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| author | Ray <[email protected]> | 2017-02-16 00:50:02 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-02-16 00:50:02 +0100 |
| commit | 05cff44d0a9af5bcb41ddd0baa6b7693f6ac116b (patch) | |
| tree | df03c0caa9179c4026dd0b8e66d718f8ca9b4d61 /src/core.c | |
| parent | 1c364cc5074fe8abb482ed9985705eeb249b93ae (diff) | |
| download | raylib-05cff44d0a9af5bcb41ddd0baa6b7693f6ac116b.tar.gz raylib-05cff44d0a9af5bcb41ddd0baa6b7693f6ac116b.zip | |
Improved modules description -IN PROGRESS-
Working in modules configuration flags...
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 55 |
1 files changed, 37 insertions, 18 deletions
@@ -1,27 +1,46 @@ /********************************************************************************************** * -* raylib.core -* -* Basic functions to manage windows, OpenGL context and input on multiple platforms +* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms * * The following platforms are supported: Windows, Linux, Mac (OSX), Android, Raspberry Pi, HTML5, Oculus Rift CV1 * -* External libs: +* CONFIGURATION: +* +* #define PLATFORM_DESKTOP +* Windowing and input system configured for desktop platforms: Windows, Linux, OSX (managed by GLFW3 library) +* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it +* +* #define PLATFORM_ANDROID +* Windowing and input system configured for Android device, app activity managed internally in this module. +* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL +* +* #define PLATFORM_RPI +* Windowing and input system configured for Raspberry Pi (tested on Raspbian), graphic device is managed by EGL +* and inputs are processed is raw mode, reading from /dev/input/ +* +* #define PLATFORM_WEB +* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js +* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code. +* +* #define LOAD_DEFAULT_FONT (defined by default) +* Default font is loaded on window initialization to be available for the user to render simple text. +* NOTE: If enabled, uses external module functions to load default raylib font (module: text) +* +* #define INCLUDE_CAMERA_SYSTEM / SUPPORT_CAMERA_SYSTEM +* +* #define INCLUDE_GESTURES_SYSTEM / SUPPORT_GESTURES_SYSTEM +* +* #define SUPPORT_MOUSE_GESTURES +* Mouse gestures are directly mapped like touches and processed by gestures system. +* +* DEPENDENCIES: * GLFW3 - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX) * raymath - 3D math functionality (Vector3, Matrix, Quaternion) * camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person) * gestures - Gestures system for touch-ready devices (or simulated from mouse inputs) * -* Module Configuration Flags: -* PLATFORM_DESKTOP - Windows, Linux, Mac (OSX) -* PLATFORM_ANDROID - Android (only OpenGL ES 2.0 devices), graphic device is managed by EGL and input system by Android activity. -* PLATFORM_RPI - Rapsberry Pi (tested on Raspbian), graphic device is managed by EGL and input system is coded in raw mode. -* PLATFORM_WEB - HTML5 (using emscripten compiler) -* -* RL_LOAD_DEFAULT_FONT - Use external module functions to load default raylib font (module: text) -* -* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for render mirror - View [rlgl] module to enable it * +* LICENSE: zlib/libpng * * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * @@ -140,7 +159,7 @@ #define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) #define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) -#define RL_LOAD_DEFAULT_FONT // Load default font on window initialization (module: text) +#define LOAD_DEFAULT_FONT // Load default font on window initialization (module: text) //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -256,7 +275,7 @@ static bool showLogo = false; // Track if showing logo at init is //---------------------------------------------------------------------------------- // Other Modules Functions Declaration (required by core) //---------------------------------------------------------------------------------- -#if defined(RL_LOAD_DEFAULT_FONT) +#if defined(LOAD_DEFAULT_FONT) extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow() extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory #endif @@ -338,7 +357,7 @@ void InitWindow(int width, int height, const char *title) // Init graphics device (display device and OpenGL context) InitGraphicsDevice(width, height); -#if defined(RL_LOAD_DEFAULT_FONT) +#if defined(LOAD_DEFAULT_FONT) // Load default font // NOTE: External function (defined in module: text) LoadDefaultFont(); @@ -450,7 +469,7 @@ void InitWindow(int width, int height, void *state) // Close Window and Terminate Context void CloseWindow(void) { -#if defined(RL_LOAD_DEFAULT_FONT) +#if defined(LOAD_DEFAULT_FONT) UnloadDefaultFont(); #endif @@ -2410,7 +2429,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) // Init graphics device (display device and OpenGL context) InitGraphicsDevice(screenWidth, screenHeight); - #if defined(RL_LOAD_DEFAULT_FONT) + #if defined(LOAD_DEFAULT_FONT) // Load default font // NOTE: External function (defined in module: text) LoadDefaultFont(); |
