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authorDarkElvenAngel <[email protected]>2019-06-10 16:12:06 -0400
committerGitHub <[email protected]>2019-06-10 16:12:06 -0400
commitd7f4be071579e6f00974c0940f021272f22fbc54 (patch)
tree6ee389e6617c494d272e9bc82415fbc3618e7a28 /examples/core
parent8a21830b77eaa76ffe0c31df5f96aecd6bd2eecc (diff)
parentbaf7d7d19ad8d6bfbfc201169e4ed4f49a9576a6 (diff)
downloadraylib-d7f4be071579e6f00974c0940f021272f22fbc54.tar.gz
raylib-d7f4be071579e6f00974c0940f021272f22fbc54.zip
Merge pull request #1 from raysan5/master
Update
Diffstat (limited to 'examples/core')
-rw-r--r--examples/core/core_2d_camera.c67
-rw-r--r--examples/core/core_3d_camera_first_person.c24
-rw-r--r--examples/core/core_3d_camera_free.c18
-rw-r--r--examples/core/core_3d_camera_mode.c (renamed from examples/core/core_3d_mode.c)14
-rw-r--r--examples/core/core_3d_camera_mode.png (renamed from examples/core/core_3d_mode.png)bin8492 -> 8492 bytes
-rw-r--r--examples/core/core_3d_picking.c26
-rw-r--r--examples/core/core_basic_window.c12
-rw-r--r--examples/core/core_color_select.c94
-rw-r--r--examples/core/core_color_select.pngbin14328 -> 0 bytes
-rw-r--r--examples/core/core_custom_logging.c100
-rw-r--r--examples/core/core_drop_files.c20
-rw-r--r--examples/core/core_input_gamepad.c138
-rw-r--r--examples/core/core_input_gestures.c (renamed from examples/core/core_gestures_detection.c)44
-rw-r--r--examples/core/core_input_gestures.png (renamed from examples/core/core_gestures_detection.png)bin19480 -> 19480 bytes
-rw-r--r--examples/core/core_input_keys.c8
-rw-r--r--examples/core/core_input_mouse.c12
-rw-r--r--examples/core/core_input_mouse_wheel.c (renamed from examples/core/core_mouse_wheel.c)12
-rw-r--r--examples/core/core_input_mouse_wheel.png (renamed from examples/core/core_mouse_wheel.png)bin15375 -> 15375 bytes
-rw-r--r--examples/core/core_input_multitouch.c (renamed from examples/core/core_multitouch.c)59
-rw-r--r--examples/core/core_input_multitouch.png (renamed from examples/core/core_multitouch.png)bin17177 -> 17177 bytes
-rw-r--r--examples/core/core_loading_thread.c147
-rw-r--r--examples/core/core_loading_thread.pngbin0 -> 15032 bytes
-rw-r--r--examples/core/core_random_values.c10
-rw-r--r--examples/core/core_storage_values.c23
-rw-r--r--examples/core/core_vr_simulator.c69
-rw-r--r--examples/core/core_window_letterbox.c90
-rw-r--r--examples/core/core_window_letterbox.pngbin0 -> 17967 bytes
-rw-r--r--examples/core/core_world_screen.c15
-rw-r--r--examples/core/resources/distortion100.fs52
-rw-r--r--examples/core/resources/distortion330.fs53
30 files changed, 697 insertions, 410 deletions
diff --git a/examples/core/core_2d_camera.c b/examples/core/core_2d_camera.c
index 6a0b11ad..81f580ad 100644
--- a/examples/core/core_2d_camera.c
+++ b/examples/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];
-
+ Rectangle buildings[MAX_BUILDINGS] = { 0 };
+ Color buildColors[MAX_BUILDINGS] = { 0 };
+
int spacing = 0;
-
+
for (int i = 0; i < MAX_BUILDINGS; i++)
{
buildings[i].width = GetRandomValue(50, 200);
@@ -36,22 +36,21 @@ 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 +64,26 @@ 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 +93,32 @@ 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 +130,7 @@ int main()
}
// De-Initialization
- //--------------------------------------------------------------------------------------
+ //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c
index d3a8f2e4..39fbfb2e 100644
--- a/examples/core/core_3d_camera_first_person.c
+++ b/examples/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 };
@@ -31,17 +31,17 @@ int main()
camera.type = CAMERA_PERSPECTIVE;
// Generates some random columns
- float heights[MAX_COLUMNS];
- Vector3 positions[MAX_COLUMNS];
- Color colors[MAX_COLUMNS];
-
+ float heights[MAX_COLUMNS] = { 0.0f };
+ Vector3 positions[MAX_COLUMNS] = { 0 };
+ Color colors[MAX_COLUMNS] = { 0 };
+
for (int i = 0; i < MAX_COLUMNS; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = (Vector3){ 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/core/core_3d_camera_free.c b/examples/core/core_3d_camera_free.c
index 9131ddf8..5053fd63 100644
--- a/examples/core/core_3d_camera_free.c
+++ b/examples/core/core_3d_camera_free.c
@@ -11,25 +11,25 @@
#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");
// Define the camera to look into our 3d world
- Camera3D camera;
+ Camera3D camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.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/core/core_3d_mode.c b/examples/core/core_3d_camera_mode.c
index 39c0752a..eae6c888 100644
--- a/examples/core/core_3d_mode.c
+++ b/examples/core/core_3d_camera_mode.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* raylib [core] example - Initialize 3d mode
+* 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)
@@ -11,17 +11,17 @@
#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 mode");
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode");
// Define the camera to look into our 3d world
- Camera3D camera;
+ 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)
@@ -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/core/core_3d_mode.png b/examples/core/core_3d_camera_mode.png
index de65daeb..de65daeb 100644
--- a/examples/core/core_3d_mode.png
+++ b/examples/core/core_3d_camera_mode.png
Binary files differ
diff --git a/examples/core/core_3d_picking.c b/examples/core/core_3d_picking.c
index 1c63e2a7..baf35036 100644
--- a/examples/core/core_3d_picking.c
+++ b/examples/core/core_3d_picking.c
@@ -11,17 +11,17 @@
#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");
// Define the camera to look into our 3d world
- Camera camera;
+ Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
@@ -31,7 +31,7 @@ int main()
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
+ Ray ray = { 0 }; // Picking line ray
bool collision = false;
@@ -49,12 +49,16 @@ int main()
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 }});
+ if (!collision)
+ {
+ 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 }});
+ }
+ else collision = false;
}
//----------------------------------------------------------------------------------
diff --git a/examples/core/core_basic_window.c b/examples/core/core_basic_window.c
index b30f05de..3c103a5f 100644
--- a/examples/core/core_basic_window.c
+++ b/examples/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/core/core_color_select.c b/examples/core/core_color_select.c
deleted file mode 100644
index 002a6931..00000000
--- a/examples/core/core_color_select.c
+++ /dev/null
@@ -1,94 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Color selection by mouse (collision detection)
-*
-* 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()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
-
- Color colors[21] = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
- GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
- GREEN, SKYBLUE, PURPLE, BEIGE };
-
- Rectangle colorsRecs[21]; // Rectangles array
-
- // Fills colorsRecs data (for every rectangle)
- for (int i = 0; i < 21; i++)
- {
- colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
- colorsRecs[i].y = 60 + 100*(i/7) + 10*(i/7);
- colorsRecs[i].width = 100;
- colorsRecs[i].height = 100;
- }
-
- bool selected[21] = { false }; // Selected rectangles indicator
-
- Vector2 mousePoint;
-
- 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
- //----------------------------------------------------------------------------------
- mousePoint = GetMousePosition();
-
- for (int i = 0; i < 21; i++) // Iterate along all the rectangles
- {
- if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
- {
- colors[i].a = 120;
-
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selected[i] = !selected[i];
- }
- else colors[i].a = 255;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- for (int i = 0; i < 21; i++) // Draw all rectangles
- {
- DrawRectangleRec(colorsRecs[i], colors[i]);
-
- // Draw four rectangles around selected rectangle
- if (selected[i])
- {
- DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 100, 10, RAYWHITE); // Square top rectangle
- DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 10, 100, RAYWHITE); // Square left rectangle
- DrawRectangle(colorsRecs[i].x + 90, colorsRecs[i].y, 10, 100, RAYWHITE); // Square right rectangle
- DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle
- }
- }
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/core/core_color_select.png b/examples/core/core_color_select.png
deleted file mode 100644
index 93ab83ae..00000000
--- a/examples/core/core_color_select.png
+++ /dev/null
Binary files differ
diff --git a/examples/core/core_custom_logging.c b/examples/core/core_custom_logging.c
index 4c4caf5d..56e168ee 100644
--- a/examples/core/core_custom_logging.c
+++ b/examples/core/core_custom_logging.c
@@ -5,7 +5,9 @@
* 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)
*
-* Copyright (c) 2018 Ramon Santamaria (@raysan5) and Pablo Marcos Oltra (@pamarcos)
+* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2018 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -17,66 +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] = { 0 };
+ time_t now = time(NULL);
+ struct tm *tm_info = localtime(&now);
+
+ strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
+ printf("[%s] ", timeStr);
+
+ switch (msgType)
+ {
+ case LOG_INFO: printf("[INFO] : "); break;
+ case LOG_ERROR: printf("[ERROR]: "); break;
+ case LOG_WARNING: printf("[WARN] : "); break;
+ case LOG_DEBUG: printf("[DEBUG]: "); break;
+ default: break;
+ }
+
+ vprintf(text, args);
+ printf("\n");
}
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/core/core_drop_files.c b/examples/core/core_drop_files.c
index 5c1501b8..5c3af6ab 100644
--- a/examples/core/core_drop_files.c
+++ b/examples/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/core/core_input_gamepad.c b/examples/core/core_input_gamepad.c
index 64520a47..51646aab 100644
--- a/examples/core/core_input_gamepad.c
+++ b/examples/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);
@@ -64,117 +64,117 @@ int main()
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
{
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
-
+
// Draw buttons: xbox home
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_HOME)) DrawCircle(394, 89, 19, RED);
+ if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
// Draw buttons: basic
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_START)) DrawCircle(436, 150, 9, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_SELECT)) DrawCircle(352, 150, 9, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_X)) DrawCircle(501, 151, 15, BLUE);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_A)) DrawCircle(536, 187, 15, LIME);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_B)) DrawCircle(572, 151, 15, MAROON);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_Y)) DrawCircle(536, 115, 15, GOLD);
-
+ 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_XBOX_BUTTON_UP)) DrawRectangle(317, 202, 19, 26, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
-
+ 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_XBOX_BUTTON_LB)) DrawCircle(259, 61, 20, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RB)) DrawCircle(536, 61, 20, RED);
+ 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_XBOX_AXIS_LEFT_X)*20),
- 152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y)*20), 25, BLACK);
-
+ 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_XBOX_AXIS_RIGHT_X)*20),
- 237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_Y)*20), 25, BLACK);
+ 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_XBOX_AXIS_LT))/2.0f)*70), RED);
- DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT))/2.0f)*70), RED);
-
- //DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)), 10, 40, 10, BLACK);
- //DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)), 10, 60, 10, BLACK);
+ 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_PS3_BUTTON_PS)) DrawCircle(396, 222, 13, RED);
-
+ if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
+
// Draw buttons: basic
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SELECT)) DrawRectangle(328, 170, 32, 13, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_START)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_TRIANGLE)) DrawCircle(557, 144, 13, LIME);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CIRCLE)) DrawCircle(586, 173, 13, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CROSS)) DrawCircle(557, 203, 13, VIOLET);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SQUARE)) DrawCircle(527, 173, 13, PINK);
+ 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_PS3_BUTTON_UP)) DrawRectangle(225, 132, 24, 29, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
-
+ 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_PS3_BUTTON_L1)) DrawCircle(239, 82, 20, RED);
- if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_R1)) DrawCircle(557, 82, 20, RED);
+ 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_PS3_AXIS_LEFT_X)*20),
- 255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_Y)*20), 25, BLACK);
-
+ 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_PS3_AXIS_RIGHT_X)*20),
- 255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_Y)*20), 25, BLACK);
+ 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_PS3_AXIS_L2))/2.0f)*70), RED);
- DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_R2))/2.0f)*70), RED);
+ 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/core/core_gestures_detection.c b/examples/core/core_input_gestures.c
index 63a1e6bd..affab3eb 100644
--- a/examples/core/core_gestures_detection.c
+++ b/examples/core/core_input_gestures.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* raylib [core] example - Gestures Detection
+* 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)
@@ -14,27 +14,27 @@
#define MAX_GESTURE_STRINGS 20
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection");
-
+ 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/core/core_gestures_detection.png b/examples/core/core_input_gestures.png
index d2bbb5d7..d2bbb5d7 100644
--- a/examples/core/core_gestures_detection.png
+++ b/examples/core/core_input_gestures.png
Binary files differ
diff --git a/examples/core/core_input_keys.c b/examples/core/core_input_keys.c
index 69384fd9..bbb71ee3 100644
--- a/examples/core/core_input_keys.c
+++ b/examples/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/core/core_input_mouse.c b/examples/core/core_input_mouse.c
index 24d2dfcd..ad205aed 100644
--- a/examples/core/core_input_mouse.c
+++ b/examples/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/core/core_mouse_wheel.c b/examples/core/core_input_mouse_wheel.c
index 6a5252ee..7c3e2a16 100644
--- a/examples/core/core_mouse_wheel.c
+++ b/examples/core/core_input_mouse_wheel.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* raylib [core] examples - Mouse wheel
+* 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)
@@ -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 wheel");
+ 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/core/core_mouse_wheel.png b/examples/core/core_input_mouse_wheel.png
index 26a1f243..26a1f243 100644
--- a/examples/core/core_mouse_wheel.png
+++ b/examples/core/core_input_mouse_wheel.png
Binary files differ
diff --git a/examples/core/core_multitouch.c b/examples/core/core_input_multitouch.c
index c059ac03..5fbb086c 100644
--- a/examples/core/core_multitouch.c
+++ b/examples/core/core_input_multitouch.c
@@ -1,54 +1,54 @@
/*******************************************************************************************
*
-* raylib [core] example - Multitouch input
+* 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)
*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
-* Example by Berni
+* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2019 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
-#include <stdio.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 - multitouch input");
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
Vector2 ballPosition = { -100.0f, -100.0f };
- Color ballColor;
- int PressedCounter = 0;
- Vector2 TouchPos;
- char Str[16];
+ Color ballColor = BEIGE;
+
+ int touchCounter = 0;
+ 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;
if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) PressedCounter = 10;
- if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) PressedCounter = 10;
- if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) PressedCounter = 10;
- if(PressedCounter > 0)
- PressedCounter--;
+ 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
@@ -59,20 +59,19 @@ int main()
// Multitouch
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
- {
- TouchPos = GetTouchPosition(i); // Get the touch point
-
- if( (TouchPos.x >= 0) && (TouchPos.y >= 0) ) // Make sure point is not (-1,-1) as this means there is no touch for it
+ {
+ 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
{
- DrawCircleV(TouchPos, 34, ORANGE); // Draw a circle there
-
- sprintf(Str,"%d",i);
- DrawText(Str, TouchPos.x - 10, TouchPos.y - 70, 40, BLACK); // Also show its index number
- }
+ // 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 + (PressedCounter * 3), ballColor);
+ 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);
diff --git a/examples/core/core_multitouch.png b/examples/core/core_input_multitouch.png
index 74284f82..74284f82 100644
--- a/examples/core/core_multitouch.png
+++ b/examples/core/core_input_multitouch.png
Binary files differ
diff --git a/examples/core/core_loading_thread.c b/examples/core/core_loading_thread.c
new file mode 100644
index 00000000..773ad2ea
--- /dev/null
+++ b/examples/core/core_loading_thread.c
@@ -0,0 +1,147 @@
+/*******************************************************************************************
+*
+* 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/core/core_loading_thread.png b/examples/core/core_loading_thread.png
new file mode 100644
index 00000000..957bd198
--- /dev/null
+++ b/examples/core/core_loading_thread.png
Binary files differ
diff --git a/examples/core/core_random_values.c b/examples/core/core_random_values.c
index 06e550dd..52dabe0a 100644
--- a/examples/core/core_random_values.c
+++ b/examples/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/core/core_storage_values.c b/examples/core/core_storage_values.c
index 43f0882f..fbbbc528 100644
--- a/examples/core/core_storage_values.c
+++ b/examples/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/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c
index 3f59e839..76e22b1a 100644
--- a/examples/core/core_vr_simulator.c
+++ b/examples/core/core_vr_simulator.c
@@ -11,32 +11,67 @@
#include "raylib.h"
-int main()
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 1080;
- int screenHeight = 600;
-
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
-
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
// Init VR simulator (Oculus Rift CV1 parameters)
- InitVrSimulator(GetVrDeviceInfo(HMD_OCULUS_RIFT_CV1));
-
+ 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 camera = { 0 };
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
//--------------------------------------------------------------------------------------
@@ -55,7 +90,7 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
-
+
BeginVrDrawing();
BeginMode3D(camera);
@@ -66,7 +101,7 @@ int main()
DrawGrid(40, 1.0f);
EndMode3D();
-
+
EndVrDrawing();
DrawFPS(10, 10);
@@ -77,9 +112,11 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
- CloseVrSimulator(); // Close VR simulator
-
- CloseWindow(); // Close window and OpenGL context
+ UnloadShader(distortion); // Unload distortion shader
+
+ CloseVrSimulator(); // Close VR simulator
+
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c
new file mode 100644
index 00000000..7ee1a832
--- /dev/null
+++ b/examples/core/core_window_letterbox.c
@@ -0,0 +1,90 @@
+/*******************************************************************************************
+*
+* 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("If executed inside a window,\nyou 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/core/core_window_letterbox.png b/examples/core/core_window_letterbox.png
new file mode 100644
index 00000000..5acf2d7c
--- /dev/null
+++ b/examples/core/core_window_letterbox.png
Binary files differ
diff --git a/examples/core/core_world_screen.c b/examples/core/core_world_screen.c
index 460f6b85..31d3653d 100644
--- a/examples/core/core_world_screen.c
+++ b/examples/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 +29,8 @@ int main()
camera.type = CAMERA_PERSPECTIVE;
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-
- Vector2 cubeScreenPosition;
-
+ Vector2 cubeScreenPosition = { 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
@@ -43,7 +42,7 @@ 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 +61,7 @@ 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);
diff --git a/examples/core/resources/distortion100.fs b/examples/core/resources/distortion100.fs
new file mode 100644
index 00000000..6bfe252b
--- /dev/null
+++ b/examples/core/resources/distortion100.fs
@@ -0,0 +1,52 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+uniform vec2 leftLensCenter = vec2(0.288, 0.5);
+uniform vec2 rightLensCenter = vec2(0.712, 0.5);
+uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
+uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
+uniform vec2 scale = vec2(0.25, 0.45);
+uniform vec2 scaleIn = vec2(4, 2.2222);
+uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);
+uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
+
+void main()
+{
+ // Compute lens distortion
+ vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
+ vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
+ vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
+ float rSq = theta.x*theta.x + theta.y*theta.y;
+ vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq);
+ vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
+ vec2 tcBlue = lensCenter + scale*thetaBlue;
+
+ if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
+ {
+ // Set black fragment for everything outside the lens border
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ else
+ {
+ // Compute color chroma aberration
+ float blue = texture2D(texture0, tcBlue).b;
+ vec2 tcGreen = lensCenter + scale*theta1;
+ float green = texture2D(texture0, tcGreen).g;
+
+ vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
+ vec2 tcRed = lensCenter + scale*thetaRed;
+
+ float red = texture2D(texture0, tcRed).r;
+ gl_FragColor = vec4(red, green, blue, 1.0);
+ }
+}
diff --git a/examples/core/resources/distortion330.fs b/examples/core/resources/distortion330.fs
new file mode 100644
index 00000000..15d03ccf
--- /dev/null
+++ b/examples/core/resources/distortion330.fs
@@ -0,0 +1,53 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+uniform vec2 leftLensCenter = vec2(0.288, 0.5);
+uniform vec2 rightLensCenter = vec2(0.712, 0.5);
+uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
+uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
+uniform vec2 scale = vec2(0.25, 0.45);
+uniform vec2 scaleIn = vec2(4, 2.2222);
+uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);
+uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
+
+void main()
+{
+ // Compute lens distortion
+ vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
+ vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
+ vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
+ float rSq = theta.x*theta.x + theta.y*theta.y;
+ vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq);
+ vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
+ vec2 tcBlue = lensCenter + scale*thetaBlue;
+
+ if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
+ {
+ // Set black fragment for everything outside the lens border
+ finalColor = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ else
+ {
+ // Compute color chroma aberration
+ float blue = texture(texture0, tcBlue).b;
+ vec2 tcGreen = lensCenter + scale*theta1;
+ float green = texture(texture0, tcGreen).g;
+
+ vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
+ vec2 tcRed = lensCenter + scale*thetaRed;
+
+ float red = texture(texture0, tcRed).r;
+ finalColor = vec4(red, green, blue, 1.0);
+ }
+}