src/**'
|
||||||
|
- 'examples/**'
|
||||||
|
- '.github/workflows/windows_examples.yml'
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build:
|
||||||
|
runs-on: windows-latest
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v3
|
||||||
|
|
||||||
|
- name: Add MSBuild to PATH
|
||||||
|
uses: microsoft/setup-msbuild@v1
|
||||||
|
|
||||||
|
- name: Build Library (MSVC16)
|
||||||
|
run: |
|
||||||
|
cd projects/VS2019
|
||||||
|
msbuild.exe raylib.sln /property:Configuration=Release /property:Platform=x86
|
||||||
|
cd ../..
|
||||||
|
shell: cmd
|
||||||
|
|
106
external/raylib-4.5.0/.gitignore
vendored
Normal file
@ -0,0 +1,106 @@
|
|||||||
|
# Ignore generated files
|
||||||
|
# ...
|
||||||
|
|
||||||
|
# Ignore VIM's backup generated files
|
||||||
|
*.swp
|
||||||
|
*.swo
|
||||||
|
*~
|
||||||
|
|
||||||
|
# Ignore thumbnails created by windows
|
||||||
|
Thumbs.db
|
||||||
|
|
||||||
|
# Ignore files build by Visual Studio
|
||||||
|
# *.obj --> Can be confused with 3d model!
|
||||||
|
*.pdb
|
||||||
|
*.aps
|
||||||
|
*.user
|
||||||
|
# *.vcproj
|
||||||
|
# *.vcxproj*
|
||||||
|
# *.sln
|
||||||
|
*.vspscc
|
||||||
|
*_i.c
|
||||||
|
*.i
|
||||||
|
*.icf
|
||||||
|
*_p.c
|
||||||
|
*.ncb
|
||||||
|
*.suo
|
||||||
|
*.tlb
|
||||||
|
*.tlh
|
||||||
|
*.bak
|
||||||
|
*.cache
|
||||||
|
*.ilk
|
||||||
|
*.log
|
||||||
|
.vs
|
||||||
|
|
||||||
|
[Bb]in
|
||||||
|
[Dd]ebug/
|
||||||
|
*.sbr
|
||||||
|
*.sdf
|
||||||
|
obj/
|
||||||
|
[R]elease/
|
||||||
|
_ReSharper*/
|
||||||
|
[Tt]est[Rr]esult*
|
||||||
|
ipch/
|
||||||
|
*.opensdf
|
||||||
|
*.db
|
||||||
|
*.opendb
|
||||||
|
packages/
|
||||||
|
!examples/models/resources/models/obj/
|
||||||
|
|
||||||
|
# Ignore compiled binaries
|
||||||
|
*.o
|
||||||
|
*.exe
|
||||||
|
*.a
|
||||||
|
*.bc
|
||||||
|
*.so
|
||||||
|
*.so.*
|
||||||
|
|
||||||
|
# Ignore wasm data in examples/
|
||||||
|
examples/**/*.wasm
|
||||||
|
examples/**/*.data
|
||||||
|
examples/**/*.js
|
||||||
|
examples/**/*.html
|
||||||
|
|
||||||
|
# Ignore files build by xcode
|
||||||
|
*.mode*v*
|
||||||
|
*.pbxuser
|
||||||
|
*.xcbkptlist
|
||||||
|
*.xcscheme
|
||||||
|
*.xcworkspacedata
|
||||||
|
*.xcuserstate
|
||||||
|
*.xccheckout
|
||||||
|
xcschememanagement.plist
|
||||||
|
.DS_Store
|
||||||
|
._.*
|
||||||
|
xcuserdata/
|
||||||
|
DerivedData/
|
||||||
|
|
||||||
|
# Jetbrains project
|
||||||
|
.idea/
|
||||||
|
cmake-build-*/
|
||||||
|
|
||||||
|
# CMake stuff
|
||||||
|
CMakeCache.txt
|
||||||
|
CMakeFiles
|
||||||
|
CMakeScripts
|
||||||
|
Testing
|
||||||
|
cmake_install.cmake
|
||||||
|
install_manifest.txt
|
||||||
|
compile_commands.json
|
||||||
|
CTestTestfile.cmake
|
||||||
|
build
|
||||||
|
|
||||||
|
# Ignore GNU global tags
|
||||||
|
GPATH
|
||||||
|
GRTAGS
|
||||||
|
GTAGS
|
||||||
|
|
||||||
|
# Zig programming language
|
||||||
|
zig-cache/
|
||||||
|
zig-out/
|
||||||
|
build/
|
||||||
|
build-*/
|
||||||
|
docgen_tmp/
|
||||||
|
|
||||||
|
# Parser stuff
|
||||||
|
parser/raylib_parser
|
153
external/raylib-4.5.0/BINDINGS.md
vendored
Normal file
@ -0,0 +1,153 @@
|
|||||||
|
# raylib bindings and wrappers
|
||||||
|
|
||||||
|
Some people ported raylib to other languages in form of bindings or wrappers to the library. Here is a list with all the ports available. Feel free to send a PR if you know of any binding/wrapper not in this list.
|
||||||
|
|
||||||
|
### Language Bindings
|
||||||
|
|
||||||
|
| name | raylib version | language | license | repo |
|
||||||
|
|:------------------:|:---------------:|:---------:|:----------:|-----------------------------------------------------------|
|
||||||
|
| raylib | **4.2** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib | https://github.com/raysan5/raylib |
|
||||||
|
| raylib-boo | 3.7 | [Boo](http://boo-language.github.io/)| MIT | https://github.com/Rabios/raylib-boo |
|
||||||
|
| Raylib-cs | **4.2** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib | https://github.com/ChrisDill/Raylib-cs |
|
||||||
|
| Raylib-CsLo | **4.2** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | https://github.com/NotNotTech/Raylib-CsLo |
|
||||||
|
| cl-raylib | **4.0** | [Common Lisp](https://common-lisp.net/) | MIT | https://github.com/longlene/cl-raylib |
|
||||||
|
| claylib/wrap | **4.2** | [Common Lisp](https://common-lisp.net/) | Zlib | https://github.com/defun-games/claylib |
|
||||||
|
| chez-raylib | auto | [Chez Scheme](https://cisco.github.io/ChezScheme/) | GPLv3 | https://github.com/Yunoinsky/chez-raylib |
|
||||||
|
| raylib-cr | **4.5-dev (7e7939e)** | [Crystal](https://crystal-lang.org/) | Apache-2.0 | https://github.com/sol-vin/raylib-cr |
|
||||||
|
| ray-cyber | **4.2** | [Cyber](https://cyberscript.dev) | MIT | https://github.com/fubark/ray-cyber |
|
||||||
|
| raylib-c3 | **4.5-dev** | [C3](https://c3-lang.org/) | MIT | https://github.com/Its-Kenta/Raylib-C3 |
|
||||||
|
| dart-raylib | **4.0** | [Dart](https://dart.dev/) | MIT | https://gitlab.com/wolfenrain/dart-raylib |
|
||||||
|
| bindbc-raylib3 | **4.0** | [D](https://dlang.org/) | BSL-1.0 | https://github.com/o3o/bindbc-raylib3 |
|
||||||
|
| dray | **4.2** | [D](https://dlang.org/) | Apache-2.0 | https://github.com/redthing1/dray |
|
||||||
|
| raylib-d | **4.2** | [D](https://dlang.org/) | Zlib | https://github.com/schveiguy/raylib-d |
|
||||||
|
| dlang_raylib | **4.0** | [D](https://dlang.org) | MPL-2.0 |https://github.com/rc-05/dlang_raylib |
|
||||||
|
| rayex | 3.7 | [elixir](https://elixir-lang.org/) | Apache-2.0 | https://github.com/shiryel/rayex |
|
||||||
|
| raylib-factor | **4.0** | [Factor](https://factorcode.org/) | BSD | https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor |
|
||||||
|
| raylib-freebasic | **4.2** | [FreeBASIC](https://www.freebasic.net/) | MIT | https://github.com/WIITD/raylib-freebasic |
|
||||||
|
| raylib-go | **4.2** | [Go](https://golang.org/) | Zlib | https://github.com/gen2brain/raylib-go |
|
||||||
|
| raylib-guile | auto | [Guile](https://www.gnu.org/software/guile/) | Zlib | https://github.com/petelliott/raylib-guile |
|
||||||
|
| gforth-raylib | 3.5 | [Gforth](https://gforth.org/) | MIT | https://github.com/ArnautDaniel/gforth-raylib |
|
||||||
|
| h-raylib | 4.5-dev | [Haskell](https://haskell.org/) | Apache-2.0 | https://github.com/Anut-py/h-raylib |
|
||||||
|
| raylib-hx | **4.2** | [Haxe](https://haxe.org/) | Zlib | https://github.com/foreignsasquatch/raylib-hx |
|
||||||
|
| hb-raylib | 3.5 | [Harbour](https://harbour.github.io) | MIT | https://github.com/MarcosLeonardoMendezGerencir/hb-raylib |
|
||||||
|
| jaylib | **4.2** | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | GPLv3+CE | https://github.com/electronstudio/jaylib/ |
|
||||||
|
| raylib-j | **4.0** | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | Zlib | https://github.com/CreedVI/Raylib-J |
|
||||||
|
| raylib.jl | **4.2** | [Julia](https://julialang.org/) | Zlib | https://github.com/irishgreencitrus/raylib.jl |
|
||||||
|
| kaylib | 3.7 | [Kotlin/native](https://kotlinlang.org) | ? | https://github.com/electronstudio/kaylib |
|
||||||
|
| kaylib | **4.5-dev**| [Kotlin/native](https://kotlinlang.org) | Zlib | https://codeberg.org/Kenta/Kaylib |
|
||||||
|
| raylib-lua | **4.2** | [Lua](http://www.lua.org/) | ISC | https://github.com/TSnake41/raylib-lua |
|
||||||
|
| raylua | **4.0** | [Lua](http://www.lua.org/) | MIT | https://github.com/Rabios/raylua |
|
||||||
|
| nelua-raylib | 4.0 | [nelua](https://nelua.io/) | MIT | https://github.com/AKDev21/nelua-raylib |
|
||||||
|
| Raylib-Nelua | **4.5-dev** | [nelua](https://nelua.io/) | MIT | https://github.com/Its-Kenta/Raylib-Nelua |
|
||||||
|
| NimraylibNow! | 4.2 | [Nim](https://nim-lang.org/) | MIT | https://github.com/greenfork/nimraylib_now |
|
||||||
|
| raylib-Forever | auto | [Nim](https://nim-lang.org/) | ? | https://github.com/Guevara-chan/Raylib-Forever |
|
||||||
|
| naylib | auto | [Nim](https://nim-lang.org/) | MIT | https://github.com/planetis-m/naylib |
|
||||||
|
| node-raylib | **4.0** | [Node.js](https://nodejs.org/en/) | Zlib | https://github.com/RobLoach/node-raylib |
|
||||||
|
| raylib_odin_bindings | 4.0-dev | [Odin](https://odin-lang.org/) | MIT | https://github.com/Deathbat2190/raylib_odin_bindings |
|
||||||
|
| raylib-odin | **4.0** | [Odin](https://odin-lang.org/) | BSD-3Clause | https://github.com/odin-lang/Odin/tree/master/vendor/raylib |
|
||||||
|
| raylib-ocaml | **4.2** | [OCaml](https://ocaml.org/) | MIT | https://github.com/tjammer/raylib-ocaml |
|
||||||
|
| TurboRaylib | **4.2** | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT | https://github.com/turborium/TurboRaylib |
|
||||||
|
| Ray4Laz | **4.2** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)| Zlib | https://github.com/GuvaCode/Ray4Laz |
|
||||||
|
| Raylib.4.0.Pascal | **4.0** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)| Zlib | https://github.com/sysrpl/Raylib.4.0.Pascal |
|
||||||
|
| pyraylib | 3.7 | [Python](https://www.python.org/) | Zlib | https://github.com/Ho011/pyraylib |
|
||||||
|
| raylib-python-cffi | **4.2** | [Python](https://www.python.org/) | EPL-2.0 | https://github.com/electronstudio/raylib-python-cffi |
|
||||||
|
| raylibpyctbg | **4.2** | [Python](https://www.python.org/) | MIT | https://github.com/overdev/raylibpyctbg |
|
||||||
|
| raylib-py | **4.2** | [Python](https://www.python.org/) | MIT | https://github.com/overdev/raylib-py |
|
||||||
|
| raylib-python-ctypes | **4.2** | [Python](https://www.python.org/) | MIT | https://github.com/sDos280/raylib-python-ctypes |
|
||||||
|
| raylib-php | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/joseph-montanez/raylib-php |
|
||||||
|
| raylib-phpcpp | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/oraoto/raylib-phpcpp |
|
||||||
|
| raylibr | **4.0** | [R](https://www.r-project.org) | MIT | https://github.com/jeroenjanssens/raylibr |
|
||||||
|
| raylib-rs | 3.5 | [Rust](https://www.rust-lang.org/) | Zlib | https://github.com/deltaphc/raylib-rs |
|
||||||
|
| Relib | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | ? | https://github.com/RedCubeDev-ByteSpace/Relib |
|
||||||
|
| racket-raylib | **4.0** | [Racket](https://racket-lang.org/) | MIT/Apache-2.0 | https://github.com/eutro/racket-raylib |
|
||||||
|
| raylib-swift | **4.0** | [Swift](https://swift.org/) | MIT | https://github.com/STREGAsGate/Raylib |
|
||||||
|
| raylib-scopes | auto | [Scopes](http://scopes.rocks) | MIT | https://github.com/salotz/raylib-scopes |
|
||||||
|
| raylib-smallBasic | 4.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
|
||||||
|
| raylib-umka | **4.2** | [Umka](https://github.com/vtereshkov/umka-lang) | Zlib | https://github.com/robloach/raylib-umka |
|
||||||
|
| raylib.v | **4.2** | [V](https://vlang.io/) | Zlib | https://github.com/irishgreencitrus/raylib.v |
|
||||||
|
| raylib-vapi | **4.2** | [Vala](https://vala.dev/) | Zlib | https://github.com/lxmcf/raylib-vapi |
|
||||||
|
| raylib-wren | **4.0** | [Wren](http://wren.io/) | ISC | https://github.com/TSnake41/raylib-wren |
|
||||||
|
| raylib-zig | **4.2** | [Zig](https://ziglang.org/) | MIT | https://github.com/Not-Nik/raylib-zig |
|
||||||
|
| raylib.zig | **4.2** | [Zig](https://ziglang.org/) | MIT | https://github.com/ryupold/raylib.zig |
|
||||||
|
| hare-raylib | auto | [Hare](https://harelang.org/) | Zlib | https://git.sr.ht/~evantj/hare-raylib |
|
||||||
|
| raylib-sunder | auto | [Sunder](https://github.com/ashn-dot-dev/sunder) | 0BSD | https://github.com/ashn-dot-dev/raylib-sunder |
|
||||||
|
| rayed-bqn | auto | [BQN](https://mlochbaum.github.io/BQN/) | MIT | https://github.com/Brian-ED/rayed-bqn |
|
||||||
|
|
||||||
|
|
||||||
|
### Utility Wrapers
|
||||||
|
These are utility wrappers for specific languages, they are not required to use raylib in the language but may adapt the raylib API to be more inline with the language's pardigm.
|
||||||
|
| name | raylib version | language | license | repo |
|
||||||
|
|:------------------:|:-------------: | :--------:|:-------:|:-------------------------------------------------------------|
|
||||||
|
| raylib-cpp | **4.2** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib | https://github.com/robloach/raylib-cpp |
|
||||||
|
| claylib | **4.2** | [Common Lisp](https://common-lisp.net/) | Zlib | https://github.com/defun-games/claylib |
|
||||||
|
|
||||||
|
### Older or Unmaintained Language Bindings
|
||||||
|
These are older raylib bindings that are more than 2 versions old or have not been maintained.
|
||||||
|
| name | raylib version | language | repo |
|
||||||
|
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
|
||||||
|
| raylib-cppsharp | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/phxvyper/raylib-cppsharp |
|
||||||
|
| RaylibFS | 2.5 | [F#](https://fsharp.org/) | https://github.com/dallinbeutler/RaylibFS |
|
||||||
|
| raylib_d | 2.5 | [D](https://dlang.org/) | https://github.com/Sepheus/raylib_d |
|
||||||
|
| bindbc-raylib | 3.0 | [D](https://dlang.org/) | https://github.com/o3o/bindbc-raylib |
|
||||||
|
| go-raylib | 3.5 | [Go](https://golang.org/) | https://github.com/chunqian/go-raylib |
|
||||||
|
| raylib-goplus | 2.6-dev | [Go](https://golang.org/) | https://github.com/Lachee/raylib-goplus |
|
||||||
|
| ray-go | 2.6-dev | [Go](https://golang.org/) | https://github.com/hecate-tech/ray-go |
|
||||||
|
| raylib-luamore | 3.0 | [Lua](http://www.lua.org/) | https://github.com/HDPLocust/raylib-luamore |
|
||||||
|
| LuaJIT-Raylib | 2.6 | [Lua](http://www.lua.org/) | https://github.com/Bambofy/LuaJIT-Raylib |
|
||||||
|
| raylib-lua-sol | 2.5 | [Lua](http://www.lua.org/) | https://github.com/RobLoach/raylib-lua-sol |
|
||||||
|
| raylib-lua-ffi | 2.0 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib/issues/693 |
|
||||||
|
| raylib-lua | 1.7 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib-lua |
|
||||||
|
| raylib-nelua | 3.0 | [Nelua](https://nelua.io/) | https://github.com/Andre-LA/raylib-nelua |
|
||||||
|
| raylib-nim | 2.0 | [Nim](https://nim-lang.org/) | https://github.com/Skrylar/raylib-nim |
|
||||||
|
| raylib-Nim | 1.7 | [Nim](https://nim-lang.org/) | https://gitlab.com/define-private-public/raylib-Nim |
|
||||||
|
| nim-raylib | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/tomc1998/nim-raylib |
|
||||||
|
| raylib-haskell | 2.0 | [Haskell](https://www.haskell.org/) | https://github.com/DevJac/raylib-haskell |
|
||||||
|
| raylib-cr | 2.5-dev | [Crystal](https://crystal-lang.org/) | https://github.com/AregevDev/raylib-cr |
|
||||||
|
| raylib.cr | 2.0 | [Crystal](https://crystal-lang.org/) | https://github.com/sam0x17/raylib.cr |
|
||||||
|
| cray | 1.8 | [Crystal](https://crystal-lang.org/) | https://gitlab.com/Zatherz/cray |
|
||||||
|
| raylib-pas | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/tazdij/raylib-pas |
|
||||||
|
| raylib-pascal | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/drezgames/raylib-pascal |
|
||||||
|
| Graphics-Raylib | 1.4 | [Perl](https://www.perl.org/) | https://github.com/athreef/Graphics-Raylib |
|
||||||
|
| raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby |
|
||||||
|
| raylib-ruby-ffi | 2.0 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi |
|
||||||
|
| raylib-mruby | 2.5-dev | [mruby](https://github.com/mruby/mruby) | https://github.com/lihaochen910/raylib-mruby |
|
||||||
|
| raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java |
|
||||||
|
| clj-raylib | 3.0 | [Clojure](https://clojure.org/) | https://github.com/lsevero/clj-raylib |
|
||||||
|
| QuickJS-raylib | 3.0 | [QuickJS](https://bellard.org/quickjs/) | https://github.com/sntg-p/QuickJS-raylib |
|
||||||
|
| raylib-duktape | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/RobLoach/raylib-duktape |
|
||||||
|
| raylib-v7 | 3.5 | [JavaScript (v7)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/Rabios/raylib-v7 |
|
||||||
|
| raylib-chaiscript | 2.6 | [ChaiScript](http://chaiscript.com/) | https://github.com/RobLoach/raylib-chaiscript |
|
||||||
|
| raylib-squirrel | 2.5 | [Squirrel](http://www.squirrel-lang.org/) | https://github.com/RobLoach/raylib-squirrel |
|
||||||
|
| racket-raylib-2d | 2.5 | [Racket](https://racket-lang.org/) | https://github.com/arvyy/racket-raylib-2d |
|
||||||
|
| raylib-php-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi |
|
||||||
|
| raylib-haxe | 2.4 | [Haxe](https://haxe.org/) | https://github.com/ibilon/raylib-haxe |
|
||||||
|
| ringraylib | 2.6 | [Ring](http://ring-lang.sourceforge.net/) | https://github.com/ringpackages/ringraylib |
|
||||||
|
| raylib-scm | 2.5 | [Chicken Scheme](https://www.call-cc.org/) | https://github.com/yashrk/raylib-scm |
|
||||||
|
| raylib-chibi | 2.5 | [Chibi-Scheme](https://github.com/ashinn/chibi-scheme) | https://github.com/VincentToups/raylib-chibi |
|
||||||
|
| raylib-gambit-scheme | 3.1-dev | [Gambit Scheme](https://github.com/gambit/gambit) | https://github.com/georgjz/raylib-gambit-scheme |
|
||||||
|
| Euraylib | 3.0 | [Euphoria](https://openeuphoria.org/) | https://github.com/gAndy50/Euraylib |
|
||||||
|
| raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin |
|
||||||
|
| vraylib | 3.5 | [V](https://vlang.io/) | https://github.com/waotzi/vraylib |
|
||||||
|
| raylib-vala | 3.0 | [Vala](https://wiki.gnome.org/Projects/Vala) | https://code.guddler.uk/mart/raylibVapi |
|
||||||
|
| raylib-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kujukuju/raylib-jai |
|
||||||
|
| ray.zig | 2.5 | [Zig](https://ziglang.org/) | https://github.com/BitPuffin/zig-raylib-experiments |
|
||||||
|
| raylib-Ada | 3.0 | [Ada](https://www.adacore.com/about-ada) | https://github.com/mimo/raylib-Ada |
|
||||||
|
| jaylib | 3.0 | [Janet](https://janet-lang.org/) | https://github.com/janet-lang/jaylib |
|
||||||
|
| raykit | ? | [Kit](https://www.kitlang.org/) | https://github.com/Gamerfiend/raykit |
|
||||||
|
| ray.mod | 3.0 | [BlitzMax](https://blitzmax.org/) | https://github.com/bmx-ng/ray.mod |
|
||||||
|
| raylib-mosaic | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) | https://github.com/pluckyporcupine/raylib-mosaic |
|
||||||
|
| raylib-xdpw | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) | https://github.com/vtereshkov/raylib-xdpw |
|
||||||
|
| raylib-carp | 3.0 | [Carp](https://github.com/carp-lang/Carp) | https://github.com/pluckyporcupine/raylib-carp |
|
||||||
|
| raylib-fb | 3.0 | [FreeBasic](https://www.freebasic.net/) | https://github.com/IchMagBier/raylib-fb |
|
||||||
|
| raylib-purebasic | 3.0 | [PureBasic](https://www.purebasic.com/) | https://github.com/D-a-n-i-l-o/raylib-purebasic |
|
||||||
|
| raylib-ats2 | 3.0 | [ATS2](http://www.ats-lang.org/) | https://github.com/mephistopheles-8/raylib-ats2 |
|
||||||
|
| raylib-beef | 3.0 | [Beef](https://www.beeflang.org/) | https://github.com/M0n7y5/raylib-beef |
|
||||||
|
| raylib-never | 3.0 | [Never](https://github.com/never-lang/never) | https://github.com/never-lang/raylib-never |
|
||||||
|
| raylib.cbl | 2.0 | [COBOL](https://en.wikipedia.org/wiki/COBOL) | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
|
||||||
|
|
||||||
|
|
||||||
|
Missing some language or wrapper? Feel free to create a new one! :)
|
||||||
|
|
||||||
|
Usually, raylib bindings follow the convention: `raylib-{language}`
|
||||||
|
|
||||||
|
Let me know if you're writing a new binding for raylib, I will list it here!
|
1888
external/raylib-4.5.0/CHANGELOG
vendored
Normal file
45
external/raylib-4.5.0/CMakeLists.txt
vendored
Normal file
@ -0,0 +1,45 @@
|
|||||||
|
cmake_minimum_required(VERSION 3.0)
|
||||||
|
project(raylib)
|
||||||
|
|
||||||
|
# Avoid excessive expansion of variables in conditionals. In particular, if
|
||||||
|
# "PLATFORM" is "DRM" than:
|
||||||
|
#
|
||||||
|
# if (${PLATFORM} MATCHES "DRM")
|
||||||
|
#
|
||||||
|
# may expand e.g to:
|
||||||
|
#
|
||||||
|
# if (/usr/lib/aarch64-linux-gnu/libdrm.so MATCHES "DRM")
|
||||||
|
#
|
||||||
|
# See https://cmake.org/cmake/help/latest/policy/CMP0054.html
|
||||||
|
cmake_policy(SET CMP0054 NEW)
|
||||||
|
|
||||||
|
# Directory for easier includes
|
||||||
|
# Anywhere you see include(...) you can check <root>/cmake for that file
|
||||||
|
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
|
||||||
|
|
||||||
|
# RAYLIB_IS_MAIN determines whether the project is being used from root
|
||||||
|
# or if it is added as a dependency (through add_subdirectory for example).
|
||||||
|
if ("${CMAKE_SOURCE_DIR}" STREQUAL "${CMAKE_CURRENT_SOURCE_DIR}")
|
||||||
|
set(RAYLIB_IS_MAIN TRUE)
|
||||||
|
else()
|
||||||
|
set(RAYLIB_IS_MAIN FALSE)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Sets compiler flags and language standard
|
||||||
|
include(CompilerFlags)
|
||||||
|
|
||||||
|
# Registers build options that are exposed to cmake
|
||||||
|
include(CMakeOptions.txt)
|
||||||
|
|
||||||
|
# Enforces a few environment and compiler configurations
|
||||||
|
include(BuildOptions)
|
||||||
|
|
||||||
|
# Main sources directory (the second parameter sets the output directory name to raylib)
|
||||||
|
add_subdirectory(src raylib)
|
||||||
|
|
||||||
|
if (${BUILD_EXAMPLES})
|
||||||
|
MESSAGE(STATUS "Building examples is enabled")
|
||||||
|
add_subdirectory(examples)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
enable_testing()
|
95
external/raylib-4.5.0/CMakeOptions.txt
vendored
Normal file
@ -0,0 +1,95 @@
|
|||||||
|
### Config options ###
|
||||||
|
include(CMakeDependentOption)
|
||||||
|
include(EnumOption)
|
||||||
|
|
||||||
|
enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM" "Platform to build for.")
|
||||||
|
|
||||||
|
enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0" "Force a specific OpenGL Version?")
|
||||||
|
|
||||||
|
# Configuration options
|
||||||
|
option(BUILD_EXAMPLES "Build the examples." ${RAYLIB_IS_MAIN})
|
||||||
|
option(CUSTOMIZE_BUILD "Show options for customizing your Raylib library build." OFF)
|
||||||
|
option(ENABLE_ASAN "Enable AddressSanitizer (ASAN) for debugging (degrades performance)" OFF)
|
||||||
|
option(ENABLE_UBSAN "Enable UndefinedBehaviorSanitizer (UBSan) for debugging" OFF)
|
||||||
|
option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended to run with ASAN)" OFF)
|
||||||
|
|
||||||
|
# Shared library is always PIC. Static library should be PIC too if linked into a shared library
|
||||||
|
option(WITH_PIC "Compile static library as position-independent code" OFF)
|
||||||
|
option(BUILD_SHARED_LIBS "Build raylib as a shared library" OFF)
|
||||||
|
option(MACOS_FATLIB "Build fat library for both i386 and x86_64 on macOS" OFF)
|
||||||
|
cmake_dependent_option(USE_AUDIO "Build raylib with audio module" ON CUSTOMIZE_BUILD ON)
|
||||||
|
|
||||||
|
enum_option(USE_EXTERNAL_GLFW "OFF;IF_POSSIBLE;ON" "Link raylib against system GLFW instead of embedded one")
|
||||||
|
if(UNIX AND NOT APPLE)
|
||||||
|
option(USE_WAYLAND "Use Wayland for window creation" OFF)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
option(INCLUDE_EVERYTHING "Include everything disabled by default (for CI usage" OFF)
|
||||||
|
set(OFF ${INCLUDE_EVERYTHING} CACHE INTERNAL "Replace any OFF by default with \${OFF} to have it covered by this option")
|
||||||
|
|
||||||
|
# raylib modules included
|
||||||
|
cmake_dependent_option(SUPPORT_MODULE_RSHAPES "Include module: rshapes" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_MODULE_RTEXTURES "Include module: rtextures" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_MODULE_RTEXT "Include module: rtext" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_MODULE_RMODELS "Include module: rmodels" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_MODULE_RAUDIO "Include module: raudio" ON CUSTOMIZE_BUILD ON)
|
||||||
|
|
||||||
|
# rcore.c
|
||||||
|
cmake_dependent_option(SUPPORT_CAMERA_SYSTEM "Provide camera module (rcamera.h) with multiple predefined cameras: free, 1st/3rd person, orbital" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_GESTURES_SYSTEM "Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_MOUSE_GESTURES "Mouse gestures are directly mapped like touches and processed by gestures system" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_SSH_KEYBOARD_RPI "Reconfigure standard input to receive key inputs, works with SSH connection" OFF CUSTOMIZE_BUILD OFF)
|
||||||
|
cmake_dependent_option(SUPPORT_DEFAULT_FONT "Default font is loaded on window initialization to be available for the user to render simple text. If enabled, uses external module functions to load default raylib font (module: text)" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_SCREEN_CAPTURE "Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_GIF_RECORDING "Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_BUSY_WAIT_LOOP "Use busy wait loop for timing sync instead of a high-resolution timer" OFF CUSTOMIZE_BUILD OFF)
|
||||||
|
cmake_dependent_option(SUPPORT_EVENTS_WAITING "Wait for events passively (sleeping while no events) instead of polling them actively every frame" OFF CUSTOMIZE_BUILD OFF)
|
||||||
|
cmake_dependent_option(SUPPORT_WINMM_HIGHRES_TIMER "Setting a higher resolution can improve the accuracy of time-out intervals in wait functions" OFF CUSTOMIZE_BUILD OFF)
|
||||||
|
cmake_dependent_option(SUPPORT_COMPRESSION_API "Support for compression API" ON CUSTOMIZE_BUILD ON)
|
||||||
|
|
||||||
|
# rshapes.c
|
||||||
|
cmake_dependent_option(SUPPORT_QUADS_DRAW_MODE "Use QUADS instead of TRIANGLES for drawing when possible. Some lines-based shapes could still use lines" ON CUSTOMIZE_BUILD ON)
|
||||||
|
|
||||||
|
# rtextures.c
|
||||||
|
cmake_dependent_option(SUPPORT_IMAGE_EXPORT "Support image exporting to file" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_IMAGE_GENERATION "Support procedural image generation functionality (gradient, spot, perlin-noise, cellular)" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_IMAGE_MANIPULATION "Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop... If not defined only three image editing functions supported: ImageFormat(), ImageAlphaMask(), ImageToPOT()" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_PNG "Support loading PNG as textures" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_DDS "Support loading DDS as textures" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_HDR "Support loading HDR as textures" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_PNM "Support loading PNM as textures" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_KTX "Support loading KTX as textures" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_ASTC "Support loading ASTC as textures" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_BMP "Support loading BMP as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_TGA "Support loading TGA as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_JPG "Support loading JPG as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_GIF "Support loading GIF as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_QOI "Support loading QOI as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_PSD "Support loading PSD as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_PKM "Support loading PKM as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_PVR "Support loading PVR as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
|
|
||||||
|
# rtext.c
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_FNT "Support loading fonts in FNT format" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_TTF "Support loading font in TTF/OTF format" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_TEXT_MANIPULATION "Support text manipulation functions" ON CUSTOMIZE_BUILD ON)
|
||||||
|
|
||||||
|
# rmodels.c
|
||||||
|
cmake_dependent_option(SUPPORT_MESH_GENERATION "Support procedural mesh generation functions, uses external par_shapes.h library. NOTE: Some generated meshes DO NOT include generated texture coordinates" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_OBJ "Support loading OBJ file format" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_MTL "Support loading MTL file format" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_IQM "Support loading IQM file format" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_GLTF "Support loading GLTF file format" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_VOX "Support loading VOX file format" ON CUSTOMIZE_BUILD ON)
|
||||||
|
|
||||||
|
# raudio.c
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_WAV "Support loading WAV for sound" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_OGG "Support loading OGG for sound" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_XM "Support loading XM for sound" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_MOD "Support loading MOD for sound" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_MP3 "Support loading MP3 for sound" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_FILEFORMAT_FLAC "Support loading FLAC for sound" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
|
|
||||||
|
# utils.c
|
||||||
|
cmake_dependent_option(SUPPORT_STANDARD_FILEIO "Support standard file io library (stdio.h)" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_TRACELOG "Show TraceLog() output messages. NOTE: By default LOG_DEBUG traces not shown" ON CUSTOMIZE_BUILD ON)
|
76
external/raylib-4.5.0/CONTRIBUTING.md
vendored
Normal file
@ -0,0 +1,76 @@
|
|||||||
|
## Contributing to raylib
|
||||||
|
|
||||||
|
Hello contributors! Welcome to raylib!
|
||||||
|
|
||||||
|
Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
|
||||||
|
|
||||||
|
- `C programming` - Can you write/review/test/improve the code?
|
||||||
|
- `Documentation/Tutorials/Example` - Can you write some tutorial/example?
|
||||||
|
- `Porting to other platforms` - Can you port/adapt/compile raylib on other systems?
|
||||||
|
- `Web Development` - Can you help [with the website](https://github.com/raysan5/raylib.com)?
|
||||||
|
- `Testing` - Can you find some bugs in raylib?
|
||||||
|
|
||||||
|
This document contains a set of guidelines to contribute to the project. These are mostly guidelines, not rules.
|
||||||
|
Use your best judgement, and feel free to propose changes to this document in a pull request.
|
||||||
|
|
||||||
|
### raylib philosophy
|
||||||
|
|
||||||
|
- raylib is a tool to **ENJOY** videogames programming, every function in raylib is designed as a mini-tutorial on itself.
|
||||||
|
- raylib is **SIMPLE** and **EASY-TO-USE**, I tried to keep it compact with a small set of functions, if a function is too complex, better not including it.
|
||||||
|
- raylib is open source and free; educators and institutions can use this tool to **TEACH** videogames programming completely for free.
|
||||||
|
- raylib is collaborative; contribution of tutorials / code examples / bug fixes / code comments are highly appreciated.
|
||||||
|
- raylib's license (and its external libs respective licenses) allow using raylib on commercial projects.
|
||||||
|
|
||||||
|
### Some interesting reads to start with
|
||||||
|
|
||||||
|
- [raylib history](HISTORY.md)
|
||||||
|
- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
|
||||||
|
- [raylib license](LICENSE)
|
||||||
|
- [raylib roadmap](ROADMAP.md)
|
||||||
|
|
||||||
|
[raylib Wiki](https://github.com/raysan5/raylib/wiki) contains some information about the library and is open to anyone for edit.
|
||||||
|
Feel free to review it if required, just take care not to break something.
|
||||||
|
|
||||||
|
### raylib C coding conventions
|
||||||
|
|
||||||
|
Despite being written in C, raylib does not follow the standard Hungarian notation for C,
|
||||||
|
it [follows Pascal-case/camel-case notation](https://github.com/raysan5/raylib/wiki/raylib-coding-conventions),
|
||||||
|
more common on C# language. All code formatting decisions have been carefully taken
|
||||||
|
to make it easier for students/users to read, write and understand code.
|
||||||
|
|
||||||
|
Source code is extensively commented for that purpose, raylib primary learning method is:
|
||||||
|
|
||||||
|
> `Learn by reading code and examples`
|
||||||
|
|
||||||
|
For detailed information on building raylib and examples, please check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
|
||||||
|
|
||||||
|
### Opening new Issues
|
||||||
|
|
||||||
|
To open new issue for raylib (bug, enhancement, discussion...), just try to follow these rules:
|
||||||
|
|
||||||
|
- Make sure the issue has not already been reported before by searching on GitHub under Issues.
|
||||||
|
- If you're unable to find an open issue addressing the problem, open a new one. Be sure to include a
|
||||||
|
title and clear description, as much relevant information as possible, and a code sample demonstrating the unexpected behavior.
|
||||||
|
- If applies, attach some screenshot of the issue and a .zip file with the code sample and required resources.
|
||||||
|
- On issue description, add a brackets tag about the raylib module that relates to this issue.
|
||||||
|
If don't know which module, just report the issue, I will review it.
|
||||||
|
- You can check other issues to see how is being done!
|
||||||
|
|
||||||
|
### Sending a Pull-Request
|
||||||
|
|
||||||
|
- Make sure the PR description clearly describes the problem and solution. Include the relevant issue number if applicable.
|
||||||
|
- Don't send big pull requests (lots of changelists), they are difficult to review. It's better to send small pull requests, one at a time.
|
||||||
|
- Verify that changes don't break the build (at least on Windows platform). As many platforms where you can test it, the better, but don't worry
|
||||||
|
if you cannot test all the platforms.
|
||||||
|
|
||||||
|
### Contact information
|
||||||
|
|
||||||
|
If you have any doubt, don't hesitate to [contact me](mailto:ray@raylib.com)!.
|
||||||
|
You can write me a direct mail but you can also contact me on the following networks:
|
||||||
|
|
||||||
|
- [raylib Discord](https://discord.gg/raylib) - A direct communication channel for project discussions.
|
||||||
|
- [raylib twitter](https://twitter.com/raysan5) - My personal twitter account, I usually post about raylib, you can send me PMs.
|
||||||
|
- [raylib reddit](https://www.reddit.com/r/raylib/) - A good place for discussions or to ask for help.
|
||||||
|
- [raylib web](http://www.raylib.com/) - On top-right corner there is a bunch of networks where you can find me.
|
||||||
|
|
||||||
|
Thank you very much for your time! :)
|
94
external/raylib-4.5.0/CONVENTIONS.md
vendored
Normal file
@ -0,0 +1,94 @@
|
|||||||
|
## C Coding Style Conventions
|
||||||
|
|
||||||
|
Here it is a list with some of the code conventions used by raylib:
|
||||||
|
|
||||||
|
Code element | Convention | Example
|
||||||
|
--- | :---: | ---
|
||||||
|
Defines | ALL_CAPS | `#define PLATFORM_DESKTOP`
|
||||||
|
Macros | ALL_CAPS | `#define MIN(a,b) (((a)<(b))?(a):(b))`
|
||||||
|
Variables | lowerCase | `int screenWidth = 0;`, `float targetFrameTime = 0.016f;`
|
||||||
|
Local variables | lowerCase | `Vector2 playerPosition = { 0 };`
|
||||||
|
Global variables | lowerCase | `bool windowReady = false;`
|
||||||
|
Constants | lowerCase | `const int maxValue = 8;`
|
||||||
|
Pointers | MyType *pointer | `Texture2D *array = NULL;`
|
||||||
|
float values | always x.xf | `float gravity = 10.0f`
|
||||||
|
Operators | value1*value2 | `int product = value*6;`
|
||||||
|
Operators | value1/value2 | `int division = value/4;`
|
||||||
|
Operators | value1 + value2 | `int sum = value + 10;`
|
||||||
|
Operators | value1 - value2 | `int res = value - 5;`
|
||||||
|
Enum | TitleCase | `enum TextureFormat`
|
||||||
|
Enum members | ALL_CAPS | `PIXELFORMAT_UNCOMPRESSED_R8G8B8`
|
||||||
|
Struct | TitleCase | `struct Texture2D`, `struct Material`
|
||||||
|
Struct members | lowerCase | `texture.width`, `color.r`
|
||||||
|
Functions | TitleCase | `InitWindow()`, `LoadImageFromMemory()`
|
||||||
|
Functions params | lowerCase | `width`, `height`
|
||||||
|
Ternary Operator | (condition)? result1 : result2 | `printf("Value is 0: %s", (value == 0)? "yes" : "no");`
|
||||||
|
|
||||||
|
Some other conventions to follow:
|
||||||
|
- **ALWAYS** initialize all defined variables.
|
||||||
|
- **Do not use TABS**, use 4 spaces instead.
|
||||||
|
- Avoid trailing spaces, please, avoid them
|
||||||
|
- Control flow statements always are followed **by a space**:
|
||||||
|
```c
|
||||||
|
if (condition) value = 0;
|
||||||
|
|
||||||
|
while (!WindowShouldClose())
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < NUM_VALUES; i++) printf("%i", i);
|
||||||
|
|
||||||
|
// Be careful with the switch formatting!
|
||||||
|
switch (value)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
{
|
||||||
|
|
||||||
|
} break;
|
||||||
|
case 2: break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
- All conditions checks are **always between parenthesis** but not boolean values:
|
||||||
|
```c
|
||||||
|
if ((value > 1) && (value < 50) && valueActive)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
```
|
||||||
|
- When dealing with braces or curly brackets, open-close them in aligned mode:
|
||||||
|
```c
|
||||||
|
void SomeFunction()
|
||||||
|
{
|
||||||
|
// TODO: Do something here!
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**If proposing new functions, please try to use a clear naming for function-name and functions-parameters, in case of doubt, open an issue for discussion.**
|
||||||
|
|
||||||
|
## Files and Directories Naming Conventions
|
||||||
|
|
||||||
|
- Directories will be named using `snake_case`: `resources/models`, `resources/fonts`
|
||||||
|
|
||||||
|
- Files will be named using `snake_case`: `main_title.png`, `cubicmap.png`, `sound.wav`
|
||||||
|
|
||||||
|
_NOTE: Avoid any space or special character in the files/dir naming!_
|
||||||
|
|
||||||
|
## Games/Examples Directories Organization Conventions
|
||||||
|
|
||||||
|
- Data files should be organized by context and usage in the game, think about the loading requirements for data and put all the resources that need to be loaded at the same time together.
|
||||||
|
- Use descriptive names for the files, it would be perfect if just reading the name of the file, it was possible to know what is that file and where fits in the game.
|
||||||
|
- Here it is an example, note that some resources require to be loaded all at once while other require to be loaded only at initialization (gui, font).
|
||||||
|
|
||||||
|
```
|
||||||
|
resources/audio/fx/long_jump.wav
|
||||||
|
resources/audio/music/main_theme.ogg
|
||||||
|
resources/screens/logo/logo.png
|
||||||
|
resources/screens/title/title.png
|
||||||
|
resources/screens/gameplay/background.png
|
||||||
|
resources/characters/player.png
|
||||||
|
resources/characters/enemy_slime.png
|
||||||
|
resources/common/font_arial.ttf
|
||||||
|
resources/common/gui.png
|
||||||
|
```
|
137
external/raylib-4.5.0/FAQ.md
vendored
Normal file
@ -0,0 +1,137 @@
|
|||||||
|
# Frequently Asked Questions
|
||||||
|
|
||||||
|
- [What is raylib?](#what-is-raylib)
|
||||||
|
- [What can I do with raylib?](#what-can-i-do-with-raylib)
|
||||||
|
- [Which kinds of games can I make with raylib?](#which-kinds-of-games-can-i-make-with-raylib)
|
||||||
|
- [Can I create non-game applications with raylib?](#can-i-create-non-game-applications-with-raylib)
|
||||||
|
- [How can I learn to use raylib? Is there some official documentation or tutorials?](#how-can-i-learn-to-use-raylib-is-there-some-official-documentation-or-tutorials)
|
||||||
|
- [How much does it cost?](#how-much-does-it-cost)
|
||||||
|
- [What is the raylib license?](#what-is-the-raylib-license)
|
||||||
|
- [What platforms are supported by raylib?](#what-platforms-are-supported-by-raylib)
|
||||||
|
- [What programming languages can I use with raylib?](#what-programming-languages-can-i-use-with-raylib)
|
||||||
|
- [Why is it coded in C?](#why-is-it-coded-in-c)
|
||||||
|
- [Is raylib a videogames engine?](#is-raylib-a-videogames-engine)
|
||||||
|
- [What does raylib provide that other engines or libraries don't?](#what-does-raylib-provide-that-other-engines-or-libraries-dont)
|
||||||
|
- [How does raylib compare to Unity/Unreal/Godot?](#how-does-raylib-compare-to-unityunrealgodot)
|
||||||
|
- [What development tools are required for raylib?](#what-development-tools-are-required-for-raylib)
|
||||||
|
- [Which are raylib external dependencies?](#which-are-raylib-external-dependencies)
|
||||||
|
- [Can I use raylib with other technologies or libraries?](#can-i-use-raylib-with-other-technologies-or-libraries)
|
||||||
|
- [What file formats are supported by raylib?](#what-file-formats-are-supported-by-raylib)
|
||||||
|
- [Does raylib support the Vulkan API?](#does-raylib-support-the-vulkan-api)
|
||||||
|
- [What could I expect to see in raylib in the future?](#what-could-i-expect-to-see-in-raylib-in-the-future)
|
||||||
|
- [Who are the raylib developers?](#who-are-the-raylib-developers)
|
||||||
|
|
||||||
|
### What is raylib?
|
||||||
|
|
||||||
|
raylib is a C programming library, designed to be simple and easy-to-use. It provides a set of functions intended for graphics/multimedia applications programming.
|
||||||
|
|
||||||
|
### What can I do with raylib?
|
||||||
|
|
||||||
|
raylib can be used to create any kind of graphics/multimedia applications: videogames, tools, mobile apps, web applications... Actually it can be used to create any application that requires something to be shown in a display with graphic hardware acceleration (OpenGL); including [IoT](https://en.wikipedia.org/wiki/Internet_of_things) devices with a graphics display.
|
||||||
|
|
||||||
|
### Which kinds of games can I make with raylib?
|
||||||
|
|
||||||
|
With enough time and effort any kind of game/application can be created but small-mid sized 2d videogames are the best fit. The raylib [examples](https://www.raylib.com/examples.html)/[games](https://www.raylib.com/games.html) and [raylibtech](https://raylibtech.itch.io/) tools are an example of what can be accomplished with raylib.
|
||||||
|
|
||||||
|
### Can I create non-game applications with raylib?
|
||||||
|
|
||||||
|
Yes, raylib can be used to create any kind of application, not just videogames. For example, it can be used to create [desktop/web tools](https://raylibtech.itch.io/) or also applications for an IoT devices like [Raspberry Pi](https://www.raspberrypi.org/).
|
||||||
|
|
||||||
|
### How can I learn to use raylib? Is there some official documentation or tutorials?
|
||||||
|
|
||||||
|
raylib does not provide a "standard" API reference documentation like other libraries, all of the raylib functionality is exposed in a simple [cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html). Most of the functions are self-explanatory and the required parameters are very intuitive. It's also highly recommended to take a look to [`raylib.h`](https://github.com/raysan5/raylib/blob/master/src/raylib.h) header file or even the source code, that is very clean and organized, intended for teaching.
|
||||||
|
|
||||||
|
raylib also provides a big [collection of examples](https://www.raylib.com/examples.html), to showcase the multiple functionality usage (+120 examples). Examples are categorized by the internal module functionality and also define an estimated level of difficulty to guide the users checking them.
|
||||||
|
|
||||||
|
There is also a [FAQ on the raylib Wiki](https://github.com/raysan5/raylib/wiki/Frequently-Asked-Questions) with common technical questions.
|
||||||
|
|
||||||
|
There are also many tutorials on the internet and YouTube created by the growing raylib community along the years.
|
||||||
|
|
||||||
|
[raylib Discord Community](https://discord.gg/raylib) is also a great place to join and ask questions, the community is very friendly and always ready to help.
|
||||||
|
|
||||||
|
### How much does it cost?
|
||||||
|
|
||||||
|
raylib is [free and open source](https://github.com/raysan5/raylib). Anyone can use raylib library for free to create games/tools/apps but also the source code of raylib is open for anyone to check it, modify it, adapt it as required or just learn how it works internally.
|
||||||
|
|
||||||
|
### What is the raylib license?
|
||||||
|
|
||||||
|
raylib source code is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](https://github.com/raysan5/raylib/blob/master/LICENSE) for further details.
|
||||||
|
|
||||||
|
### What platforms are supported by raylib?
|
||||||
|
|
||||||
|
raylib source code can be compiled for the following platforms:
|
||||||
|
|
||||||
|
- Windows (7, 8.1, 10, 11)
|
||||||
|
- Linux - Desktop (multiple distributions, X11 and Wayland based)
|
||||||
|
- Linux - Native (no windowing system, [DRM](https://en.wikipedia.org/wiki/Direct_Rendering_Manager))
|
||||||
|
- macOS (multiple versions, including ARM64)
|
||||||
|
- FreeBSD, OpenBSD, NetBSD, DragonFly
|
||||||
|
- Raspberry Pi (desktop and native)
|
||||||
|
- Android (multiple API versions and architectures)
|
||||||
|
- HTML5 (WebAssembly)
|
||||||
|
- Haiku
|
||||||
|
|
||||||
|
raylib code has also been ported to several [homebrew](https://en.wikipedia.org/wiki/Homebrew_(video_games)) platforms: N3DS, Switch, PS4, PSVita.
|
||||||
|
|
||||||
|
Also note that raylib is a low-level library that can be easily ported to any platform with OpenGL support (or similar API).
|
||||||
|
|
||||||
|
### What programming languages can I use with raylib?
|
||||||
|
|
||||||
|
raylib original version is coded in C language (using some C99 features) but it has bindings to +60 programming languages. Check [BINDINGS.md](https://github.com/raysan5/raylib/blob/master/BINDINGS.md) for details.
|
||||||
|
|
||||||
|
### Why is it coded in C?
|
||||||
|
|
||||||
|
It's a simple language, no high-level code abstractions like [OOP](https://en.wikipedia.org/wiki/Object-oriented_programming), just data types and functions. It's a very enjoyable language to code.
|
||||||
|
|
||||||
|
### Is raylib a videogames engine?
|
||||||
|
|
||||||
|
I personally consider raylib a graphics library with some high-level features rather than an engine. The line that separates a library/framework from an engine could be very confusing; raylib provides all the required functionality to create simple games or small applications but it does not provide 3 elements that I personally consider any "engine" should provide: Screen manager, GameObject/Entity manager and Resource Manager. Still, most users do not need those elements or just code simple approaches on their own.
|
||||||
|
|
||||||
|
### What does raylib provide that other engines or libraries don't?
|
||||||
|
|
||||||
|
I would say "simplicity" and "enjoyment" at a really low-level of coding but actually is up to the user to discover it, to try it and to see if it fits their needs. raylib is not good for everyone but it's worth a try.
|
||||||
|
|
||||||
|
### How does raylib compare to Unity/Unreal/Godot?
|
||||||
|
|
||||||
|
Those engines are usually big and complex to use, providing lot of functionality. They require some time to learn and test, they usually abstract many parts of the game development process and they usually provide a set of tools to assist users on their creations (like a GUI editor).
|
||||||
|
|
||||||
|
raylib is a simple programming library, with no integrated tools or editors. It gives full control to users at a very low-level to create graphics applications in a more handmade way.
|
||||||
|
|
||||||
|
### What development tools are required for raylib?
|
||||||
|
|
||||||
|
To develop raylib programs you only need a text editor (with recommended code syntax highlighting) and a compiler.
|
||||||
|
|
||||||
|
A [raylib Windows Installer](https://raysan5.itch.io/raylib) package is distributed including the Notepad++ editor and MinGW (GCC) compiler pre-configured for Windows for new users as an starter-pack but for more advance configurations with other editors/compilers, [raylib Wiki](https://github.com/raysan5/raylib/wiki) provides plenty of configuration tutorials.
|
||||||
|
|
||||||
|
### What are raylib's external dependencies?
|
||||||
|
|
||||||
|
raylib is self-contained, it has no external dependencies to build it. But internally raylib uses several libraries from other developers, mostly used to load specific file-formats.
|
||||||
|
|
||||||
|
A detailed list of raylib dependencies could be found on the [raylib Wiki](https://github.com/raysan5/raylib/wiki/raylib-dependencies).
|
||||||
|
|
||||||
|
### Can I use raylib with other technologies or libraries?
|
||||||
|
|
||||||
|
Yes, raylib can be used with other libraries that provide specific functionality. There are multiple examples of raylib integrations with libraries like Spine, Tiled, Dear Imgui and several physics engines.
|
||||||
|
|
||||||
|
### What file formats are supported by raylib?
|
||||||
|
|
||||||
|
raylib can load data from multiple standard file formats:
|
||||||
|
|
||||||
|
- Image/Textures: PNG, BMP, TGA, JPG, GIF, QOI, PSD, DDS, HDR, KTX, ASTC, PKM, PVR
|
||||||
|
- Fonts: FNT (sprite font), TTF, OTF
|
||||||
|
- Models/Meshes: OBJ, IQM, GLTF, VOX
|
||||||
|
- Audio: WAV, OGG, MP3, FLAC, XM, MOD
|
||||||
|
|
||||||
|
### Does raylib support the Vulkan API?
|
||||||
|
|
||||||
|
No, raylib is built on top of OpenGL API, and there are currently no plans to support any other graphics APIs. In any case, raylib uses rlgl as an abstraction layer to support different OpenGL versions. If really required, a Vulkan backend equivalent could be added but creating that abstraction layer would imply a considerable amount of work.
|
||||||
|
|
||||||
|
### What could I expect to see in raylib in the future?
|
||||||
|
|
||||||
|
The main focus of the library is simplicity. Most of the efforts are invested in maintainability and bug-fixing. Despite new small features are regularly added, it's not the objective for raylib to become a full-featured engine. Personally I prefer to keep it small and enjoyable.
|
||||||
|
|
||||||
|
### Who are the raylib developers?
|
||||||
|
|
||||||
|
The main raylib developer and maintainer is [Ramon Santamaria](https://www.linkedin.com/in/raysan/) but there's 360+ contributors that have helped by adding new features, testing the library and solving issues in the 9+ years life of raylib.
|
||||||
|
|
||||||
|
The full list of raylib contributors can be seen [on GitHub](https://github.com/raysan5/raylib/graphs/contributors).
|
434
external/raylib-4.5.0/HISTORY.md
vendored
Normal file
@ -0,0 +1,434 @@
|
|||||||
|
![raylib logo](logo/raylib_256x256.png)
|
||||||
|
|
||||||
|
introduction
|
||||||
|
------------
|
||||||
|
|
||||||
|
I started developing videogames in 2006 and some years later I started teaching videogames development to young people with artistic profile, most of students had never written a single line of code.
|
||||||
|
|
||||||
|
I decided to start with C language basis and, after searching for the most simple and easy-to-use library to teach videogames programming, I found [WinBGI](http://www.codecutter.net/tools/winbgim/); it was great and it worked very well with students, in just a couple of weeks, those students that had never written a single line of code were able to program (and understand) a simple PONG game, some of them even a BREAKOUT!
|
||||||
|
|
||||||
|
But WinBGI was not the clearer and most organized library for my taste. There were lots of things I found confusing and some function names were not clear enough for most of the students; not to mention the lack of transparencies support and no hardware acceleration.
|
||||||
|
|
||||||
|
So, I decided to create my own library, hardware accelerated, clear function names, quite organized, well structured, plain C coding and, the most important, primarily intended to learn videogames programming.
|
||||||
|
|
||||||
|
My previous videogames development experience was mostly in C# and [XNA](https://en.wikipedia.org/wiki/Microsoft_XNA) and I really loved it, so, I decided to use C# language style notation and XNA naming conventions. That way, students were able to move from raylib to XNA, MonoGame or similar libs extremely easily.
|
||||||
|
|
||||||
|
raylib started as a weekend project and after three months of hard work, **raylib 1.0 was published on November 2013**.
|
||||||
|
|
||||||
|
Enjoy it.
|
||||||
|
|
||||||
|
notes on raylib 1.1
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
|
||||||
|
|
||||||
|
- A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translates raylib-OpenGL-style immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define.
|
||||||
|
|
||||||
|
- [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes a bunch of useful functions for 3d-math with vectors, matrices and quaternions.
|
||||||
|
|
||||||
|
Some other big changes of this new version have been the support for OGG files loading and stream playing, and the support of DDS texture files (compressed and uncompressed) along with mipmaps support.
|
||||||
|
|
||||||
|
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.1.
|
||||||
|
|
||||||
|
notes on raylib 1.2
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/rcore.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
|
||||||
|
|
||||||
|
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the users. On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input system has been written from scratch.
|
||||||
|
|
||||||
|
- A new display initialization system has been created to support multiple resolutions, adding black bars if required; user only defines desired screen size and it gets properly displayed.
|
||||||
|
|
||||||
|
- Now raylib can easily deploy games to Android devices and Raspberry Pi (console mode).
|
||||||
|
|
||||||
|
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.2.
|
||||||
|
|
||||||
|
In December 2014, new raylib 1.2.2 was published with support to compile directly for web (html5) using [emscripten](http://kripken.github.io/emscripten-site/) and [asm.js](http://asmjs.org/).
|
||||||
|
|
||||||
|
notes on raylib 1.3
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality, improves tremendously textures module and also provides some new modules (camera system, gestures system, immediate-mode gui).
|
||||||
|
|
||||||
|
- Shaders support is the biggest addition to raylib 1.3, with support for easy shaders loading and use. Loaded shaders can be attached to 3d models or used as fullscreen postrocessing effects. A bunch of postprocessing shaders are also included in this release, check raylib/shaders folder.
|
||||||
|
|
||||||
|
- Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
|
||||||
|
|
||||||
|
- A brand new [camera](https://github.com/raysan5/raylib/blob/master/src/rcamera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person). Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c).
|
||||||
|
|
||||||
|
- New [gestures](https://github.com/raysan5/raylib/blob/master/src/rgestures.h) module simplifies gestures detection on Android and HTML5 programs.
|
||||||
|
|
||||||
|
- [raygui](https://github.com/raysan5/raylib/blob/master/src/raygui.h), the new immediate-mode GUI module offers a set of functions to create simple user interfaces, primary intended for tools development. It's still in experimental state but already fully functional.
|
||||||
|
|
||||||
|
Most of the examples have been completely rewritten and +10 new examples have been added to show the new raylib features.
|
||||||
|
|
||||||
|
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
|
||||||
|
|
||||||
|
notes on raylib 1.4
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version, lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added.
|
||||||
|
|
||||||
|
- First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image. Now a basic image processing can be done before converting the image to texture for usage.
|
||||||
|
|
||||||
|
- SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library). Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file.
|
||||||
|
|
||||||
|
- New [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) physics module for basic 2D physics support. Still in development but already functional. Module comes with some usage examples for basic jump and level interaction and also force-based physic movements.
|
||||||
|
|
||||||
|
- [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
|
||||||
|
|
||||||
|
- [gestures](https://github.com/raysan5/raylib/blob/master/src/rgestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
|
||||||
|
|
||||||
|
- Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`). Gamepad support has also been added (experimental).
|
||||||
|
|
||||||
|
Other important improvements are the functional raycast system for 3D picking, including some ray collision-detection functions,
|
||||||
|
and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported). A simple [easings](https://github.com/raysan5/raylib/blob/master/src/easings.h) module has also been added for values animation.
|
||||||
|
|
||||||
|
Up to 8 new code examples have been added to show the new raylib features and +10 complete game samples have been provided to learn
|
||||||
|
how to create some classic games like Arkanoid, Asteroids, Missile Commander, Snake or Tetris.
|
||||||
|
|
||||||
|
Lots of code changes and lots of hours of hard work have concluded in this amazing new raylib 1.4.
|
||||||
|
|
||||||
|
notes on raylib 1.5
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new version is the biggest boost of the library until now, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added.
|
||||||
|
|
||||||
|
- VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/master/examples/core_oculus_rift.c).
|
||||||
|
|
||||||
|
- New materials system: now raylib supports standard material properties for 3D models, including diffuse-ambient-specular colors and diffuse-normal-specular textures. Just assign values to standard material and everything is processed internally.
|
||||||
|
|
||||||
|
- New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages render internally for every 3d object using standard material.
|
||||||
|
|
||||||
|
- Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily configured and used; gamepad data is read and processed in raw mode in a second thread.
|
||||||
|
|
||||||
|
- Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/master/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread.
|
||||||
|
|
||||||
|
- Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
|
||||||
|
|
||||||
|
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/master/examples/core_2d_rcamera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/master/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
|
||||||
|
|
||||||
|
This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) file for a more detailed list of changes.
|
||||||
|
|
||||||
|
Up to 8 new code examples have been added to show the new raylib features and also some samples to show the usage of [rlgl](https://github.com/raysan5/raylib/blob/master/examples/rlgl_standalone.c) and [audio](https://github.com/raysan5/raylib/blob/master/examples/audio_standalone.c) raylib modules as standalone libraries.
|
||||||
|
|
||||||
|
Lots of code changes (+400 commits) and lots of hours of hard work have concluded in this amazing new raylib 1.5.
|
||||||
|
|
||||||
|
notes on raylib 1.6
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new version represents another big review of the library and includes some interesting additions. This version conmmemorates raylib 3rd anniversary (raylib 1.0 was published on November 2013) and it is a stepping stone for raylib future. raylib roadmap has been reviewed and redefined to focus on its primary objective: create a simple and easy-to-use library to learn videogames programming. Some of the new features:
|
||||||
|
|
||||||
|
- Complete [raylib Lua binding](https://github.com/raysan5/raylib-lua). All raylib functions plus the +60 code examples have been ported to Lua, now Lua users can enjoy coding videogames in Lua while using all the internal power of raylib. This addition also open the doors to Lua scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to Lua scripts while keep using raylib functionality.
|
||||||
|
|
||||||
|
- Completely redesigned [audio module](https://github.com/raysan5/raylib/blob/master/src/raudio.c). Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. [FLAC file format support](https://github.com/raysan5/raylib/blob/master/src/external/dr_flac.h) has also been added. In the same line, [OpenAL Soft](https://github.com/kcat/openal-soft) backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
|
||||||
|
|
||||||
|
- [Physac](https://github.com/victorfisac/Physac) module has been moved to its own repository and it has been improved A LOT, actually, library has been completely rewritten from scratch by [@victorfisac](https://github.com/victorfisac), multiple samples have been added together with countless new features to match current standard 2D physic libraries. Results are amazing!
|
||||||
|
|
||||||
|
- Camera and gestures modules have been reviewed, highly simplified and ported to single-file header-only libraries for easier portability and usage flexibility. Consequently, camera system usage has been simplified in all examples.
|
||||||
|
|
||||||
|
- Improved Gamepad support on Windows and Raspberry Pi with the addition of new functions for custom gamepad configurations but supporting by default PS3 and Xbox-based gamepads.
|
||||||
|
|
||||||
|
- Improved textures and text functionality, adding new functions for texture filtering control and better TTF/AngelCode fonts loading and generation support.
|
||||||
|
|
||||||
|
Build system improvement. Added support for raylib dynamic library generation (raylib.dll) for users that prefer dynamic library linking. Also thinking on advance users, it has been added pre-configured [Visual Studio C++ 2015 solution](https://github.com/raysan5/raylib/tree/master/project/vs2015) with raylib project and C/C++ examples for users that prefer that professional IDE and compiler.
|
||||||
|
|
||||||
|
New examples, new functions, complete code-base review, multiple bugs corrected... this is raylib 1.6. Enjoy making games.
|
||||||
|
|
||||||
|
notes on raylib 1.7
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
On May 2017, around 6 month after raylib 1.6, comes another raylib instalment, raylib 1.7. This time library has been improved a lot in terms of consistency and cleanness. As stated in [this patreon article](https://www.patreon.com/posts/raylib-future-7501034), this new raylib version has focused efforts in becoming more simple and easy-to-use to learn videogames programming. Some highlights of this new version are:
|
||||||
|
|
||||||
|
- More than 30 new functions added to the library, functions to control Window, utils to work with filenames and extensions, functions to draw lines with custom thick, mesh loading, functions for 3d ray collisions detailed detection, funtions for VR simulation and much more... Just check [CHANGELOG](CHANGELOG) for a detailed list of additions!
|
||||||
|
|
||||||
|
- Support of [configuration flags](https://github.com/raysan5/raylib/issues/200) on every raylib module. Advance users can customize raylib just choosing desired features, defining some configuration flags on modules compilation. That way users can control library size and available functionality.
|
||||||
|
|
||||||
|
- Improved [build system](https://github.com/raysan5/raylib/blob/master/src/Makefile) for all supported platforms (Windows, Linux, OSX, RPI, Android, HTML5) with a unique Makefile to compile sources. Added support for Android compilation with a custom standalone toolchain and also multiple build compliation flags.
|
||||||
|
|
||||||
|
- New [examples](http://www.raylib.com/examples.html) and [sample games](http://www.raylib.com/games.html) added. All samples material has been reviewed, removing useless examples and adding more comprehensive ones; all material has been ported to latest raylib version and tested in multiple platforms. Examples folder structure has been improved and also build systems.
|
||||||
|
|
||||||
|
- Improved library consistency and organization in general. Functions and parameters have been renamed, some parts of the library have been cleaned and simplyfied, some functions has been moved to examples (lighting, Oculus Rift CV1 support) towards a more generic library implementation. Lots of hours have been invested in this process...
|
||||||
|
|
||||||
|
Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit audio support, frames timing improvements, public log system, rres file format support, automatic GIF recording...
|
||||||
|
|
||||||
|
And here it is another version of **raylib, a simple and easy-to-use library to enjoy videogames programming**. Enjoy it.
|
||||||
|
|
||||||
|
notes on raylib 1.8
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
October 2017, around 5 months after latest raylib version, another release is published: raylib 1.8. Again, several modules of the library have been reviewed and some new functionality added. Main changes of this new release are:
|
||||||
|
|
||||||
|
- [Procedural image generation](https://github.com/raysan5/raylib/blob/master/examples/textures/textures_image_generation.c) function, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning pourpouses.
|
||||||
|
|
||||||
|
- [Parametric mesh generation](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_generation.c) functions, create 3d meshes from scratch just defining a set of parameters, meshes like cube, sphere, cylinder, torus, knot and more can be very useful for prototyping or for lighting and texture testing.
|
||||||
|
|
||||||
|
- PBR Materials support, a completely redesigned shaders and material system allows advance materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a a new complete [PBR material example](https://github.com/raysan5/raylib/blob/master/examples/models/models_material_pbr.c) is also provided for reference.
|
||||||
|
|
||||||
|
- Custom Android APK build pipeline with [simple Makefile](https://github.com/raysan5/raylib/blob/master/templates/simple_game/Makefile). Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for examples and templates building into final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts.
|
||||||
|
|
||||||
|
- [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) module has been completely reviewed and most of the functions renamed for consistency. This way, standalone usage of rlgl is promoted, with a [complete example provided](https://github.com/raysan5/raylib/blob/master/examples/others/rlgl_standalone.c). rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions.
|
||||||
|
|
||||||
|
- [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) library has been also reviewed to align with other advance math libraries like [GLM](https://github.com/g-truc/glm). Matrix math has been improved and simplified, some new Quaternion functions have been added and Vector3 functions have been renamed all around the library for consistency with new Vector2 functionality.
|
||||||
|
|
||||||
|
Additionally, as always, examples and templates have been reviewed to work with new version (some new examples have been added), all external libraries have been updated to latest stable version and latest Notepad++ and MinGW have been configured to work with new raylib. For a full list of changes, just check [CHANGELOG](CHANGELOG).
|
||||||
|
|
||||||
|
New installer provided, web updated, examples re-builded, documentation reviewed... **new raylib 1.8 published**. Enjoy coding games.
|
||||||
|
|
||||||
|
notes on raylib 2.0
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
It's been 9 month since last raylib version was published, a lots of things have changed since then... This new raylib version represents an inflexion point in the development of the library and so, we jump to a new major version... Here it is the result of almost **5 years and thousands of hours of hard work**... here it is... **raylib 2.0**
|
||||||
|
|
||||||
|
In **raylib 2.0** the full API has been carefully reviewed for better consistency, some new functionality has been added and the overall raylib experience has been greatly improved... The key features of new version are:
|
||||||
|
|
||||||
|
- **Complete removal of external dependencies.** Finally, raylib does not require external libraries to be installed and linked along with raylib, all required libraries are contained and compiled within raylib. Obviously some external libraries are required but only the strictly platform-dependant ones, the ones that come installed with the OS. So, raylib becomes a self-contained platform-independent games development library.
|
||||||
|
|
||||||
|
- **Full redesign of audio module to use the amazing miniaudio library**, along with external dependencies removal, OpenAL library has been replaced by [miniaudio](https://github.com/dr-soft/miniaudio), this brand new library offers automatic dynamic linking with default OS audio systems. Undoubtly, the perfect low-level companion for raylib audio module!
|
||||||
|
|
||||||
|
- **Support for continuous integration building*** through AppVeyor and Travis CI. Consequently, raylib GitHub develop branch has been removed, simplyfing the code-base to a single master branch, always stable. Every time a new commit is deployed, library is compiled for **up-to 12 different configurations**, including multiple platforms, 32bit/64bit and multiple compiler options! All those binaries are automatically attached to any new release!
|
||||||
|
|
||||||
|
- **More platforms supported and tested**, including BSD family (FreeBSD, openBSD, NetBSD, DragonFly) and Linux-based family platforms (openSUSE, Debian, Ubuntu, Arch, NixOS...). raylib has already been added to some package managers! Oh, and last but not less important, **Android 64bit** is already supported by raylib!
|
||||||
|
|
||||||
|
- **Support for TCC compiler!** Thanks to the lack of external dependencies, raylib can now be easily compiled with a **minimal toolchain**, like the one provide by Tiny C Compiler. It opens the door to an amazing future, allowing, for example, static linkage of libtcc for **runtime compilation of raylib-based code**... and the library itself if required! Moreover, TCC is blazing fast, it can compile all raylib in a couple of seconds!
|
||||||
|
|
||||||
|
- Refactored all raylib configuration #defines into a **centralized `config.h` header**, with more than **40 possible configuration options** to compile a totally customizable raylib version including only desired options like supported file-formats or specific functionality support. It allows generating a trully ligth-weight version of the library if desired!
|
||||||
|
|
||||||
|
A part of that, lots of new features, like a brand **new font rendering and packaging system** for TTF fonts with **SDF support** (thanks to the amazing STB headers), new functions for **CPU image data manipulation**, new orthographic 3d camera mode, a complete review of `raymath.h` single-file header-only library for better consistency and performance, new examples and way, [way more](https://github.com/raysan5/raylib/blob/master/CHANGELOG).
|
||||||
|
|
||||||
|
Probably by now, **raylib 2.0 is the simplest and easiest-to-use library to enjoy (and learn) videogames programming**... but, undoubtly its development has exceeded any initial objective; raylib has become a simple and easy-to-use trully multiplatform portable standalone media library with thousands of possibilities... and that's just the beginning!
|
||||||
|
|
||||||
|
notes on raylib 2.5
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
After almost one years since latest raylib installment, here it is **raylib 2.5**. A lot of work has been put on this new version and consequently I decided to bump versioning several digits. The complete list of changes and additions is humungous, details can be found in the [CHANGELOG](CHANGELOG), and here it is a short recap with the highlight improvements.
|
||||||
|
|
||||||
|
- New **window management and file system functions** to query monitor information, deal with clipboard, check directory files info and even launch a URL with default system web browser. Experimental **High-DPI monitor support** has also been added through a compile flag.
|
||||||
|
|
||||||
|
- **Redesigned Gamepad mechanism**, now generic for all platforms and gamepads, no more specific gamepad configurations.
|
||||||
|
**Redesigned UWP input system**, now raylib supports UWP seamlessly, previous implementation required a custom input system implemented in user code.
|
||||||
|
|
||||||
|
- `rlgl` module has been redesigned to **support a unique buffer for shapes drawing batching**, including LINES, TRIANGLES, QUADS in the same indexed buffer, also added support for multi-buffering if required. Additionally, `rlPushMatrix()`/`rlPopMatrix()` functionality has been reviewed to behave exactly like OpenGL 1.1, `models_rlgl_solar_system` example has been added to illustrate this behaviour.
|
||||||
|
|
||||||
|
- **VR simulator** has been reviewed to **allow custom configuration of Head-Mounted-Device parameters and distortion shader**, `core_vr_simulator` has been properly adapted to showcase this new functionality, now the VR simulator is a generic configurable stereo rendering system that allows any VR device simulation with just a few lines of code or even dynamic tweaking of HMD parameters.
|
||||||
|
|
||||||
|
- Support for **Unicode text drawing**; now raylib processes UTF8 strings on drawing, supporting Unicode codepoints, allowing rendering mostly any existent language (as long as the font with the glyphs is provided). An amazing example showing this feature has also been added: `text_unicode`.
|
||||||
|
|
||||||
|
- Brand **new text management API**, with the addition of multiple functions to deal with string data, including functionality like replace, insert, join, split, append, to uppercase, to lower... Note that most of those functions are intended for text management on rendering, using pre-loaded internal buffers, avoiding new memory allocation that user should free manually.
|
||||||
|
|
||||||
|
- Multiple **new shapes and textures drawing functions** to support rings (`DrawRing()`, `DrawRingLines()`), circle sectors (`DrawCircleSector()`, `DrawCircleSectorLines()`), rounded rectangles (`DrawRectangleRounded()`, `DrawRectangleRoundedLines()`) and also n-patch textures (`DrawTextureNPatch()`), detailed examples have been added to illustrate all this new functionality.
|
||||||
|
|
||||||
|
- Experimental **cubemap support**, to automatically load multiple cubemap layouts (`LoadTextureCubemap()`). It required some internal `rlgl` redesign to allow cubemap textures.
|
||||||
|
|
||||||
|
- **Skeletal animation support for 3d models**, this addition implied a redesign of `Model` data structure to accomodate multiple mesh/multiple materials support and bones information. Multiple models functions have been reviewed and added on this process, also **glTF models loading support** has been added.
|
||||||
|
|
||||||
|
This is a just a brief list with some of the changes of the new **raylib 2.5** but there is way more, about **70 new functions** have been added and several subsystems have been redesigned. More than **30 new examples** have been created to show the new functionalities and better illustrate already available ones.
|
||||||
|
|
||||||
|
It has been a long year of hard work to make raylib a solid technology to develop new products over it.
|
||||||
|
|
||||||
|
notes on raylib 3.0
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
After **10 months of intense development**, new raylib version is ready. Despite primary intended as a minor release, the [CHANGELIST](CHANGELOG) has grown so big and the library has changed so much internally that it finally became a major release. Library **internal ABI** has reveived a big redesign and review, targeting portability, integration with other platforms and making it a perfect option for other progamming [language bindings](BINDINGS.md).
|
||||||
|
|
||||||
|
- All **global variables** from the multiple raylib modules have been moved to a **global context state**, it has several benefits, first, better code readability with more comprehensive variables naming and categorization (organized by types, i.e. `CORE.Window.display.width`, `CORE.Input.Keyboard.currentKeyState` or `RLGL.State.modelview`). Second, it allows better memory management to load global context state dynamically when required (not at the moment), making it easy to implement a **hot-reloading mechanism** if desired.
|
||||||
|
|
||||||
|
- All **memory allocations** on raylib and its dependencies now use `RL_MALLOC`, `RL_FREE` and similar macros. Now users can easely hook their own memory allocations mechanism if desired, having more control over memory allocated internally by the library. Additionally, it makes it easier to port the library to embedded devices where memory control is critical. For more info check raylib issue #1074.
|
||||||
|
|
||||||
|
- All **I/O file accesses** from raylib are being moved to **memory data access**, now all I/O file access is centralized into just four functions: `LoadFileData()`, `SaveFileData()`, `LoadFileText()`, `SaveFileText()`. Users can just update those functions to any I/O file system. This change makes it easier to integrate raylib with **Virtual File Systems** or custom I/O file implementations.
|
||||||
|
|
||||||
|
- All **raylib data structures** have been reviewed and optimized for pass-by-value usage. One of raylib distinctive design decisions is that most of its functions receive and return data by value. This design makes raylib really simple for newcomers, avoiding pointers and allowing complete access to all structures data in a simple way. The downside is that data is copied on stack every function call and that copy could be costly so, all raylib data structures have been optimized to **stay under 64 bytes** for fast copy and retrieve.
|
||||||
|
|
||||||
|
- All **raylib tracelog messages** have been reviewd and categorized for a more comprehensive output information when developing raylib applications, now all display, input, timer, platform, auxiliar libraries, file-accesses, data loading/unloading issues are properly reported with more detailed and visual messages.
|
||||||
|
|
||||||
|
- `raudio` module has been internally reviewed to accomodate the new `Music` structure (converted from previous pointer format) and the module has been adapted to the **highly improved** [`miniaudio v0.10`](https://github.com/dr-soft/miniaudio).
|
||||||
|
|
||||||
|
- `text` module reviewed to **improve fonts generation** and text management functions, `Font` structure has been redesigned to better accomodate characters data, decoupling individual characters as `Image` glyphs from the font atlas parameters. Several improvements have been made to better support Unicode strings with UTF-8 encoding.
|
||||||
|
|
||||||
|
- **Multiple new examples added** (most of them contributed by raylib users) and all examples reviewed for correct execution on most of the supported platforms, specially Web and Raspberry Pi. A detailed categorized table has been created on github for easy examples navigation and code access.
|
||||||
|
|
||||||
|
- New **GitHub Actions CI** system has been implemented for Windows, Linux and macOS code and examples compilation on every new commit or PR to make sure library keeps stable and usable with no breaking bugs.
|
||||||
|
|
||||||
|
Note that only key changes are listed here but there is way more! About **30 new functions**, multiple functions reviewed, bindings to [+40 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md) and great samples/demos/tutorials [created by the community](https://discord.gg/raylib), including raylib integration with [Spine](https://github.com/WEREMSOFT/spine-raylib-runtimes), [Unity](https://unitycoder.com/blog/2019/12/09/using-raylib-dll-in-unity/), [Tiled](https://github.com/OnACoffeeBreak/raylib_tiled_import_with_tmx), [Nuklear](http://bedroomcoders.co.uk/implementing-a-3d-gui-with-raylib/), [enet](https://github.com/nxrighthere/NetDynamics) and [more](https://github.com/raysan5/raylib/issues/1079)!
|
||||||
|
|
||||||
|
It has been **10 months of improvements** to create the best raylib ever.
|
||||||
|
|
||||||
|
Welcome to **raylib 3.0**.
|
||||||
|
|
||||||
|
notes on raylib 3.5 - 7th Anniversary Edition
|
||||||
|
---------------------------------------------
|
||||||
|
|
||||||
|
It's December 25th... this crazy 2020 is about to finish and finally the holidays gave me some time to put a new version of raylib. It's been **9 months since last release** and last November raylib become 7 years old... I was not able to release this new version back then but here it is. Many changes and improvements have happened in those months and, even, last August, raylib was awarded with an [Epic Megagrant](https://www.unrealengine.com/en-US/blog/epic-megagrants-fall-2020-update)! Bindings list kept growing to [+50 programming languages](BINDINGS.md) and some new platforms have been supported. Let's see this new version details:
|
||||||
|
|
||||||
|
First, some general numbers of this new update:
|
||||||
|
|
||||||
|
- **+650** commits since previous RELEASE
|
||||||
|
- **+30** functions ADDED (for a TOTAL of **475**!)
|
||||||
|
- **+90** functions REVIEWED/REDESIGNED
|
||||||
|
- **+30** contributors (for a TOTAL of **170**!)
|
||||||
|
- **+8** new examples (for a TOTAL of **+120**!)
|
||||||
|
|
||||||
|
Here the list with some highlights for `raylib 3.5`.
|
||||||
|
|
||||||
|
- NEW **Platform** supported: **Raspberry Pi 4 native mode** (no X11 windows) through [DRM](https://en.wikipedia.org/wiki/Direct_Rendering_Manager) subsystem and GBM API. Actually this is a really interesting improvement because it opens the door to raylib to support other embedded platforms (Odroid, GameShell, NanoPi...). Also worth mentioning the un-official homebrew ports of raylib for [PS4](https://github.com/orbisdev/orbisdev-orbisGl2) and [PSVita](https://github.com/psp2dev/raylib4Vita).
|
||||||
|
|
||||||
|
- NEW **configuration options** exposed: For custom raylib builds, `config.h` now exposes **more than 150 flags and defines** to build raylib with only the desired features, for example, it allows to build a minimal raylib library in just some KB removing all external data filetypes supported, very useful to generate **small executables or embedded devices**.
|
||||||
|
|
||||||
|
- NEW **automatic GIF recording** feature: Actually, automatic GIF recording (**CTRL+F12**) for any raylib application has been available for some versions but this feature was really slow and low-performant using an old gif library with many file-accesses. It has been replaced by a **high-performant alternative** (`msf_gif.h`) that operates directly on memory... and actually works very well! Try it out!
|
||||||
|
|
||||||
|
- NEW **RenderBatch** system: `rlgl` module has been redesigned to support custom **render batches** to allow grouping draw calls as desired, previous implementation just had one default render batch. This feature has not been exposed to raylib API yet but it can be used by advance users dealing with `rlgl` directly. For example, multiple `RenderBatch` can be created for 2D sprites and 3D geometry independently.
|
||||||
|
|
||||||
|
- NEW **Framebuffer** system: `rlgl` module now exposes an API for custom **Framebuffer attachments** (including cubemaps!). raylib `RenderTexture` is a basic use-case, just allowing color and depth textures, but this new API allows the creation of more advance Framebuffers with multiple attachments, like the **G-Buffers**. `GenTexture*()` functions have been redesigned to use this new API.
|
||||||
|
|
||||||
|
- Improved **software rendering**: raylib `Image*()` API is intended for software rendering, for those cases when **no GPU or no Window is available**. Those functions operate directly with **multi-format** pixel data on RAM and they have been completely redesigned to be way faster, specially for small resolutions and retro-gaming. Low-end embedded devices like **microcontrollers with custom displays** could benefit of this raylib functionality!
|
||||||
|
|
||||||
|
- File **loading from memory**: Multiple functions have been redesigned to load data from memory buffers **instead of directly accessing the files**, now all raylib file loading/saving goes through a couple of functions that load data into memory. This feature allows **custom virtual-file-systems** and it gives more control to the user to access data already loaded in memory (i.e. images, fonts, sounds...).
|
||||||
|
|
||||||
|
- NEW **Window states** management system: raylib `core` module has been redesigned to support Window **state check and setup more easily** and also **before/after Window initialization**, `SetConfigFlags()` has been reviewed and `SetWindowState()` has been added to control Window minification, maximization, hidding, focusing, topmost and more.
|
||||||
|
|
||||||
|
- NEW **GitHub Actions** CI/CD system: Previous CI implementation has been reviewed and improved a lot to support **multiple build configurations** (platforms, compilers, static/shared build) and also an **automatic deploy system** has been implemented to automatically attach the diferent generated artifacts to every new release. As the system seems to work very good, previous CI platforms (AppVeyor/TravisCI) have been removed.
|
||||||
|
|
||||||
|
A part of those changes, many new functions have been added, some redundant functions removed and many functions have been reviewed for consistency with the full API (function name, parameters name and order, code formatting...). Again, this release represents is a **great improvement for raylib and marks the way forward** for the library. Make sure to check [CHANGELOG](CHANGELOG) for details! Hope you enjoy it!
|
||||||
|
|
||||||
|
Happy holidays! :)
|
||||||
|
|
||||||
|
notes on raylib 3.7
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
April 2021, it's been about 4 months since last raylib release and here it is already a new one, this time with a bunch of internal redesigns and improvements. Surprisingly, on April the 8th I was awarded for a second time with the [Google Open Source Peer Bonus Award](https://opensource.googleblog.com/2021/04/announcing-first-group-of-google-open-source-peer-bonus-winners.html) for my contribution to open source world with raylib and it seems the library is getting some traction, what a better moment for a new release? Let's see what can be found in this new version:
|
||||||
|
|
||||||
|
Let's start with some numbers:
|
||||||
|
|
||||||
|
- **+100** closed issues (for a TOTAL of **+900**!)
|
||||||
|
- **+400** commits since previous RELEASE
|
||||||
|
- **+50** functions ADDED (**+30** of them to rlgl API)
|
||||||
|
- **+30** functions REVIEWED/REDESIGNED
|
||||||
|
- **+40** new contributors (for a TOTAL of **+210**!)
|
||||||
|
|
||||||
|
Highlights for `raylib 3.7`:
|
||||||
|
|
||||||
|
- **REDESIGNED: `rlgl` module for greater abstraction level**. This suppose an **important change in raylib architecture**, now `rlgl` functionality is self-contained in the module and used by higher-level layers (specially by `core` module), those upper layers are the ones that expose functionality to the main API when required, for example the `Shaders`, `Mesh` and `Materials` functionality. Multiple `rlgl` functions have been renamed for consistency, in this case, following the `rl*()` prefix convention. Functions have also been reorganized internally by categories and `GenTexture*()` functions have been removed from the library and moved to [`models_material_pbr`](https://github.com/raysan5/raylib/blob/master/examples/models/models_material_pbr.c) example.
|
||||||
|
|
||||||
|
- **REDESIGNED: VR simulator and stereo rendering mechanism**. A **brand new API** has been added, more comprehensive and better integrated with raylib, the **new stereo rendering** can be combined with `RenderTexture` and `Shader` API allowing the user to **manage fbo and distortion shader directly**. Also, the new rendering mechanism supports **instancing on stereo rendering**! Check the updated [`core_vr_simulator`](https://github.com/raysan5/raylib/blob/master/examples/core/core_vr_simulator.c) example for reference!
|
||||||
|
|
||||||
|
- **ADDED: New file access callbacks system**. Several new callback functions have been added to the API to allow custom file loaders. A [nice example](https://github.com/RobLoach/raylib-physfs) it's the **raylib integration with a virtual file system** [PhysFS](https://icculus.org/physfs/).
|
||||||
|
|
||||||
|
- **ADDED: glTF animations support**. glTF is the preferred models file format to be used with raylib and along the addition of a models animation API on latest raylib versions, now animations support for glTF format has come to raylib, thanks for this great contribution to [Hristo Stamenov](@object71)
|
||||||
|
|
||||||
|
- **ADDED: Music streaming support from memory**. raylib has been adding the `Load*FromMemory()` option to all its supported file formats but **music streaming** was not supported yet... until now. Thanks to this great contribution by [Agnis "NeZvērs" Aldiņš](@nezvers), now raylib supports music streamming from memory data for all supported file formats: WAV, OGG, MP3, FLAC, XM and MOD.
|
||||||
|
|
||||||
|
- **RENAMED: enums values for consistency**. Most raylib enums names and values names have been renamed for consistency, now all value names start with the type of data they represent. It increases clarity and readability when using those values and also **improves overall library consistency**.
|
||||||
|
|
||||||
|
Beside those key changes, many functions have been reviewed with improvements and bug fixes, many of them contributed by the community! Thanks! And again, this release sets a **new milestone for raylib library**. Make sure to check [CHANGELOG](CHANGELOG) for detailed list of changes! Hope you enjoy this new raylib installment!
|
||||||
|
|
||||||
|
Happy **gamedev/tools/graphics** programming! :)
|
||||||
|
|
||||||
|
notes on raylib 4.0 - 8th Anniversary Edition
|
||||||
|
---------------------------------------------
|
||||||
|
|
||||||
|
It's been about 6 months since last raylib release and it's been **8 years since I started with this project**, what an adventure! It's time for a new release: `raylib 4.0`, **the biggest release ever** and an inflexion point for the library. Many hours have been put in this release to make it special, **many library details have been polished**: syntax, naming conventions, code comments, functions descriptions, log outputs... Almost all the issues have been closed (only 3 remain open at the moment of this writing) and some amazing new features have been added. I expect this **`raylib 4.0`** to be a long term version (LTS), stable and complete enough for any new graphic/game/tool application development.
|
||||||
|
|
||||||
|
Let's start with some numbers:
|
||||||
|
|
||||||
|
- **+130** closed issues (for a TOTAL of **+1030**!)
|
||||||
|
- **+550** commits since previous RELEASE
|
||||||
|
- **+20** functions ADDED to raylib API
|
||||||
|
- **+60** functions ADDED to rlgl API
|
||||||
|
- **+40** functions RENAMED/REVIEWED/REDESIGNED
|
||||||
|
- **+60** new contributors (for a TOTAL of **+275**!)
|
||||||
|
|
||||||
|
Highlights for `raylib 4.0`:
|
||||||
|
|
||||||
|
- **Naming consistency and coherency**: `raylib` API has been completely reviewed to be consistent on naming conventions for data structures and functions, comments and descriptions have been reviewed, also the syntax of many symbols for consistency; some functions and structs have been renamed (i.e. `struct CharInfo` to `struct GlyphInfo`). Output log messages have been also improved to show more info to the users. Several articles have been writen in this process: [raylib_syntax analysis](https://github.com/raysan5/raylib/wiki/raylib-syntax-analysis) and [raylib API usage analysis](https://gist.github.com/raysan5/7c0c9fff1b6c19af24bb4a51b7383f1e). In general, a big polishment of the library to make it more consistent and coherent.
|
||||||
|
|
||||||
|
- **Event Automation System**: This new _experimental_ feature has been added for future usage, it allows to **record input events and re-play them automatically**. This feature could be very useful to automatize examples testing but also for tutorials with assited game playing, in-game cinematics, speedruns, AI playing and more! Note this feature is still experimental.
|
||||||
|
|
||||||
|
- **Custom game-loop control**: As requested by some advance users, **the game-loop control can be exposed** compiling raylib with the config flag: `SUPPORT_CUSTOM_FRAME_CONTROL`. It's intended for advance users that want to control the events polling and also the timming mechanisms of their games.
|
||||||
|
|
||||||
|
- [**`rlgl 4.0`**](https://github.com/raysan5/raylib/blob/master/src/rlgl.h): This module has been completely **decoupled from platform layer** and raylib, now `rlgl` single-file header-only library only depends on the multiple OpenGL backends supported, even the dependency on `raymath` has been removed. Additionally, **support for OpenGL 4.3** has been added, supporting compute shaders and Shader Storage Buffer Objects (SSBO). Now `rlgl` can be used as a complete standalone portable library to wrap several OpenGL version and providing **a simple and easy-to-use pseudo-OpenGL immediate-mode API**.
|
||||||
|
|
||||||
|
- [**`raymath 1.5`**](https://github.com/raysan5/raylib/blob/master/src/raymath.h): This module has been reviewed and some new conventions have been adopted to make it **more portable and self-contained**:
|
||||||
|
- Functions are self-contained, no function use other raymath function inside, required code is directly re-implemented
|
||||||
|
- Functions input parameters are always received by value
|
||||||
|
- Functions use always a "result" variable for return
|
||||||
|
- Angles are always in radians (`DEG2RAD`/`RAD2DEG` macros provided for convenience)
|
||||||
|
|
||||||
|
- [**`raygui 3.0`**](https://github.com/raysan5/raygui): The **official raylib immediate-mode gui library** (included in `raylib/src/extras`) has been updated to a new version, embedding the icons collection and adding mulstiple improvements. It has been simplified and constrained for a better focus on its task: provide a simple and easy-to-use immediate-mode-gui library for small tools development.
|
||||||
|
|
||||||
|
- [**`raylib_parser`**](https://github.com/raysan5/raylib/tree/master/parser): Added **new tool to parse `raylib.h`** and tokenize its enums, structs and functions, extracting all required info (name, params, descriptions...) into custom output formats (TXT, XML, JSON...) for further processing. This tool is specially useful to **automatize bindings generation**. Hopefully, this tool will make life easier to binding creators to update their bindings for raylib 4.0 or adding new ones!
|
||||||
|
|
||||||
|
- **Zig and Odin official support for raylib**: Those two new amazing programming languages are officially supporting raylib, `Zig` lists raylib as an [official example for C interoperatibility](https://ziglang.org/learn/samples/#c-interoperability) and Odin [officially supports raylib as a vendor library](https://github.com/odin-lang/Odin/tree/master/vendor/raylib). Both languages also have several bingings to raylib. Additionally, Zig build system supported has been added to compile raylib library and examples.
|
||||||
|
|
||||||
|
Those are some of the key features for this new release but actually there is way more! **Support for `VOX` ([MagikaVoxel](https://ephtracy.github.io/)) 3d model format** has been added, **new [raylib_game_template](https://github.com/raysan5/raylib-game-template)** repo shared, **new `EncodeDataBase64()` and `DecodeDataBase64()` functions** added, **improved HiDPI support**, new `DrawTextPro()` with support for text rotations, completely **reviewed `glTF` models loading**, added **`SeekMusicStream()` for music seeking**, many new examples and +20 examples reviewed... **hundreds of improvements and bug fixes**! Make sure to check [CHANGELOG](CHANGELOG) for a detailed list of changes!
|
||||||
|
|
||||||
|
Undoubtely, **this is the best raylib ever**. Enjoy gamedev/tools/graphics programming! :)
|
||||||
|
|
||||||
|
notes on raylib 4.2
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
**New raylib release!** Nine months after latest raylib, here it is a new version. It was supposed to be just a small update but, actually, it's a huge update with lots of changes a improvements. It has been possible thanks to the many contributors that has helped with issues and improvements, it's the **update with more contributors to date** and that's amazing!
|
||||||
|
|
||||||
|
Some numbers to start with:
|
||||||
|
|
||||||
|
- **+200** closed issues (for a TOTAL of **1230**!)
|
||||||
|
- **+540** commits since previous RELEASE (for a TOTAL of **+6000**!)
|
||||||
|
- **+20** functions ADDED to raylib API (for a TOTAL of **502**!)
|
||||||
|
- **+60** functions REVIEWED/REDESIGNED
|
||||||
|
- **+70** new contributors (for a TOTAL of **+360**!)
|
||||||
|
|
||||||
|
Highlights for `raylib 4.2`:
|
||||||
|
|
||||||
|
- **raylib extra libraries cleanup**: raylib has been on diet and all the _extra_ libraries included on previous releases have been removed from raylib. Now raylib only includes the original **7** raylib modules: `rcore`, `rlgl`, `rshapes`, `rtextures`, `rtext`, `rmodels` and `raudio`. But no worries, _extra_ libraries have not been deleted, they have been moved to their own repos for better maintainability and more focus on its functionality. The libraries moved out from raylib repo are: [`raygui`](https://github.com/raysan5/raygui), [`physac`](https://github.com/raysan5/physac), [`rmem`](https://github.com/raylib-extras/rmem), [`reasings`](https://github.com/raylib-extras/reasings) and [`raudio`](https://github.com/raysan5/raudio) (standalone mode). On that same line, a new **amazing GitHub group:** [`raylib-extras`](https://github.com/raylib-extras) has been created by @JeffM2501 to contain raylib extra libraries as well as other raylib add-ons provided by the community. Jeff has done an amazing work on that line, providing multiple libraries and examples for raylib, like [custom first-person and third person camera systems](https://github.com/raylib-extras/extras-c/tree/main/cameras), [Dear ImGui raylib integration](https://github.com/raylib-extras/rlImGui), [multiple specific examples](https://github.com/raylib-extras/examples-c) and even a complete [RPG Game Example](https://github.com/raylib-extras/RPGExample)! Great work Jeff! :D
|
||||||
|
|
||||||
|
- **raylib examples review**: The +120 raylib examples have been reviewed to add clearer information about when the were first created (raylib version used) and when they were updated for the last time. But the greatest improvement for users has been the **addition of an estimated difficulty level** for every example, [web has been updated accordingly](https://www.raylib.com/examples.html) to reflect those difficulty levels. Now examples are classified with **1 to 4 stars** depending on difficulty to help users with their learning process. Personally, I think this "small" addition could be a game-changer to better guide new users on the library adoption! Additionally, this new raylib release includes 7 new examples; the most interesting one: [`text_codepoints_loading`](https://www.raylib.com/examples/text/loader.html?name=text_codepoints_loading) that illustrates how to load and draw custom codepoints from a font file, very useful for Asian languages.
|
||||||
|
|
||||||
|
- [**`rres 1.0`**](https://github.com/raysan5/rres): New `rres` **resources packaging file-format**, including a [`rres-raylib`](https://github.com/raysan5/rres/blob/master/src/rres-raylib.h) library implementation and [`rrespacker`](https://raylibtech.itch.io/rrespacker) tool. `rres` file format has been [under development for +8 years](https://github.com/raysan5/rres#design-history) and it was originally created to be part of raylib. It was highly inspired by _XNA XNB_ resources file format but design has changed a lot along the years. This first release of the format specs is engine-agnostic and has been designed to be portable to any engine, including lots of professional features like data processing, compression and encryption.
|
||||||
|
|
||||||
|
- [**`raygui 3.2`**](https://github.com/raysan5/raygui): The **official raylib immediate-mode gui library** designed for tools development has been updated to a new version aligned with raylib 4.2. Multiple controls have been reviewed for library consistency, now all controls follow a similar function signature. It has been battle-tested with the development of +8 published tools in the last months. The tools can be seen and used for free in the [raylib technologies tools page](https://raylibtech.itch.io/). Worth mentioning that several of those **tools have been open sourced** for anyone to use, compile, contribute or learn how the code works.
|
||||||
|
|
||||||
|
- [**`raylib_parser`**](https://github.com/raysan5/raylib/tree/master/parser): Multiple contributors **using the tool to automatize bindings creation** have contributed with improvements of this **tool to parse `raylib.h`** (and other raylib-style headers) to tokenize its enums, structs and functions. Processed data can be exported to custom file formats (i.e XML, JSON, LUA) for bindings generation or even docs generation if required.
|
||||||
|
|
||||||
|
- **New file system API**: Current API has been redesigned to be more comprehensive and better aligned with raylib naming conventions, two new functions are provided `LoadDirectoryFiles()`/`LoadDirectoryFilesEx()` to load a `FilePathList` for provided path, supporting extension filtering and recursive directory scan. `LoadDroppedFiles()` has been renamed to better reflect its internal functionality. Now, all raylib functions that start with `Load*()` allocate memory internally and a equivalent `Unload*()` function is defined to take care of that memory internally when not required any more!
|
||||||
|
|
||||||
|
- **New audio stream processors API** (_experimental_): Now real-time audio stream data processors can be added using callbacks to played Music. It allows users to create custom effects for audio like delays of low-pass-filtering (example provided). The new API uses a callback system and it's still _ highly experimental_, it differs from the usual level of complexity that provides raylib and it is intended for advance users. It could change in the future but, actually, `raudio` module is in the spotlight for future updates; [miniaudio](https://github.com/mackron/miniaudio) implements a new higher-level API that can be useful in the future for raylib.
|
||||||
|
|
||||||
|
As always, there are more improvements than the key features listed, make sure to check raylib [CHANGELOG](CHANGELOG) for the detailed list of changes; for this release a `WARNING` flag has been added to all the changes that could affect bindings or productivity code. **raylib keeps improving one more version** and a special focus on maintainability has been put on the library for the future. Specific/advance functionality will be provided through **raylib-extras** repos and raylib main repo devlelopment will be focused on what made raylib popular: being a simple and easy-to-use library to **enjoy videogames programming**.
|
||||||
|
|
||||||
|
**Enjoy gamedev/tools/graphics programming!** :)
|
||||||
|
|
||||||
|
notes on raylib 4.5
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
It's been **7 months** since latest raylib release. As usual, **many parts of the library have been reviewed and improved** along those months. Many issues have been closed, staying under 10 open issues at the moment of this writting and also many PRs from contributors have been received, reviewed and merged into raylib library. Some new functions have been added and some others have been removed to improve library coherence and avoid moving too high level, giving the users the tools to implement advance functionality themselfs over raylib. Again, this is a big release with a considerable amount of changes and improvements. Here it is a small summary highlighting this new **rayib 4.5**.
|
||||||
|
|
||||||
|
Some numbers for this release:
|
||||||
|
|
||||||
|
- **+100** closed issues (for a TOTAL of **+1340**!)
|
||||||
|
- **+350** commits since previous RELEASE (for a TOTAL of **+6350**!)
|
||||||
|
- **+25** functions ADDED to raylib API (for a TOTAL of **516**!)
|
||||||
|
- **+40** functions REVIEWED/REDESIGNED
|
||||||
|
- **+40** new contributors (for a TOTAL of **405**!)
|
||||||
|
|
||||||
|
Highlights for `raylib 4.5`:
|
||||||
|
|
||||||
|
- **`NEW` Improved ANGLE support on Desktop platforms**: Support for OpenGL ES 2.0 on Desktop platforms (Windows, Linux, macOS) has been reviewed by @wtnbgo GitHub user. Now raylib can be compiled on desktop for OpenGL ES 2.0 and linked against [`ANGLE`](https://github.com/google/angle). This _small_ addition open the door to building raylib for all **ANGLE supported backends: Direct3D 11, Vulkan and Metal**. Please note that this new feature is still experimental and requires further testing!
|
||||||
|
|
||||||
|
- **`NEW` Camera module**: A brand new implementation from scratch for `rcamera` module, contributed by @Crydsch GitHub user! **New camera system is simpler, more flexible, more granular and more extendable**. Specific camera math transformations (movement/rotation) have been moved to individual functions, exposing them to users if required. Global state has been removed from the module and standalone usage has been greatly improved; now `rcamera.h` single-file header-only library can be used externally, independently of raylib. A new `UpdateCameraPro()` function has been added to address input-dependency of `UpdateCamera()`, now advance users have **full control over camera inputs and movement/rotation speeds**!
|
||||||
|
|
||||||
|
- **`NEW` Support for M3D models and M3D/GLTF animations**: 3d models animations support has been a limited aspect of raylib for long time, some versions ago IQM animations were supported but raylib 4.5 also adds support for the brand new [M3D file format](https://bztsrc.gitlab.io/model3d/), including animations and the long expected support for **GLTF animations**! The new M3D file format is **simple, portable, feature complete, extensible and open source**. It also provides a complete set of tools to export/visualize M3D models from/to Blender! Now raylib supports up to **3 model file-formats with animations**: `IQM`, `GLTF` and `M3D`.
|
||||||
|
|
||||||
|
- **`NEW` Support QOA audio format (import/export)**: Just a couple of months ago the new [QOA file format](https://qoaformat.org/) was published, a very simple, portable and open source quite-ok-audio file format. raylib already supports it, added to `raudio` module and including audio loading from file, loading from memory, streaming from file, streaming from memory and **exporting to QOA** audio format. **Because simplicity really matters to raylib!**
|
||||||
|
|
||||||
|
- **`NEW` Module for compressed textures loading**: [`rl_gputex`](https://github.com/raysan5/raylib/blob/master/src/external/rl_gputex.h), a portable single-file header-only small library to load compressed texture file-formats (DDS, PKM, KTX, PVR, ASTC). Provided functionality is not new to raylib but it was part of the raylib `rtextures` module, now it has been moved into a separate self-contained library, **improving portability**. Note that this module is only intended to **load compressed data from files, ready to be uploaded to GPU**, no compression/decompression functionality is provided. This change is a first step towards a better modularization of raylib library.
|
||||||
|
|
||||||
|
- **Reviewed `rlgl` module for automatic limits checking**: Again, [`rlgl`](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been reviewed to simplify usage. Now users do not need to worry about reaching the internal render-batch limits when they send their triangles to draw 2d/3d, `rlgl` manages it automatically! This change allows a **great simplification for other modules** like `rshapes`, `rtextures` and `rmodels` that do not need to worry about bufffer overflows and can just define as many vertex as desired!
|
||||||
|
|
||||||
|
- **Reviewed `rshapes` module to minimize the rlgl dependency**: Now `rshapes` 2d shapes drawing functions **only depend on 6 low-level functions**: `rlBegin()`, `rlEnd()`, `rlVertex3f()`, `rlTexCoord2f()`, `rlNormal3f()`, `rlSetTexture()`. With only those pseudo-OpenGl 1.1 minimal functionality, everything can be drawn! This improvement converts `rshapes` module in a **self-contained, portable shapes-drawing library that can be used independently of raylib**, as far as entry points for those 6 functions are provided by the user. It even allows to be used for software rendering, with the proper backend!
|
||||||
|
|
||||||
|
- **Added data structures validation functions**: Multiple functions have been added by @RobLoach GitHub user to ease the validation of raylib data structures: `IsImageReady()`, `IsTextureReady()`, `IsSoundReady()`... Now users have a simple mechanism to **make sure data has been correctly loaded**, instead of checking internal structure values by themselfs.
|
||||||
|
|
||||||
|
As usual, those are only some highlights but there is much more! New image generators, new color transformation functionality, improved blending support for color/alpha, etc... Make sure to check raylib [CHANGELOG]([CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG)) for a detailed list of changes! Please, note that all breaking changes have been flagged with a `WARNING` in the CHANGELOG, specially useful for binding creators!
|
||||||
|
|
||||||
|
**raylib keeps improving one more version** with a special focus on maintainability and sustainability. Always working towards making the library more **simple and easy-to-use**.
|
||||||
|
|
||||||
|
Let's keep **enjoying games/tools/graphics programming!** :)
|
16
external/raylib-4.5.0/LICENSE
vendored
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
Copyright (c) 2013-2023 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.
|
144
external/raylib-4.5.0/README.md
vendored
Normal file
@ -0,0 +1,144 @@
|
|||||||
|
<img align="left" src="https://github.com/raysan5/raylib/blob/master/logo/raylib_logo_animation.gif" width="288px">
|
||||||
|
|
||||||
|
**raylib is a simple and easy-to-use library to enjoy videogames programming.**
|
||||||
|
|
||||||
|
raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's specially well suited for prototyping, tooling, graphical applications, embedded systems and education.
|
||||||
|
|
||||||
|
*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.*
|
||||||
|
|
||||||
|
Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
<br>
|
||||||
|
|
||||||
|
[![GitHub Releases Downloads](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases)
|
||||||
|
[![GitHub Stars](https://img.shields.io/github/stars/raysan5/raylib?style=flat&label=stars)](https://github.com/raysan5/raylib/stargazers)
|
||||||
|
[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/4.2.0)](https://github.com/raysan5/raylib/commits/master)
|
||||||
|
[![GitHub Sponsors](https://img.shields.io/github/sponsors/raysan5?label=sponsors)](https://github.com/sponsors/raysan5)
|
||||||
|
[![Packaging Status](https://repology.org/badge/tiny-repos/raylib.svg)](https://repology.org/project/raylib/versions)
|
||||||
|
[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE)
|
||||||
|
|
||||||
|
[![Discord Members](https://img.shields.io/discord/426912293134270465.svg?label=Discord&logo=discord)](https://discord.gg/raylib)
|
||||||
|
[![Subreddit Subscribers](https://img.shields.io/reddit/subreddit-subscribers/raylib?label=reddit%20r%2Fraylib&logo=reddit)](https://www.reddit.com/r/raylib/)
|
||||||
|
[![Youtube Subscribers](https://img.shields.io/youtube/channel/subscribers/UC8WIBkhYb5sBNqXO1mZ7WSQ?style=flat&label=Youtube&logo=youtube)](https://www.youtube.com/c/raylib)
|
||||||
|
[![Twitch Status](https://img.shields.io/twitch/status/raysan5?style=flat&label=Twitch&logo=twitch)](https://www.twitch.tv/raysan5)
|
||||||
|
|
||||||
|
[![Windows](https://github.com/raysan5/raylib/workflows/Windows/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AWindows)
|
||||||
|
[![Linux](https://github.com/raysan5/raylib/workflows/Linux/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3ALinux)
|
||||||
|
[![macOS](https://github.com/raysan5/raylib/workflows/macOS/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AmacOS)
|
||||||
|
[![Android](https://github.com/raysan5/raylib/workflows/Android/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AAndroid)
|
||||||
|
[![WebAssembly](https://github.com/raysan5/raylib/workflows/WebAssembly/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AWebAssembly)
|
||||||
|
|
||||||
|
[![CMakeBuilds](https://github.com/raysan5/raylib/workflows/CMakeBuilds/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3ACMakeBuilds)
|
||||||
|
[![Windows Examples](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml/badge.svg)](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml)
|
||||||
|
[![Linux Examples](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml/badge.svg)](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml)
|
||||||
|
|
||||||
|
features
|
||||||
|
--------
|
||||||
|
- **NO external dependencies**, all required libraries are [bundled into raylib](https://github.com/raysan5/raylib/tree/master/src/external)
|
||||||
|
- Multiple platforms supported: **Windows, Linux, MacOS, RPI, Android, HTML5... and more!**
|
||||||
|
- Written in plain C code (C99) using PascalCase/camelCase notation
|
||||||
|
- Hardware accelerated with OpenGL (**1.1, 2.1, 3.3, 4.3 or ES 2.0**)
|
||||||
|
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
|
||||||
|
- Multiple **Fonts** formats supported (TTF, Image fonts, AngelCode fonts)
|
||||||
|
- Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC)
|
||||||
|
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
|
||||||
|
- Flexible Materials system, supporting classic maps and **PBR maps**
|
||||||
|
- **Animated 3D models** supported (skeletal bones animation) (IQM)
|
||||||
|
- Shaders support, including model and **postprocessing** shaders.
|
||||||
|
- **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h)
|
||||||
|
- Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
|
||||||
|
- **VR stereo rendering** support with configurable HMD device parameters
|
||||||
|
- Huge examples collection with [+120 code examples](https://github.com/raysan5/raylib/tree/master/examples)!
|
||||||
|
- Bindings to [+60 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
|
||||||
|
- **Free and open source**.
|
||||||
|
|
||||||
|
basic example
|
||||||
|
--------------
|
||||||
|
This is a basic raylib example, it creates a window and it draws the text `"Congrats! You created your first window!"` in the middle of the screen. Check this example [running live on web here](https://www.raylib.com/examples/core/loader.html?name=core_basic_window).
|
||||||
|
```c
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
InitWindow(800, 450, "raylib [core] example - basic window");
|
||||||
|
|
||||||
|
while (!WindowShouldClose())
|
||||||
|
{
|
||||||
|
BeginDrawing();
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||||
|
EndDrawing();
|
||||||
|
}
|
||||||
|
|
||||||
|
CloseWindow();
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
build and installation
|
||||||
|
----------------------
|
||||||
|
|
||||||
|
raylib binary releases for Windows, Linux, macOS, Android and HTML5 are available at the [Github Releases page](https://github.com/raysan5/raylib/releases).
|
||||||
|
|
||||||
|
raylib is also available via multiple [package managers](https://github.com/raysan5/raylib/issues/613) on multiple OS distributions.
|
||||||
|
|
||||||
|
#### Installing and building raylib on multiple platforms
|
||||||
|
|
||||||
|
[raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms.
|
||||||
|
|
||||||
|
- [Working on Windows](https://github.com/raysan5/raylib/wiki/Working-on-Windows)
|
||||||
|
- [Working on macOS](https://github.com/raysan5/raylib/wiki/Working-on-macOS)
|
||||||
|
- [Working on GNU Linux](https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux)
|
||||||
|
- [Working on Chrome OS](https://github.com/raysan5/raylib/wiki/Working-on-Chrome-OS)
|
||||||
|
- [Working on FreeBSD](https://github.com/raysan5/raylib/wiki/Working-on-FreeBSD)
|
||||||
|
- [Working on Raspberry Pi](https://github.com/raysan5/raylib/wiki/Working-on-Raspberry-Pi)
|
||||||
|
- [Working for Android](https://github.com/raysan5/raylib/wiki/Working-for-Android)
|
||||||
|
- [Working for Web (HTML5)](https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5))
|
||||||
|
- [Working anywhere with CMake](https://github.com/raysan5/raylib/wiki/Working-with-CMake)
|
||||||
|
|
||||||
|
*Note that the Wiki is open for edit, if you find some issues while building raylib for your target platform, feel free to edit the Wiki or open an issue related to it.*
|
||||||
|
|
||||||
|
#### Setup raylib with multiple IDEs
|
||||||
|
|
||||||
|
raylib has been developed on Windows platform using [Notepad++](https://notepad-plus-plus.org/) and [MinGW GCC](https://www.mingw-w64.org/) compiler but it can be used with other IDEs on multiple platforms.
|
||||||
|
|
||||||
|
[Projects directory](https://github.com/raysan5/raylib/tree/master/projects) contains several ready-to-use **project templates** to build raylib and code examples with multiple IDEs.
|
||||||
|
|
||||||
|
*Note that there are lots of IDEs supported, some of the provided templates could require some review, so please, if you find some issue with a template or you think they could be improved, feel free to send a PR or open a related issue.*
|
||||||
|
|
||||||
|
learning and docs
|
||||||
|
------------------
|
||||||
|
|
||||||
|
raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.
|
||||||
|
|
||||||
|
Some additional documentation about raylib design can be found in raylib GitHub Wiki. Here are the relevant links:
|
||||||
|
|
||||||
|
- [raylib cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html)
|
||||||
|
- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
|
||||||
|
- [raylib library design](https://github.com/raysan5/raylib/wiki)
|
||||||
|
- [raylib examples collection](https://github.com/raysan5/raylib/tree/master/examples)
|
||||||
|
- [raylib games collection](https://github.com/raysan5/raylib-games)
|
||||||
|
|
||||||
|
|
||||||
|
contact and networks
|
||||||
|
---------------------
|
||||||
|
|
||||||
|
raylib is present in several networks and raylib community is growing everyday. If you are using raylib and enjoying it, feel free to join us in any of these networks. The most active network is our [Discord server](https://discord.gg/raylib)! :)
|
||||||
|
|
||||||
|
- Webpage: [https://www.raylib.com](https://www.raylib.com)
|
||||||
|
- Discord: [https://discord.gg/raylib](https://discord.gg/raylib)
|
||||||
|
- Twitter: [https://www.twitter.com/raysan5](https://www.twitter.com/raysan5)
|
||||||
|
- Twitch: [https://www.twitch.tv/raysan5](https://www.twitch.tv/raysan5)
|
||||||
|
- Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
|
||||||
|
- Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
|
||||||
|
- YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/c/raylib)
|
||||||
|
|
||||||
|
license
|
||||||
|
-------
|
||||||
|
|
||||||
|
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. Check [LICENSE](LICENSE) for further details.
|
||||||
|
|
||||||
|
raylib uses internally some libraries for window/graphics/inputs management and also to support different file formats loading, all those libraries are embedded with and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies LICENSES](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on raylib Wiki for details.
|
82
external/raylib-4.5.0/ROADMAP.md
vendored
Normal file
@ -0,0 +1,82 @@
|
|||||||
|
# raylib roadmap
|
||||||
|
|
||||||
|
Here it is a wishlist with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements and ideas:
|
||||||
|
|
||||||
|
- [GitHub Issues](https://github.com/raysan5/raylib/issues) has several open issues for possible improvements or bugs to fix.
|
||||||
|
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
|
||||||
|
- raylib wishlists discussions are open to everyone to ask for improvements, feel free to check and comment:
|
||||||
|
- [raylib wishlist 2021](https://github.com/raysan5/raylib/discussions/1502)
|
||||||
|
- [raylib wishlist 2022](https://github.com/raysan5/raylib/discussions/2272)
|
||||||
|
- [raylib 5.0 wishlist](https://github.com/raysan5/raylib/discussions/2952)
|
||||||
|
|
||||||
|
_Current version of raylib is complete and functional but there is always room for improvements._
|
||||||
|
|
||||||
|
**raylib 4.x**
|
||||||
|
- [ ] Split core module into separate platforms?
|
||||||
|
- [ ] Basic 2d software renderer, using `Image` provided API
|
||||||
|
- [ ] Redesign gestures system, improve touch inputs management
|
||||||
|
- [ ] Redesign audio module, implement miniaudio high-level provided features
|
||||||
|
- [x] Redesign camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143), https://github.com/raysan5/raylib/discussions/2507)
|
||||||
|
- [x] Better documentation and improved examples, reviewed webpage with examples complexity level
|
||||||
|
- [x] Focus on HTML5 ([raylib 5k gamejam](https://itch.io/jam/raylib-5k-gamejam)) and embedded platforms (RPI and similar SOCs)
|
||||||
|
- [x] Additional support libraries: [raygui](https://github.com/raysan5/raygui), [rres](https://github.com/raysan5/rres)
|
||||||
|
|
||||||
|
**raylib 4.0**
|
||||||
|
- [x] Improved consistency and coherency in raylib API
|
||||||
|
- [x] Continuous Deployment using GitHub Actions
|
||||||
|
- [x] rlgl improvements for standalone usage (avoid raylib coupling)
|
||||||
|
- Basic CPU/GPU stats system (memory, draws, time...) ([#1295](https://github.com/raysan5/raylib/issues/1295)) - _DISCARDED_
|
||||||
|
- Software rendering backend (avoiding OpenGL) ([#1370](https://github.com/raysan5/raylib/issues/1370)) - _DISCARDED_
|
||||||
|
- Network module (UDP): `rnet` ([#753](https://github.com/raysan5/raylib/issues/753)) - _DISCARDED_ - Use [nbnet](https://github.com/nathhB/nbnet).
|
||||||
|
|
||||||
|
**raylib 3.0**
|
||||||
|
- [x] Custom memory allocators support
|
||||||
|
- [x] Global variables moved to global context
|
||||||
|
- [x] Optimize data structures for pass-by-value
|
||||||
|
- [x] Trace log messages redesign ([#1065](https://github.com/raysan5/raylib/issues/1065))
|
||||||
|
- [x] Continuous Integration using GitHub Actions
|
||||||
|
|
||||||
|
**raylib 2.5**
|
||||||
|
- [x] Support Animated models
|
||||||
|
- [x] Support glTF models file format
|
||||||
|
- [x] Unicode support on text drawing
|
||||||
|
|
||||||
|
**raylib 2.0**
|
||||||
|
- [x] Removed external dependencies (GLFW3 and OpenAL)
|
||||||
|
- [x] Support TCC compiler (32bit and 64bit)
|
||||||
|
|
||||||
|
**raylib 1.8**
|
||||||
|
- [x] Improved Materials system with PBR support
|
||||||
|
- [x] Procedural image generation functions (spot, gradient, noise...)
|
||||||
|
- [x] Procedural mesh generation functions (cube, sphere...)
|
||||||
|
- [x] Custom Android APK build pipeline (default Makefile)
|
||||||
|
|
||||||
|
**raylib 1.7**
|
||||||
|
- [x] Support configuration flags
|
||||||
|
- [x] Improved build system for Android
|
||||||
|
- [x] Gamepad support on HTML5
|
||||||
|
|
||||||
|
**raylib 1.6**
|
||||||
|
- [x] Lua scripting support (raylib Lua wrapper)
|
||||||
|
- [x] Redesigned audio module
|
||||||
|
- [x] Support FLAC file format
|
||||||
|
|
||||||
|
**raylib 1.5**
|
||||||
|
- [x] Support Oculus Rift CV1 and VR stereo rendering (simulator)
|
||||||
|
- [x] Redesign Shaders/Textures system -> New Materials system
|
||||||
|
- [x] Support lighting: Omni, Directional and Spot lights
|
||||||
|
- [x] Redesign physics module (physac)
|
||||||
|
- [x] Chiptunes audio modules support
|
||||||
|
|
||||||
|
**raylib 1.4**
|
||||||
|
- [x] TTF fonts support (using stb_truetype)
|
||||||
|
- [x] Raycast system for 3D picking (including collisions detection)
|
||||||
|
- [x] Floyd-Steinberg dithering on 16bit image format conversion
|
||||||
|
- [x] Basic image manipulation functions (crop, resize, draw...)
|
||||||
|
- [x] Storage load/save data functionality
|
||||||
|
- [x] Add Physics module (physac)
|
||||||
|
- [x] Remove GLEW dependency -> Replaced by GLAD
|
||||||
|
- [x] Redesign Raspberry PI inputs system
|
||||||
|
- [x] Redesign gestures module to be multiplatform
|
||||||
|
- [x] Module raymath as header-only and functions inline
|
||||||
|
- [x] Add Easings module (easings.h)
|
18
external/raylib-4.5.0/build.zig
vendored
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
const std = @import("std");
|
||||||
|
const raylib = @import("src/build.zig");
|
||||||
|
|
||||||
|
pub fn build(b: *std.Build) void {
|
||||||
|
// Standard target options allows the person running `zig build` to choose
|
||||||
|
// what target to build for. Here we do not override the defaults, which
|
||||||
|
// means any target is allowed, and the default is native. Other options
|
||||||
|
// for restricting supported target set are available.
|
||||||
|
const target = b.standardTargetOptions(.{});
|
||||||
|
// Standard optimization options allow the person running `zig build` to select
|
||||||
|
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
|
||||||
|
// set a preferred release mode, allowing the user to decide how to optimize.
|
||||||
|
const optimize = b.standardOptimizeOption(.{});
|
||||||
|
|
||||||
|
const lib = raylib.addRaylib(b, target, optimize);
|
||||||
|
lib.installHeader("src/raylib.h", "raylib.h");
|
||||||
|
lib.install();
|
||||||
|
}
|
12
external/raylib-4.5.0/cmake/AddIfFlagCompiles.cmake
vendored
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
include(CheckCCompilerFlag)
|
||||||
|
function(add_if_flag_compiles flag)
|
||||||
|
CHECK_C_COMPILER_FLAG("${flag}" COMPILER_HAS_THOSE_TOGGLES)
|
||||||
|
set(outcome "Failed")
|
||||||
|
if(COMPILER_HAS_THOSE_TOGGLES)
|
||||||
|
foreach(var ${ARGN})
|
||||||
|
set(${var} "${flag} ${${var}}" PARENT_SCOPE)
|
||||||
|
endforeach()
|
||||||
|
set(outcome "compiles")
|
||||||
|
endif()
|
||||||
|
message(STATUS "Testing if ${flag} can be used -- ${outcome}")
|
||||||
|
endfunction()
|
18
external/raylib-4.5.0/cmake/BuildOptions.cmake
vendored
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
if(${PLATFORM} MATCHES "Desktop" AND APPLE)
|
||||||
|
if(MACOS_FATLIB)
|
||||||
|
if (CMAKE_OSX_ARCHITECTURES)
|
||||||
|
message(FATAL_ERROR "User supplied -DCMAKE_OSX_ARCHITECTURES overrides -DMACOS_FATLIB=ON")
|
||||||
|
else()
|
||||||
|
set(CMAKE_OSX_ARCHITECTURES "x86_64;i386")
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# This helps support the case where emsdk toolchain file is used
|
||||||
|
# either by setting it with -DCMAKE_TOOLCHAIN_FILE=<path_to_emsdk>/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake
|
||||||
|
# or by using "emcmake cmake -B build -S ." as described in https://emscripten.org/docs/compiling/Building-Projects.html
|
||||||
|
if(EMSCRIPTEN)
|
||||||
|
SET(PLATFORM Web CACHE STRING "Forcing PLATFORM_WEB because EMSCRIPTEN was detected")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# vim: ft=cmake
|
115
external/raylib-4.5.0/cmake/CompileDefinitions.cmake
vendored
Normal file
@ -0,0 +1,115 @@
|
|||||||
|
# Adding compile definitions
|
||||||
|
target_compile_definitions("raylib" PUBLIC "${PLATFORM_CPP}")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "${GRAPHICS}")
|
||||||
|
|
||||||
|
function(define_if target variable)
|
||||||
|
if (${${variable}})
|
||||||
|
message(STATUS "${variable}=${${variable}}")
|
||||||
|
target_compile_definitions(${target} PUBLIC "${variable}")
|
||||||
|
endif ()
|
||||||
|
endfunction()
|
||||||
|
|
||||||
|
if (${CUSTOMIZE_BUILD})
|
||||||
|
target_compile_definitions("raylib" PUBLIC EXTERNAL_CONFIG_FLAGS)
|
||||||
|
define_if("raylib" USE_AUDIO)
|
||||||
|
define_if("raylib" SUPPORT_MODULE_RSHAPES)
|
||||||
|
define_if("raylib" SUPPORT_MODULE_RTEXTURES)
|
||||||
|
define_if("raylib" SUPPORT_MODULE_RTEXT)
|
||||||
|
define_if("raylib" SUPPORT_MODULE_RMODELS)
|
||||||
|
define_if("raylib" SUPPORT_MODULE_RAUDIO)
|
||||||
|
define_if("raylib" SUPPORT_CAMERA_SYSTEM)
|
||||||
|
define_if("raylib" SUPPORT_GESTURES_SYSTEM)
|
||||||
|
define_if("raylib" SUPPORT_MOUSE_GESTURES)
|
||||||
|
define_if("raylib" SUPPORT_SSH_KEYBOARD_RPI)
|
||||||
|
define_if("raylib" SUPPORT_DEFAULT_FONT)
|
||||||
|
define_if("raylib" SUPPORT_SCREEN_CAPTURE)
|
||||||
|
define_if("raylib" SUPPORT_GIF_RECORDING)
|
||||||
|
define_if("raylib" SUPPORT_BUSY_WAIT_LOOP)
|
||||||
|
define_if("raylib" SUPPORT_EVENTS_WAITING)
|
||||||
|
define_if("raylib" SUPPORT_WINMM_HIGHRES_TIMER)
|
||||||
|
define_if("raylib" SUPPORT_COMPRESSION_API)
|
||||||
|
define_if("raylib" SUPPORT_QUADS_DRAW_MODE)
|
||||||
|
define_if("raylib" SUPPORT_IMAGE_EXPORT)
|
||||||
|
define_if("raylib" SUPPORT_IMAGE_GENERATION)
|
||||||
|
define_if("raylib" SUPPORT_IMAGE_MANIPULATION)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_PNG)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_DDS)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_HDR)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_PNM)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_KTX)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_ASTC)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_BMP)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_TGA)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_JPG)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_GIF)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_QOI)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_PSD)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_PKM)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_PVR)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_FNT)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_TTF)
|
||||||
|
define_if("raylib" SUPPORT_TEXT_MANIPULATION)
|
||||||
|
define_if("raylib" SUPPORT_MESH_GENERATION)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_OBJ)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_MTL)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_IQM)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_GLTF)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_VOX)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_WAV)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_OGG)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_XM)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_MOD)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_MP3)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_FLAC)
|
||||||
|
define_if("raylib" SUPPORT_STANDARD_FILEIO)
|
||||||
|
define_if("raylib" SUPPORT_TRACELOG)
|
||||||
|
|
||||||
|
if (UNIX AND NOT APPLE)
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=4096")
|
||||||
|
else ()
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=512")
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPADS=4")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPAD_AXIS=8")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPAD_BUTTONS=32")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_TOUCH_POINTS=10")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_KEY_PRESSED_QUEUE=16")
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "STORAGE_DATA_FILE=\"storage.data\"")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_CHAR_PRESSED_QUEUE=16")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_DECOMPRESSION_SIZE=64")
|
||||||
|
|
||||||
|
if (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_33" OR ${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_11")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_BUFFER_ELEMENTS=8192")
|
||||||
|
elseif (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_ES2")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_BUFFER_ELEMENTS=2048")
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_DRAWCALLS=256")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_MATRIX_STACK_SIZE=32")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_SHADER_LOCATIONS=32")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_MATERIAL_MAPS=12")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_NEAR=0.01")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_FAR=1000.0")
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_POSITION=\"vertexPosition\"")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD=\"vertexTexCoord\"")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_NORMAL=\"vertexNormal\"")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_COLOR=\"vertexColor\"")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TANGENT=\"vertexTangent\"")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2=\"vertexTexCoord2\"")
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_TEXT_BUFFER_LENGTH=1024")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_TEXT_UNICODE_CHARS=512")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_TEXTSPLIT_COUNT=128")
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_FORMAT=ma_format_f32")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_CHANNELS=2")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_SAMPLE_RATE=44100")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_AUDIO_BUFFER_SIZE=4096")
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_TRACELOG_MSG_LENGTH=128")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_UWP_MESSAGES=512")
|
||||||
|
endif ()
|
||||||
|
|
79
external/raylib-4.5.0/cmake/CompilerFlags.cmake
vendored
Normal file
@ -0,0 +1,79 @@
|
|||||||
|
include(AddIfFlagCompiles)
|
||||||
|
|
||||||
|
# Makes +/- operations on void pointers be considered an error
|
||||||
|
# https://gcc.gnu.org/onlinedocs/gcc/Pointer-Arith.html
|
||||||
|
add_if_flag_compiles(-Werror=pointer-arith CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
# Generates error whenever a function is used before being declared
|
||||||
|
# https://gcc.gnu.org/onlinedocs/gcc-4.0.1/gcc/Warning-Options.html
|
||||||
|
add_if_flag_compiles(-Werror=implicit-function-declaration CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
# Allows some casting of pointers without generating a warning
|
||||||
|
add_if_flag_compiles(-fno-strict-aliasing CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
if (ENABLE_MSAN AND ENABLE_ASAN)
|
||||||
|
# MSAN and ASAN both work on memory - ASAN does more things
|
||||||
|
MESSAGE(WARNING "Compiling with both AddressSanitizer and MemorySanitizer is not recommended")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if (ENABLE_ASAN)
|
||||||
|
|
||||||
|
# If enabled it would generate errors/warnings for all kinds of memory errors
|
||||||
|
# (like returning a stack variable by reference)
|
||||||
|
# https://clang.llvm.org/docs/AddressSanitizer.html
|
||||||
|
|
||||||
|
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
add_if_flag_compiles(-fsanitize=address CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if (ENABLE_UBSAN)
|
||||||
|
|
||||||
|
# If enabled this will generate errors for undefined behavior points
|
||||||
|
# (like adding +1 to the maximum int value)
|
||||||
|
# https://clang.llvm.org/docs/UndefinedBehaviorSanitizer.html
|
||||||
|
|
||||||
|
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
add_if_flag_compiles(-fsanitize=undefined CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if (ENABLE_MSAN)
|
||||||
|
|
||||||
|
# If enabled this will generate warnings for places where uninitialized memory is used
|
||||||
|
# https://clang.llvm.org/docs/MemorySanitizer.html
|
||||||
|
|
||||||
|
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
add_if_flag_compiles(-fsanitize=memory CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(CMAKE_VERSION VERSION_LESS "3.1")
|
||||||
|
if(CMAKE_C_COMPILER_ID STREQUAL "GNU")
|
||||||
|
add_if_flag_compiles(-std=gnu99 CMAKE_C_FLAGS)
|
||||||
|
endif()
|
||||||
|
else()
|
||||||
|
set (CMAKE_C_STANDARD 99)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(${PLATFORM} MATCHES "Android")
|
||||||
|
|
||||||
|
# If enabled will remove dead code during the linking process
|
||||||
|
# https://gcc.gnu.org/onlinedocs/gnat_ugn/Compilation-options.html
|
||||||
|
add_if_flag_compiles(-ffunction-sections CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
# If enabled will generate some exception data (usually disabled for C programs)
|
||||||
|
# https://gcc.gnu.org/onlinedocs/gcc-4.2.4/gcc/Code-Gen-Options.html
|
||||||
|
add_if_flag_compiles(-funwind-tables CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
# If enabled adds stack protection guards around functions that allocate memory
|
||||||
|
# https://www.keil.com/support/man/docs/armclang_ref/armclang_ref_cjh1548250046139.htm
|
||||||
|
add_if_flag_compiles(-fstack-protector-strong CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
# Marks that the library will not be compiled with an executable stack
|
||||||
|
add_if_flag_compiles(-Wa,--noexecstack CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
# Do not expand symbolic links or resolve paths like "/./" or "/../", etc.
|
||||||
|
# https://gcc.gnu.org/onlinedocs/gcc/Directory-Options.html
|
||||||
|
add_if_flag_compiles(-no-canonical-prefixes CMAKE_C_FLAGS)
|
||||||
|
endif()
|
9
external/raylib-4.5.0/cmake/EnumOption.cmake
vendored
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
macro(enum_option var values description)
|
||||||
|
set(${var}_VALUES ${values})
|
||||||
|
list(GET ${var}_VALUES 0 default)
|
||||||
|
set(${var} "${default}" CACHE STRING "${description}")
|
||||||
|
set_property(CACHE ${var} PROPERTY STRINGS ${${var}_VALUES})
|
||||||
|
if (NOT ";${${var}_VALUES};" MATCHES ";${${var}};")
|
||||||
|
message(FATAL_ERROR "Unknown value ${${var}}. Only -D${var}=${${var}_VALUES} allowed.")
|
||||||
|
endif()
|
||||||
|
endmacro()
|
36
external/raylib-4.5.0/cmake/GlfwImport.cmake
vendored
Normal file
@ -0,0 +1,36 @@
|
|||||||
|
|
||||||
|
if(USE_EXTERNAL_GLFW STREQUAL "ON")
|
||||||
|
find_package(glfw3 3.3.3 REQUIRED)
|
||||||
|
elseif(USE_EXTERNAL_GLFW STREQUAL "IF_POSSIBLE")
|
||||||
|
find_package(glfw3 3.3.3 QUIET)
|
||||||
|
endif()
|
||||||
|
if (glfw3_FOUND)
|
||||||
|
set(LIBS_PRIVATE ${LIBS_PRIVATE} glfw)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Explicitly check against "ON", because USE_EXTERNAL_GLFW is a tristate option
|
||||||
|
# Also adding only on desktop (web also uses glfw but it is more limited and is added using an emcc linker flag)
|
||||||
|
if(NOT glfw3_FOUND AND NOT USE_EXTERNAL_GLFW STREQUAL "ON" AND "${PLATFORM}" MATCHES "Desktop")
|
||||||
|
MESSAGE(STATUS "Using raylib's GLFW")
|
||||||
|
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
|
||||||
|
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
|
||||||
|
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
|
||||||
|
set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
|
||||||
|
set(GLFW_USE_WAYLAND ${USE_WAYLAND} CACHE BOOL "" FORCE)
|
||||||
|
|
||||||
|
set(WAS_SHARED ${BUILD_SHARED_LIBS})
|
||||||
|
set(BUILD_SHARED_LIBS OFF CACHE BOOL " " FORCE)
|
||||||
|
|
||||||
|
add_subdirectory(external/glfw)
|
||||||
|
|
||||||
|
set(BUILD_SHARED_LIBS ${WAS_SHARED} CACHE BOOL " " FORCE)
|
||||||
|
unset(WAS_SHARED)
|
||||||
|
|
||||||
|
list(APPEND raylib_sources $<TARGET_OBJECTS:glfw>)
|
||||||
|
include_directories(BEFORE SYSTEM external/glfw/include)
|
||||||
|
elseif("${PLATFORM}" STREQUAL "DRM")
|
||||||
|
MESSAGE(STATUS "No GLFW required on PLATFORM_DRM")
|
||||||
|
else()
|
||||||
|
MESSAGE(STATUS "Using external GLFW")
|
||||||
|
set(GLFW_PKG_DEPS glfw3)
|
||||||
|
endif()
|
29
external/raylib-4.5.0/cmake/InstallConfigurations.cmake
vendored
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
install(
|
||||||
|
TARGETS raylib EXPORT raylib-targets
|
||||||
|
ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}"
|
||||||
|
LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}"
|
||||||
|
RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}"
|
||||||
|
PUBLIC_HEADER DESTINATION "${CMAKE_INSTALL_INCLUDEDIR}"
|
||||||
|
)
|
||||||
|
|
||||||
|
# PKG_CONFIG_LIBS_PRIVATE is used in raylib.pc.in
|
||||||
|
if (NOT BUILD_SHARED_LIBS)
|
||||||
|
include(LibraryPathToLinkerFlags)
|
||||||
|
library_path_to_linker_flags(__PKG_CONFIG_LIBS_PRIVATE "${LIBS_PRIVATE}")
|
||||||
|
set(PKG_CONFIG_LIBS_PRIVATE ${__PKG_CONFIG_LIBS_PRIVATE} ${GLFW_PKG_LIBS})
|
||||||
|
string(REPLACE ";" " " PKG_CONFIG_LIBS_PRIVATE "${PKG_CONFIG_LIBS_PRIVATE}")
|
||||||
|
elseif (BUILD_SHARED_LIBS)
|
||||||
|
set(PKG_CONFIG_LIBS_EXTRA "")
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
join_paths(libdir_for_pc_file "\${exec_prefix}" "${CMAKE_INSTALL_LIBDIR}")
|
||||||
|
join_paths(includedir_for_pc_file "\${prefix}" "${CMAKE_INSTALL_INCLUDEDIR}")
|
||||||
|
configure_file(../raylib.pc.in raylib.pc @ONLY)
|
||||||
|
configure_file(../cmake/raylib-config-version.cmake raylib-config-version.cmake @ONLY)
|
||||||
|
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib.pc DESTINATION "${CMAKE_INSTALL_LIBDIR}/pkgconfig")
|
||||||
|
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib-config-version.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib")
|
||||||
|
install(FILES ${PROJECT_SOURCE_DIR}/../cmake/raylib-config.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib")
|
||||||
|
|
||||||
|
# populates raylib_{FOUND, INCLUDE_DIRS, LIBRARIES, LDFLAGS, DEFINITIONS}
|
||||||
|
include(PopulateConfigVariablesLocally)
|
||||||
|
populate_config_variables_locally(raylib)
|
26
external/raylib-4.5.0/cmake/JoinPaths.cmake
vendored
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
# This module provides function for joining paths
|
||||||
|
# known from most languages
|
||||||
|
#
|
||||||
|
# Original license:
|
||||||
|
# SPDX-License-Identifier: (MIT OR CC0-1.0)
|
||||||
|
# Explicit permission given to distribute this module under
|
||||||
|
# the terms of the project as described in /LICENSE.rst.
|
||||||
|
# Copyright 2020 Jan Tojnar
|
||||||
|
# https://github.com/jtojnar/cmake-snips
|
||||||
|
#
|
||||||
|
# Modelled after Python’s os.path.join
|
||||||
|
# https://docs.python.org/3.7/library/os.path.html#os.path.join
|
||||||
|
# Windows not supported
|
||||||
|
function(join_paths joined_path first_path_segment)
|
||||||
|
set(temp_path "${first_path_segment}")
|
||||||
|
foreach(current_segment IN LISTS ARGN)
|
||||||
|
if(NOT ("${current_segment}" STREQUAL ""))
|
||||||
|
if(IS_ABSOLUTE "${current_segment}")
|
||||||
|
set(temp_path "${current_segment}")
|
||||||
|
else()
|
||||||
|
set(temp_path "${temp_path}/${current_segment}")
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
set(${joined_path} "${temp_path}" PARENT_SCOPE)
|
||||||
|
endfunction()
|
122
external/raylib-4.5.0/cmake/LibraryConfigurations.cmake
vendored
Normal file
@ -0,0 +1,122 @@
|
|||||||
|
# Set OpenGL_GL_PREFERENCE to new "GLVND" even when legacy library exists and
|
||||||
|
# cmake is <= 3.10
|
||||||
|
#
|
||||||
|
# See https://cmake.org/cmake/help/latest/policy/CMP0072.html for more
|
||||||
|
# information.
|
||||||
|
if(POLICY CMP0072)
|
||||||
|
cmake_policy(SET CMP0072 NEW)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if (${PLATFORM} MATCHES "Desktop")
|
||||||
|
set(PLATFORM_CPP "PLATFORM_DESKTOP")
|
||||||
|
|
||||||
|
if (APPLE)
|
||||||
|
# Need to force OpenGL 3.3 on OS X
|
||||||
|
# See: https://github.com/raysan5/raylib/issues/341
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
|
||||||
|
find_library(OPENGL_LIBRARY OpenGL)
|
||||||
|
set(LIBS_PRIVATE ${OPENGL_LIBRARY})
|
||||||
|
link_libraries("${LIBS_PRIVATE}")
|
||||||
|
if (NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
|
||||||
|
add_definitions(-DGL_SILENCE_DEPRECATION)
|
||||||
|
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
|
||||||
|
endif ()
|
||||||
|
elseif (WIN32)
|
||||||
|
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
|
||||||
|
find_package(OpenGL QUIET)
|
||||||
|
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} winmm)
|
||||||
|
else ()
|
||||||
|
find_library(pthread NAMES pthread)
|
||||||
|
find_package(OpenGL QUIET)
|
||||||
|
if ("${OPENGL_LIBRARIES}" STREQUAL "")
|
||||||
|
set(OPENGL_LIBRARIES "GL")
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
if ("${CMAKE_SYSTEM_NAME}" MATCHES "(Net|Open)BSD")
|
||||||
|
find_library(OSS_LIBRARY ossaudio)
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
set(LIBS_PRIVATE m atomic pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY})
|
||||||
|
|
||||||
|
if (USE_AUDIO)
|
||||||
|
set(LIBS_PRIVATE ${LIBS_PRIVATE} dl)
|
||||||
|
endif ()
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
elseif (${PLATFORM} MATCHES "Web")
|
||||||
|
set(PLATFORM_CPP "PLATFORM_WEB")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
|
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 --profiling")
|
||||||
|
set(CMAKE_STATIC_LIBRARY_SUFFIX ".a")
|
||||||
|
|
||||||
|
elseif (${PLATFORM} MATCHES "Android")
|
||||||
|
set(PLATFORM_CPP "PLATFORM_ANDROID")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
|
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
|
||||||
|
list(APPEND raylib_sources ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c)
|
||||||
|
include_directories(${ANDROID_NDK}/sources/android/native_app_glue)
|
||||||
|
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--exclude-libs,libatomic.a -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -u ANativeActivity_onCreate -Wl,-undefined,dynamic_lookup")
|
||||||
|
|
||||||
|
find_library(OPENGL_LIBRARY OpenGL)
|
||||||
|
set(LIBS_PRIVATE m log android EGL GLESv2 OpenSLES atomic c)
|
||||||
|
|
||||||
|
elseif (${PLATFORM} MATCHES "Raspberry Pi")
|
||||||
|
set(PLATFORM_CPP "PLATFORM_RPI")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
|
|
||||||
|
add_definitions(-D_DEFAULT_SOURCE)
|
||||||
|
|
||||||
|
find_library(GLESV2 brcmGLESv2 HINTS /opt/vc/lib)
|
||||||
|
find_library(EGL brcmEGL HINTS /opt/vc/lib)
|
||||||
|
find_library(BCMHOST bcm_host HINTS /opt/vc/lib)
|
||||||
|
include_directories(/opt/vc/include /opt/vc/include/interface/vmcs_host/linux /opt/vc/include/interface/vcos/pthreads)
|
||||||
|
link_directories(/opt/vc/lib)
|
||||||
|
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${BCMHOST} pthread rt m dl)
|
||||||
|
|
||||||
|
elseif ("${PLATFORM}" MATCHES "DRM")
|
||||||
|
set(PLATFORM_CPP "PLATFORM_DRM")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
|
|
||||||
|
add_definitions(-D_DEFAULT_SOURCE)
|
||||||
|
add_definitions(-DEGL_NO_X11)
|
||||||
|
add_definitions(-DPLATFORM_DRM)
|
||||||
|
|
||||||
|
find_library(GLESV2 GLESv2)
|
||||||
|
find_library(EGL EGL)
|
||||||
|
find_library(DRM drm)
|
||||||
|
find_library(GBM gbm)
|
||||||
|
|
||||||
|
if (NOT CMAKE_CROSSCOMPILING)
|
||||||
|
include_directories(/usr/include/libdrm)
|
||||||
|
endif ()
|
||||||
|
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} atomic pthread m dl)
|
||||||
|
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
if (NOT ${OPENGL_VERSION})
|
||||||
|
set(${SUGGESTED_GRAPHICS} "${GRAPHICS}")
|
||||||
|
if (${OPENGL_VERSION} MATCHES "4.3")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_43")
|
||||||
|
elseif (${OPENGL_VERSION} MATCHES "3.3")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
|
||||||
|
elseif (${OPENGL_VERSION} MATCHES "2.1")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_21")
|
||||||
|
elseif (${OPENGL_VERSION} MATCHES "1.1")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_11")
|
||||||
|
elseif (${OPENGL_VERSION} MATCHES "ES 2.0")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
|
endif ()
|
||||||
|
if ("${SUGGESTED_GRAPHICS}" AND NOT "${SUGGESTED_GRAPHICS}" STREQUAL "${GRAPHICS}")
|
||||||
|
message(WARNING "You are overriding the suggested GRAPHICS=${SUGGESTED_GRAPHICS} with ${GRAPHICS}! This may fail")
|
||||||
|
endif ()
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
if (NOT GRAPHICS)
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
set(LIBS_PRIVATE ${LIBS_PRIVATE} ${OPENAL_LIBRARY})
|
||||||
|
|
||||||
|
if (${PLATFORM} MATCHES "Desktop")
|
||||||
|
set(LIBS_PRIVATE ${LIBS_PRIVATE} glfw)
|
||||||
|
endif ()
|
24
external/raylib-4.5.0/cmake/LibraryPathToLinkerFlags.cmake
vendored
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
function(library_path_to_linker_flags LD_FLAGS LIB_PATHS)
|
||||||
|
foreach(L ${LIB_PATHS})
|
||||||
|
get_filename_component(DIR ${L} PATH)
|
||||||
|
get_filename_component(LIBFILE ${L} NAME_WE)
|
||||||
|
STRING(REGEX REPLACE "^lib" "" FILE ${LIBFILE})
|
||||||
|
|
||||||
|
if (${L} MATCHES "[.]framework$")
|
||||||
|
set(FILE_OPT "-framework ${FILE}")
|
||||||
|
set(DIR_OPT "-F${DIR}")
|
||||||
|
else()
|
||||||
|
set(FILE_OPT "-l${FILE}")
|
||||||
|
set(DIR_OPT "-L${DIR}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if ("${DIR}" STREQUAL "" OR "${DIR}" STREQUAL "${LASTDIR}")
|
||||||
|
set (DIR_OPT "")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
set(LASTDIR ${DIR})
|
||||||
|
|
||||||
|
set(${LD_FLAGS} ${${LD_FLAGS}} ${DIR_OPT} ${FILE_OPT} PARENT_SCOPE)
|
||||||
|
string (REPLACE ";" " " ${LD_FLAGS} "${${LD_FLAGS}}")
|
||||||
|
endforeach()
|
||||||
|
endfunction()
|
18
external/raylib-4.5.0/cmake/PackConfigurations.cmake
vendored
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
# Packaging
|
||||||
|
SET(CPACK_PACKAGE_NAME "raylib")
|
||||||
|
SET(CPACK_PACKAGE_CONTACT "raysan5")
|
||||||
|
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Simple and easy-to-use library to enjoy videogames programming")
|
||||||
|
SET(CPACK_PACKAGE_VERSION "${PROJECT_VERSION}")
|
||||||
|
SET(CPACK_PACKAGE_VERSION_MAJOR "${PROJECT_VERSION_MAJOR}")
|
||||||
|
SET(CPACK_PACKAGE_VERSION_MINOR "${PROJECT_VERSION_MINOR}")
|
||||||
|
SET(CPACK_PACKAGE_VERSION_PATCH "${PROJECT_VERSION_PATCH}")
|
||||||
|
SET(CPACK_PACKAGE_DESCRIPTION_FILE "${PROJECT_SOURCE_DIR}/../README.md")
|
||||||
|
SET(CPACK_RESOURCE_FILE_WELCOME "${PROJECT_SOURCE_DIR}/../README.md")
|
||||||
|
SET(CPACK_RESOURCE_FILE_LICENSE "${PROJECT_SOURCE_DIR}/../LICENSE")
|
||||||
|
SET(CPACK_PACKAGE_FILE_NAME "raylib-${PROJECT_VERSION}$ENV{RAYLIB_PACKAGE_SUFFIX}")
|
||||||
|
SET(CPACK_GENERATOR "ZIP;TGZ;DEB;RPM") # Remove this, if you want the NSIS installer on Windows
|
||||||
|
SET(CPACK_DEBIAN_PACKAGE_SHLIBDEPS OFF) # can be used to generate deps, slow and requires tools.
|
||||||
|
SET(CPACK_DEBIAN_PACKAGE_DEPENDS "libatomic1, libc6, libglfw3, libglu1-mesa | libglu1, libglx0, libopengl0")
|
||||||
|
SET(CPACK_DEBIAN_PACKAGE_NAME "lib${CPACK_PACKAGE_NAME}-dev")
|
||||||
|
SET(CPACK_RPM_PACKAGE_NAME "lib${CPACK_PACKAGE_NAME}-devel")
|
||||||
|
include(CPack)
|
11
external/raylib-4.5.0/cmake/PopulateConfigVariablesLocally.cmake
vendored
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
macro(populate_config_variables_locally target)
|
||||||
|
get_property(raylib_INCLUDE_DIRS TARGET ${target} PROPERTY INTERFACE_INCLUDE_DIRECTORIES)
|
||||||
|
#get_property(raylib_LIBRARIES TARGET ${target} PROPERTY LOCATION) # only works for SHARED
|
||||||
|
get_property(raylib_LDFLAGS TARGET ${target} PROPERTY INTERFACE_LINK_LIBRARIES)
|
||||||
|
get_property(raylib_DEFINITIONS TARGET ${target} PROPERTY DEFINITIONS)
|
||||||
|
|
||||||
|
set(raylib_INCLUDE_DIRS "${raylib_INCLUDE_DIRS}" PARENT_SCOPE)
|
||||||
|
#set(raylib_LIBRARIES "${raylib_INCLUDE_DIRS}" PARENT_SCOPE)
|
||||||
|
set(raylib_LDFLAGS "${raylib_LDFLAGS}" PARENT_SCOPE)
|
||||||
|
set(raylib_DEFINITIONS "${raylib_DEFINITIONS}" PARENT_SCOPE)
|
||||||
|
endmacro()
|
21
external/raylib-4.5.0/cmake/raylib-config-version.cmake
vendored
Normal file
@ -0,0 +1,21 @@
|
|||||||
|
set(PACKAGE_VERSION "@PROJECT_VERSION@")
|
||||||
|
|
||||||
|
if(PACKAGE_FIND_VERSION VERSION_EQUAL PACKAGE_VERSION)
|
||||||
|
set(PACKAGE_VERSION_EXACT TRUE)
|
||||||
|
endif()
|
||||||
|
if(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
|
||||||
|
set(PACKAGE_VERSION_COMPATIBLE TRUE)
|
||||||
|
else(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
|
||||||
|
set(PACKAGE_VERSION_UNSUITABLE TRUE)
|
||||||
|
endif(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
|
||||||
|
|
||||||
|
# if the installed or the using project don't have CMAKE_SIZEOF_VOID_P set, ignore it:
|
||||||
|
if("${CMAKE_SIZEOF_VOID_P}" STREQUAL "" OR "@CMAKE_SIZEOF_VOID_P@" STREQUAL "")
|
||||||
|
return()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(NOT CMAKE_SIZEOF_VOID_P STREQUAL "@CMAKE_SIZEOF_VOID_P@")
|
||||||
|
math(EXPR installedBits "8 * 8")
|
||||||
|
set(PACKAGE_VERSION "${PACKAGE_VERSION} (${installedBits}bit)")
|
||||||
|
set(PACKAGE_VERSION_UNSUITABLE TRUE)
|
||||||
|
endif()
|
79
external/raylib-4.5.0/cmake/raylib-config.cmake
vendored
Normal file
@ -0,0 +1,79 @@
|
|||||||
|
# - Try to find raylib
|
||||||
|
# Options:
|
||||||
|
# raylib_USE_STATIC_LIBS - OFF by default
|
||||||
|
# raylib_VERBOSE - OFF by default
|
||||||
|
# Once done, this defines a raylib target that can be passed to
|
||||||
|
# target_link_libraries as well as following variables:
|
||||||
|
#
|
||||||
|
# raylib_FOUND - System has raylib installed
|
||||||
|
# raylib_INCLUDE_DIRS - The include directories for the raylib header(s)
|
||||||
|
# raylib_LIBRARIES - The libraries needed to use raylib
|
||||||
|
# raylib_LDFLAGS - The linker flags needed with raylib
|
||||||
|
# raylib_DEFINITIONS - Compiler switches required for using raylib
|
||||||
|
|
||||||
|
if (NOT TARGET raylib)
|
||||||
|
set(XPREFIX PC_RAYLIB)
|
||||||
|
|
||||||
|
find_package(PkgConfig QUIET)
|
||||||
|
pkg_check_modules(${XPREFIX} QUIET raylib)
|
||||||
|
|
||||||
|
if (raylib_USE_STATIC_LIBS)
|
||||||
|
set(XPREFIX ${XPREFIX}_STATIC)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
set(raylib_DEFINITIONS ${${XPREFIX}_CFLAGS})
|
||||||
|
|
||||||
|
find_path(raylib_INCLUDE_DIR
|
||||||
|
NAMES raylib.h
|
||||||
|
HINTS ${${XPREFIX}_INCLUDE_DIRS}
|
||||||
|
)
|
||||||
|
|
||||||
|
set(RAYLIB_NAMES raylib)
|
||||||
|
|
||||||
|
if (raylib_USE_STATIC_LIBS)
|
||||||
|
set(RAYLIB_NAMES libraylib.a raylib.lib ${RAYLIB_NAMES})
|
||||||
|
endif()
|
||||||
|
|
||||||
|
find_library(raylib_LIBRARY
|
||||||
|
NAMES ${RAYLIB_NAMES}
|
||||||
|
HINTS ${${XPREFIX}_LIBRARY_DIRS}
|
||||||
|
)
|
||||||
|
|
||||||
|
set(raylib_LIBRARIES ${raylib_LIBRARY})
|
||||||
|
set(raylib_LIBRARY_DIRS ${${XPREFIX}_LIBRARY_DIRS})
|
||||||
|
set(raylib_LIBRARY_DIR ${raylib_LIBRARY_DIRS})
|
||||||
|
set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR})
|
||||||
|
set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS})
|
||||||
|
|
||||||
|
include(FindPackageHandleStandardArgs)
|
||||||
|
find_package_handle_standard_args(raylib DEFAULT_MSG
|
||||||
|
raylib_LIBRARY
|
||||||
|
raylib_INCLUDE_DIR
|
||||||
|
)
|
||||||
|
|
||||||
|
mark_as_advanced(raylib_LIBRARY raylib_INCLUDE_DIR)
|
||||||
|
|
||||||
|
if (raylib_USE_STATIC_LIBS)
|
||||||
|
add_library(raylib STATIC IMPORTED GLOBAL)
|
||||||
|
else()
|
||||||
|
add_library(raylib SHARED IMPORTED GLOBAL)
|
||||||
|
endif()
|
||||||
|
string (REPLACE ";" " " raylib_LDFLAGS "${raylib_LDFLAGS}")
|
||||||
|
|
||||||
|
set_target_properties(raylib
|
||||||
|
PROPERTIES
|
||||||
|
IMPORTED_LOCATION "${raylib_LIBRARIES}"
|
||||||
|
IMPORTED_IMPLIB "${raylib_LIBRARIES}"
|
||||||
|
INTERFACE_INCLUDE_DIRECTORIES "${raylib_INCLUDE_DIRS}"
|
||||||
|
INTERFACE_LINK_LIBRARIES "${raylib_LDFLAGS}"
|
||||||
|
INTERFACE_COMPILE_OPTIONS "${raylib_DEFINITIONS}"
|
||||||
|
)
|
||||||
|
|
||||||
|
if (raylib_VERBOSE)
|
||||||
|
message(STATUS "raylib_FOUND: ${raylib_FOUND}")
|
||||||
|
message(STATUS "raylib_INCLUDE_DIRS: ${raylib_INCLUDE_DIRS}")
|
||||||
|
message(STATUS "raylib_LIBRARIES: ${raylib_LIBRARIES}")
|
||||||
|
message(STATUS "raylib_LDFLAGS: ${raylib_LDFLAGS}")
|
||||||
|
message(STATUS "raylib_DEFINITIONS: ${raylib_DEFINITIONS}")
|
||||||
|
endif()
|
||||||
|
endif()
|
146
external/raylib-4.5.0/examples/CMakeLists.txt
vendored
Normal file
@ -0,0 +1,146 @@
|
|||||||
|
# Setup the project and settings
|
||||||
|
project(examples)
|
||||||
|
|
||||||
|
# Directories that contain examples
|
||||||
|
set(example_dirs
|
||||||
|
audio
|
||||||
|
core
|
||||||
|
models
|
||||||
|
others
|
||||||
|
shaders
|
||||||
|
shapes
|
||||||
|
text
|
||||||
|
textures
|
||||||
|
)
|
||||||
|
|
||||||
|
# Next few lines will check for existence of symbols or header files
|
||||||
|
# They are needed for the physac example and threads examples
|
||||||
|
set(CMAKE_REQUIRED_DEFINITIONS -D_POSIX_C_SOURCE=199309L)
|
||||||
|
include(CheckSymbolExists)
|
||||||
|
check_symbol_exists(CLOCK_MONOTONIC time.h HAVE_CLOCK_MONOTONIC)
|
||||||
|
check_symbol_exists(QueryPerformanceCounter windows.h HAVE_QPC)
|
||||||
|
set(CMAKE_REQUIRED_DEFINITIONS)
|
||||||
|
|
||||||
|
if (HAVE_QPC OR HAVE_CLOCK_MONOTONIC)
|
||||||
|
set(example_dirs ${example_dirs} physac)
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
include(CheckIncludeFile)
|
||||||
|
CHECK_INCLUDE_FILE("stdatomic.h" HAVE_STDATOMIC_H)
|
||||||
|
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
|
||||||
|
find_package(Threads)
|
||||||
|
if (CMAKE_USE_PTHREADS_INIT AND HAVE_STDATOMIC_H)
|
||||||
|
add_if_flag_compiles("-std=c11" CMAKE_C_FLAGS)
|
||||||
|
if (THREADS_HAVE_PTHREAD_ARG)
|
||||||
|
add_if_flag_compiles("-pthread" CMAKE_C_FLAGS)
|
||||||
|
endif ()
|
||||||
|
if (CMAKE_THREAD_LIBS_INIT)
|
||||||
|
link_libraries("${CMAKE_THREAD_LIBS_INIT}")
|
||||||
|
endif ()
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
if (APPLE AND NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
|
||||||
|
add_definitions(-DGL_SILENCE_DEPRECATION)
|
||||||
|
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
# Collect all source files and resource files
|
||||||
|
# into a CMake variable
|
||||||
|
set(example_sources)
|
||||||
|
set(example_resources)
|
||||||
|
foreach (example_dir ${example_dirs})
|
||||||
|
# Get the .c files
|
||||||
|
file(GLOB sources ${example_dir}/*.c)
|
||||||
|
list(APPEND example_sources ${sources})
|
||||||
|
|
||||||
|
# Any any resources
|
||||||
|
file(GLOB resources ${example_dir}/resources/*)
|
||||||
|
list(APPEND example_resources ${resources})
|
||||||
|
endforeach ()
|
||||||
|
|
||||||
|
if(NOT CMAKE_USE_PTHREADS_INIT OR NOT HAVE_STDATOMIC_H)
|
||||||
|
# Items requiring pthreads
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_loading_thread.c)
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
if (${PLATFORM} MATCHES "Android")
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_picking.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_vr_simulator.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_free.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_first_person.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_world_screen.c)
|
||||||
|
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_cubicmap.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_skybox.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_generation.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_heightmap.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_billboard.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_solar_system.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_full_solar_system.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_solar_system.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_obj_viewer.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_animation.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_first_person_maze.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_magicavoxel_loading.c)
|
||||||
|
|
||||||
|
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c)
|
||||||
|
|
||||||
|
elseif (${PLATFORM} MATCHES "Web")
|
||||||
|
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY")
|
||||||
|
# Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads
|
||||||
|
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s ALLOW_MEMORY_GROWTH=1 --no-heap-copy")
|
||||||
|
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
|
||||||
|
set(CMAKE_EXECUTABLE_SUFFIX ".html")
|
||||||
|
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
|
||||||
|
|
||||||
|
# Remove the -rdynamic flag because otherwise emscripten
|
||||||
|
# does not generate HTML+JS+WASM files, only a non-working
|
||||||
|
# and fat HTML
|
||||||
|
string(REPLACE "-rdynamic" "" CMAKE_SHARED_LIBRARY_LINK_C_FLAGS "${CMAKE_SHARED_LIBRARY_LINK_C_FLAGS}")
|
||||||
|
|
||||||
|
elseif ("${PLATFORM}" STREQUAL "DRM")
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
|
||||||
|
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
include_directories(BEFORE SYSTEM others/external/include)
|
||||||
|
|
||||||
|
if (NOT TARGET raylib)
|
||||||
|
find_package(raylib 2.0 REQUIRED)
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
# Do each example
|
||||||
|
foreach (example_source ${example_sources})
|
||||||
|
# Create the basename for the example
|
||||||
|
get_filename_component(example_name ${example_source} NAME)
|
||||||
|
string(REPLACE ".c" "" example_name ${example_name})
|
||||||
|
|
||||||
|
# Setup the example
|
||||||
|
add_executable(${example_name} ${example_source})
|
||||||
|
|
||||||
|
target_link_libraries(${example_name} raylib)
|
||||||
|
|
||||||
|
string(REGEX MATCH ".*/.*/" resources_dir ${example_source})
|
||||||
|
string(APPEND resources_dir "resources")
|
||||||
|
|
||||||
|
if (${PLATFORM} MATCHES "Web" AND EXISTS ${resources_dir})
|
||||||
|
# The local resources path needs to be mapped to /resources virtual path
|
||||||
|
string(APPEND resources_dir "@resources")
|
||||||
|
set_target_properties(${example_name} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}")
|
||||||
|
endif ()
|
||||||
|
endforeach ()
|
||||||
|
|
||||||
|
# Copy all of the resource files to the destination
|
||||||
|
file(COPY ${example_resources} DESTINATION "resources/")
|
592
external/raylib-4.5.0/examples/Makefile
vendored
Normal file
@ -0,0 +1,592 @@
|
|||||||
|
#**************************************************************************************************
|
||||||
|
#
|
||||||
|
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
|
||||||
|
#
|
||||||
|
# Copyright (c) 2013-2023 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.
|
||||||
|
#
|
||||||
|
#**************************************************************************************************
|
||||||
|
|
||||||
|
.PHONY: all clean
|
||||||
|
|
||||||
|
# Define required environment variables
|
||||||
|
#------------------------------------------------------------------------------------------------
|
||||||
|
# Define target platform: PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
|
||||||
|
PLATFORM ?= PLATFORM_DESKTOP
|
||||||
|
|
||||||
|
# Define required raylib variables
|
||||||
|
PROJECT_NAME ?= raylib_examples
|
||||||
|
RAYLIB_VERSION ?= 4.5.0
|
||||||
|
RAYLIB_PATH ?= ..
|
||||||
|
|
||||||
|
# Locations of raylib.h and libraylib.a/libraylib.so
|
||||||
|
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
|
||||||
|
RAYLIB_INCLUDE_PATH ?= /usr/local/include
|
||||||
|
RAYLIB_LIB_PATH ?= /usr/local/lib
|
||||||
|
|
||||||
|
# Library type compilation: STATIC (.a) or SHARED (.so/.dll)
|
||||||
|
RAYLIB_LIBTYPE ?= STATIC
|
||||||
|
|
||||||
|
# Build mode for project: DEBUG or RELEASE
|
||||||
|
BUILD_MODE ?= RELEASE
|
||||||
|
|
||||||
|
# Use external GLFW library instead of rglfw module
|
||||||
|
USE_EXTERNAL_GLFW ?= FALSE
|
||||||
|
|
||||||
|
# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
|
||||||
|
# NOTE: This variable is only used for PLATFORM_OS: LINUX
|
||||||
|
USE_WAYLAND_DISPLAY ?= FALSE
|
||||||
|
|
||||||
|
# PLATFORM_WEB: Default properties
|
||||||
|
BUILD_WEB_ASYNCIFY ?= TRUE
|
||||||
|
BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/minshell.html
|
||||||
|
BUILD_WEB_HEAP_SIZE ?= 134217728
|
||||||
|
BUILD_WEB_RESOURCES ?= TRUE
|
||||||
|
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
|
||||||
|
|
||||||
|
# Use cross-compiler for PLATFORM_RPI
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
USE_RPI_CROSS_COMPILER ?= FALSE
|
||||||
|
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
|
||||||
|
RPI_TOOLCHAIN ?= C:/SysGCC/Raspberry
|
||||||
|
RPI_TOOLCHAIN_SYSROOT ?= $(RPI_TOOLCHAIN)/arm-linux-gnueabihf/sysroot
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Determine PLATFORM_OS in case PLATFORM_DESKTOP or PLATFORM_WEB selected
|
||||||
|
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_WEB))
|
||||||
|
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
|
||||||
|
# ifeq ($(UNAME),Msys) -> Windows
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
PLATFORM_OS = WINDOWS
|
||||||
|
else
|
||||||
|
UNAMEOS = $(shell uname)
|
||||||
|
ifeq ($(UNAMEOS),Linux)
|
||||||
|
PLATFORM_OS = LINUX
|
||||||
|
endif
|
||||||
|
ifeq ($(UNAMEOS),FreeBSD)
|
||||||
|
PLATFORM_OS = BSD
|
||||||
|
endif
|
||||||
|
ifeq ($(UNAMEOS),OpenBSD)
|
||||||
|
PLATFORM_OS = BSD
|
||||||
|
endif
|
||||||
|
ifeq ($(UNAMEOS),NetBSD)
|
||||||
|
PLATFORM_OS = BSD
|
||||||
|
endif
|
||||||
|
ifeq ($(UNAMEOS),DragonFly)
|
||||||
|
PLATFORM_OS = BSD
|
||||||
|
endif
|
||||||
|
ifeq ($(UNAMEOS),Darwin)
|
||||||
|
PLATFORM_OS = OSX
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
UNAMEOS = $(shell uname)
|
||||||
|
ifeq ($(UNAMEOS),Linux)
|
||||||
|
PLATFORM_OS = LINUX
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||||
|
UNAMEOS = $(shell uname)
|
||||||
|
ifeq ($(UNAMEOS),Linux)
|
||||||
|
PLATFORM_OS = LINUX
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# RAYLIB_PATH adjustment for LINUX platform
|
||||||
|
# TODO: Do we really need this?
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
RAYLIB_PREFIX ?= ..
|
||||||
|
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Default path for raylib on Raspberry Pi
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
RAYLIB_PATH ?= /home/pi/raylib
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||||
|
RAYLIB_PATH ?= /home/pi/raylib
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Define raylib release directory for compiled library
|
||||||
|
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
|
||||||
|
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
|
# Emscripten required variables
|
||||||
|
EMSDK_PATH ?= C:/emsdk
|
||||||
|
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
|
||||||
|
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
|
||||||
|
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
|
||||||
|
NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
|
||||||
|
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Define default C compiler: CC
|
||||||
|
#------------------------------------------------------------------------------------------------
|
||||||
|
CC = gcc
|
||||||
|
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
# OSX default compiler
|
||||||
|
CC = clang
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),BSD)
|
||||||
|
# FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
|
||||||
|
CC = clang
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
|
||||||
|
# Define RPI cross-compiler
|
||||||
|
#CC = armv6j-hardfloat-linux-gnueabi-gcc
|
||||||
|
CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
# HTML5 emscripten compiler
|
||||||
|
# WARNING: To compile to HTML5, code must be redesigned
|
||||||
|
# to use emscripten.h and emscripten_set_main_loop()
|
||||||
|
CC = emcc
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Define default make program: MAKE
|
||||||
|
#------------------------------------------------------------------------------------------------
|
||||||
|
MAKE ?= make
|
||||||
|
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
|
MAKE = mingw32-make
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||||
|
MAKE = mingw32-make
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
MAKE = mingw32-make
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Define compiler flags: CFLAGS
|
||||||
|
#------------------------------------------------------------------------------------------------
|
||||||
|
# -O1 defines optimization level
|
||||||
|
# -g include debug information on compilation
|
||||||
|
# -s strip unnecessary data from build
|
||||||
|
# -Wall turns on most, but not all, compiler warnings
|
||||||
|
# -std=c99 defines C language mode (standard C from 1999 revision)
|
||||||
|
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
|
||||||
|
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
|
||||||
|
# -Wno-unused-value ignore unused return values of some functions (i.e. fread())
|
||||||
|
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
|
||||||
|
CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
|
||||||
|
|
||||||
|
ifeq ($(BUILD_MODE),DEBUG)
|
||||||
|
CFLAGS += -g -D_DEBUG
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
CFLAGS += -s ASSERTIONS=1 --profiling
|
||||||
|
endif
|
||||||
|
else
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||||
|
CFLAGS += -O3
|
||||||
|
else
|
||||||
|
CFLAGS += -Os
|
||||||
|
endif
|
||||||
|
else
|
||||||
|
CFLAGS += -O2
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Additional flags for compiler (if desired)
|
||||||
|
# -Wextra enables some extra warning flags that are not enabled by -Wall
|
||||||
|
# -Wmissing-prototypes warn if a global function is defined without a previous prototype declaration
|
||||||
|
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
|
||||||
|
# -Werror=implicit-function-declaration catch function calls without prior declaration
|
||||||
|
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||||
|
CFLAGS += -D_DEFAULT_SOURCE
|
||||||
|
endif
|
||||||
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
|
# Explicitly enable runtime link to libraylib.so
|
||||||
|
CFLAGS += -Wl,-rpath,$(RAYLIB_RELEASE_PATH)
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
CFLAGS += -std=gnu99
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||||
|
CFLAGS += -std=gnu99 -DEGL_NO_X11
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Define include paths for required headers: INCLUDE_PATHS
|
||||||
|
# NOTE: Some external/extras libraries could be required (stb, easings...)
|
||||||
|
#------------------------------------------------------------------------------------------------
|
||||||
|
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||||
|
|
||||||
|
# Define additional directories containing required header files
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),BSD)
|
||||||
|
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include
|
||||||
|
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vmcs_host/linux
|
||||||
|
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vcos/pthreads
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||||
|
INCLUDE_PATHS += -I/usr/include/libdrm
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Define library paths containing required libs: LDFLAGS
|
||||||
|
#------------------------------------------------------------------------------------------------
|
||||||
|
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
||||||
|
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
|
# NOTE: The resource .rc file contains windows executable icon and properties
|
||||||
|
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
|
||||||
|
# -Wl,--subsystem,windows hides the console window
|
||||||
|
ifeq ($(BUILD_MODE), RELEASE)
|
||||||
|
LDFLAGS += -Wl,--subsystem,windows
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
LDFLAGS += -L$(RAYLIB_LIB_PATH)
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),BSD)
|
||||||
|
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
# -Os # size optimization
|
||||||
|
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||||
|
# -s USE_GLFW=3 # Use glfw3 library (context/input management)
|
||||||
|
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||||
|
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
|
||||||
|
# -s USE_PTHREADS=1 # multithreading support
|
||||||
|
# -s WASM=0 # disable Web Assembly, emitted by default
|
||||||
|
# -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||||
|
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||||
|
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||||
|
# --profiling # include information for code profiling
|
||||||
|
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||||
|
# --preload-file resources # specify a resources folder for data compilation
|
||||||
|
# --source-map-base # allow debugging in browser with source map
|
||||||
|
LDFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -s FORCE_FILESYSTEM=1
|
||||||
|
|
||||||
|
# Build using asyncify
|
||||||
|
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||||
|
LDFLAGS += -s ASYNCIFY
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Add resources building if required
|
||||||
|
ifeq ($(BUILD_WEB_RESOURCES),TRUE)
|
||||||
|
LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Add debug mode flags if required
|
||||||
|
ifeq ($(BUILD_MODE),DEBUG)
|
||||||
|
LDFLAGS += -s ASSERTIONS=1 --profiling
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Define a custom shell .html and output extension
|
||||||
|
LDFLAGS += --shell-file $(BUILD_WEB_SHELL)
|
||||||
|
EXT = .html
|
||||||
|
|
||||||
|
# NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
|
||||||
|
# we can compile same code for ALL platforms with no change required, but, working on bigger
|
||||||
|
# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
|
||||||
|
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
|
||||||
|
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
LDFLAGS += -L$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/lib
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Define libraries required on linking: LDLIBS
|
||||||
|
# NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
|
||||||
|
#------------------------------------------------------------------------------------------------
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
|
# Libraries for Windows desktop compilation
|
||||||
|
# NOTE: WinMM library required to set high-res timer resolution
|
||||||
|
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
# Libraries for Debian GNU/Linux desktop compiling
|
||||||
|
# NOTE: Required packages: libegl1-mesa-dev
|
||||||
|
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
|
||||||
|
|
||||||
|
# On X11 requires also below libraries
|
||||||
|
LDLIBS += -lX11
|
||||||
|
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
||||||
|
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||||
|
|
||||||
|
# On Wayland windowing system, additional libraries requires
|
||||||
|
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
||||||
|
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||||
|
endif
|
||||||
|
# Explicit link to libc
|
||||||
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
|
LDLIBS += -lc
|
||||||
|
endif
|
||||||
|
|
||||||
|
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
|
||||||
|
LDLIBS += -latomic
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
# Libraries for OSX 10.9 desktop compiling
|
||||||
|
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
|
||||||
|
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),BSD)
|
||||||
|
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
|
||||||
|
# NOTE: Required packages: mesa-libs
|
||||||
|
LDLIBS = -lraylib -lGL -lpthread -lm
|
||||||
|
|
||||||
|
# On XWindow requires also below libraries
|
||||||
|
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||||
|
endif
|
||||||
|
ifeq ($(USE_EXTERNAL_GLFW),TRUE)
|
||||||
|
# NOTE: It could require additional packages installed: libglfw3-dev
|
||||||
|
LDLIBS += -lglfw
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
# Libraries for Raspberry Pi compiling
|
||||||
|
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||||
|
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl -latomic
|
||||||
|
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
|
||||||
|
LDLIBS += -lvchiq_arm -lvcos
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||||
|
# Libraries for DRM compiling
|
||||||
|
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||||
|
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
# Libraries for web (HTML5) compiling
|
||||||
|
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Define source code object files required
|
||||||
|
#------------------------------------------------------------------------------------------------
|
||||||
|
CORE = \
|
||||||
|
core/core_basic_window \
|
||||||
|
core/core_basic_screen_manager \
|
||||||
|
core/core_input_keys \
|
||||||
|
core/core_input_mouse \
|
||||||
|
core/core_input_mouse_wheel \
|
||||||
|
core/core_input_gamepad \
|
||||||
|
core/core_input_multitouch \
|
||||||
|
core/core_input_gestures \
|
||||||
|
core/core_2d_camera \
|
||||||
|
core/core_2d_camera_platformer \
|
||||||
|
core/core_2d_camera_mouse_zoom \
|
||||||
|
core/core_3d_camera_mode \
|
||||||
|
core/core_3d_camera_free \
|
||||||
|
core/core_3d_camera_first_person \
|
||||||
|
core/core_3d_picking \
|
||||||
|
core/core_world_screen \
|
||||||
|
core/core_custom_logging \
|
||||||
|
core/core_drop_files \
|
||||||
|
core/core_random_values \
|
||||||
|
core/core_scissor_test \
|
||||||
|
core/core_storage_values \
|
||||||
|
core/core_vr_simulator \
|
||||||
|
core/core_loading_thread \
|
||||||
|
core/core_window_flags \
|
||||||
|
core/core_window_letterbox \
|
||||||
|
core/core_window_should_close \
|
||||||
|
core/core_split_screen \
|
||||||
|
core/core_smooth_pixelperfect \
|
||||||
|
core/core_custom_frame_control
|
||||||
|
|
||||||
|
SHAPES = \
|
||||||
|
shapes/shapes_basic_shapes \
|
||||||
|
shapes/shapes_bouncing_ball \
|
||||||
|
shapes/shapes_colors_palette \
|
||||||
|
shapes/shapes_logo_raylib \
|
||||||
|
shapes/shapes_logo_raylib_anim \
|
||||||
|
shapes/shapes_rectangle_scaling \
|
||||||
|
shapes/shapes_lines_bezier \
|
||||||
|
shapes/shapes_collision_area \
|
||||||
|
shapes/shapes_following_eyes \
|
||||||
|
shapes/shapes_easings_ball_anim \
|
||||||
|
shapes/shapes_easings_box_anim \
|
||||||
|
shapes/shapes_easings_rectangle_array \
|
||||||
|
shapes/shapes_draw_ring \
|
||||||
|
shapes/shapes_draw_circle_sector \
|
||||||
|
shapes/shapes_draw_rectangle_rounded \
|
||||||
|
shapes/shapes_top_down_lights
|
||||||
|
|
||||||
|
TEXTURES = \
|
||||||
|
textures/textures_logo_raylib \
|
||||||
|
textures/textures_mouse_painting \
|
||||||
|
textures/textures_srcrec_dstrec \
|
||||||
|
textures/textures_image_drawing \
|
||||||
|
textures/textures_image_generation \
|
||||||
|
textures/textures_image_loading \
|
||||||
|
textures/textures_image_processing \
|
||||||
|
textures/textures_image_text \
|
||||||
|
textures/textures_to_image \
|
||||||
|
textures/textures_raw_data \
|
||||||
|
textures/textures_particles_blending \
|
||||||
|
textures/textures_npatch_drawing \
|
||||||
|
textures/textures_background_scrolling \
|
||||||
|
textures/textures_sprite_anim \
|
||||||
|
textures/textures_sprite_button \
|
||||||
|
textures/textures_sprite_explosion \
|
||||||
|
textures/textures_textured_curve \
|
||||||
|
textures/textures_bunnymark \
|
||||||
|
textures/textures_blend_modes \
|
||||||
|
textures/textures_draw_tiled \
|
||||||
|
textures/textures_polygon \
|
||||||
|
textures/textures_gif_player \
|
||||||
|
textures/textures_fog_of_war
|
||||||
|
|
||||||
|
TEXT = \
|
||||||
|
text/text_raylib_fonts \
|
||||||
|
text/text_font_spritefont \
|
||||||
|
text/text_font_loading \
|
||||||
|
text/text_font_filters \
|
||||||
|
text/text_font_sdf \
|
||||||
|
text/text_format_text \
|
||||||
|
text/text_input_box \
|
||||||
|
text/text_writing_anim \
|
||||||
|
text/text_rectangle_bounds \
|
||||||
|
text/text_unicode \
|
||||||
|
text/text_draw_3d \
|
||||||
|
text/text_codepoints_loading
|
||||||
|
|
||||||
|
MODELS = \
|
||||||
|
models/models_animation \
|
||||||
|
models/models_billboard \
|
||||||
|
models/models_box_collisions \
|
||||||
|
models/models_cubicmap \
|
||||||
|
models/models_draw_cube_texture \
|
||||||
|
models/models_first_person_maze \
|
||||||
|
models/models_geometric_shapes \
|
||||||
|
models/models_mesh_generation \
|
||||||
|
models/models_mesh_picking \
|
||||||
|
models/models_loading \
|
||||||
|
models/models_loading_vox \
|
||||||
|
models/models_loading_gltf \
|
||||||
|
models/models_loading_m3d \
|
||||||
|
models/models_orthographic_projection \
|
||||||
|
models/models_rlgl_solar_system \
|
||||||
|
models/models_skybox \
|
||||||
|
models/models_yaw_pitch_roll \
|
||||||
|
models/models_heightmap \
|
||||||
|
models/models_waving_cubes
|
||||||
|
|
||||||
|
SHADERS = \
|
||||||
|
shaders/shaders_model_shader \
|
||||||
|
shaders/shaders_shapes_textures \
|
||||||
|
shaders/shaders_custom_uniform \
|
||||||
|
shaders/shaders_postprocessing \
|
||||||
|
shaders/shaders_palette_switch \
|
||||||
|
shaders/shaders_raymarching \
|
||||||
|
shaders/shaders_texture_drawing \
|
||||||
|
shaders/shaders_texture_waves \
|
||||||
|
shaders/shaders_texture_outline \
|
||||||
|
shaders/shaders_julia_set \
|
||||||
|
shaders/shaders_eratosthenes \
|
||||||
|
shaders/shaders_basic_lighting \
|
||||||
|
shaders/shaders_fog \
|
||||||
|
shaders/shaders_simple_mask \
|
||||||
|
shaders/shaders_spotlight \
|
||||||
|
shaders/shaders_hot_reloading \
|
||||||
|
shaders/shaders_mesh_instancing \
|
||||||
|
shaders/shaders_multi_sample2d \
|
||||||
|
shaders/shaders_write_depth \
|
||||||
|
shaders/shaders_hybrid_render
|
||||||
|
|
||||||
|
AUDIO = \
|
||||||
|
audio/audio_module_playing \
|
||||||
|
audio/audio_music_stream \
|
||||||
|
audio/audio_raw_stream \
|
||||||
|
audio/audio_sound_loading \
|
||||||
|
audio/audio_stream_effects \
|
||||||
|
audio/audio_mixed_processor
|
||||||
|
|
||||||
|
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
|
||||||
|
|
||||||
|
# Define processes to execute
|
||||||
|
#------------------------------------------------------------------------------------------------
|
||||||
|
# Default target entry
|
||||||
|
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
|
||||||
|
|
||||||
|
core: $(CORE)
|
||||||
|
shapes: $(SHAPES)
|
||||||
|
textures: $(TEXTURES)
|
||||||
|
text: $(TEXT)
|
||||||
|
models: $(MODELS)
|
||||||
|
shaders: $(SHADERS)
|
||||||
|
audio: $(AUDIO)
|
||||||
|
|
||||||
|
# Generic compilation pattern
|
||||||
|
# NOTE: Examples must be ready for Android compilation!
|
||||||
|
%: %.c
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||||
|
$(MAKE) -f Makefile.Android PROJECT_NAME=$@ PROJECT_SOURCE_FILES=$<
|
||||||
|
else
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Clean everything
|
||||||
|
clean:
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
|
del *.o *.exe /s
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
find . -type f -executable -delete
|
||||||
|
rm -fv *.o
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
find . -type f -perm +ugo+x -delete
|
||||||
|
rm -f *.o
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
find . -type f -executable -delete
|
||||||
|
rm -fv *.o
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||||
|
find . -type f -executable -delete
|
||||||
|
rm -fv *.o
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
|
del *.wasm *.html *.js *.data
|
||||||
|
else
|
||||||
|
rm -f */*.wasm */*.html */*.js */*.data
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
@echo Cleaning done
|
405
external/raylib-4.5.0/examples/Makefile.Android
vendored
Normal file
@ -0,0 +1,405 @@
|
|||||||
|
#**************************************************************************************************
|
||||||
|
#
|
||||||
|
# raylib makefile for Android project (APK building)
|
||||||
|
#
|
||||||
|
# Copyright (c) 2017-2023 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 required raylib variables
|
||||||
|
PLATFORM ?= PLATFORM_ANDROID
|
||||||
|
RAYLIB_PATH ?= ..\..
|
||||||
|
|
||||||
|
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
|
||||||
|
# Starting in 2019 using ARM64 is mandatory for published apps,
|
||||||
|
# Starting on August 2020, minimum required target API is Android 10 (API level 29)
|
||||||
|
ANDROID_ARCH ?= ARM64
|
||||||
|
ANDROID_API_VERSION = 29
|
||||||
|
|
||||||
|
# Android required path variables
|
||||||
|
# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
ANDROID_NDK = C:/android-ndk
|
||||||
|
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
|
||||||
|
else
|
||||||
|
ANDROID_NDK ?= /usr/lib/android/ndk
|
||||||
|
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
|
||||||
|
endif
|
||||||
|
|
||||||
|
ifeq ($(ANDROID_ARCH),ARM)
|
||||||
|
ANDROID_ARCH_NAME = armeabi-v7a
|
||||||
|
endif
|
||||||
|
ifeq ($(ANDROID_ARCH),ARM64)
|
||||||
|
ANDROID_ARCH_NAME = arm64-v8a
|
||||||
|
endif
|
||||||
|
ifeq ($(ANDROID_ARCH),x86)
|
||||||
|
ANDROID_ARCH_NAME = x86
|
||||||
|
endif
|
||||||
|
ifeq ($(ANDROID_ARCH),x86_64)
|
||||||
|
ANDROID_ARCH_NAME = x86_64
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Required path variables
|
||||||
|
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
|
||||||
|
JAVA_HOME ?= C:/open-jdk
|
||||||
|
ANDROID_HOME ?= C:/android-sdk
|
||||||
|
ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
|
||||||
|
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||||
|
|
||||||
|
# Android project configuration variables
|
||||||
|
PROJECT_NAME ?= raylib_game
|
||||||
|
PROJECT_LIBRARY_NAME ?= main
|
||||||
|
PROJECT_BUILD_ID ?= android
|
||||||
|
PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
|
||||||
|
PROJECT_RESOURCES_PATH ?= resources
|
||||||
|
PROJECT_SOURCE_FILES ?= raylib_game.c
|
||||||
|
NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
|
||||||
|
|
||||||
|
# Some source files are placed in directories, when compiling to some
|
||||||
|
# output directory other than source, that directory must pre-exist.
|
||||||
|
# Here we get a list of required folders that need to be created on
|
||||||
|
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
|
||||||
|
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
|
||||||
|
|
||||||
|
# Android app configuration variables
|
||||||
|
APP_LABEL_NAME ?= rGame
|
||||||
|
APP_COMPANY_NAME ?= raylib
|
||||||
|
APP_PRODUCT_NAME ?= rgame
|
||||||
|
APP_VERSION_CODE ?= 1
|
||||||
|
APP_VERSION_NAME ?= 1.0
|
||||||
|
APP_ICON_LDPI ?= $(RAYLIB_PATH)/logo/raylib_36x36.png
|
||||||
|
APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png
|
||||||
|
APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png
|
||||||
|
APP_SCREEN_ORIENTATION ?= landscape
|
||||||
|
APP_KEYSTORE_PASS ?= raylib
|
||||||
|
|
||||||
|
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
|
||||||
|
RAYLIB_LIBTYPE ?= STATIC
|
||||||
|
|
||||||
|
# Library path for libraylib.a/libraylib.so
|
||||||
|
RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src
|
||||||
|
|
||||||
|
# Define copy command depending on OS
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
COPY_COMMAND ?= copy /Y
|
||||||
|
else
|
||||||
|
COPY_COMMAND ?= cp -f
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Shared libs must be added to APK if required
|
||||||
|
# NOTE: Generated NativeLoader.java automatically load those libraries
|
||||||
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
|
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Compiler and archiver
|
||||||
|
ifeq ($(ANDROID_ARCH),ARM)
|
||||||
|
CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
|
||||||
|
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
|
||||||
|
endif
|
||||||
|
ifeq ($(ANDROID_ARCH),ARM64)
|
||||||
|
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
|
||||||
|
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
|
||||||
|
endif
|
||||||
|
ifeq ($(ANDROID_ARCH),x86)
|
||||||
|
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
|
||||||
|
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
|
||||||
|
endif
|
||||||
|
ifeq ($(ANDROID_ARCH),x86_64)
|
||||||
|
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
|
||||||
|
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Compiler flags for arquitecture
|
||||||
|
ifeq ($(ANDROID_ARCH),ARM)
|
||||||
|
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||||
|
endif
|
||||||
|
ifeq ($(ANDROID_ARCH),ARM64)
|
||||||
|
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
|
||||||
|
endif
|
||||||
|
# Compilation functions attributes options
|
||||||
|
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||||
|
# Compiler options for the linker
|
||||||
|
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
|
||||||
|
# Preprocessor macro definitions
|
||||||
|
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
|
||||||
|
|
||||||
|
# Paths containing required header files
|
||||||
|
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
|
||||||
|
|
||||||
|
# Linker options
|
||||||
|
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
|
||||||
|
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
|
||||||
|
# Force linking of library module to define symbol
|
||||||
|
LDFLAGS += -u ANativeActivity_onCreate
|
||||||
|
# Library paths containing required libs
|
||||||
|
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
|
||||||
|
|
||||||
|
# Define any libraries to link into executable
|
||||||
|
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||||
|
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
|
||||||
|
|
||||||
|
# Generate target objects list from PROJECT_SOURCE_FILES
|
||||||
|
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
|
||||||
|
|
||||||
|
# Android APK building process... some steps required...
|
||||||
|
# NOTE: typing 'make' will invoke the default target entry called 'all',
|
||||||
|
all: create_temp_project_dirs \
|
||||||
|
copy_project_required_libs \
|
||||||
|
copy_project_resources \
|
||||||
|
generate_loader_script \
|
||||||
|
generate_android_manifest \
|
||||||
|
generate_apk_keystore \
|
||||||
|
config_project_package \
|
||||||
|
compile_project_code \
|
||||||
|
compile_project_class \
|
||||||
|
compile_project_class_dex \
|
||||||
|
create_project_apk_package \
|
||||||
|
zipalign_project_apk_package \
|
||||||
|
sign_project_apk_package
|
||||||
|
|
||||||
|
# Create required temp directories for APK building
|
||||||
|
create_temp_project_dirs:
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj\src
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
|
||||||
|
else
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/obj
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/obj/src
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/src
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/src/com
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/lib
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/bin
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/res
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-ldpi
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/res/values
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/assets
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/obj/screens
|
||||||
|
endif
|
||||||
|
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
|
||||||
|
|
||||||
|
define create_dir
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/obj/$(1)
|
||||||
|
endef
|
||||||
|
|
||||||
|
# Copy required shared libs for integration into APK
|
||||||
|
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
|
||||||
|
copy_project_required_libs:
|
||||||
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
|
$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.so $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.so
|
||||||
|
endif
|
||||||
|
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||||
|
$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.a $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.a
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Copy project required resources: strings.xml, icon.png, assets
|
||||||
|
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
|
||||||
|
copy_project_resources:
|
||||||
|
$(COPY_COMMAND) $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png
|
||||||
|
$(COPY_COMMAND) $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png
|
||||||
|
$(COPY_COMMAND) $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||||
|
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||||
|
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
|
||||||
|
else
|
||||||
|
@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||||
|
@echo "<resources><string name=\"app_name\">$(APP_LABEL_NAME)</string></resources>" >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||||
|
@[ -d "$(PROJECT_RESOURCES_PATH)" ] || cp -rf $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Generate NativeLoader.java to load required shared libraries
|
||||||
|
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||||
|
generate_loader_script:
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
|
@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
endif
|
||||||
|
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
else
|
||||||
|
@echo "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo "" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo "public class NativeLoader extends android.app.NativeActivity {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo " static {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
|
@echo " System.loadLibrary(\"raylib\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
endif
|
||||||
|
@echo " System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo " }" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo "}" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Generate AndroidManifest.xml with all the required options
|
||||||
|
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||||
|
generate_android_manifest:
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
else
|
||||||
|
@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo "<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " package=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)\" " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " android:versionCode=\"$(APP_VERSION_CODE)\" android:versionName=\"$(APP_VERSION_NAME)\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <uses-sdk android:minSdkVersion=\"$(ANDROID_API_VERSION)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <uses-feature android:glEsVersion=\"0x00020000\" android:required=\"true\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <application android:allowBackup=\"false\" android:label=\"@string/app_name\" android:icon=\"@drawable/icon\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <activity android:name=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " android:theme=\"@android:style/Theme.NoTitleBar.Fullscreen\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " android:configChanges=\"orientation|keyboardHidden|screenSize\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " android:screenOrientation=\"$(APP_SCREEN_ORIENTATION)\" android:launchMode=\"singleTask\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " android:clearTaskOnLaunch=\"true\">" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <meta-data android:name=\"android.app.lib_name\" android:value=\"$(PROJECT_LIBRARY_NAME)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <action android:name=\"android.intent.action.MAIN\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <category android:name=\"android.intent.category.LAUNCHER\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " </intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " </activity>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " </application>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo "</manifest>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||||
|
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||||
|
generate_apk_keystore:
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||||
|
else
|
||||||
|
@[ -f "$(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore" ] || $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||||
|
endif
|
||||||
|
|
||||||
|
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||||
|
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
||||||
|
config_project_package:
|
||||||
|
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
|
||||||
|
|
||||||
|
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
|
||||||
|
compile_native_app_glue:
|
||||||
|
$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
||||||
|
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
|
||||||
|
|
||||||
|
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
|
||||||
|
compile_project_code: $(OBJS)
|
||||||
|
$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
|
||||||
|
|
||||||
|
# Compile all .c files required into object (.o) files
|
||||||
|
# NOTE: Those files will be linked into a shared library
|
||||||
|
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
|
||||||
|
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
|
||||||
|
|
||||||
|
# Compile project .java code into .class (Java bytecode)
|
||||||
|
compile_project_class:
|
||||||
|
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -d $(PROJECT_BUILD_PATH)/obj $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
|
||||||
|
# Compile .class files into Dalvik executable bytecode (.dex)
|
||||||
|
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
||||||
|
compile_project_class_dex:
|
||||||
|
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
|
||||||
|
|
||||||
|
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
|
||||||
|
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
|
||||||
|
# NOTE: Use -A resources to define additional directory in which to find raw asset files
|
||||||
|
create_project_apk_package:
|
||||||
|
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
|
||||||
|
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
|
||||||
|
|
||||||
|
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
|
||||||
|
sign_project_apk_package:
|
||||||
|
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
|
||||||
|
|
||||||
|
# Create zip-aligned APK package: $(PROJECT_NAME).apk
|
||||||
|
zipalign_project_apk_package:
|
||||||
|
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
|
||||||
|
|
||||||
|
# Install $(PROJECT_NAME).apk to default emulator/device
|
||||||
|
# NOTE: Use -e (emulator) or -d (device) parameters if required
|
||||||
|
install:
|
||||||
|
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
|
||||||
|
|
||||||
|
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
|
||||||
|
check_device_abi:
|
||||||
|
$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
|
||||||
|
|
||||||
|
# Monitorize output log coming from device, only raylib tag
|
||||||
|
logcat:
|
||||||
|
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||||
|
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||||
|
|
||||||
|
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
|
||||||
|
deploy:
|
||||||
|
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
|
||||||
|
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||||
|
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||||
|
|
||||||
|
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
|
||||||
|
|
||||||
|
# Clean everything
|
||||||
|
clean:
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
||||||
|
rmdir $(PROJECT_BUILD_PATH) /s /q
|
||||||
|
else
|
||||||
|
rm -r $(PROJECT_BUILD_PATH)
|
||||||
|
endif
|
||||||
|
@echo Cleaning done
|
1076
external/raylib-4.5.0/examples/Makefile.Web
vendored
Normal file
203
external/raylib-4.5.0/examples/README.md
vendored
Normal file
@ -0,0 +1,203 @@
|
|||||||
|
## Building the Examples
|
||||||
|
|
||||||
|
The examples assume you have already built the `raylib` library in `../src`.
|
||||||
|
|
||||||
|
### With GNU make
|
||||||
|
|
||||||
|
- `make` builds all examples
|
||||||
|
- `make [module]` builds all examples for a particular module (e.g `make core`)
|
||||||
|
|
||||||
|
### With Zig
|
||||||
|
|
||||||
|
The [Zig](https://ziglang.org/) toolchain can compile `C` and `C++` in addition to `Zig`.
|
||||||
|
You may find it easier to use than other toolchains, especially when it comes to cross-compiling.
|
||||||
|
|
||||||
|
- `zig build` to compile all examples
|
||||||
|
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||||
|
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||||
|
|
||||||
|
## EXAMPLES LIST
|
||||||
|
|
||||||
|
### category: core
|
||||||
|
|
||||||
|
Examples using raylib core platform functionality like window creation, inputs, drawing modes and system functionality.
|
||||||
|
|
||||||
|
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
|
||||||
|
| 01 | [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 02 | [core_input_keys](core/core_input_keys.c) | <img src="core/core_input_keys.png" alt="core_input_keys" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 03 | [core_input_mouse](core/core_input_mouse.c) | <img src="core/core_input_mouse.png" alt="core_input_mouse" width="80"> | ⭐️☆☆☆ | 1.0 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 04 | [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | <img src="core/core_input_mouse_wheel.png" alt="core_input_mouse_wheel" width="80"> | ⭐️☆☆☆ | 1.1 | 1.3 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 05 | [core_input_gamepad](core/core_input_gamepad.c) | <img src="core/core_input_gamepad.png" alt="core_input_gamepad" width="80"> | ⭐️☆☆☆ | 1.1 | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 06 | [core_input_multitouch](core/core_input_multitouch.c) | <img src="core/core_input_multitouch.png" alt="core_input_multitouch" width="80"> | ⭐️☆☆☆ | 2.1 | 2.5 | [Berni](https://github.com/Berni8k) |
|
||||||
|
| 07 | [core_input_gestures](core/core_input_gestures.c) | <img src="core/core_input_gestures.png" alt="core_input_gestures" width="80"> | ⭐️⭐️☆☆ | 1.4 | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 08 | [core_2d_camera](core/core_2d_camera.c) | <img src="core/core_2d_camera.png" alt="core_2d_camera" width="80"> | ⭐️⭐️☆☆ | 1.5 | 3.0 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 09 | [core_2d_camera_mouse_zoom](core/core_2d_camera_mouse_zoom.c) | <img src="core/core_2d_camera_mouse_zoom.png" alt="core_2d_camera_mouse_zoom" width="80"> | ⭐️⭐️☆☆ | **4.2** | **4.2** | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||||
|
| 10 | [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | <img src="core/core_2d_camera_platformer.png" alt="core_2d_camera_platformer" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [avyy](https://github.com/avyy) |
|
||||||
|
| 11 | [core_3d_camera_mode](core/core_3d_camera_mode.c) | <img src="core/core_3d_camera_mode.png" alt="core_3d_camera_mode" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 12 | [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="80"> | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 13 | [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="80"> | ⭐️⭐️☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 14 | [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="80"> | ⭐️⭐️☆☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 15 | [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="80"> | ⭐️⭐️☆☆ | 1.3 | 1.4 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 16 | [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) |
|
||||||
|
| 17 | [core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="80"> | ⭐️⭐️⭐️☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 18 | [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="80"> | ⭐️⭐️☆☆ | 2.5 | **4.0** | [Anata](https://github.com/anatagawa) |
|
||||||
|
| 19 | [core_window_should_close](core/core_window_should_close.c) | <img src="core/core_window_should_close.png" alt="core_window_should_close" width="80"> | ⭐️☆☆☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 20 | [core_drop_files](core/core_drop_files.c) | <img src="core/core_drop_files.png" alt="core_drop_files" width="80"> | ⭐️⭐️☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 21 | [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="80"> | ⭐️☆☆☆ | 1.1 | 1.1 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 22 | [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="80"> | ⭐️⭐️☆☆ | 1.4 | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 23 | [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 24 | [core_loading_thread](core/core_loading_thread.c) | <img src="core/core_loading_thread.png" alt="core_loading_thread" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 25 | [core_scissor_test](core/core_scissor_test.c) | <img src="core/core_scissor_test.png" alt="core_scissor_test" width="80"> | ⭐️☆☆☆ | 2.5 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) |
|
||||||
|
| 26 | [core_basic_screen_manager](core/core_basic_screen_manager.c) | <img src="core/core_basic_screen_manager.png" alt="core_basic_screen_manager" width="80"> | ⭐️☆☆☆ | **4.0** | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 27 | [core_custom_frame_control](core/core_custom_frame_control.c) | <img src="core/core_custom_frame_control.png" alt="core_custom_frame_control" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 28 | [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | <img src="core/core_smooth_pixelperfect.png" alt="core_smooth_pixelperfect" width="80"> | ⭐️⭐️⭐️☆ | 3.7 | **4.0** | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) |
|
||||||
|
| 29 | [core_split_screen](core/core_split_screen.c) | <img src="core/core_split_screen.png" alt="core_split_screen" width="80"> | ⭐️⭐️⭐️⭐️ | 3.7 | **4.0** | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||||
|
| 30 | [core_window_should_close](core/core_window_should_close.c) | <img src="core/core_window_should_close.png" alt="core_window_should_close" width="80"> | ⭐️⭐️☆☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
|
||||||
|
### category: shapes
|
||||||
|
|
||||||
|
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/shapes.c) module.
|
||||||
|
|
||||||
|
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
|
||||||
|
| 31 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="80"> | ⭐️☆☆☆ | 1.0 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 32 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="80"> | ⭐️☆☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 33 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="80"> | ⭐️⭐️☆☆ | 1.0 | 2.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 34 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 35 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 36 | [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | <img src="shapes/shapes_rectangle_scaling.png" alt="shapes_rectangle_scaling" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
|
| 37 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="80"> | ⭐️☆☆☆ | 1.7 | 1.7 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 38 | [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 39 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 40 | [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | <img src="shapes/shapes_easings_ball_anim.png" alt="shapes_easings_ball_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 41 | [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | <img src="shapes/shapes_easings_box_anim.png" alt="shapes_easings_box_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 42 | [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | <img src="shapes/shapes_easings_rectangle_array.png" alt="shapes_easings_rectangle_array" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 43 | [shapes_draw_ring](shapes/shapes_draw_ring.c) | <img src="shapes/shapes_draw_ring.png" alt="shapes_draw_ring" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
|
| 44 | [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | <img src="shapes/shapes_draw_circle_sector.png" alt="shapes_draw_circle_sector" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
|
| 45 | [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | <img src="shapes/shapes_draw_rectangle_rounded.png" alt="shapes_draw_rectangle_rounded" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
|
| 46 | [shapes_top_down_lights](shapes/shapes_top_down_lights.c) | <img src="shapes/shapes_top_down_lights.png" alt="shapes_top_down_lights" width="80"> | ⭐️⭐️⭐️⭐️ | **4.2** | **4.2** | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||||
|
|
||||||
|
### category: textures
|
||||||
|
|
||||||
|
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/textures.c) module.
|
||||||
|
|
||||||
|
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
|
||||||
|
| 47 | [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 48 | [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 49 | [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="80"> | ⭐️⭐️☆☆ | 1.4 | 1.4 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 50 | [textures_image_generation](textures/textures_image_generation.c) | <img src="textures/textures_image_generation.png" alt="textures_image_generation" width="80"> | ⭐️⭐️☆☆ | 1.8 | 1.8 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 51 | [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" width="80"> | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 52 | [textures_image_processing](textures/textures_image_processing.c) | <img src="textures/textures_image_processing.png" alt="textures_image_processing" width="80"> | ⭐️⭐️⭐️☆ | 1.4 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 53 | [textures_image_text](textures/textures_image_text.c) | <img src="textures/textures_image_text.png" alt="textures_image_text" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 54 | [textures_to_image](textures/textures_to_image.c) | <img src="textures/textures_to_image.png" alt="textures_to_image" width="80"> | ⭐️☆☆☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 55 | [textures_raw_data](textures/textures_raw_data.c) | <img src="textures/textures_raw_data.png" alt="textures_raw_data" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 56 | [textures_particles_blending](textures/textures_particles_blending.c) | <img src="textures/textures_particles_blending.png" alt="textures_particles_blending" width="80"> | ⭐️☆☆☆ | 1.7 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 57 | [textures_npatch_drawing](textures/textures_npatch_drawing.c) | <img src="textures/textures_npatch_drawing.png" alt="textures_npatch_drawing" width="80"> | ⭐️⭐️⭐️☆ | 2.0 | 2.5 | [Jorge A. Gomes](https://github.com/overdev) |
|
||||||
|
| 58 | [textures_background_scrolling](textures/textures_background_scrolling.c) | <img src="textures/textures_background_scrolling.png" alt="textures_background_scrolling" width="80"> | ⭐️☆☆☆ | 2.0 | 2.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 59 | [textures_sprite_anim](textures/textures_sprite_anim.c) | <img src="textures/textures_sprite_anim.png" alt="textures_sprite_anim" width="80"> | ⭐️⭐️☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 60 | [textures_sprite_button](textures/textures_sprite_button.c) | <img src="textures/textures_sprite_button.png" alt="textures_sprite_button" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 61 | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | <img src="textures/textures_sprite_explosion.png" alt="textures_sprite_explosion" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 62 | [textures_bunnymark](textures/textures_bunnymark.c) | <img src="textures/textures_bunnymark.png" alt="textures_bunnymark" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | 2.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 63 | [textures_mouse_painting](textures/textures_mouse_painting.c) | <img src="textures/textures_mouse_painting.png" alt="textures_mouse_painting" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) |
|
||||||
|
| 64 | [textures_blend_modes](textures/textures_blend_modes.c) | <img src="textures/textures_blend_modes.png" alt="textures_blend_modes" width="80"> | ⭐️☆☆☆ | 3.5 | 3.5 | [Karlo Licudine](https://github.com/accidentalrebel) |
|
||||||
|
| 65 | [textures_draw_tiled](textures/textures_draw_tiled.c) | <img src="textures/textures_draw_tiled.png" alt="textures_draw_tiled" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | **4.2** | [Vlad Adrian](https://github.com/demizdor) |
|
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|
| 66 | [textures_polygon](textures/textures_polygon.c) | <img src="textures/textures_polygon.png" alt="textures_polygon" width="80"> | ⭐️☆☆☆ | 3.7 | 3.7 | [Chris Camacho](https://github.com/codifies) |
|
||||||
|
| 67 | [textures_fog_of_war](textures/textures_fog_of_war.c) | <img src="textures/textures_fog_of_war.png" alt="textures_fog_of_war" width="80"> | ⭐️⭐️⭐️☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 68 | [textures_gif_player](textures/textures_gif_player.c) | <img src="textures/textures_gif_player.png" alt="textures_gif_player" width="80"> | ⭐️⭐️⭐️☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
|
||||||
|
### category: text
|
||||||
|
|
||||||
|
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/text.c) module.
|
||||||
|
|
||||||
|
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
|
||||||
|
| 69 | [text_raylib_fonts](text/text_raylib_fonts.c) | <img src="text/text_raylib_fonts.png" alt="text_raylib_fonts" width="80"> | ⭐️☆☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 70 | [text_font_spritefont](text/text_font_spritefont.c) | <img src="text/text_font_spritefont.png" alt="text_font_spritefont" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 71 | [text_font_filters](text/text_font_filters.c) | <img src="text/text_font_filters.png" alt="text_font_filters" width="80"> | ⭐️⭐️☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 72 | [text_font_loading](text/text_font_loading.c) | <img src="text/text_font_loading.png" alt="text_font_loading" width="80"> | ⭐️☆☆☆ | 1.4 | 3.0 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 73 | [text_font_sdf](text/text_font_sdf.c) | <img src="text/text_font_sdf.png" alt="text_font_sdf" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 74 | [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="80"> | ⭐️☆☆☆ | 1.1 | 3.0 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 75 | [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="80"> | ⭐️⭐️☆☆ | 1.7 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 76 | [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="80"> | ⭐️⭐️☆☆ | 1.4 | 1.4 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 77 | [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
|
| 78 | [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
|
| 79 | [text_draw_3d](text/text_draw_3d.c) | <img src="text/text_draw_3d.png" alt="text_draw_3d" width="80"> | ⭐️⭐️⭐️⭐️ | 3.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
|
| 80 | [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐️⭐️⭐️☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
|
||||||
|
### category: models
|
||||||
|
|
||||||
|
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/models.c) module.
|
||||||
|
|
||||||
|
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
|
||||||
|
| 81 | [models_animation](models/models_animation.c) | <img src="models/models_animation.png" alt="models_animation" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.5 | [culacant](https://github.com/culacant) |
|
||||||
|
| 82 | [models_billboard](models/models_billboard.c) | <img src="models/models_billboard.png" alt="models_billboard" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 83 | [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="80"> | ⭐️☆☆☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 84 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="80"> | ⭐️⭐️☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 85 | [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 86 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="80"> | ⭐️☆☆☆ | 1.0 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 87 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 88 | [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="80"> | ⭐️⭐️⭐️☆ | 1.7 | **4.0** | [Joel Davis](https://github.com/joeld42) |
|
||||||
|
| 89 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="80"> | ⭐️☆☆☆ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 90 | [models_loading_gltf](models/models_loading_gltf.c) | <img src="models/models_loading_gltf.png" alt="models_loading_gltf" width="80"> | ⭐️☆☆☆ | 3.7 | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 91 | [models_loading_vox](models/models_loading_vox.c) | <img src="models/models_loading_vox.png" alt="models_loading_vox" width="80"> | ⭐️☆☆☆ | **4.0** | **4.0** | [Johann Nadalutti](https://github.com/procfxgen) |
|
||||||
|
| 92 | [models_loading_m3d](models/models_loading_m3d.c) | <img src="models/models_loading_m3d.png" alt="models_loading_m3d" width="80"> | ⭐️☆☆☆ | **4.2** | **4.2** | [bzt](https://bztsrc.gitlab.io/model3d) |
|
||||||
|
| 93 | [models_orthographic_projection](models/models_orthographic_projection.c) | <img src="models/models_orthographic_projection.png" alt="models_orthographic_projection" width="80"> | ⭐️☆☆☆ | 2.0 | 3.7 | [Max Danielsson](https://github.com/autious) |
|
||||||
|
| 94 | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 95 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Berni](https://github.com/Berni8k) |
|
||||||
|
| 96 | [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [codecat](https://github.com/codecat) |
|
||||||
|
| 97 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="80"> | ⭐️☆☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 98 | [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
|
||||||
|
### category: shaders
|
||||||
|
|
||||||
|
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
|
||||||
|
|
||||||
|
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
|
||||||
|
| 99 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="80"> | ⭐️⭐️⭐️⭐️ | 3.0 | **4.2** | [Chris Camacho](https://github.com/codifies) |
|
||||||
|
| 100 | [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="80"> | ⭐️⭐️☆☆ | 1.3 | 3.7 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 101 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="80"> | ⭐️⭐️☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 102 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="80"> | ⭐️⭐️☆☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 103 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 104 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) |
|
||||||
|
| 105 | [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="80"> | ⭐️⭐️⭐️⭐️ | 2.0 | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 106 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="80"> | ⭐️⭐️☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/) |
|
||||||
|
| 107 | [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐️⭐️⭐️☆ | **4.0** | **4.0** | [Samuel Skiff](https://github.com/GoldenThumbs) |
|
||||||
|
| 108 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
|
||||||
|
| 109 | [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [eggmund](https://github.com/eggmund) |
|
||||||
|
| 110 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [ProfJski](https://github.com/ProfJski) |
|
||||||
|
| 111 | [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
|
||||||
|
| 112 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
|
||||||
|
| 113 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 114 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐️⭐️⭐️⭐️ | 3.7 | **4.2** | [seanpringle](https://github.com/seanpringle) |
|
||||||
|
| 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 116 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
|
||||||
|
|
||||||
|
### category: audio
|
||||||
|
|
||||||
|
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib, check [raudio_standalone](others/raudio_standalone.c) example.
|
||||||
|
|
||||||
|
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
|
||||||
|
| 117 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
| 118 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 119 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 120 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
|
||||||
|
|
||||||
|
### category: others
|
||||||
|
|
||||||
|
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
|
||||||
|
|
||||||
|
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
|
||||||
|
| 122 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | **4.0** | [Ray](https://github.com/raysan5) |
|
||||||
|
| 123 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Teddy Astie](https://github.com/tsnake41) |
|
||||||
|
| 124 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
|
||||||
|
| 125 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Stephan Soller](https://github.com/arkanis) |
|
||||||
|
| 126 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
|
||||||
|
|
||||||
|
As always contributions are welcome, feel free to send new examples! Here it is an [examples template](examples_template.c) to start with!
|
||||||
|
|
123
external/raylib-4.5.0/examples/audio/audio_mixed_processor.c
vendored
Normal file
@ -0,0 +1,123 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [audio] example - Mixed audio processing
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 4.2, last time updated with raylib 4.2
|
||||||
|
*
|
||||||
|
* Example contributed by hkc (@hatkidchan) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* Example 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) 2023 hkc (@hatkidchan)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
#include "raylib.h"
|
||||||
|
#include <math.h>
|
||||||
|
|
||||||
|
static float exponent = 1.0f; // Audio exponentiation value
|
||||||
|
static float averageVolume[400] = { 0.0f }; // Average volume history
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Audio processing function
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
void ProcessAudio(void *buffer, unsigned int frames)
|
||||||
|
{
|
||||||
|
float *samples = (float *)buffer; // Samples internally stored as <float>s
|
||||||
|
float average = 0.0f; // Temporary average volume
|
||||||
|
|
||||||
|
for (unsigned int frame = 0; frame < frames; frame++)
|
||||||
|
{
|
||||||
|
float *left = &samples[frame * 2 + 0], *right = &samples[frame * 2 + 1];
|
||||||
|
|
||||||
|
*left = powf(fabsf(*left), exponent) * ( (*left < 0.0f)? -1.0f : 1.0f );
|
||||||
|
*right = powf(fabsf(*right), exponent) * ( (*right < 0.0f)? -1.0f : 1.0f );
|
||||||
|
|
||||||
|
average += fabsf(*left) / frames; // accumulating average volume
|
||||||
|
average += fabsf(*right) / frames;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Moving history to the left
|
||||||
|
for (int i = 0; i < 399; i++) averageVolume[i] = averageVolume[i + 1];
|
||||||
|
|
||||||
|
averageVolume[399] = average; // Adding last average value
|
||||||
|
}
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - processing mixed output");
|
||||||
|
|
||||||
|
InitAudioDevice(); // Initialize audio device
|
||||||
|
|
||||||
|
AttachAudioMixedProcessor(ProcessAudio);
|
||||||
|
|
||||||
|
Music music = LoadMusicStream("resources/country.mp3");
|
||||||
|
Sound sound = LoadSound("resources/coin.wav");
|
||||||
|
|
||||||
|
PlayMusicStream(music);
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateMusicStream(music); // Update music buffer with new stream data
|
||||||
|
|
||||||
|
// Modify processing variables
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsKeyPressed(KEY_LEFT)) exponent -= 0.05f;
|
||||||
|
if (IsKeyPressed(KEY_RIGHT)) exponent += 0.05f;
|
||||||
|
|
||||||
|
if (exponent <= 0.5f) exponent = 0.5f;
|
||||||
|
if (exponent >= 3.0f) exponent = 3.0f;
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_SPACE)) PlaySound(sound);
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
DrawText(TextFormat("EXPONENT = %.2f", exponent), 215, 180, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
|
||||||
|
for (int i = 0; i < 400; i++)
|
||||||
|
{
|
||||||
|
DrawLine(201 + i, 232 - averageVolume[i] * 32, 201 + i, 232, MAROON);
|
||||||
|
}
|
||||||
|
DrawRectangleLines(199, 199, 402, 34, GRAY);
|
||||||
|
|
||||||
|
DrawText("PRESS SPACE TO PLAY OTHER SOUND", 200, 250, 20, LIGHTGRAY);
|
||||||
|
DrawText("USE LEFT AND RIGHT ARROWS TO ALTER DISTORTION", 140, 280, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadMusicStream(music); // Unload music stream buffers from RAM
|
||||||
|
|
||||||
|
DetachAudioMixedProcessor(ProcessAudio); // Disconnect audio processor
|
||||||
|
|
||||||
|
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/audio/audio_mixed_processor.png
vendored
Normal file
After Width: | Height: | Size: 8.5 KiB |
151
external/raylib-4.5.0/examples/audio/audio_module_playing.c
vendored
Normal file
@ -0,0 +1,151 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [audio] example - Module playing (streaming)
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.5, last time updated with raylib 3.5
|
||||||
|
*
|
||||||
|
* Example 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) 2016-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#define MAX_CIRCLES 64
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
Vector2 position;
|
||||||
|
float radius;
|
||||||
|
float alpha;
|
||||||
|
float speed;
|
||||||
|
Color color;
|
||||||
|
} CircleWave;
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
|
||||||
|
|
||||||
|
InitAudioDevice(); // Initialize audio device
|
||||||
|
|
||||||
|
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
|
||||||
|
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
|
||||||
|
|
||||||
|
// Creates some circles for visual effect
|
||||||
|
CircleWave circles[MAX_CIRCLES] = { 0 };
|
||||||
|
|
||||||
|
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
circles[i].alpha = 0.0f;
|
||||||
|
circles[i].radius = (float)GetRandomValue(10, 40);
|
||||||
|
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
|
||||||
|
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
|
||||||
|
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
|
||||||
|
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||||
|
}
|
||||||
|
|
||||||
|
Music music = LoadMusicStream("resources/mini1111.xm");
|
||||||
|
music.looping = false;
|
||||||
|
float pitch = 1.0f;
|
||||||
|
|
||||||
|
PlayMusicStream(music);
|
||||||
|
|
||||||
|
float timePlayed = 0.0f;
|
||||||
|
bool pause = false;
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateMusicStream(music); // Update music buffer with new stream data
|
||||||
|
|
||||||
|
// Restart music playing (stop and play)
|
||||||
|
if (IsKeyPressed(KEY_SPACE))
|
||||||
|
{
|
||||||
|
StopMusicStream(music);
|
||||||
|
PlayMusicStream(music);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pause/Resume music playing
|
||||||
|
if (IsKeyPressed(KEY_P))
|
||||||
|
{
|
||||||
|
pause = !pause;
|
||||||
|
|
||||||
|
if (pause) PauseMusicStream(music);
|
||||||
|
else ResumeMusicStream(music);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyDown(KEY_DOWN)) pitch -= 0.01f;
|
||||||
|
else if (IsKeyDown(KEY_UP)) pitch += 0.01f;
|
||||||
|
|
||||||
|
SetMusicPitch(music, pitch);
|
||||||
|
|
||||||
|
// Get timePlayed scaled to bar dimensions
|
||||||
|
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*(screenWidth - 40);
|
||||||
|
|
||||||
|
// Color circles animation
|
||||||
|
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
|
||||||
|
{
|
||||||
|
circles[i].alpha += circles[i].speed;
|
||||||
|
circles[i].radius += circles[i].speed*10.0f;
|
||||||
|
|
||||||
|
if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
|
||||||
|
|
||||||
|
if (circles[i].alpha <= 0.0f)
|
||||||
|
{
|
||||||
|
circles[i].alpha = 0.0f;
|
||||||
|
circles[i].radius = (float)GetRandomValue(10, 40);
|
||||||
|
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
|
||||||
|
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
|
||||||
|
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||||
|
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw time bar
|
||||||
|
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
|
||||||
|
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
|
||||||
|
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadMusicStream(music); // Unload music stream buffers from RAM
|
||||||
|
|
||||||
|
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/audio/audio_module_playing.png
vendored
Normal file
After Width: | Height: | Size: 47 KiB |
98
external/raylib-4.5.0/examples/audio/audio_music_stream.c
vendored
Normal file
@ -0,0 +1,98 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [audio] example - Music playing (streaming)
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.3, last time updated with raylib 4.0
|
||||||
|
*
|
||||||
|
* Example 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) 2015-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
|
||||||
|
|
||||||
|
InitAudioDevice(); // Initialize audio device
|
||||||
|
|
||||||
|
Music music = LoadMusicStream("resources/country.mp3");
|
||||||
|
|
||||||
|
PlayMusicStream(music);
|
||||||
|
|
||||||
|
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
|
||||||
|
bool pause = false; // Music playing paused
|
||||||
|
|
||||||
|
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateMusicStream(music); // Update music buffer with new stream data
|
||||||
|
|
||||||
|
// Restart music playing (stop and play)
|
||||||
|
if (IsKeyPressed(KEY_SPACE))
|
||||||
|
{
|
||||||
|
StopMusicStream(music);
|
||||||
|
PlayMusicStream(music);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pause/Resume music playing
|
||||||
|
if (IsKeyPressed(KEY_P))
|
||||||
|
{
|
||||||
|
pause = !pause;
|
||||||
|
|
||||||
|
if (pause) PauseMusicStream(music);
|
||||||
|
else ResumeMusicStream(music);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get normalized time played for current music stream
|
||||||
|
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
|
||||||
|
|
||||||
|
if (timePlayed > 1.0f) timePlayed = 1.0f; // Make sure time played is no longer than music
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
|
||||||
|
DrawRectangle(200, 200, (int)(timePlayed*400.0f), 12, MAROON);
|
||||||
|
DrawRectangleLines(200, 200, 400, 12, GRAY);
|
||||||
|
|
||||||
|
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
|
||||||
|
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadMusicStream(music); // Unload music stream buffers from RAM
|
||||||
|
|
||||||
|
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/audio/audio_music_stream.png
vendored
Normal file
After Width: | Height: | Size: 15 KiB |
215
external/raylib-4.5.0/examples/audio/audio_raw_stream.c
vendored
Normal file
@ -0,0 +1,215 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [audio] example - Raw audio streaming
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.6, last time updated with raylib 4.2
|
||||||
|
*
|
||||||
|
* Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
|
||||||
|
*
|
||||||
|
* Example 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) 2015-2023 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include <stdlib.h> // Required for: malloc(), free()
|
||||||
|
#include <math.h> // Required for: sinf()
|
||||||
|
#include <string.h> // Required for: memcpy()
|
||||||
|
|
||||||
|
#define MAX_SAMPLES 512
|
||||||
|
#define MAX_SAMPLES_PER_UPDATE 4096
|
||||||
|
|
||||||
|
// Cycles per second (hz)
|
||||||
|
float frequency = 440.0f;
|
||||||
|
|
||||||
|
// Audio frequency, for smoothing
|
||||||
|
float audioFrequency = 440.0f;
|
||||||
|
|
||||||
|
// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
|
||||||
|
float oldFrequency = 1.0f;
|
||||||
|
|
||||||
|
// Index for audio rendering
|
||||||
|
float sineIdx = 0.0f;
|
||||||
|
|
||||||
|
// Audio input processing callback
|
||||||
|
void AudioInputCallback(void *buffer, unsigned int frames)
|
||||||
|
{
|
||||||
|
audioFrequency = frequency + (audioFrequency - frequency)*0.95f;
|
||||||
|
audioFrequency += 1.0f;
|
||||||
|
audioFrequency -= 1.0f;
|
||||||
|
float incr = audioFrequency/44100.0f;
|
||||||
|
short *d = (short *)buffer;
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < frames; i++)
|
||||||
|
{
|
||||||
|
d[i] = (short)(32000.0f*sinf(2*PI*sineIdx));
|
||||||
|
sineIdx += incr;
|
||||||
|
if (sineIdx > 1.0f) sineIdx -= 1.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
|
||||||
|
|
||||||
|
InitAudioDevice(); // Initialize audio device
|
||||||
|
|
||||||
|
SetAudioStreamBufferSizeDefault(MAX_SAMPLES_PER_UPDATE);
|
||||||
|
|
||||||
|
// Init raw audio stream (sample rate: 44100, sample size: 16bit-short, channels: 1-mono)
|
||||||
|
AudioStream stream = LoadAudioStream(44100, 16, 1);
|
||||||
|
|
||||||
|
SetAudioStreamCallback(stream, AudioInputCallback);
|
||||||
|
|
||||||
|
// Buffer for the single cycle waveform we are synthesizing
|
||||||
|
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
|
||||||
|
|
||||||
|
// Frame buffer, describing the waveform when repeated over the course of a frame
|
||||||
|
short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE);
|
||||||
|
|
||||||
|
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
|
||||||
|
|
||||||
|
// Position read in to determine next frequency
|
||||||
|
Vector2 mousePosition = { -100.0f, -100.0f };
|
||||||
|
|
||||||
|
/*
|
||||||
|
// Cycles per second (hz)
|
||||||
|
float frequency = 440.0f;
|
||||||
|
|
||||||
|
// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
|
||||||
|
float oldFrequency = 1.0f;
|
||||||
|
|
||||||
|
// Cursor to read and copy the samples of the sine wave buffer
|
||||||
|
int readCursor = 0;
|
||||||
|
*/
|
||||||
|
|
||||||
|
// Computed size in samples of the sine wave
|
||||||
|
int waveLength = 1;
|
||||||
|
|
||||||
|
Vector2 position = { 0, 0 };
|
||||||
|
|
||||||
|
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Sample mouse input.
|
||||||
|
mousePosition = GetMousePosition();
|
||||||
|
|
||||||
|
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
|
||||||
|
{
|
||||||
|
float fp = (float)(mousePosition.y);
|
||||||
|
frequency = 40.0f + (float)(fp);
|
||||||
|
|
||||||
|
float pan = (float)(mousePosition.x) / (float)screenWidth;
|
||||||
|
SetAudioStreamPan(stream, pan);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rewrite the sine wave
|
||||||
|
// Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
|
||||||
|
if (frequency != oldFrequency)
|
||||||
|
{
|
||||||
|
// Compute wavelength. Limit size in both directions.
|
||||||
|
//int oldWavelength = waveLength;
|
||||||
|
waveLength = (int)(22050/frequency);
|
||||||
|
if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
|
||||||
|
if (waveLength < 1) waveLength = 1;
|
||||||
|
|
||||||
|
// Write sine wave
|
||||||
|
for (int i = 0; i < waveLength*2; i++)
|
||||||
|
{
|
||||||
|
data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
|
||||||
|
}
|
||||||
|
// Make sure the rest of the line is flat
|
||||||
|
for (int j = waveLength*2; j < MAX_SAMPLES; j++)
|
||||||
|
{
|
||||||
|
data[j] = (short)0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Scale read cursor's position to minimize transition artifacts
|
||||||
|
//readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
|
||||||
|
oldFrequency = frequency;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
// Refill audio stream if required
|
||||||
|
if (IsAudioStreamProcessed(stream))
|
||||||
|
{
|
||||||
|
// Synthesize a buffer that is exactly the requested size
|
||||||
|
int writeCursor = 0;
|
||||||
|
|
||||||
|
while (writeCursor < MAX_SAMPLES_PER_UPDATE)
|
||||||
|
{
|
||||||
|
// Start by trying to write the whole chunk at once
|
||||||
|
int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor;
|
||||||
|
|
||||||
|
// Limit to the maximum readable size
|
||||||
|
int readLength = waveLength-readCursor;
|
||||||
|
|
||||||
|
if (writeLength > readLength) writeLength = readLength;
|
||||||
|
|
||||||
|
// Write the slice
|
||||||
|
memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
|
||||||
|
|
||||||
|
// Update cursors and loop audio
|
||||||
|
readCursor = (readCursor + writeLength) % waveLength;
|
||||||
|
|
||||||
|
writeCursor += writeLength;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Copy finished frame to audio stream
|
||||||
|
UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText(TextFormat("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
|
||||||
|
DrawText("click mouse button to change frequency or pan", 10, 10, 20, DARKGRAY);
|
||||||
|
|
||||||
|
// Draw the current buffer state proportionate to the screen
|
||||||
|
for (int i = 0; i < screenWidth; i++)
|
||||||
|
{
|
||||||
|
position.x = (float)i;
|
||||||
|
position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000.0f;
|
||||||
|
|
||||||
|
DrawPixelV(position, RED);
|
||||||
|
}
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
free(data); // Unload sine wave data
|
||||||
|
free(writeBuf); // Unload write buffer
|
||||||
|
|
||||||
|
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
||||||
|
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/audio/audio_raw_stream.png
vendored
Normal file
After Width: | Height: | Size: 16 KiB |
69
external/raylib-4.5.0/examples/audio/audio_sound_loading.c
vendored
Normal file
@ -0,0 +1,69 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [audio] example - Sound loading and playing
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.1, last time updated with raylib 3.5
|
||||||
|
*
|
||||||
|
* Example 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) 2014-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
|
||||||
|
|
||||||
|
InitAudioDevice(); // Initialize audio device
|
||||||
|
|
||||||
|
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
|
||||||
|
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
|
||||||
|
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
|
||||||
|
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadSound(fxWav); // Unload sound data
|
||||||
|
UnloadSound(fxOgg); // Unload sound data
|
||||||
|
|
||||||
|
CloseAudioDevice(); // Close audio device
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/audio/audio_sound_loading.png
vendored
Normal file
After Width: | Height: | Size: 15 KiB |
179
external/raylib-4.5.0/examples/audio/audio_stream_effects.c
vendored
Normal file
@ -0,0 +1,179 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [audio] example - Music stream processing effects
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 4.2, last time updated with raylib 4.2
|
||||||
|
*
|
||||||
|
* Example 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) 2022-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include <stdlib.h> // Required for: NULL
|
||||||
|
|
||||||
|
// Required delay effect variables
|
||||||
|
static float *delayBuffer = NULL;
|
||||||
|
static unsigned int delayBufferSize = 0;
|
||||||
|
static unsigned int delayReadIndex = 2;
|
||||||
|
static unsigned int delayWriteIndex = 0;
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Declaration
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
static void AudioProcessEffectLPF(void *buffer, unsigned int frames); // Audio effect: lowpass filter
|
||||||
|
static void AudioProcessEffectDelay(void *buffer, unsigned int frames); // Audio effect: delay
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream effects");
|
||||||
|
|
||||||
|
InitAudioDevice(); // Initialize audio device
|
||||||
|
|
||||||
|
Music music = LoadMusicStream("resources/country.mp3");
|
||||||
|
|
||||||
|
// Allocate buffer for the delay effect
|
||||||
|
delayBufferSize = 48000*2; // 1 second delay (device sampleRate*channels)
|
||||||
|
delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float));
|
||||||
|
|
||||||
|
PlayMusicStream(music);
|
||||||
|
|
||||||
|
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
|
||||||
|
bool pause = false; // Music playing paused
|
||||||
|
|
||||||
|
bool enableEffectLPF = false; // Enable effect low-pass-filter
|
||||||
|
bool enableEffectDelay = false; // Enable effect delay (1 second)
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateMusicStream(music); // Update music buffer with new stream data
|
||||||
|
|
||||||
|
// Restart music playing (stop and play)
|
||||||
|
if (IsKeyPressed(KEY_SPACE))
|
||||||
|
{
|
||||||
|
StopMusicStream(music);
|
||||||
|
PlayMusicStream(music);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pause/Resume music playing
|
||||||
|
if (IsKeyPressed(KEY_P))
|
||||||
|
{
|
||||||
|
pause = !pause;
|
||||||
|
|
||||||
|
if (pause) PauseMusicStream(music);
|
||||||
|
else ResumeMusicStream(music);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add/Remove effect: lowpass filter
|
||||||
|
if (IsKeyPressed(KEY_F))
|
||||||
|
{
|
||||||
|
enableEffectLPF = !enableEffectLPF;
|
||||||
|
if (enableEffectLPF) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
|
||||||
|
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add/Remove effect: delay
|
||||||
|
if (IsKeyPressed(KEY_D))
|
||||||
|
{
|
||||||
|
enableEffectDelay = !enableEffectDelay;
|
||||||
|
if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
|
||||||
|
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get normalized time played for current music stream
|
||||||
|
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
|
||||||
|
|
||||||
|
if (timePlayed > 1.0f) timePlayed = 1.0f; // Make sure time played is no longer than music
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("MUSIC SHOULD BE PLAYING!", 245, 150, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
DrawRectangle(200, 180, 400, 12, LIGHTGRAY);
|
||||||
|
DrawRectangle(200, 180, (int)(timePlayed*400.0f), 12, MAROON);
|
||||||
|
DrawRectangleLines(200, 180, 400, 12, GRAY);
|
||||||
|
|
||||||
|
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
|
||||||
|
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
|
||||||
|
DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadMusicStream(music); // Unload music stream buffers from RAM
|
||||||
|
|
||||||
|
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||||
|
|
||||||
|
RL_FREE(delayBuffer); // Free delay buffer
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Definition
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Audio effect: lowpass filter
|
||||||
|
static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
|
||||||
|
{
|
||||||
|
static float low[2] = { 0.0f, 0.0f };
|
||||||
|
static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter
|
||||||
|
const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < frames*2; i += 2)
|
||||||
|
{
|
||||||
|
float l = ((float *)buffer)[i], r = ((float *)buffer)[i + 1];
|
||||||
|
low[0] += k * (l - low[0]);
|
||||||
|
low[1] += k * (r - low[1]);
|
||||||
|
((float *)buffer)[i] = low[0];
|
||||||
|
((float *)buffer)[i + 1] = low[1];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Audio effect: delay
|
||||||
|
static void AudioProcessEffectDelay(void *buffer, unsigned int frames)
|
||||||
|
{
|
||||||
|
for (unsigned int i = 0; i < frames*2; i += 2)
|
||||||
|
{
|
||||||
|
float leftDelay = delayBuffer[delayReadIndex++]; // ERROR: Reading buffer -> WHY??? Maybe thread related???
|
||||||
|
float rightDelay = delayBuffer[delayReadIndex++];
|
||||||
|
|
||||||
|
if (delayReadIndex == delayBufferSize) delayReadIndex = 0;
|
||||||
|
|
||||||
|
((float *)buffer)[i] = 0.5f*((float *)buffer)[i] + 0.5f*leftDelay;
|
||||||
|
((float *)buffer)[i + 1] = 0.5f*((float *)buffer)[i + 1] + 0.5f*rightDelay;
|
||||||
|
|
||||||
|
delayBuffer[delayWriteIndex++] = ((float *)buffer)[i];
|
||||||
|
delayBuffer[delayWriteIndex++] = ((float *)buffer)[i + 1];
|
||||||
|
if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0;
|
||||||
|
}
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/audio/audio_stream_effects.png
vendored
Normal file
After Width: | Height: | Size: 16 KiB |
10
external/raylib-4.5.0/examples/audio/resources/LICENSE.md
vendored
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
| resource | author | licence | notes |
|
||||||
|
| :------------------- | :---------: | :------ | :---- |
|
||||||
|
| country.mp3 | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||||
|
| target.ogg | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||||
|
| target.flac | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||||
|
| coin.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||||
|
| sound.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||||
|
| spring.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||||
|
| weird.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||||
|
| mini1111.xm | [tPORt](https://modarchive.org/index.php?request=view_by_moduleid&query=51891) | [Mod Archive Distribution license](https://modarchive.org/index.php?terms-upload) | - |
|
BIN
external/raylib-4.5.0/examples/audio/resources/coin.wav
vendored
Normal file
BIN
external/raylib-4.5.0/examples/audio/resources/country.mp3
vendored
Normal file
BIN
external/raylib-4.5.0/examples/audio/resources/mini1111.xm
vendored
Normal file
BIN
external/raylib-4.5.0/examples/audio/resources/sound.wav
vendored
Normal file
BIN
external/raylib-4.5.0/examples/audio/resources/spring.wav
vendored
Normal file
BIN
external/raylib-4.5.0/examples/audio/resources/target.flac
vendored
Normal file
BIN
external/raylib-4.5.0/examples/audio/resources/target.ogg
vendored
Normal file
BIN
external/raylib-4.5.0/examples/audio/resources/target.qoa
vendored
Normal file
BIN
external/raylib-4.5.0/examples/audio/resources/weird.wav
vendored
Normal file
105
external/raylib-4.5.0/examples/build.zig
vendored
Normal file
@ -0,0 +1,105 @@
|
|||||||
|
const std = @import("std");
|
||||||
|
const builtin = @import("builtin");
|
||||||
|
|
||||||
|
fn add_module(comptime module: []const u8, b: *std.Build, target: std.zig.CrossTarget, optimize: std.builtin.OptimizeMode) !*std.Build.Step {
|
||||||
|
if (target.getOsTag() == .emscripten) {
|
||||||
|
@panic("Emscripten building via Zig unsupported");
|
||||||
|
}
|
||||||
|
|
||||||
|
const all = b.step(module, "All " ++ module ++ " examples");
|
||||||
|
const dir = try std.fs.cwd().openIterableDir(module, .{});
|
||||||
|
var iter = dir.iterate();
|
||||||
|
while (try iter.next()) |entry| {
|
||||||
|
if (entry.kind != .File) continue;
|
||||||
|
const extension_idx = std.mem.lastIndexOf(u8, entry.name, ".c") orelse continue;
|
||||||
|
const name = entry.name[0..extension_idx];
|
||||||
|
const path = try std.fs.path.join(b.allocator, &.{ module, entry.name });
|
||||||
|
|
||||||
|
// zig's mingw headers do not include pthread.h
|
||||||
|
if (std.mem.eql(u8, "core_loading_thread", name) and target.getOsTag() == .windows) continue;
|
||||||
|
|
||||||
|
const exe = b.addExecutable(.{
|
||||||
|
.name = name,
|
||||||
|
.target = target,
|
||||||
|
.optimize = optimize,
|
||||||
|
});
|
||||||
|
exe.addCSourceFile(path, &[_][]const u8{});
|
||||||
|
exe.linkLibC();
|
||||||
|
exe.addObjectFile(switch (target.getOsTag()) {
|
||||||
|
.windows => "../src/raylib.lib",
|
||||||
|
.linux => "../src/libraylib.a",
|
||||||
|
.macos => "../src/libraylib.a",
|
||||||
|
.emscripten => "../src/libraylib.a",
|
||||||
|
else => @panic("Unsupported OS"),
|
||||||
|
});
|
||||||
|
|
||||||
|
exe.addIncludePath("../src");
|
||||||
|
exe.addIncludePath("../src/external");
|
||||||
|
exe.addIncludePath("../src/external/glfw/include");
|
||||||
|
|
||||||
|
switch (target.getOsTag()) {
|
||||||
|
.windows => {
|
||||||
|
exe.linkSystemLibrary("winmm");
|
||||||
|
exe.linkSystemLibrary("gdi32");
|
||||||
|
exe.linkSystemLibrary("opengl32");
|
||||||
|
exe.addIncludePath("external/glfw/deps/mingw");
|
||||||
|
|
||||||
|
exe.defineCMacro("PLATFORM_DESKTOP", null);
|
||||||
|
},
|
||||||
|
.linux => {
|
||||||
|
exe.linkSystemLibrary("GL");
|
||||||
|
exe.linkSystemLibrary("rt");
|
||||||
|
exe.linkSystemLibrary("dl");
|
||||||
|
exe.linkSystemLibrary("m");
|
||||||
|
exe.linkSystemLibrary("X11");
|
||||||
|
|
||||||
|
exe.defineCMacro("PLATFORM_DESKTOP", null);
|
||||||
|
},
|
||||||
|
.macos => {
|
||||||
|
exe.linkFramework("Foundation");
|
||||||
|
exe.linkFramework("Cocoa");
|
||||||
|
exe.linkFramework("OpenGL");
|
||||||
|
exe.linkFramework("CoreAudio");
|
||||||
|
exe.linkFramework("CoreVideo");
|
||||||
|
exe.linkFramework("IOKit");
|
||||||
|
|
||||||
|
exe.defineCMacro("PLATFORM_DESKTOP", null);
|
||||||
|
},
|
||||||
|
else => {
|
||||||
|
@panic("Unsupported OS");
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
exe.setOutputDir(module);
|
||||||
|
|
||||||
|
var run = exe.run();
|
||||||
|
run.step.dependOn(&b.addInstallArtifact(exe).step);
|
||||||
|
run.cwd = module;
|
||||||
|
b.step(name, name).dependOn(&run.step);
|
||||||
|
all.dependOn(&exe.step);
|
||||||
|
}
|
||||||
|
return all;
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn build(b: *std.Build) !void {
|
||||||
|
// Standard target options allows the person running `zig build` to choose
|
||||||
|
// what target to build for. Here we do not override the defaults, which
|
||||||
|
// means any target is allowed, and the default is native. Other options
|
||||||
|
// for restricting supported target set are available.
|
||||||
|
const target = b.standardTargetOptions(.{});
|
||||||
|
// Standard optimization options allow the person running `zig build` to select
|
||||||
|
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
|
||||||
|
// set a preferred release mode, allowing the user to decide how to optimize.
|
||||||
|
const optimize = b.standardOptimizeOption(.{});
|
||||||
|
|
||||||
|
const all = b.getInstallStep();
|
||||||
|
|
||||||
|
all.dependOn(try add_module("audio", b, target, optimize));
|
||||||
|
all.dependOn(try add_module("core", b, target, optimize));
|
||||||
|
all.dependOn(try add_module("models", b, target, optimize));
|
||||||
|
all.dependOn(try add_module("others", b, target, optimize));
|
||||||
|
all.dependOn(try add_module("shaders", b, target, optimize));
|
||||||
|
all.dependOn(try add_module("shapes", b, target, optimize));
|
||||||
|
all.dependOn(try add_module("text", b, target, optimize));
|
||||||
|
all.dependOn(try add_module("textures", b, target, optimize));
|
||||||
|
}
|
136
external/raylib-4.5.0/examples/core/core_2d_camera.c
vendored
Normal file
@ -0,0 +1,136 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - 2d camera
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.5, last time updated with raylib 3.0
|
||||||
|
*
|
||||||
|
* Example 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) 2016-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#define MAX_BUILDINGS 100
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||||
|
|
||||||
|
Rectangle player = { 400, 280, 40, 40 };
|
||||||
|
Rectangle buildings[MAX_BUILDINGS] = { 0 };
|
||||||
|
Color buildColors[MAX_BUILDINGS] = { 0 };
|
||||||
|
|
||||||
|
int spacing = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_BUILDINGS; i++)
|
||||||
|
{
|
||||||
|
buildings[i].width = (float)GetRandomValue(50, 200);
|
||||||
|
buildings[i].height = (float)GetRandomValue(100, 800);
|
||||||
|
buildings[i].y = screenHeight - 130.0f - buildings[i].height;
|
||||||
|
buildings[i].x = -6000.0f + spacing;
|
||||||
|
|
||||||
|
spacing += (int)buildings[i].width;
|
||||||
|
|
||||||
|
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
|
||||||
|
}
|
||||||
|
|
||||||
|
Camera2D camera = { 0 };
|
||||||
|
camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f };
|
||||||
|
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
||||||
|
camera.rotation = 0.0f;
|
||||||
|
camera.zoom = 1.0f;
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Player movement
|
||||||
|
if (IsKeyDown(KEY_RIGHT)) player.x += 2;
|
||||||
|
else if (IsKeyDown(KEY_LEFT)) player.x -= 2;
|
||||||
|
|
||||||
|
// Camera target follows player
|
||||||
|
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||||
|
|
||||||
|
// Camera rotation controls
|
||||||
|
if (IsKeyDown(KEY_A)) camera.rotation--;
|
||||||
|
else if (IsKeyDown(KEY_S)) camera.rotation++;
|
||||||
|
|
||||||
|
// Limit camera rotation to 80 degrees (-40 to 40)
|
||||||
|
if (camera.rotation > 40) camera.rotation = 40;
|
||||||
|
else if (camera.rotation < -40) camera.rotation = -40;
|
||||||
|
|
||||||
|
// Camera zoom controls
|
||||||
|
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
|
||||||
|
|
||||||
|
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
|
||||||
|
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
|
||||||
|
|
||||||
|
// Camera reset (zoom and rotation)
|
||||||
|
if (IsKeyPressed(KEY_R))
|
||||||
|
{
|
||||||
|
camera.zoom = 1.0f;
|
||||||
|
camera.rotation = 0.0f;
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode2D(camera);
|
||||||
|
|
||||||
|
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
|
||||||
|
|
||||||
|
DrawRectangleRec(player, RED);
|
||||||
|
|
||||||
|
DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN);
|
||||||
|
DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN);
|
||||||
|
|
||||||
|
EndMode2D();
|
||||||
|
|
||||||
|
DrawText("SCREEN AREA", 640, 10, 20, RED);
|
||||||
|
|
||||||
|
DrawRectangle(0, 0, screenWidth, 5, RED);
|
||||||
|
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
|
||||||
|
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
|
||||||
|
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
|
||||||
|
|
||||||
|
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
|
||||||
|
DrawRectangleLines( 10, 10, 250, 113, BLUE);
|
||||||
|
|
||||||
|
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
|
||||||
|
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
|
||||||
|
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
|
||||||
|
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
|
||||||
|
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_2d_camera.png
vendored
Normal file
After Width: | Height: | Size: 21 KiB |
105
external/raylib-4.5.0/examples/core/core_2d_camera_mouse_zoom.c
vendored
Normal file
@ -0,0 +1,105 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - 2d camera mouse zoom
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 4.2, last time updated with raylib 4.2
|
||||||
|
*
|
||||||
|
* Example 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) 2022-2023 Jeffery Myers (@JeffM2501)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include "rlgl.h"
|
||||||
|
#include "raymath.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main ()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera mouse zoom");
|
||||||
|
|
||||||
|
Camera2D camera = { 0 };
|
||||||
|
camera.zoom = 1.0f;
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Translate based on mouse right click
|
||||||
|
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
|
||||||
|
{
|
||||||
|
Vector2 delta = GetMouseDelta();
|
||||||
|
delta = Vector2Scale(delta, -1.0f/camera.zoom);
|
||||||
|
|
||||||
|
camera.target = Vector2Add(camera.target, delta);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Zoom based on mouse wheel
|
||||||
|
float wheel = GetMouseWheelMove();
|
||||||
|
if (wheel != 0)
|
||||||
|
{
|
||||||
|
// Get the world point that is under the mouse
|
||||||
|
Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera);
|
||||||
|
|
||||||
|
// Set the offset to where the mouse is
|
||||||
|
camera.offset = GetMousePosition();
|
||||||
|
|
||||||
|
// Set the target to match, so that the camera maps the world space point
|
||||||
|
// under the cursor to the screen space point under the cursor at any zoom
|
||||||
|
camera.target = mouseWorldPos;
|
||||||
|
|
||||||
|
// Zoom increment
|
||||||
|
const float zoomIncrement = 0.125f;
|
||||||
|
|
||||||
|
camera.zoom += (wheel*zoomIncrement);
|
||||||
|
if (camera.zoom < zoomIncrement) camera.zoom = zoomIncrement;
|
||||||
|
}
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
ClearBackground(BLACK);
|
||||||
|
|
||||||
|
BeginMode2D(camera);
|
||||||
|
|
||||||
|
// Draw the 3d grid, rotated 90 degrees and centered around 0,0
|
||||||
|
// just so we have something in the XY plane
|
||||||
|
rlPushMatrix();
|
||||||
|
rlTranslatef(0, 25*50, 0);
|
||||||
|
rlRotatef(90, 1, 0, 0);
|
||||||
|
DrawGrid(100, 50);
|
||||||
|
rlPopMatrix();
|
||||||
|
|
||||||
|
// Draw a reference circle
|
||||||
|
DrawCircle(100, 100, 50, YELLOW);
|
||||||
|
|
||||||
|
EndMode2D();
|
||||||
|
|
||||||
|
DrawText("Mouse right button drag to move, mouse wheel to zoom", 10, 10, 20, WHITE);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_2d_camera_mouse_zoom.png
vendored
Normal file
After Width: | Height: | Size: 16 KiB |
298
external/raylib-4.5.0/examples/core/core_2d_camera_platformer.c
vendored
Normal file
@ -0,0 +1,298 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - 2d camera platformer
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 2.5, last time updated with raylib 3.0
|
||||||
|
*
|
||||||
|
* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* Example 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) 2019-2023 arvyy (@arvyy)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
#include "raymath.h"
|
||||||
|
|
||||||
|
#define G 400
|
||||||
|
#define PLAYER_JUMP_SPD 350.0f
|
||||||
|
#define PLAYER_HOR_SPD 200.0f
|
||||||
|
|
||||||
|
typedef struct Player {
|
||||||
|
Vector2 position;
|
||||||
|
float speed;
|
||||||
|
bool canJump;
|
||||||
|
} Player;
|
||||||
|
|
||||||
|
typedef struct EnvItem {
|
||||||
|
Rectangle rect;
|
||||||
|
int blocking;
|
||||||
|
Color color;
|
||||||
|
} EnvItem;
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Module functions declaration
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
|
||||||
|
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||||
|
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||||
|
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||||
|
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||||
|
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||||
|
|
||||||
|
Player player = { 0 };
|
||||||
|
player.position = (Vector2){ 400, 280 };
|
||||||
|
player.speed = 0;
|
||||||
|
player.canJump = false;
|
||||||
|
EnvItem envItems[] = {
|
||||||
|
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
|
||||||
|
{{ 0, 400, 1000, 200 }, 1, GRAY },
|
||||||
|
{{ 300, 200, 400, 10 }, 1, GRAY },
|
||||||
|
{{ 250, 300, 100, 10 }, 1, GRAY },
|
||||||
|
{{ 650, 300, 100, 10 }, 1, GRAY }
|
||||||
|
};
|
||||||
|
|
||||||
|
int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
|
||||||
|
|
||||||
|
Camera2D camera = { 0 };
|
||||||
|
camera.target = player.position;
|
||||||
|
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
||||||
|
camera.rotation = 0.0f;
|
||||||
|
camera.zoom = 1.0f;
|
||||||
|
|
||||||
|
// Store pointers to the multiple update camera functions
|
||||||
|
void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = {
|
||||||
|
UpdateCameraCenter,
|
||||||
|
UpdateCameraCenterInsideMap,
|
||||||
|
UpdateCameraCenterSmoothFollow,
|
||||||
|
UpdateCameraEvenOutOnLanding,
|
||||||
|
UpdateCameraPlayerBoundsPush
|
||||||
|
};
|
||||||
|
|
||||||
|
int cameraOption = 0;
|
||||||
|
int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
|
||||||
|
|
||||||
|
char *cameraDescriptions[] = {
|
||||||
|
"Follow player center",
|
||||||
|
"Follow player center, but clamp to map edges",
|
||||||
|
"Follow player center; smoothed",
|
||||||
|
"Follow player center horizontally; updateplayer center vertically after landing",
|
||||||
|
"Player push camera on getting too close to screen edge"
|
||||||
|
};
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose())
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
float deltaTime = GetFrameTime();
|
||||||
|
|
||||||
|
UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
|
||||||
|
|
||||||
|
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
|
||||||
|
|
||||||
|
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
|
||||||
|
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_R))
|
||||||
|
{
|
||||||
|
camera.zoom = 1.0f;
|
||||||
|
player.position = (Vector2){ 400, 280 };
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
|
||||||
|
|
||||||
|
// Call update camera function by its pointer
|
||||||
|
cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight);
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(LIGHTGRAY);
|
||||||
|
|
||||||
|
BeginMode2D(camera);
|
||||||
|
|
||||||
|
for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
|
||||||
|
|
||||||
|
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
|
||||||
|
DrawRectangleRec(playerRect, RED);
|
||||||
|
|
||||||
|
EndMode2D();
|
||||||
|
|
||||||
|
DrawText("Controls:", 20, 20, 10, BLACK);
|
||||||
|
DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
|
||||||
|
DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
|
||||||
|
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
|
||||||
|
DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
|
||||||
|
DrawText("Current camera mode:", 20, 120, 10, BLACK);
|
||||||
|
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
|
||||||
|
{
|
||||||
|
if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
|
||||||
|
if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
|
||||||
|
if (IsKeyDown(KEY_SPACE) && player->canJump)
|
||||||
|
{
|
||||||
|
player->speed = -PLAYER_JUMP_SPD;
|
||||||
|
player->canJump = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
int hitObstacle = 0;
|
||||||
|
for (int i = 0; i < envItemsLength; i++)
|
||||||
|
{
|
||||||
|
EnvItem *ei = envItems + i;
|
||||||
|
Vector2 *p = &(player->position);
|
||||||
|
if (ei->blocking &&
|
||||||
|
ei->rect.x <= p->x &&
|
||||||
|
ei->rect.x + ei->rect.width >= p->x &&
|
||||||
|
ei->rect.y >= p->y &&
|
||||||
|
ei->rect.y <= p->y + player->speed*delta)
|
||||||
|
{
|
||||||
|
hitObstacle = 1;
|
||||||
|
player->speed = 0.0f;
|
||||||
|
p->y = ei->rect.y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!hitObstacle)
|
||||||
|
{
|
||||||
|
player->position.y += player->speed*delta;
|
||||||
|
player->speed += G*delta;
|
||||||
|
player->canJump = false;
|
||||||
|
}
|
||||||
|
else player->canJump = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||||
|
{
|
||||||
|
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||||
|
camera->target = player->position;
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||||
|
{
|
||||||
|
camera->target = player->position;
|
||||||
|
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||||
|
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
|
||||||
|
|
||||||
|
for (int i = 0; i < envItemsLength; i++)
|
||||||
|
{
|
||||||
|
EnvItem *ei = envItems + i;
|
||||||
|
minX = fminf(ei->rect.x, minX);
|
||||||
|
maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
|
||||||
|
minY = fminf(ei->rect.y, minY);
|
||||||
|
maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
|
||||||
|
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
|
||||||
|
|
||||||
|
if (max.x < width) camera->offset.x = width - (max.x - width/2);
|
||||||
|
if (max.y < height) camera->offset.y = height - (max.y - height/2);
|
||||||
|
if (min.x > 0) camera->offset.x = width/2 - min.x;
|
||||||
|
if (min.y > 0) camera->offset.y = height/2 - min.y;
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||||
|
{
|
||||||
|
static float minSpeed = 30;
|
||||||
|
static float minEffectLength = 10;
|
||||||
|
static float fractionSpeed = 0.8f;
|
||||||
|
|
||||||
|
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||||
|
Vector2 diff = Vector2Subtract(player->position, camera->target);
|
||||||
|
float length = Vector2Length(diff);
|
||||||
|
|
||||||
|
if (length > minEffectLength)
|
||||||
|
{
|
||||||
|
float speed = fmaxf(fractionSpeed*length, minSpeed);
|
||||||
|
camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||||
|
{
|
||||||
|
static float evenOutSpeed = 700;
|
||||||
|
static int eveningOut = false;
|
||||||
|
static float evenOutTarget;
|
||||||
|
|
||||||
|
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||||
|
camera->target.x = player->position.x;
|
||||||
|
|
||||||
|
if (eveningOut)
|
||||||
|
{
|
||||||
|
if (evenOutTarget > camera->target.y)
|
||||||
|
{
|
||||||
|
camera->target.y += evenOutSpeed*delta;
|
||||||
|
|
||||||
|
if (camera->target.y > evenOutTarget)
|
||||||
|
{
|
||||||
|
camera->target.y = evenOutTarget;
|
||||||
|
eveningOut = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
camera->target.y -= evenOutSpeed*delta;
|
||||||
|
|
||||||
|
if (camera->target.y < evenOutTarget)
|
||||||
|
{
|
||||||
|
camera->target.y = evenOutTarget;
|
||||||
|
eveningOut = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
|
||||||
|
{
|
||||||
|
eveningOut = 1;
|
||||||
|
evenOutTarget = player->position.y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||||
|
{
|
||||||
|
static Vector2 bbox = { 0.2f, 0.2f };
|
||||||
|
|
||||||
|
Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
|
||||||
|
Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
|
||||||
|
camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
|
||||||
|
|
||||||
|
if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
|
||||||
|
if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
|
||||||
|
if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x);
|
||||||
|
if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y);
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_2d_camera_platformer.png
vendored
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
external/raylib-4.5.0/examples/core/core_2d_camera_smooth_pixelperfect.png
vendored
Normal file
After Width: | Height: | Size: 16 KiB |
206
external/raylib-4.5.0/examples/core/core_3d_camera_first_person.c
vendored
Normal file
@ -0,0 +1,206 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - 3d camera first person
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.3, last time updated with raylib 1.3
|
||||||
|
*
|
||||||
|
* Example 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) 2015-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
#include "rcamera.h"
|
||||||
|
|
||||||
|
#define MAX_COLUMNS 20
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world (position, target, up vector)
|
||||||
|
Camera camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 0.0f, 2.0f, 4.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 60.0f; // Camera field-of-view Y
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
|
int cameraMode = CAMERA_FIRST_PERSON;
|
||||||
|
|
||||||
|
// Generates some random columns
|
||||||
|
float heights[MAX_COLUMNS] = { 0 };
|
||||||
|
Vector3 positions[MAX_COLUMNS] = { 0 };
|
||||||
|
Color colors[MAX_COLUMNS] = { 0 };
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_COLUMNS; i++)
|
||||||
|
{
|
||||||
|
heights[i] = (float)GetRandomValue(1, 12);
|
||||||
|
positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i]/2.0f, (float)GetRandomValue(-15, 15) };
|
||||||
|
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
||||||
|
}
|
||||||
|
|
||||||
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Switch camera mode
|
||||||
|
if (IsKeyPressed(KEY_ONE))
|
||||||
|
{
|
||||||
|
cameraMode = CAMERA_FREE;
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_TWO))
|
||||||
|
{
|
||||||
|
cameraMode = CAMERA_FIRST_PERSON;
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_THREE))
|
||||||
|
{
|
||||||
|
cameraMode = CAMERA_THIRD_PERSON;
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_FOUR))
|
||||||
|
{
|
||||||
|
cameraMode = CAMERA_ORBITAL;
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
|
||||||
|
}
|
||||||
|
|
||||||
|
// Switch camera projection
|
||||||
|
if (IsKeyPressed(KEY_P))
|
||||||
|
{
|
||||||
|
if (camera.projection == CAMERA_PERSPECTIVE)
|
||||||
|
{
|
||||||
|
// Create isometric view
|
||||||
|
cameraMode = CAMERA_THIRD_PERSON;
|
||||||
|
// Note: The target distance is related to the render distance in the orthographic projection
|
||||||
|
camera.position = (Vector3){ 0.0f, 2.0f, -100.0f };
|
||||||
|
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
|
camera.projection = CAMERA_ORTHOGRAPHIC;
|
||||||
|
camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
|
||||||
|
CameraYaw(&camera, -135 * DEG2RAD, true);
|
||||||
|
CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
|
||||||
|
}
|
||||||
|
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
|
||||||
|
{
|
||||||
|
// Reset to default view
|
||||||
|
cameraMode = CAMERA_THIRD_PERSON;
|
||||||
|
camera.position = (Vector3){ 0.0f, 2.0f, 10.0f };
|
||||||
|
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
camera.fovy = 60.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update camera computes movement internally depending on the camera mode
|
||||||
|
// Some default standard keyboard/mouse inputs are hardcoded to simplify use
|
||||||
|
// For advance camera controls, it's reecommended to compute camera movement manually
|
||||||
|
UpdateCamera(&camera, cameraMode); // Update camera
|
||||||
|
|
||||||
|
/*
|
||||||
|
// Camera PRO usage example (EXPERIMENTAL)
|
||||||
|
// This new camera function allows custom movement/rotation values to be directly provided
|
||||||
|
// as input parameters, with this approach, rcamera module is internally independent of raylib inputs
|
||||||
|
UpdateCameraPro(&camera,
|
||||||
|
(Vector3){
|
||||||
|
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
|
||||||
|
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
|
||||||
|
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
|
||||||
|
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
|
||||||
|
0.0f // Move up-down
|
||||||
|
},
|
||||||
|
(Vector3){
|
||||||
|
GetMouseDelta().x*0.05f, // Rotation: yaw
|
||||||
|
GetMouseDelta().y*0.05f, // Rotation: pitch
|
||||||
|
0.0f // Rotation: roll
|
||||||
|
},
|
||||||
|
GetMouseWheelMove()*2.0f); // Move to target (zoom)
|
||||||
|
*/
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
|
||||||
|
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
|
||||||
|
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
|
||||||
|
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
|
||||||
|
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
|
||||||
|
|
||||||
|
// Draw some cubes around
|
||||||
|
for (int i = 0; i < MAX_COLUMNS; i++)
|
||||||
|
{
|
||||||
|
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
|
||||||
|
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw player cube
|
||||||
|
if (cameraMode == CAMERA_THIRD_PERSON)
|
||||||
|
{
|
||||||
|
DrawCube(camera.target, 0.5f, 0.5f, 0.5f, PURPLE);
|
||||||
|
DrawCubeWires(camera.target, 0.5f, 0.5f, 0.5f, DARKPURPLE);
|
||||||
|
}
|
||||||
|
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
// Draw info boxes
|
||||||
|
DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
|
||||||
|
DrawRectangleLines(5, 5, 330, 100, BLUE);
|
||||||
|
|
||||||
|
DrawText("Camera controls:", 15, 15, 10, BLACK);
|
||||||
|
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
|
||||||
|
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
|
||||||
|
DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, BLACK);
|
||||||
|
DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, BLACK);
|
||||||
|
DrawText("- Camera projection key: P", 15, 90, 10, BLACK);
|
||||||
|
|
||||||
|
DrawRectangle(600, 5, 195, 100, Fade(SKYBLUE, 0.5f));
|
||||||
|
DrawRectangleLines(600, 5, 195, 100, BLUE);
|
||||||
|
|
||||||
|
DrawText("Camera status:", 610, 15, 10, BLACK);
|
||||||
|
DrawText(TextFormat("- Mode: %s", (cameraMode == CAMERA_FREE) ? "FREE" :
|
||||||
|
(cameraMode == CAMERA_FIRST_PERSON) ? "FIRST_PERSON" :
|
||||||
|
(cameraMode == CAMERA_THIRD_PERSON) ? "THIRD_PERSON" :
|
||||||
|
(cameraMode == CAMERA_ORBITAL) ? "ORBITAL" : "CUSTOM"), 610, 30, 10, BLACK);
|
||||||
|
DrawText(TextFormat("- Projection: %s", (camera.projection == CAMERA_PERSPECTIVE) ? "PERSPECTIVE" :
|
||||||
|
(camera.projection == CAMERA_ORTHOGRAPHIC) ? "ORTHOGRAPHIC" : "CUSTOM"), 610, 45, 10, BLACK);
|
||||||
|
DrawText(TextFormat("- Position: (%06.3f, %06.3f, %06.3f)", camera.position.x, camera.position.y, camera.position.z), 610, 60, 10, BLACK);
|
||||||
|
DrawText(TextFormat("- Target: (%06.3f, %06.3f, %06.3f)", camera.target.x, camera.target.y, camera.target.z), 610, 75, 10, BLACK);
|
||||||
|
DrawText(TextFormat("- Up: (%06.3f, %06.3f, %06.3f)", camera.up.x, camera.up.y, camera.up.z), 610, 90, 10, BLACK);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_3d_camera_first_person.png
vendored
Normal file
After Width: | Height: | Size: 17 KiB |
88
external/raylib-4.5.0/examples/core/core_3d_camera_free.c
vendored
Normal file
@ -0,0 +1,88 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Initialize 3d camera free
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.3, last time updated with raylib 1.3
|
||||||
|
*
|
||||||
|
* Example 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) 2015-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera3D camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateCamera(&camera, CAMERA_FREE);
|
||||||
|
|
||||||
|
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
|
||||||
|
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||||
|
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
|
||||||
|
DrawRectangleLines( 10, 10, 320, 133, BLUE);
|
||||||
|
|
||||||
|
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
|
||||||
|
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
|
||||||
|
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
|
||||||
|
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
|
||||||
|
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
|
||||||
|
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_3d_camera_free.png
vendored
Normal file
After Width: | Height: | Size: 25 KiB |
78
external/raylib-4.5.0/examples/core/core_3d_camera_mode.c
vendored
Normal file
@ -0,0 +1,78 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Initialize 3d camera mode
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.0, last time updated with raylib 1.0
|
||||||
|
*
|
||||||
|
* Example 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) 2014-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera3D camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
|
|
||||||
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// TODO: Update your variables here
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
|
||||||
|
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||||
|
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_3d_camera_mode.png
vendored
Normal file
After Width: | Height: | Size: 8.3 KiB |
118
external/raylib-4.5.0/examples/core/core_3d_picking.c
vendored
Normal file
@ -0,0 +1,118 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Picking in 3d mode
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.3, last time updated with raylib 4.0
|
||||||
|
*
|
||||||
|
* Example 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) 2015-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
|
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||||
|
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||||
|
|
||||||
|
Ray ray = { 0 }; // Picking line ray
|
||||||
|
RayCollision collision = { 0 }; // Ray collision hit info
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||||
|
|
||||||
|
// Toggle camera controls
|
||||||
|
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
|
||||||
|
{
|
||||||
|
if (IsCursorHidden()) EnableCursor();
|
||||||
|
else DisableCursor();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||||
|
{
|
||||||
|
if (!collision.hit)
|
||||||
|
{
|
||||||
|
ray = GetMouseRay(GetMousePosition(), camera);
|
||||||
|
|
||||||
|
// Check collision between ray and box
|
||||||
|
collision = GetRayCollisionBox(ray,
|
||||||
|
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
||||||
|
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
|
||||||
|
}
|
||||||
|
else collision.hit = false;
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
|
||||||
|
if (collision.hit)
|
||||||
|
{
|
||||||
|
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
|
||||||
|
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
|
||||||
|
|
||||||
|
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
|
||||||
|
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawRay(ray, MAROON);
|
||||||
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY);
|
||||||
|
|
||||||
|
if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
|
||||||
|
|
||||||
|
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_3d_picking.png
vendored
Normal file
After Width: | Height: | Size: 24 KiB |
152
external/raylib-4.5.0/examples/core/core_basic_screen_manager.c
vendored
Normal file
@ -0,0 +1,152 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] examples - basic screen manager
|
||||||
|
*
|
||||||
|
* NOTE: This example illustrates a very simple screen manager based on a states machines
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 4.0, last time updated with raylib 4.0
|
||||||
|
*
|
||||||
|
* Example 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) 2021-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
// Types and Structures Definition
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");
|
||||||
|
|
||||||
|
GameScreen currentScreen = LOGO;
|
||||||
|
|
||||||
|
// TODO: Initialize all required variables and load all required data here!
|
||||||
|
|
||||||
|
int framesCounter = 0; // Useful to count frames
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set desired framerate (frames-per-second)
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
switch(currentScreen)
|
||||||
|
{
|
||||||
|
case LOGO:
|
||||||
|
{
|
||||||
|
// TODO: Update LOGO screen variables here!
|
||||||
|
|
||||||
|
framesCounter++; // Count frames
|
||||||
|
|
||||||
|
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
|
||||||
|
if (framesCounter > 120)
|
||||||
|
{
|
||||||
|
currentScreen = TITLE;
|
||||||
|
}
|
||||||
|
} break;
|
||||||
|
case TITLE:
|
||||||
|
{
|
||||||
|
// TODO: Update TITLE screen variables here!
|
||||||
|
|
||||||
|
// Press enter to change to GAMEPLAY screen
|
||||||
|
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
|
||||||
|
{
|
||||||
|
currentScreen = GAMEPLAY;
|
||||||
|
}
|
||||||
|
} break;
|
||||||
|
case GAMEPLAY:
|
||||||
|
{
|
||||||
|
// TODO: Update GAMEPLAY screen variables here!
|
||||||
|
|
||||||
|
// Press enter to change to ENDING screen
|
||||||
|
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
|
||||||
|
{
|
||||||
|
currentScreen = ENDING;
|
||||||
|
}
|
||||||
|
} break;
|
||||||
|
case ENDING:
|
||||||
|
{
|
||||||
|
// TODO: Update ENDING screen variables here!
|
||||||
|
|
||||||
|
// Press enter to return to TITLE screen
|
||||||
|
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
|
||||||
|
|
||||||
|
} break;
|
||||||
|
case TITLE:
|
||||||
|
{
|
||||||
|
// TODO: Draw TITLE screen here!
|
||||||
|
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
|
||||||
|
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
|
||||||
|
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 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("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 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("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
|
||||||
|
|
||||||
|
} break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// TODO: Unload all loaded data (textures, fonts, audio) here!
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_basic_screen_manager.png
vendored
Normal file
After Width: | Height: | Size: 15 KiB |
67
external/raylib-4.5.0/examples/core/core_basic_window.c
vendored
Normal file
@ -0,0 +1,67 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Basic window
|
||||||
|
*
|
||||||
|
* Welcome to raylib!
|
||||||
|
*
|
||||||
|
* To test examples, just press F6 and execute raylib_compile_execute script
|
||||||
|
* Note that compiled executable is placed in the same folder as .c file
|
||||||
|
*
|
||||||
|
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||||
|
* raylib official webpage: www.raylib.com
|
||||||
|
*
|
||||||
|
* Enjoy using raylib. :)
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.0, last time updated with raylib 1.0
|
||||||
|
*
|
||||||
|
* Example 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) 2013-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// TODO: Update your variables here
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_basic_window.png
vendored
Normal file
After Width: | Height: | Size: 10 KiB |
87
external/raylib-4.5.0/examples/core/core_basic_window_web.c
vendored
Normal file
@ -0,0 +1,87 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Basic window (adapted for HTML5 platform)
|
||||||
|
*
|
||||||
|
* NOTE: This example is prepared to compile for PLATFORM_WEB, PLATFORM_DESKTOP and PLATFORM_RPI
|
||||||
|
* As you will notice, code structure is slightly diferent to the other examples...
|
||||||
|
* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.3, last time updated with raylib 1.3
|
||||||
|
*
|
||||||
|
* Example 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) 2015-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
//#define PLATFORM_WEB
|
||||||
|
|
||||||
|
#if defined(PLATFORM_WEB)
|
||||||
|
#include <emscripten/emscripten.h>
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Global Variables Definition
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Module functions declaration
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
void UpdateDrawFrame(void); // Update and Draw one frame
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||||
|
|
||||||
|
#if defined(PLATFORM_WEB)
|
||||||
|
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||||
|
#else
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
UpdateDrawFrame();
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Module Functions Definition
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
void UpdateDrawFrame(void)
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// TODO: Update your variables here
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
130
external/raylib-4.5.0/examples/core/core_custom_frame_control.c
vendored
Normal file
@ -0,0 +1,130 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - custom frame control
|
||||||
|
*
|
||||||
|
* NOTE: WARNING: This is an example for advance users willing to have full control over
|
||||||
|
* the frame processes. By default, EndDrawing() calls the following processes:
|
||||||
|
* 1. Draw remaining batch data: rlDrawRenderBatchActive()
|
||||||
|
* 2. SwapScreenBuffer()
|
||||||
|
* 3. Frame time control: WaitTime()
|
||||||
|
* 4. PollInputEvents()
|
||||||
|
*
|
||||||
|
* To avoid steps 2, 3 and 4, flag SUPPORT_CUSTOM_FRAME_CONTROL can be enabled in
|
||||||
|
* config.h (it requires recompiling raylib). This way those steps are up to the user.
|
||||||
|
*
|
||||||
|
* Note that enabling this flag invalidates some functions:
|
||||||
|
* - GetFrameTime()
|
||||||
|
* - SetTargetFPS()
|
||||||
|
* - GetFPS()
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 4.0, last time updated with raylib 4.0
|
||||||
|
*
|
||||||
|
* Example 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) 2021-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
|
||||||
|
|
||||||
|
// Custom timming variables
|
||||||
|
double previousTime = GetTime(); // Previous time measure
|
||||||
|
double currentTime = 0.0; // Current time measure
|
||||||
|
double updateDrawTime = 0.0; // Update + Draw time
|
||||||
|
double waitTime = 0.0; // Wait time (if target fps required)
|
||||||
|
float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time)
|
||||||
|
|
||||||
|
float timeCounter = 0.0f; // Accumulative time counter (seconds)
|
||||||
|
float position = 0.0f; // Circle position
|
||||||
|
bool pause = false; // Pause control flag
|
||||||
|
|
||||||
|
int targetFPS = 60; // Our initial target fps
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_UP)) targetFPS += 20;
|
||||||
|
else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20;
|
||||||
|
|
||||||
|
if (targetFPS < 0) targetFPS = 0;
|
||||||
|
|
||||||
|
if (!pause)
|
||||||
|
{
|
||||||
|
position += 200*deltaTime; // We move at 200 pixels per second
|
||||||
|
if (position >= GetScreenWidth()) position = 0;
|
||||||
|
timeCounter += deltaTime; // We count time (seconds)
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
|
||||||
|
|
||||||
|
DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
|
||||||
|
|
||||||
|
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
|
||||||
|
DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
|
||||||
|
|
||||||
|
DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
|
||||||
|
DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
|
||||||
|
DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY);
|
||||||
|
DrawText(TextFormat("TARGET FPS: %i", targetFPS), GetScreenWidth() - 220, 10, 20, LIME);
|
||||||
|
DrawText(TextFormat("CURRENT FPS: %i", (int)(1.0f/deltaTime)), GetScreenWidth() - 220, 40, 20, GREEN);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
|
||||||
|
// NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
|
||||||
|
// Events polling, screen buffer swap and frame time control must be managed by the user
|
||||||
|
|
||||||
|
SwapScreenBuffer(); // Flip the back buffer to screen (front buffer)
|
||||||
|
|
||||||
|
currentTime = GetTime();
|
||||||
|
updateDrawTime = currentTime - previousTime;
|
||||||
|
|
||||||
|
if (targetFPS > 0) // We want a fixed frame rate
|
||||||
|
{
|
||||||
|
waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
|
||||||
|
if (waitTime > 0.0)
|
||||||
|
{
|
||||||
|
WaitTime((float)waitTime);
|
||||||
|
currentTime = GetTime();
|
||||||
|
deltaTime = (float)(currentTime - previousTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else deltaTime = (float)updateDrawTime; // Framerate could be variable
|
||||||
|
|
||||||
|
previousTime = currentTime;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_custom_frame_control.png
vendored
Normal file
After Width: | Height: | Size: 17 KiB |
88
external/raylib-4.5.0/examples/core/core_custom_logging.c
vendored
Normal file
@ -0,0 +1,88 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Custom logging
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||||
|
*
|
||||||
|
* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* Example 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) 2018-2023 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include <stdio.h> // Required for: fopen(), fclose(), fputc(), fwrite(), printf(), fprintf(), funopen()
|
||||||
|
#include <time.h> // Required for: time_t, tm, time(), localtime(), strftime()
|
||||||
|
|
||||||
|
// Custom logging function
|
||||||
|
void CustomLog(int msgType, const char *text, va_list args)
|
||||||
|
{
|
||||||
|
char timeStr[64] = { 0 };
|
||||||
|
time_t now = time(NULL);
|
||||||
|
struct tm *tm_info = localtime(&now);
|
||||||
|
|
||||||
|
strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
|
||||||
|
printf("[%s] ", timeStr);
|
||||||
|
|
||||||
|
switch (msgType)
|
||||||
|
{
|
||||||
|
case LOG_INFO: printf("[INFO] : "); break;
|
||||||
|
case LOG_ERROR: printf("[ERROR]: "); break;
|
||||||
|
case LOG_WARNING: printf("[WARN] : "); break;
|
||||||
|
case LOG_DEBUG: printf("[DEBUG]: "); break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
|
||||||
|
vprintf(text, args);
|
||||||
|
printf("\n");
|
||||||
|
}
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
// Set custom logger
|
||||||
|
SetTraceLogCallback(CustomLog);
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// TODO: Update your variables here
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_custom_logging.png
vendored
Normal file
After Width: | Height: | Size: 15 KiB |
106
external/raylib-4.5.0/examples/core/core_drop_files.c
vendored
Normal file
@ -0,0 +1,106 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Windows drop files
|
||||||
|
*
|
||||||
|
* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.3, last time updated with raylib 4.2
|
||||||
|
*
|
||||||
|
* Example 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) 2015-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include <stdlib.h> // Required for: calloc(), free()
|
||||||
|
|
||||||
|
#define MAX_FILEPATH_RECORDED 4096
|
||||||
|
#define MAX_FILEPATH_SIZE 2048
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
|
||||||
|
|
||||||
|
int filePathCounter = 0;
|
||||||
|
char *filePaths[MAX_FILEPATH_RECORDED] = { 0 }; // We will register a maximum of filepaths
|
||||||
|
|
||||||
|
// Allocate space for the required file paths
|
||||||
|
for (int i = 0; i < MAX_FILEPATH_RECORDED; i++)
|
||||||
|
{
|
||||||
|
filePaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_SIZE, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsFileDropped())
|
||||||
|
{
|
||||||
|
FilePathList droppedFiles = LoadDroppedFiles();
|
||||||
|
|
||||||
|
for (int i = 0, offset = filePathCounter; i < droppedFiles.count; i++)
|
||||||
|
{
|
||||||
|
if (filePathCounter < (MAX_FILEPATH_RECORDED - 1))
|
||||||
|
{
|
||||||
|
TextCopy(filePaths[offset + i], droppedFiles.paths[i]);
|
||||||
|
filePathCounter++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
if (filePathCounter == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < filePathCounter; i++)
|
||||||
|
{
|
||||||
|
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
|
||||||
|
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
|
||||||
|
|
||||||
|
DrawText(filePaths[i], 120, 100 + 40*i, 10, GRAY);
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawText("Drop new files...", 100, 110 + 40*filePathCounter, 20, DARKGRAY);
|
||||||
|
}
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
for (int i = 0; i < MAX_FILEPATH_RECORDED; i++)
|
||||||
|
{
|
||||||
|
RL_FREE(filePaths[i]); // Free allocated memory for all filepaths
|
||||||
|
}
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_drop_files.png
vendored
Normal file
After Width: | Height: | Size: 4.6 KiB |
200
external/raylib-4.5.0/examples/core/core_input_gamepad.c
vendored
Normal file
@ -0,0 +1,200 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Gamepad input
|
||||||
|
*
|
||||||
|
* NOTE: This example requires a Gamepad connected to the system
|
||||||
|
* raylib is configured to work with the following gamepads:
|
||||||
|
* - Xbox 360 Controller (Xbox 360, Xbox One)
|
||||||
|
* - PLAYSTATION(R)3 Controller
|
||||||
|
* Check raylib.h for buttons configuration
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.1, last time updated with raylib 4.2
|
||||||
|
*
|
||||||
|
* Example 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) 2013-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
// NOTE: Gamepad name ID depends on drivers and OS
|
||||||
|
#define XBOX360_LEGACY_NAME_ID "Xbox Controller"
|
||||||
|
#if defined(PLATFORM_RPI)
|
||||||
|
#define XBOX360_NAME_ID "Microsoft X-Box 360 pad"
|
||||||
|
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
|
||||||
|
#else
|
||||||
|
#define XBOX360_NAME_ID "Xbox 360 Controller"
|
||||||
|
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
|
||||||
|
|
||||||
|
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
|
||||||
|
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// ...
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
if (IsGamepadAvailable(0))
|
||||||
|
{
|
||||||
|
DrawText(TextFormat("GP1: %s", GetGamepadName(0)), 10, 10, 10, BLACK);
|
||||||
|
|
||||||
|
if (TextIsEqual(GetGamepadName(0), XBOX360_NAME_ID) || TextIsEqual(GetGamepadName(0), XBOX360_LEGACY_NAME_ID))
|
||||||
|
{
|
||||||
|
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
|
||||||
|
|
||||||
|
// Draw buttons: xbox home
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
|
||||||
|
|
||||||
|
// Draw buttons: basic
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
|
||||||
|
|
||||||
|
// Draw buttons: d-pad
|
||||||
|
DrawRectangle(317, 202, 19, 71, BLACK);
|
||||||
|
DrawRectangle(293, 228, 69, 19, BLACK);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
|
||||||
|
|
||||||
|
// Draw buttons: left-right back
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
|
||||||
|
|
||||||
|
// Draw axis: left joystick
|
||||||
|
DrawCircle(259, 152, 39, BLACK);
|
||||||
|
DrawCircle(259, 152, 34, LIGHTGRAY);
|
||||||
|
DrawCircle(259 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
|
||||||
|
152 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||||
|
|
||||||
|
// Draw axis: right joystick
|
||||||
|
DrawCircle(461, 237, 38, BLACK);
|
||||||
|
DrawCircle(461, 237, 33, LIGHTGRAY);
|
||||||
|
DrawCircle(461 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||||
|
237 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||||
|
|
||||||
|
// Draw axis: left-right triggers
|
||||||
|
DrawRectangle(170, 30, 15, 70, GRAY);
|
||||||
|
DrawRectangle(604, 30, 15, 70, GRAY);
|
||||||
|
DrawRectangle(170, 30, 15, (int)(((1 + GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
|
||||||
|
DrawRectangle(604, 30, 15, (int)(((1 + GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
|
||||||
|
|
||||||
|
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
|
||||||
|
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
||||||
|
}
|
||||||
|
else if (TextIsEqual(GetGamepadName(0), PS3_NAME_ID))
|
||||||
|
{
|
||||||
|
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
|
||||||
|
|
||||||
|
// Draw buttons: ps
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
|
||||||
|
|
||||||
|
// Draw buttons: basic
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK);
|
||||||
|
|
||||||
|
// Draw buttons: d-pad
|
||||||
|
DrawRectangle(225, 132, 24, 84, BLACK);
|
||||||
|
DrawRectangle(195, 161, 84, 25, BLACK);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
|
||||||
|
|
||||||
|
// Draw buttons: left-right back buttons
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
|
||||||
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
|
||||||
|
|
||||||
|
// Draw axis: left joystick
|
||||||
|
DrawCircle(319, 255, 35, BLACK);
|
||||||
|
DrawCircle(319, 255, 31, LIGHTGRAY);
|
||||||
|
DrawCircle(319 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 20),
|
||||||
|
255 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * 20), 25, BLACK);
|
||||||
|
|
||||||
|
// Draw axis: right joystick
|
||||||
|
DrawCircle(475, 255, 35, BLACK);
|
||||||
|
DrawCircle(475, 255, 31, LIGHTGRAY);
|
||||||
|
DrawCircle(475 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X) * 20),
|
||||||
|
255 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y) * 20), 25, BLACK);
|
||||||
|
|
||||||
|
// Draw axis: left-right triggers
|
||||||
|
DrawRectangle(169, 48, 15, 70, GRAY);
|
||||||
|
DrawRectangle(611, 48, 15, 70, GRAY);
|
||||||
|
DrawRectangle(169, 48, 15, (int)(((1 - GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
|
||||||
|
DrawRectangle(611, 48, 15, (int)(((1 - GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
|
||||||
|
|
||||||
|
// TODO: Draw generic gamepad
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(0)), 10, 50, 10, MAROON);
|
||||||
|
|
||||||
|
for (int i = 0; i < GetGamepadAxisCount(0); i++)
|
||||||
|
{
|
||||||
|
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(0, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||||
|
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
|
||||||
|
|
||||||
|
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
|
||||||
|
}
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadTexture(texPs3Pad);
|
||||||
|
UnloadTexture(texXboxPad);
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_input_gamepad.png
vendored
Normal file
After Width: | Height: | Size: 37 KiB |
119
external/raylib-4.5.0/examples/core/core_input_gestures.c
vendored
Normal file
@ -0,0 +1,119 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Input Gestures Detection
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.4, last time updated with raylib 4.2
|
||||||
|
*
|
||||||
|
* Example 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) 2016-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#define MAX_GESTURE_STRINGS 20
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
|
||||||
|
|
||||||
|
Vector2 touchPosition = { 0, 0 };
|
||||||
|
Rectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f };
|
||||||
|
|
||||||
|
int gesturesCount = 0;
|
||||||
|
char gestureStrings[MAX_GESTURE_STRINGS][32];
|
||||||
|
|
||||||
|
int currentGesture = GESTURE_NONE;
|
||||||
|
int lastGesture = GESTURE_NONE;
|
||||||
|
|
||||||
|
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
lastGesture = currentGesture;
|
||||||
|
currentGesture = GetGestureDetected();
|
||||||
|
touchPosition = GetTouchPosition(0);
|
||||||
|
|
||||||
|
if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE))
|
||||||
|
{
|
||||||
|
if (currentGesture != lastGesture)
|
||||||
|
{
|
||||||
|
// Store gesture string
|
||||||
|
switch (currentGesture)
|
||||||
|
{
|
||||||
|
case GESTURE_TAP: TextCopy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
|
||||||
|
case GESTURE_DOUBLETAP: TextCopy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
|
||||||
|
case GESTURE_HOLD: TextCopy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
|
||||||
|
case GESTURE_DRAG: TextCopy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
|
||||||
|
case GESTURE_SWIPE_RIGHT: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
|
||||||
|
case GESTURE_SWIPE_LEFT: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
|
||||||
|
case GESTURE_SWIPE_UP: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
|
||||||
|
case GESTURE_SWIPE_DOWN: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
|
||||||
|
case GESTURE_PINCH_IN: TextCopy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
|
||||||
|
case GESTURE_PINCH_OUT: TextCopy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
|
||||||
|
gesturesCount++;
|
||||||
|
|
||||||
|
// Reset gestures strings
|
||||||
|
if (gesturesCount >= MAX_GESTURE_STRINGS)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) TextCopy(gestureStrings[i], "\0");
|
||||||
|
|
||||||
|
gesturesCount = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawRectangleRec(touchArea, GRAY);
|
||||||
|
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
|
||||||
|
|
||||||
|
for (int i = 0; i < gesturesCount; i++)
|
||||||
|
{
|
||||||
|
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
|
||||||
|
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
|
||||||
|
|
||||||
|
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
|
||||||
|
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
|
||||||
|
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
|
||||||
|
|
||||||
|
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_input_gestures.png
vendored
Normal file
After Width: | Height: | Size: 19 KiB |
64
external/raylib-4.5.0/examples/core/core_input_keys.c
vendored
Normal file
@ -0,0 +1,64 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Keyboard input
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.0, last time updated with raylib 1.0
|
||||||
|
*
|
||||||
|
* Example 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) 2014-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
|
||||||
|
|
||||||
|
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f;
|
||||||
|
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f;
|
||||||
|
if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f;
|
||||||
|
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
|
||||||
|
|
||||||
|
DrawCircleV(ballPosition, 50, MAROON);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_input_keys.png
vendored
Normal file
After Width: | Height: | Size: 10 KiB |
70
external/raylib-4.5.0/examples/core/core_input_mouse.c
vendored
Normal file
@ -0,0 +1,70 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Mouse input
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 1.0, last time updated with raylib 4.0
|
||||||
|
*
|
||||||
|
* Example 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) 2014-2023 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
|
||||||
|
|
||||||
|
Vector2 ballPosition = { -100.0f, -100.0f };
|
||||||
|
Color ballColor = DARKBLUE;
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//---------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
ballPosition = GetMousePosition();
|
||||||
|
|
||||||
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
|
||||||
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
|
||||||
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
|
||||||
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_SIDE)) ballColor = PURPLE;
|
||||||
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_EXTRA)) ballColor = YELLOW;
|
||||||
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_FORWARD)) ballColor = ORANGE;
|
||||||
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_BACK)) ballColor = BEIGE;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawCircleV(ballPosition, 40, ballColor);
|
||||||
|
|
||||||
|
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
external/raylib-4.5.0/examples/core/core_input_mouse.png
vendored
Normal file
After Width: | Height: | Size: 15 KiB |