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authorRay <[email protected]>2019-05-21 17:03:01 +0200
committerRay <[email protected]>2019-05-21 17:03:01 +0200
commit6f4a27cc61f12d3789729413bed69e86226911cf (patch)
tree92a23884870826e6deaf560743ebbdae8bce94ba /examples/src/core
parent2141d7943b6b65fa66f583f0819bb27fee815189 (diff)
downloadraylib.com-6f4a27cc61f12d3789729413bed69e86226911cf.tar.gz
raylib.com-6f4a27cc61f12d3789729413bed69e86226911cf.zip
Remove examples default code
Code is directly fetched form raylib repo, this way we avoid duplicate code!
Diffstat (limited to 'examples/src/core')
-rw-r--r--examples/src/core/core_2d_camera.c139
-rw-r--r--examples/src/core/core_3d_camera_first_person.c97
-rw-r--r--examples/src/core/core_3d_camera_free.c83
-rw-r--r--examples/src/core/core_3d_camera_mode.c73
-rw-r--r--examples/src/core/core_3d_picking.c103
-rw-r--r--examples/src/core/core_basic_window.c62
-rw-r--r--examples/src/core/core_custom_logging.c84
-rw-r--r--examples/src/core/core_drop_files.c76
-rw-r--r--examples/src/core/core_input_gamepad.c194
-rw-r--r--examples/src/core/core_input_gestures.c115
-rw-r--r--examples/src/core/core_input_keys.c59
-rw-r--r--examples/src/core/core_input_mouse.c61
-rw-r--r--examples/src/core/core_input_mouse_wheel.c58
-rw-r--r--examples/src/core/core_input_multitouch.c89
-rw-r--r--examples/src/core/core_loading_thread.c147
-rw-r--r--examples/src/core/core_random_values.c65
-rw-r--r--examples/src/core/core_storage_values.c84
-rw-r--r--examples/src/core/core_vr_simulator.c122
-rw-r--r--examples/src/core/core_window_letterbox.c90
-rw-r--r--examples/src/core/core_world_screen.c79
20 files changed, 0 insertions, 1880 deletions
diff --git a/examples/src/core/core_2d_camera.c b/examples/src/core/core_2d_camera.c
deleted file mode 100644
index fe8e584..0000000
--- a/examples/src/core/core_2d_camera.c
+++ /dev/null
@@ -1,139 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - 2d camera
-*
-* This example has been created using raylib 1.5 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2016 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define MAX_BUILDINGS 100
-
-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];
- Color buildColors[MAX_BUILDINGS];
-
- int spacing = 0;
-
- for (int i = 0; i < MAX_BUILDINGS; i++)
- {
- buildings[i].width = GetRandomValue(50, 200);
- buildings[i].height = GetRandomValue(100, 800);
- buildings[i].y = screenHeight - 130 - buildings[i].height;
- buildings[i].x = -6000 + spacing;
-
- spacing += 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, player.y + 20 };
- camera.offset = (Vector2){ 0, 0 };
- 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
- //----------------------------------------------------------------------------------
- if (IsKeyDown(KEY_RIGHT))
- {
- player.x += 2; // Player movement
- camera.offset.x -= 2; // Camera displacement with player movement
- }
- else if (IsKeyDown(KEY_LEFT))
- {
- 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;
- 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(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);
- 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;
-} \ No newline at end of file
diff --git a/examples/src/core/core_3d_camera_first_person.c b/examples/src/core/core_3d_camera_first_person.c
deleted file mode 100644
index 825a9ca..0000000
--- a/examples/src/core/core_3d_camera_first_person.c
+++ /dev/null
@@ -1,97 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - 3d camera first person
-*
-* This example has been created using raylib 1.3 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define MAX_COLUMNS 20
-
-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){ 4.0f, 2.0f, 4.0f };
- camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- camera.fovy = 60.0f;
- camera.type = CAMERA_PERSPECTIVE;
-
- // Generates some random columns
- 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
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update camera
- //----------------------------------------------------------------------------------
-
- // 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);
- }
-
- EndMode3D();
-
- DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
- DrawRectangleLines( 10, 10, 220, 70, BLUE);
-
- DrawText("First person camera default controls:", 20, 20, 10, BLACK);
- DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
- DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/core/core_3d_camera_free.c b/examples/src/core/core_3d_camera_free.c
deleted file mode 100644
index c1445f6..0000000
--- a/examples/src/core/core_3d_camera_free.c
+++ /dev/null
@@ -1,83 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Initialize 3d camera free
-*
-* This example has been created using raylib 1.3 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-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;
- 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.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
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update camera
-
- 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;
-} \ No newline at end of file
diff --git a/examples/src/core/core_3d_camera_mode.c b/examples/src/core/core_3d_camera_mode.c
deleted file mode 100644
index eae6c88..0000000
--- a/examples/src/core/core_3d_camera_mode.c
+++ /dev/null
@@ -1,73 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Initialize 3d camera mode
-*
-* This example has been created using raylib 1.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-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.type = 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;
-} \ No newline at end of file
diff --git a/examples/src/core/core_3d_picking.c b/examples/src/core/core_3d_picking.c
deleted file mode 100644
index 1e60c03..0000000
--- a/examples/src/core/core_3d_picking.c
+++ /dev/null
@@ -1,103 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Picking in 3d mode
-*
-* This example has been created using raylib 1.3 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-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;
- 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.type = CAMERA_PERSPECTIVE; // Camera mode type
-
- Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
- Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
-
- Ray ray = {0.0f, 0.0f, 0.0f}; // Picking line ray
-
- bool collision = false;
-
- SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
-
- 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); // Update camera
-
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
- {
- ray = GetMouseRay(GetMousePosition(), camera);
-
- // Check collision between ray and box
- collision = CheckCollisionRayBox(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 }});
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- if (collision)
- {
- 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 selecting the box with mouse!", 240, 10, 20, DARKGRAY);
-
- if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
diff --git a/examples/src/core/core_basic_window.c b/examples/src/core/core_basic_window.c
deleted file mode 100644
index 3c103a5..0000000
--- a/examples/src/core/core_basic_window.c
+++ /dev/null
@@ -1,62 +0,0 @@
-/*******************************************************************************************
-*
-* 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. :)
-*
-* This example has been created using raylib 1.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-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;
-} \ No newline at end of file
diff --git a/examples/src/core/core_custom_logging.c b/examples/src/core/core_custom_logging.c
deleted file mode 100644
index 0ab3fa4..0000000
--- a/examples/src/core/core_custom_logging.c
+++ /dev/null
@@ -1,84 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Custom logging
-*
-* This example has been created using raylib 2.1 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
-*
-* Copyright (c) 2018 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 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");
-}
-
-int main(int argc, char* argv[])
-{
- // 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);
-
- 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;
-}
diff --git a/examples/src/core/core_drop_files.c b/examples/src/core/core_drop_files.c
deleted file mode 100644
index 5c3af6a..0000000
--- a/examples/src/core/core_drop_files.c
+++ /dev/null
@@ -1,76 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Windows drop files
-*
-* This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
-*
-* This example has been created using raylib 1.3 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
-
- int count = 0;
- char **droppedFiles = { 0 };
-
- 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())
- {
- droppedFiles = GetDroppedFiles(&count);
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- if (count == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
- 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);
- }
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- ClearDroppedFiles(); // Clear internal buffers
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/core/core_input_gamepad.c b/examples/src/core/core_input_gamepad.c
deleted file mode 100644
index 51646aa..0000000
--- a/examples/src/core/core_input_gamepad.c
+++ /dev/null
@@ -1,194 +0,0 @@
-/*******************************************************************************************
-*
-* 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
-*
-* 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) 2013-2019 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-// NOTE: Gamepad name ID depends on drivers and OS
-#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
-
-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(GAMEPAD_PLAYER1))
- {
- DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
-
- 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);
-
- // Draw buttons: basic
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE);
- 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);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
- 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);
-
- // Draw axis: left joystick
- DrawCircle(259, 152, 39, BLACK);
- DrawCircle(259, 152, 34, LIGHTGRAY);
- 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),
- 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(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);
- }
- else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
- {
- DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
-
- // 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);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, 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(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
- 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);
-
- // Draw axis: left joystick
- DrawCircle(319, 255, 35, BLACK);
- DrawCircle(319, 255, 31, LIGHTGRAY);
- 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),
- 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(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);
-
- 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);
- }
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(texPs3Pad);
- UnloadTexture(texXboxPad);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/core/core_input_gestures.c b/examples/src/core/core_input_gestures.c
deleted file mode 100644
index affab3e..0000000
--- a/examples/src/core/core_input_gestures.c
+++ /dev/null
@@ -1,115 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Input Gestures Detection
-*
-* This example has been created using raylib 1.4 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2016 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-#include <string.h>
-
-#define MAX_GESTURE_STRINGS 20
-
-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, 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); // 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: strcpy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
- case GESTURE_DOUBLETAP: strcpy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
- case GESTURE_HOLD: strcpy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
- case GESTURE_DRAG: strcpy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
- case GESTURE_SWIPE_RIGHT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
- case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
- case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
- case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
- case GESTURE_PINCH_IN: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
- 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;
- }
- }
- }
- //----------------------------------------------------------------------------------
-
- // 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
- //--------------------------------------------------------------------------------------
-} \ No newline at end of file
diff --git a/examples/src/core/core_input_keys.c b/examples/src/core/core_input_keys.c
deleted file mode 100644
index bbb71ee..0000000
--- a/examples/src/core/core_input_keys.c
+++ /dev/null
@@ -1,59 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Keyboard input
-*
-* This example has been created using raylib 1.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-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;
-} \ No newline at end of file
diff --git a/examples/src/core/core_input_mouse.c b/examples/src/core/core_input_mouse.c
deleted file mode 100644
index ad205ae..0000000
--- a/examples/src/core/core_input_mouse.c
+++ /dev/null
@@ -1,61 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Mouse input
-*
-* This example has been created using raylib 1.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-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_LEFT_BUTTON)) ballColor = MAROON;
- else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
- else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
- //----------------------------------------------------------------------------------
-
- // 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;
-} \ No newline at end of file
diff --git a/examples/src/core/core_input_mouse_wheel.c b/examples/src/core/core_input_mouse_wheel.c
deleted file mode 100644
index 7c3e2a1..0000000
--- a/examples/src/core/core_input_mouse_wheel.c
+++ /dev/null
@@ -1,58 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] examples - Mouse wheel input
-*
-* This test has been created using raylib 1.1 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- 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); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- boxPositionY -= (GetMouseWheelMove()*scrollSpeed);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
-
- DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
- DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/core/core_input_multitouch.c b/examples/src/core/core_input_multitouch.c
deleted file mode 100644
index 5fbb086..0000000
--- a/examples/src/core/core_input_multitouch.c
+++ /dev/null
@@ -1,89 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Input multitouch
-*
-* This example has been created using raylib 2.1 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
-*
-* Copyright (c) 2019 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- 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 = { 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
- //----------------------------------------------------------------------------------
- ballPosition = GetMousePosition();
-
- ballColor = BEIGE;
-
- if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
- if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
- if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
-
- 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--;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // 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
- DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
-
- DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
- DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/core/core_loading_thread.c b/examples/src/core/core_loading_thread.c
deleted file mode 100644
index 773ad2e..0000000
--- a/examples/src/core/core_loading_thread.c
+++ /dev/null
@@ -1,147 +0,0 @@
-/*******************************************************************************************
-*
-* raylib example - loading thread
-*
-* 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)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#include "pthread.h" // POSIX style threads management
-
-#include <stdatomic.h> // C11 atomic data types
-
-#include <time.h> // Required for: clock()
-
-// Using C11 atomics for synchronization
-// NOTE: A plain bool (or any plain data type for that matter) can't be used for inter-thread synchronization
-static atomic_bool dataLoaded = ATOMIC_VAR_INIT(false); // Data Loaded completion indicator
-static void *LoadDataThread(void *arg); // Loading data thread function declaration
-
-static int dataProgress = 0; // Data progress accumulator
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- 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); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- switch (state)
- {
- case STATE_WAITING:
- {
- if (IsKeyPressed(KEY_ENTER))
- {
- int error = pthread_create(&threadId, NULL, &LoadDataThread, NULL);
- if (error != 0) TraceLog(LOG_ERROR, "Error creating loading thread");
- else TraceLog(LOG_INFO, "Loading thread initialized successfully");
-
- state = STATE_LOADING;
- }
- } break;
- case STATE_LOADING:
- {
- framesCounter++;
- if (atomic_load(&dataLoaded))
- {
- framesCounter = 0;
- state = STATE_FINISHED;
- }
- } break;
- case STATE_FINISHED:
- {
- if (IsKeyPressed(KEY_ENTER))
- {
- // Reset everything to launch again
- atomic_store(&dataLoaded, false);
- dataProgress = 0;
- state = STATE_WAITING;
- }
- } break;
- default: break;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- 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();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-// Loading data thread function definition
-static void *LoadDataThread(void *arg)
-{
- int timeCounter = 0; // Time counted in ms
- clock_t prevTime = clock(); // Previous time
-
- // We simulate data loading with a time counter for 5 seconds
- 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;
- }
-
- // When data has finished loading, we set global variable
- atomic_store(&dataLoaded, true);
-
- return NULL;
-}
diff --git a/examples/src/core/core_random_values.c b/examples/src/core/core_random_values.c
deleted file mode 100644
index 52dabe0..0000000
--- a/examples/src/core/core_random_values.c
+++ /dev/null
@@ -1,65 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Generate random values
-*
-* This example has been created using raylib 1.1 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- 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 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
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- framesCounter++;
-
- // Every two seconds (120 frames) a new random value is generated
- if (((framesCounter/120)%2) == 1)
- {
- randValue = GetRandomValue(-8, 5);
- framesCounter = 0;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
-
- DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/core/core_storage_values.c b/examples/src/core/core_storage_values.c
deleted file mode 100644
index fbbbc52..0000000
--- a/examples/src/core/core_storage_values.c
+++ /dev/null
@@ -1,84 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Storage save/load values
-*
-* This example has been created using raylib 1.4 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-// NOTE: Storage positions must start with 0, directly related to file memory layout
-typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- 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); // 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_R))
- {
- score = GetRandomValue(1000, 2000);
- hiscore = GetRandomValue(2000, 4000);
- }
-
- if (IsKeyPressed(KEY_ENTER))
- {
- StorageSaveValue(STORAGE_SCORE, score);
- StorageSaveValue(STORAGE_HISCORE, hiscore);
- }
- else if (IsKeyPressed(KEY_SPACE))
- {
- // NOTE: If requested position could not be found, value 0 is returned
- score = StorageLoadValue(STORAGE_SCORE);
- hiscore = StorageLoadValue(STORAGE_HISCORE);
- }
-
- framesCounter++;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- 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);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/core/core_vr_simulator.c b/examples/src/core/core_vr_simulator.c
deleted file mode 100644
index 134a36f..0000000
--- a/examples/src/core/core_vr_simulator.c
+++ /dev/null
@@ -1,122 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
-*
-* This example has been created using raylib 1.7 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2017 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
-#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
-#endif
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- 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
- hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
- hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
- hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
- 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
- hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
- hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
- hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
- hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
- 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
- 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.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
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update camera (simulator mode)
-
- if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginVrDrawing();
-
- BeginMode3D(camera);
-
- DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
- DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
-
- DrawGrid(40, 1.0f);
-
- EndMode3D();
-
- EndVrDrawing();
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(distortion); // Unload distortion shader
-
- CloseVrSimulator(); // Close VR simulator
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/core/core_window_letterbox.c b/examples/src/core/core_window_letterbox.c
deleted file mode 100644
index f90214c..0000000
--- a/examples/src/core/core_window_letterbox.c
+++ /dev/null
@@ -1,90 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - window scale letterbox
-*
-* 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)
-*
-* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
-*
-* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define max(a, b) ((a)>(b)? (a) : (b))
-#define min(a, b) ((a)<(b)? (a) : (b))
-
-int main(void)
-{
- const int windowWidth = 800;
- const int windowHeight = 450;
-
- // Enable config flags for resizable window and vertical synchro
- SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
- InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
- SetWindowMinSize(320, 240);
-
- 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); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- 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))
- {
- // 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,
- (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
deleted file mode 100644
index 434952b..0000000
--- a/examples/src/core/core_world_screen.c
+++ /dev/null
@@ -1,79 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - World to screen
-*
-* This example has been created using raylib 1.3 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-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
- Camera camera = { 0 };
- camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- camera.fovy = 45.0f;
- 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
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // 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);
- //----------------------------------------------------------------------------------
-
- // 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("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);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file