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authorRay <[email protected]>2019-05-20 16:40:30 +0200
committerRay <[email protected]>2019-05-20 16:40:30 +0200
commit3d7d174c70b2d00fd879ade64c5085d4ff34d4aa (patch)
tree3b690948f186f855aa2ee8bab312b3ca28a56200 /examples/src/core
parent0b56b996bd053ec875c229e9793f7806b666839c (diff)
downloadraylib.com-3d7d174c70b2d00fd879ade64c5085d4ff34d4aa.tar.gz
raylib.com-3d7d174c70b2d00fd879ade64c5085d4ff34d4aa.zip
Review and recompile ALL examples
Diffstat (limited to 'examples/src/core')
-rw-r--r--examples/src/core/core_2d_camera.c64
-rw-r--r--examples/src/core/core_3d_camera_first_person.c18
-rw-r--r--examples/src/core/core_3d_camera_free.c16
-rw-r--r--examples/src/core/core_3d_camera_mode.c4
-rw-r--r--examples/src/core/core_3d_picking.c6
-rw-r--r--examples/src/core/core_basic_window.c12
-rw-r--r--examples/src/core/core_custom_logging.c96
-rw-r--r--examples/src/core/core_drop_files.c20
-rw-r--r--examples/src/core/core_input_gamepad.c66
-rw-r--r--examples/src/core/core_input_gestures.c40
-rw-r--r--examples/src/core/core_input_keys.c8
-rw-r--r--examples/src/core/core_input_mouse.c12
-rw-r--r--examples/src/core/core_input_mouse_wheel.c8
-rw-r--r--examples/src/core/core_input_multitouch.c24
-rw-r--r--examples/src/core/core_loading_thread.c26
-rw-r--r--examples/src/core/core_random_values.c10
-rw-r--r--examples/src/core/core_storage_values.c23
-rw-r--r--examples/src/core/core_vr_simulator.c30
-rw-r--r--examples/src/core/core_window_letterbox.c40
-rw-r--r--examples/src/core/core_world_screen.c14
20 files changed, 268 insertions, 269 deletions
diff --git a/examples/src/core/core_2d_camera.c b/examples/src/core/core_2d_camera.c
index 6a0b11a..fe8e584 100644
--- a/examples/src/core/core_2d_camera.c
+++ b/examples/src/core/core_2d_camera.c
@@ -13,21 +13,21 @@
#define MAX_BUILDINGS 100
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ 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];
Color buildColors[MAX_BUILDINGS];
-
+
int spacing = 0;
-
+
for (int i = 0; i < MAX_BUILDINGS; i++)
{
buildings[i].width = GetRandomValue(50, 200);
@@ -36,22 +36,22 @@ int main()
buildings[i].x = -6000 + spacing;
spacing += buildings[i].width;
-
+
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
}
-
- Camera2D camera;
-
+
+ Camera2D camera = { 0 };
+
camera.target = (Vector2){ player.x + 20, player.y + 20 };
camera.offset = (Vector2){ 0, 0 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
-
- SetTargetFPS(60);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
+ while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
@@ -65,26 +65,26 @@ int main()
player.x -= 2; // Player movement
camera.offset.x += 2; // Camera displacement with player movement
}
-
+
// 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;
+ 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))
+ if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
camera.rotation = 0.0f;
@@ -94,32 +94,32 @@ int main()
// 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(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, GREEN);
DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, 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);
@@ -131,7 +131,7 @@ int main()
}
// De-Initialization
- //--------------------------------------------------------------------------------------
+ //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/examples/src/core/core_3d_camera_first_person.c b/examples/src/core/core_3d_camera_first_person.c
index d3a8f2e..825a9ca 100644
--- a/examples/src/core/core_3d_camera_first_person.c
+++ b/examples/src/core/core_3d_camera_first_person.c
@@ -13,15 +13,15 @@
#define MAX_COLUMNS 20
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ 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){ 4.0f, 2.0f, 4.0f };
@@ -34,14 +34,14 @@ int main()
float heights[MAX_COLUMNS];
Vector3 positions[MAX_COLUMNS];
Color colors[MAX_COLUMNS];
-
+
for (int i = 0; i < MAX_COLUMNS; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
-
+
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@@ -67,7 +67,7 @@ int main()
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++)
{
@@ -76,7 +76,7 @@ int main()
}
EndMode3D();
-
+
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
@@ -89,7 +89,7 @@ int main()
}
// De-Initialization
- //--------------------------------------------------------------------------------------
+ //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/examples/src/core/core_3d_camera_free.c b/examples/src/core/core_3d_camera_free.c
index 9131ddf..c1445f6 100644
--- a/examples/src/core/core_3d_camera_free.c
+++ b/examples/src/core/core_3d_camera_free.c
@@ -11,12 +11,12 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
@@ -27,9 +27,9 @@ int main()
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.type = CAMERA_PERSPECTIVE; // Camera mode type
-
+
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-
+
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@@ -41,7 +41,7 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
-
+
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------
@@ -59,10 +59,10 @@ int main()
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);
diff --git a/examples/src/core/core_3d_camera_mode.c b/examples/src/core/core_3d_camera_mode.c
index a496220..eae6c88 100644
--- a/examples/src/core/core_3d_camera_mode.c
+++ b/examples/src/core/core_3d_camera_mode.c
@@ -11,7 +11,7 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
@@ -30,7 +30,7 @@ int main()
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
diff --git a/examples/src/core/core_3d_picking.c b/examples/src/core/core_3d_picking.c
index 1c63e2a..1e60c03 100644
--- a/examples/src/core/core_3d_picking.c
+++ b/examples/src/core/core_3d_picking.c
@@ -11,12 +11,12 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
diff --git a/examples/src/core/core_basic_window.c b/examples/src/core/core_basic_window.c
index b30f05d..3c103a5 100644
--- a/examples/src/core/core_basic_window.c
+++ b/examples/src/core/core_basic_window.c
@@ -21,16 +21,16 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
-
- SetTargetFPS(60);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -54,7 +54,7 @@ int main()
}
// De-Initialization
- //--------------------------------------------------------------------------------------
+ //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/examples/src/core/core_custom_logging.c b/examples/src/core/core_custom_logging.c
index cf1a601..0ab3fa4 100644
--- a/examples/src/core/core_custom_logging.c
+++ b/examples/src/core/core_custom_logging.c
@@ -19,66 +19,66 @@
// Custom logging funtion
void LogCustom(int msgType, const char *text, va_list args)
{
- char timeStr[64];
- 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");
+ char timeStr[64];
+ 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");
}
int main(int argc, char* argv[])
{
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
- // First thing we do is setting our custom logger to ensure everything raylib logs
- // will use our own logger instead of its internal one
- SetTraceLogCallback(LogCustom);
+ // First thing we do is setting our custom logger to ensure everything raylib logs
+ // will use our own logger instead of its internal one
+ SetTraceLogCallback(LogCustom);
- InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
+ 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
- //----------------------------------------------------------------------------------
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update your variables here
+ //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
- ClearBackground(RAYWHITE);
+ ClearBackground(RAYWHITE);
- DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
+ DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
- return 0;
+ return 0;
}
diff --git a/examples/src/core/core_drop_files.c b/examples/src/core/core_drop_files.c
index 5c1501b..5c3af6a 100644
--- a/examples/src/core/core_drop_files.c
+++ b/examples/src/core/core_drop_files.c
@@ -13,19 +13,19 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
-
+
int count = 0;
char **droppedFiles = { 0 };
-
- SetTargetFPS(60);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -49,15 +49,15 @@ int main()
else
{
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
-
+
for (int i = 0; i < count; 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(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
}
-
+
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
}
@@ -68,7 +68,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
ClearDroppedFiles(); // Clear internal buffers
-
+
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/examples/src/core/core_input_gamepad.c b/examples/src/core/core_input_gamepad.c
index e8a1c05..51646aa 100644
--- a/examples/src/core/core_input_gamepad.c
+++ b/examples/src/core/core_input_gamepad.c
@@ -3,15 +3,15 @@
* raylib [core] example - Gamepad input
*
* NOTE: This example requires a Gamepad connected to the system
-* raylib is configured to work with the following gamepads:
+* raylib is configured to work with the following gamepads:
* - Xbox 360 Controller (Xbox 360, Xbox One)
-* - PLAYSTATION(R)3 Controller
+* - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration
*
-* This example has been created using raylib 1.6 (www.raylib.com)
+* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -26,21 +26,21 @@
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
#endif
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
- 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);
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -56,7 +56,7 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
-
+
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{
DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
@@ -64,7 +64,7 @@ int main()
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
{
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
-
+
// Draw buttons: xbox home
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
@@ -75,7 +75,7 @@ int main()
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, 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);
@@ -83,7 +83,7 @@ int main()
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
-
+
// Draw buttons: left-right back
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
@@ -91,21 +91,21 @@ int main()
// Draw axis: left joystick
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
- DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
+ DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
-
+
// Draw axis: right joystick
DrawCircle(461, 237, 38, BLACK);
DrawCircle(461, 237, 33, LIGHTGRAY);
- DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
+ DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, 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(604, 30, 15, 70, GRAY);
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
-
+
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
}
@@ -115,7 +115,7 @@ int main()
// Draw buttons: ps
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
-
+
// Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
@@ -131,7 +131,7 @@ int main()
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
-
+
// Draw buttons: left-right back buttons
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
@@ -139,42 +139,42 @@ int main()
// Draw axis: left joystick
DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY);
- DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
+ DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
-
+
// Draw axis: right joystick
DrawCircle(475, 255, 35, BLACK);
DrawCircle(475, 255, 31, LIGHTGRAY);
- DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
+ DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, 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(611, 48, 15, 70, GRAY);
DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
}
else
{
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
-
+
// TODO: Draw generic gamepad
}
-
- DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
-
+
+ DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
+
for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
{
DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
}
-
+
if (GetGamepadButtonPressed() != -1) DrawText(FormatText("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);
}
@@ -186,7 +186,7 @@ int main()
//--------------------------------------------------------------------------------------
UnloadTexture(texPs3Pad);
UnloadTexture(texXboxPad);
-
+
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/examples/src/core/core_input_gestures.c b/examples/src/core/core_input_gestures.c
index ce2ed86..affab3e 100644
--- a/examples/src/core/core_input_gestures.c
+++ b/examples/src/core/core_input_gestures.c
@@ -14,27 +14,27 @@
#define MAX_GESTURE_STRINGS 20
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
+ 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, screenHeight - 20 };
-
+
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);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -65,14 +65,14 @@ int main()
case GESTURE_PINCH_OUT: strcpy(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++) strcpy(gestureStrings[i], "\0");
-
+
gesturesCount = 0;
}
}
@@ -84,32 +84,32 @@ int main()
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
//--------------------------------------------------------------------------------------
} \ No newline at end of file
diff --git a/examples/src/core/core_input_keys.c b/examples/src/core/core_input_keys.c
index 69384fd..bbb71ee 100644
--- a/examples/src/core/core_input_keys.c
+++ b/examples/src/core/core_input_keys.c
@@ -11,18 +11,18 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ 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 target frames-per-second
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
diff --git a/examples/src/core/core_input_mouse.c b/examples/src/core/core_input_mouse.c
index 24d2dfc..ad205ae 100644
--- a/examples/src/core/core_input_mouse.c
+++ b/examples/src/core/core_input_mouse.c
@@ -11,19 +11,19 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ 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);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
@@ -32,7 +32,7 @@ int main()
// Update
//----------------------------------------------------------------------------------
ballPosition = GetMousePosition();
-
+
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
diff --git a/examples/src/core/core_input_mouse_wheel.c b/examples/src/core/core_input_mouse_wheel.c
index 48cf704..7c3e2a1 100644
--- a/examples/src/core/core_input_mouse_wheel.c
+++ b/examples/src/core/core_input_mouse_wheel.c
@@ -11,19 +11,19 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
int boxPositionY = screenHeight/2 - 40;
int scrollSpeed = 4; // Scrolling speed in pixels
- SetTargetFPS(60);
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
diff --git a/examples/src/core/core_input_multitouch.c b/examples/src/core/core_input_multitouch.c
index 5baab27..5fbb086 100644
--- a/examples/src/core/core_input_multitouch.c
+++ b/examples/src/core/core_input_multitouch.c
@@ -13,31 +13,31 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = BEIGE;
-
+
int touchCounter = 0;
- Vector2 touchPosition;
+ Vector2 touchPosition = { 0.0f };
- SetTargetFPS(60);
+ 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();
-
+
ballColor = BEIGE;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
@@ -47,7 +47,7 @@ int main()
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
-
+
if (touchCounter > 0) touchCounter--;
//----------------------------------------------------------------------------------
@@ -59,15 +59,15 @@ int main()
// Multitouch
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
- {
+ {
touchPosition = GetTouchPosition(i); // Get the touch point
-
+
if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
{
// Draw circle and touch index number
DrawCircleV(touchPosition, 34, ORANGE);
DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
- }
+ }
}
// Draw the normal mouse location
diff --git a/examples/src/core/core_loading_thread.c b/examples/src/core/core_loading_thread.c
index 1dacd69..773ad2e 100644
--- a/examples/src/core/core_loading_thread.c
+++ b/examples/src/core/core_loading_thread.c
@@ -2,7 +2,7 @@
*
* raylib example - loading thread
*
-* NOTE: This example requires linking with pthreads library,
+* NOTE: This example requires linking with pthreads library,
* on MinGW, it can be accomplished passing -static parameter to compiler
*
* This example has been created using raylib 2.5 (www.raylib.com)
@@ -27,21 +27,21 @@ static void *LoadDataThread(void *arg); // Loading data thread function decl
static int dataProgress = 0; // Data progress accumulator
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
-
+
pthread_t threadId; // Loading data thread id
enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING;
int framesCounter = 0;
- SetTargetFPS(60);
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -90,25 +90,25 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
-
- switch (state)
+
+ switch (state)
{
case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
case STATE_LOADING:
{
DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
-
+
} break;
case STATE_FINISHED:
{
DrawRectangle(150, 200, 500, 60, LIME);
DrawText("DATA LOADED!", 250, 210, 40, GREEN);
-
+
} break;
default: break;
}
-
+
DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
EndDrawing();
@@ -130,11 +130,11 @@ static void *LoadDataThread(void *arg)
clock_t prevTime = clock(); // Previous time
// We simulate data loading with a time counter for 5 seconds
- while (timeCounter < 5000)
+ while (timeCounter < 5000)
{
clock_t currentTime = clock() - prevTime;
timeCounter = currentTime*1000/CLOCKS_PER_SEC;
-
+
// We accumulate time over a global variable to be used in
// main thread as a progress bar
dataProgress = timeCounter/10;
diff --git a/examples/src/core/core_random_values.c b/examples/src/core/core_random_values.c
index 06e550d..52dabe0 100644
--- a/examples/src/core/core_random_values.c
+++ b/examples/src/core/core_random_values.c
@@ -11,20 +11,20 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
- int framesCounter = 0; // Variable used to count frames
+ int framesCounter = 0; // Variable used to count frames
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
diff --git a/examples/src/core/core_storage_values.c b/examples/src/core/core_storage_values.c
index 43f0882..fbbbc52 100644
--- a/examples/src/core/core_storage_values.c
+++ b/examples/src/core/core_storage_values.c
@@ -14,21 +14,20 @@
// NOTE: Storage positions must start with 0, directly related to file memory layout
typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
-
+
int score = 0;
int hiscore = 0;
-
int framesCounter = 0;
-
- SetTargetFPS(60);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -41,7 +40,7 @@ int main()
score = GetRandomValue(1000, 2000);
hiscore = GetRandomValue(2000, 4000);
}
-
+
if (IsKeyPressed(KEY_ENTER))
{
StorageSaveValue(STORAGE_SCORE, score);
@@ -53,7 +52,7 @@ int main()
score = StorageLoadValue(STORAGE_SCORE);
hiscore = StorageLoadValue(STORAGE_HISCORE);
}
-
+
framesCounter++;
//----------------------------------------------------------------------------------
@@ -65,9 +64,9 @@ int main()
DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
-
+
DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
-
+
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
@@ -77,7 +76,7 @@ int main()
}
// De-Initialization
- //--------------------------------------------------------------------------------------
+ //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/examples/src/core/core_vr_simulator.c b/examples/src/core/core_vr_simulator.c
index b79ed90..134a36f 100644
--- a/examples/src/core/core_vr_simulator.c
+++ b/examples/src/core/core_vr_simulator.c
@@ -17,22 +17,22 @@
#define GLSL_VERSION 100
#endif
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 1080;
- int screenHeight = 600;
-
+ const int screenWidth = 1080;
+ const int screenHeight = 600;
+
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
-
+
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
// Init VR simulator (Oculus Rift CV1 parameters)
InitVrSimulator();
VrDeviceInfo hmd = { 0 }; // VR device parameters (head-mounted-device)
-
+
// Oculus Rift CV1 parameters for simulator
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
hmd.vResolution = 1200; // HMD vertical resolution in pixels
@@ -42,7 +42,7 @@ int main()
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
-
+
// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders.
// Following parameters are an approximation to distortion stereo rendering but results differ from actual device.
hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
@@ -53,12 +53,12 @@ int main()
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
-
+
// Distortion shader (uses device lens distortion and chroma)
Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION));
-
+
SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
-
+
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
@@ -66,11 +66,11 @@ int main()
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.type = CAMERA_PERSPECTIVE; // Camera type
-
+
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-
+
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
-
+
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------
@@ -89,7 +89,7 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
-
+
BeginVrDrawing();
BeginMode3D(camera);
@@ -100,7 +100,7 @@ int main()
DrawGrid(40, 1.0f);
EndMode3D();
-
+
EndVrDrawing();
DrawFPS(10, 10);
diff --git a/examples/src/core/core_window_letterbox.c b/examples/src/core/core_window_letterbox.c
index 8c0843d..f90214c 100644
--- a/examples/src/core/core_window_letterbox.c
+++ b/examples/src/core/core_window_letterbox.c
@@ -16,7 +16,7 @@
#define max(a, b) ((a)>(b)? (a) : (b))
#define min(a, b) ((a)<(b)? (a) : (b))
-int main()
+int main(void)
{
const int windowWidth = 800;
const int windowHeight = 450;
@@ -28,63 +28,63 @@ int main()
int gameScreenWidth = 640;
int gameScreenHeight = 480;
-
+
// Render texture initialization
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
-
+
Color colors[10] = { 0 };
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
-
- SetTargetFPS(60);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
-
+
// Main game loop
- while( !WindowShouldClose() ) // Detect window close button or ESC key
+ while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Compute required framebuffer scaling
float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
-
- if (IsKeyPressed(KEY_SPACE))
+
+ if (IsKeyPressed(KEY_SPACE))
{
// Recalculate random colors for the bars
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
}
//----------------------------------------------------------------------------------
-
+
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
-
+
// Draw everything in the render texture
BeginTextureMode(target);
-
+
ClearBackground(RAYWHITE); // Clear render texture background color
-
+
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
-
+
DrawText("You can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
-
+
EndTextureMode();
// Draw RenderTexture2D to window, properly scaled
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
- (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
+ (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
-
+
EndDrawing();
//--------------------------------------------------------------------------------------
}
-
+
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target); // Unload render texture
-
+
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
-
+
return 0;
}
diff --git a/examples/src/core/core_world_screen.c b/examples/src/core/core_world_screen.c
index 460f6b8..434952b 100644
--- a/examples/src/core/core_world_screen.c
+++ b/examples/src/core/core_world_screen.c
@@ -11,12 +11,12 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
@@ -29,9 +29,9 @@ int main()
camera.type = CAMERA_PERSPECTIVE;
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-
+
Vector2 cubeScreenPosition;
-
+
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@@ -43,7 +43,7 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
-
+
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
//----------------------------------------------------------------------------------
@@ -62,7 +62,7 @@ int main()
DrawGrid(10, 1.0f);
EndMode3D();
-
+
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);