diff options
Diffstat (limited to 'deps/raylib/examples/core')
75 files changed, 5114 insertions, 0 deletions
diff --git a/deps/raylib/examples/core/core_2d_camera.c b/deps/raylib/examples/core/core_2d_camera.c new file mode 100644 index 0000000..99b61d4 --- /dev/null +++ b/deps/raylib/examples/core/core_2d_camera.c @@ -0,0 +1,136 @@ +/******************************************************************************************* +* +* raylib [core] example - 2D Camera system +* +* Example originally created with raylib 1.5, last time updated with raylib 3.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2016-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define MAX_BUILDINGS 100 + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); + + Rectangle player = { 400, 280, 40, 40 }; + Rectangle buildings[MAX_BUILDINGS] = { 0 }; + Color buildColors[MAX_BUILDINGS] = { 0 }; + + int spacing = 0; + + for (int i = 0; i < MAX_BUILDINGS; i++) + { + buildings[i].width = (float)GetRandomValue(50, 200); + buildings[i].height = (float)GetRandomValue(100, 800); + buildings[i].y = screenHeight - 130.0f - buildings[i].height; + buildings[i].x = -6000.0f + spacing; + + spacing += (int)buildings[i].width; + + buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 }; + } + + Camera2D camera = { 0 }; + camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f }; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + camera.rotation = 0.0f; + camera.zoom = 1.0f; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // Player movement + if (IsKeyDown(KEY_RIGHT)) player.x += 2; + else if (IsKeyDown(KEY_LEFT)) player.x -= 2; + + // Camera target follows player + camera.target = (Vector2){ player.x + 20, player.y + 20 }; + + // Camera rotation controls + if (IsKeyDown(KEY_A)) camera.rotation--; + else if (IsKeyDown(KEY_S)) camera.rotation++; + + // Limit camera rotation to 80 degrees (-40 to 40) + if (camera.rotation > 40) camera.rotation = 40; + else if (camera.rotation < -40) camera.rotation = -40; + + // Camera zoom controls + camera.zoom += ((float)GetMouseWheelMove()*0.05f); + + if (camera.zoom > 3.0f) camera.zoom = 3.0f; + else if (camera.zoom < 0.1f) camera.zoom = 0.1f; + + // Camera reset (zoom and rotation) + if (IsKeyPressed(KEY_R)) + { + camera.zoom = 1.0f; + camera.rotation = 0.0f; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode2D(camera); + + DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY); + + for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]); + + DrawRectangleRec(player, RED); + + DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN); + DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN); + + EndMode2D(); + + DrawText("SCREEN AREA", 640, 10, 20, RED); + + DrawRectangle(0, 0, screenWidth, 5, RED); + DrawRectangle(0, 5, 5, screenHeight - 10, RED); + DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED); + DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED); + + DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f)); + DrawRectangleLines( 10, 10, 250, 113, BLUE); + + DrawText("Free 2d camera controls:", 20, 20, 10, BLACK); + DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY); + DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY); + DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY); + DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_2d_camera.png b/deps/raylib/examples/core/core_2d_camera.png Binary files differnew file mode 100644 index 0000000..d2f9e63 --- /dev/null +++ b/deps/raylib/examples/core/core_2d_camera.png diff --git a/deps/raylib/examples/core/core_2d_camera_mouse_zoom.c b/deps/raylib/examples/core/core_2d_camera_mouse_zoom.c new file mode 100644 index 0000000..a9864b1 --- /dev/null +++ b/deps/raylib/examples/core/core_2d_camera_mouse_zoom.c @@ -0,0 +1,142 @@ +/******************************************************************************************* +* +* raylib [core] example - 2d camera mouse zoom +* +* Example originally created with raylib 4.2, last time updated with raylib 4.2 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2022-2024 Jeffery Myers (@JeffM2501) +* +********************************************************************************************/ + +#include "raylib.h" + +#include "rlgl.h" +#include "raymath.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main () +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera mouse zoom"); + + Camera2D camera = { 0 }; + camera.zoom = 1.0f; + + int zoomMode = 0; // 0-Mouse Wheel, 1-Mouse Move + + 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_ONE)) zoomMode = 0; + else if (IsKeyPressed(KEY_TWO)) zoomMode = 1; + + // Translate based on mouse right click + if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) + { + Vector2 delta = GetMouseDelta(); + delta = Vector2Scale(delta, -1.0f/camera.zoom); + camera.target = Vector2Add(camera.target, delta); + } + + if (zoomMode == 0) + { + // Zoom based on mouse wheel + float wheel = GetMouseWheelMove(); + if (wheel != 0) + { + // Get the world point that is under the mouse + Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera); + + // Set the offset to where the mouse is + camera.offset = GetMousePosition(); + + // Set the target to match, so that the camera maps the world space point + // under the cursor to the screen space point under the cursor at any zoom + camera.target = mouseWorldPos; + + // Zoom increment + float scaleFactor = 1.0f + (0.25f*fabsf(wheel)); + if (wheel < 0) scaleFactor = 1.0f/scaleFactor; + camera.zoom = Clamp(camera.zoom*scaleFactor, 0.125f, 64.0f); + } + } + else + { + // Zoom based on mouse right click + if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) + { + // Get the world point that is under the mouse + Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera); + + // Set the offset to where the mouse is + camera.offset = GetMousePosition(); + + // Set the target to match, so that the camera maps the world space point + // under the cursor to the screen space point under the cursor at any zoom + camera.target = mouseWorldPos; + } + if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) + { + // Zoom increment + float deltaX = GetMouseDelta().x; + float scaleFactor = 1.0f + (0.01f*fabsf(deltaX)); + if (deltaX < 0) scaleFactor = 1.0f/scaleFactor; + camera.zoom = Clamp(camera.zoom*scaleFactor, 0.125f, 64.0f); + } + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + ClearBackground(RAYWHITE); + + BeginMode2D(camera); + + // Draw the 3d grid, rotated 90 degrees and centered around 0,0 + // just so we have something in the XY plane + rlPushMatrix(); + rlTranslatef(0, 25*50, 0); + rlRotatef(90, 1, 0, 0); + DrawGrid(100, 50); + rlPopMatrix(); + + // Draw a reference circle + DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 50, MAROON); + + EndMode2D(); + + // Draw mouse reference + //Vector2 mousePos = GetWorldToScreen2D(GetMousePosition(), camera) + DrawCircleV(GetMousePosition(), 4, DARKGRAY); + DrawTextEx(GetFontDefault(), TextFormat("[%i, %i]", GetMouseX(), GetMouseY()), + Vector2Add(GetMousePosition(), (Vector2){ -44, -24 }), 20, 2, BLACK); + + DrawText("[1][2] Select mouse zoom mode (Wheel or Move)", 20, 20, 20, DARKGRAY); + if (zoomMode == 0) DrawText("Mouse left button drag to move, mouse wheel to zoom", 20, 50, 20, DARKGRAY); + else DrawText("Mouse left button drag to move, mouse press and move to zoom", 20, 50, 20, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_2d_camera_mouse_zoom.png b/deps/raylib/examples/core/core_2d_camera_mouse_zoom.png Binary files differnew file mode 100644 index 0000000..b920d5c --- /dev/null +++ b/deps/raylib/examples/core/core_2d_camera_mouse_zoom.png diff --git a/deps/raylib/examples/core/core_2d_camera_platformer.c b/deps/raylib/examples/core/core_2d_camera_platformer.c new file mode 100644 index 0000000..3743de8 --- /dev/null +++ b/deps/raylib/examples/core/core_2d_camera_platformer.c @@ -0,0 +1,301 @@ +/******************************************************************************************* +* +* raylib [core] example - 2D Camera platformer +* +* Example originally created with raylib 2.5, last time updated with raylib 3.0 +* +* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2019-2024 arvyy (@arvyy) +* +********************************************************************************************/ + +#include "raylib.h" +#include "raymath.h" + +#define G 400 +#define PLAYER_JUMP_SPD 350.0f +#define PLAYER_HOR_SPD 200.0f + +typedef struct Player { + Vector2 position; + float speed; + bool canJump; +} Player; + +typedef struct EnvItem { + Rectangle rect; + int blocking; + Color color; +} EnvItem; + +//---------------------------------------------------------------------------------- +// Module functions declaration +//---------------------------------------------------------------------------------- +void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta); +void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height); +void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height); +void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height); +void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height); +void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); + + Player player = { 0 }; + player.position = (Vector2){ 400, 280 }; + player.speed = 0; + player.canJump = false; + EnvItem envItems[] = { + {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY }, + {{ 0, 400, 1000, 200 }, 1, GRAY }, + {{ 300, 200, 400, 10 }, 1, GRAY }, + {{ 250, 300, 100, 10 }, 1, GRAY }, + {{ 650, 300, 100, 10 }, 1, GRAY } + }; + + int envItemsLength = sizeof(envItems)/sizeof(envItems[0]); + + Camera2D camera = { 0 }; + camera.target = player.position; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + camera.rotation = 0.0f; + camera.zoom = 1.0f; + + // Store pointers to the multiple update camera functions + void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = { + UpdateCameraCenter, + UpdateCameraCenterInsideMap, + UpdateCameraCenterSmoothFollow, + UpdateCameraEvenOutOnLanding, + UpdateCameraPlayerBoundsPush + }; + + int cameraOption = 0; + int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]); + + char *cameraDescriptions[] = { + "Follow player center", + "Follow player center, but clamp to map edges", + "Follow player center; smoothed", + "Follow player center horizontally; update player center vertically after landing", + "Player push camera on getting too close to screen edge" + }; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) + { + // Update + //---------------------------------------------------------------------------------- + float deltaTime = GetFrameTime(); + + UpdatePlayer(&player, envItems, envItemsLength, deltaTime); + + camera.zoom += ((float)GetMouseWheelMove()*0.05f); + + if (camera.zoom > 3.0f) camera.zoom = 3.0f; + else if (camera.zoom < 0.25f) camera.zoom = 0.25f; + + if (IsKeyPressed(KEY_R)) + { + camera.zoom = 1.0f; + player.position = (Vector2){ 400, 280 }; + } + + if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength; + + // Call update camera function by its pointer + cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(LIGHTGRAY); + + BeginMode2D(camera); + + for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color); + + Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40.0f, 40.0f }; + DrawRectangleRec(playerRect, RED); + + DrawCircleV(player.position, 5.0f, GOLD); + + EndMode2D(); + + DrawText("Controls:", 20, 20, 10, BLACK); + DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY); + DrawText("- Space to jump", 40, 60, 10, DARKGRAY); + DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY); + DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY); + DrawText("Current camera mode:", 20, 120, 10, BLACK); + DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta) +{ + if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta; + if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta; + if (IsKeyDown(KEY_SPACE) && player->canJump) + { + player->speed = -PLAYER_JUMP_SPD; + player->canJump = false; + } + + bool hitObstacle = false; + for (int i = 0; i < envItemsLength; i++) + { + EnvItem *ei = envItems + i; + Vector2 *p = &(player->position); + if (ei->blocking && + ei->rect.x <= p->x && + ei->rect.x + ei->rect.width >= p->x && + ei->rect.y >= p->y && + ei->rect.y <= p->y + player->speed*delta) + { + hitObstacle = true; + player->speed = 0.0f; + p->y = ei->rect.y; + break; + } + } + + if (!hitObstacle) + { + player->position.y += player->speed*delta; + player->speed += G*delta; + player->canJump = false; + } + else player->canJump = true; +} + +void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) +{ + camera->offset = (Vector2){ width/2.0f, height/2.0f }; + camera->target = player->position; +} + +void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) +{ + camera->target = player->position; + camera->offset = (Vector2){ width/2.0f, height/2.0f }; + float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000; + + for (int i = 0; i < envItemsLength; i++) + { + EnvItem *ei = envItems + i; + minX = fminf(ei->rect.x, minX); + maxX = fmaxf(ei->rect.x + ei->rect.width, maxX); + minY = fminf(ei->rect.y, minY); + maxY = fmaxf(ei->rect.y + ei->rect.height, maxY); + } + + Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera); + Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera); + + if (max.x < width) camera->offset.x = width - (max.x - width/2); + if (max.y < height) camera->offset.y = height - (max.y - height/2); + if (min.x > 0) camera->offset.x = width/2 - min.x; + if (min.y > 0) camera->offset.y = height/2 - min.y; +} + +void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) +{ + static float minSpeed = 30; + static float minEffectLength = 10; + static float fractionSpeed = 0.8f; + + camera->offset = (Vector2){ width/2.0f, height/2.0f }; + Vector2 diff = Vector2Subtract(player->position, camera->target); + float length = Vector2Length(diff); + + if (length > minEffectLength) + { + float speed = fmaxf(fractionSpeed*length, minSpeed); + camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length)); + } +} + +void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) +{ + static float evenOutSpeed = 700; + static int eveningOut = false; + static float evenOutTarget; + + camera->offset = (Vector2){ width/2.0f, height/2.0f }; + camera->target.x = player->position.x; + + if (eveningOut) + { + if (evenOutTarget > camera->target.y) + { + camera->target.y += evenOutSpeed*delta; + + if (camera->target.y > evenOutTarget) + { + camera->target.y = evenOutTarget; + eveningOut = 0; + } + } + else + { + camera->target.y -= evenOutSpeed*delta; + + if (camera->target.y < evenOutTarget) + { + camera->target.y = evenOutTarget; + eveningOut = 0; + } + } + } + else + { + if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y)) + { + eveningOut = 1; + evenOutTarget = player->position.y; + } + } +} + +void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) +{ + static Vector2 bbox = { 0.2f, 0.2f }; + + Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera); + Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera); + camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height }; + + if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x; + if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y; + if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x); + if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y); +} diff --git a/deps/raylib/examples/core/core_2d_camera_platformer.png b/deps/raylib/examples/core/core_2d_camera_platformer.png Binary files differnew file mode 100644 index 0000000..518c8cd --- /dev/null +++ b/deps/raylib/examples/core/core_2d_camera_platformer.png diff --git a/deps/raylib/examples/core/core_2d_camera_split_screen.c b/deps/raylib/examples/core/core_2d_camera_split_screen.c new file mode 100644 index 0000000..60b5a2e --- /dev/null +++ b/deps/raylib/examples/core/core_2d_camera_split_screen.c @@ -0,0 +1,167 @@ +/******************************************************************************************* +* +* raylib [core] example - 2d camera split screen +* +* Addapted from the core_3d_camera_split_screen example: +* https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c +* +* Example originally created with raylib 4.5, last time updated with raylib 4.5 +* +* Example contributed by Gabriel dos Santos Sanches (@gabrielssanches) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2023 Gabriel dos Santos Sanches (@gabrielssanches) +* +********************************************************************************************/ + +#include "raylib.h" + +#define PLAYER_SIZE 40 + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 440; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera split screen"); + + Rectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE }; + Rectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE }; + + Camera2D camera1 = { 0 }; + camera1.target = (Vector2){ player1.x, player1.y }; + camera1.offset = (Vector2){ 200.0f, 200.0f }; + camera1.rotation = 0.0f; + camera1.zoom = 1.0f; + + Camera2D camera2 = { 0 }; + camera2.target = (Vector2){ player2.x, player2.y }; + camera2.offset = (Vector2){ 200.0f, 200.0f }; + camera2.rotation = 0.0f; + camera2.zoom = 1.0f; + + RenderTexture screenCamera1 = LoadRenderTexture(screenWidth/2, screenHeight); + RenderTexture screenCamera2 = LoadRenderTexture(screenWidth/2, screenHeight); + + // Build a flipped rectangle the size of the split view to use for drawing later + Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenCamera1.texture.width, (float)-screenCamera1.texture.height }; + + 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_S)) player1.y += 3.0f; + else if (IsKeyDown(KEY_W)) player1.y -= 3.0f; + if (IsKeyDown(KEY_D)) player1.x += 3.0f; + else if (IsKeyDown(KEY_A)) player1.x -= 3.0f; + + if (IsKeyDown(KEY_UP)) player2.y -= 3.0f; + else if (IsKeyDown(KEY_DOWN)) player2.y += 3.0f; + if (IsKeyDown(KEY_RIGHT)) player2.x += 3.0f; + else if (IsKeyDown(KEY_LEFT)) player2.x -= 3.0f; + + camera1.target = (Vector2){ player1.x, player1.y }; + camera2.target = (Vector2){ player2.x, player2.y }; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginTextureMode(screenCamera1); + ClearBackground(RAYWHITE); + + BeginMode2D(camera1); + + // Draw full scene with first camera + for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++) + { + DrawLineV((Vector2){(float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY); + } + + for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++) + { + DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY); + } + + for (int i = 0; i < screenWidth/PLAYER_SIZE; i++) + { + for (int j = 0; j < screenHeight/PLAYER_SIZE; j++) + { + DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY); + } + } + + DrawRectangleRec(player1, RED); + DrawRectangleRec(player2, BLUE); + EndMode2D(); + + DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f)); + DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON); + + EndTextureMode(); + + BeginTextureMode(screenCamera2); + ClearBackground(RAYWHITE); + + BeginMode2D(camera2); + + // Draw full scene with second camera + for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++) + { + DrawLineV((Vector2){ (float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY); + } + + for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++) + { + DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY); + } + + for (int i = 0; i < screenWidth/PLAYER_SIZE; i++) + { + for (int j = 0; j < screenHeight/PLAYER_SIZE; j++) + { + DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY); + } + } + + DrawRectangleRec(player1, RED); + DrawRectangleRec(player2, BLUE); + + EndMode2D(); + + DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f)); + DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE); + + EndTextureMode(); + + // Draw both views render textures to the screen side by side + BeginDrawing(); + ClearBackground(BLACK); + + DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE); + DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE); + + DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY); + EndDrawing(); + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadRenderTexture(screenCamera1); // Unload render texture + UnloadRenderTexture(screenCamera2); // Unload render texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_2d_camera_split_screen.png b/deps/raylib/examples/core/core_2d_camera_split_screen.png Binary files differnew file mode 100644 index 0000000..a441e39 --- /dev/null +++ b/deps/raylib/examples/core/core_2d_camera_split_screen.png diff --git a/deps/raylib/examples/core/core_3d_camera_first_person.c b/deps/raylib/examples/core/core_3d_camera_first_person.c new file mode 100644 index 0000000..35b18ac --- /dev/null +++ b/deps/raylib/examples/core/core_3d_camera_first_person.c @@ -0,0 +1,206 @@ +/******************************************************************************************* +* +* raylib [core] example - 3d camera first person +* +* Example originally created with raylib 1.3, last time updated with raylib 1.3 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" +#include "rcamera.h" + +#define MAX_COLUMNS 20 + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); + + // Define the camera to look into our 3d world (position, target, up vector) + Camera camera = { 0 }; + camera.position = (Vector3){ 0.0f, 2.0f, 4.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 60.0f; // Camera field-of-view Y + camera.projection = CAMERA_PERSPECTIVE; // Camera projection type + + int cameraMode = CAMERA_FIRST_PERSON; + + // Generates some random columns + float heights[MAX_COLUMNS] = { 0 }; + Vector3 positions[MAX_COLUMNS] = { 0 }; + Color colors[MAX_COLUMNS] = { 0 }; + + for (int i = 0; i < MAX_COLUMNS; i++) + { + heights[i] = (float)GetRandomValue(1, 12); + positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i]/2.0f, (float)GetRandomValue(-15, 15) }; + colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 }; + } + + DisableCursor(); // Limit cursor to relative movement inside the window + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // Switch camera mode + if (IsKeyPressed(KEY_ONE)) + { + cameraMode = CAMERA_FREE; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll + } + + if (IsKeyPressed(KEY_TWO)) + { + cameraMode = CAMERA_FIRST_PERSON; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll + } + + if (IsKeyPressed(KEY_THREE)) + { + cameraMode = CAMERA_THIRD_PERSON; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll + } + + if (IsKeyPressed(KEY_FOUR)) + { + cameraMode = CAMERA_ORBITAL; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll + } + + // Switch camera projection + if (IsKeyPressed(KEY_P)) + { + if (camera.projection == CAMERA_PERSPECTIVE) + { + // Create isometric view + cameraMode = CAMERA_THIRD_PERSON; + // Note: The target distance is related to the render distance in the orthographic projection + camera.position = (Vector3){ 0.0f, 2.0f, -100.0f }; + camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.projection = CAMERA_ORTHOGRAPHIC; + camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC + CameraYaw(&camera, -135 * DEG2RAD, true); + CameraPitch(&camera, -45 * DEG2RAD, true, true, false); + } + else if (camera.projection == CAMERA_ORTHOGRAPHIC) + { + // Reset to default view + cameraMode = CAMERA_THIRD_PERSON; + camera.position = (Vector3){ 0.0f, 2.0f, 10.0f }; + camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.projection = CAMERA_PERSPECTIVE; + camera.fovy = 60.0f; + } + } + + // Update camera computes movement internally depending on the camera mode + // Some default standard keyboard/mouse inputs are hardcoded to simplify use + // For advance camera controls, it's reecommended to compute camera movement manually + UpdateCamera(&camera, cameraMode); // Update camera + +/* + // Camera PRO usage example (EXPERIMENTAL) + // This new camera function allows custom movement/rotation values to be directly provided + // as input parameters, with this approach, rcamera module is internally independent of raylib inputs + UpdateCameraPro(&camera, + (Vector3){ + (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward + (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, + (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left + (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, + 0.0f // Move up-down + }, + (Vector3){ + GetMouseDelta().x*0.05f, // Rotation: yaw + GetMouseDelta().y*0.05f, // Rotation: pitch + 0.0f // Rotation: roll + }, + GetMouseWheelMove()*2.0f); // Move to target (zoom) +*/ + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground + DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall + DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall + DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall + + // Draw some cubes around + for (int i = 0; i < MAX_COLUMNS; i++) + { + DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]); + DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON); + } + + // Draw player cube + if (cameraMode == CAMERA_THIRD_PERSON) + { + DrawCube(camera.target, 0.5f, 0.5f, 0.5f, PURPLE); + DrawCubeWires(camera.target, 0.5f, 0.5f, 0.5f, DARKPURPLE); + } + + EndMode3D(); + + // Draw info boxes + DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f)); + DrawRectangleLines(5, 5, 330, 100, BLUE); + + DrawText("Camera controls:", 15, 15, 10, BLACK); + DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK); + DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK); + DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, BLACK); + DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, BLACK); + DrawText("- Camera projection key: P", 15, 90, 10, BLACK); + + DrawRectangle(600, 5, 195, 100, Fade(SKYBLUE, 0.5f)); + DrawRectangleLines(600, 5, 195, 100, BLUE); + + DrawText("Camera status:", 610, 15, 10, BLACK); + DrawText(TextFormat("- Mode: %s", (cameraMode == CAMERA_FREE) ? "FREE" : + (cameraMode == CAMERA_FIRST_PERSON) ? "FIRST_PERSON" : + (cameraMode == CAMERA_THIRD_PERSON) ? "THIRD_PERSON" : + (cameraMode == CAMERA_ORBITAL) ? "ORBITAL" : "CUSTOM"), 610, 30, 10, BLACK); + DrawText(TextFormat("- Projection: %s", (camera.projection == CAMERA_PERSPECTIVE) ? "PERSPECTIVE" : + (camera.projection == CAMERA_ORTHOGRAPHIC) ? "ORTHOGRAPHIC" : "CUSTOM"), 610, 45, 10, BLACK); + DrawText(TextFormat("- Position: (%06.3f, %06.3f, %06.3f)", camera.position.x, camera.position.y, camera.position.z), 610, 60, 10, BLACK); + DrawText(TextFormat("- Target: (%06.3f, %06.3f, %06.3f)", camera.target.x, camera.target.y, camera.target.z), 610, 75, 10, BLACK); + DrawText(TextFormat("- Up: (%06.3f, %06.3f, %06.3f)", camera.up.x, camera.up.y, camera.up.z), 610, 90, 10, BLACK); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_3d_camera_first_person.png b/deps/raylib/examples/core/core_3d_camera_first_person.png Binary files differnew file mode 100644 index 0000000..a995591 --- /dev/null +++ b/deps/raylib/examples/core/core_3d_camera_first_person.png diff --git a/deps/raylib/examples/core/core_3d_camera_free.c b/deps/raylib/examples/core/core_3d_camera_free.c new file mode 100644 index 0000000..9899dbd --- /dev/null +++ b/deps/raylib/examples/core/core_3d_camera_free.c @@ -0,0 +1,86 @@ +/******************************************************************************************* +* +* raylib [core] example - Initialize 3d camera free +* +* Example originally created with raylib 1.3, last time updated with raylib 1.3 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); + + // Define the camera to look into our 3d world + Camera3D camera = { 0 }; + camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + camera.projection = CAMERA_PERSPECTIVE; // Camera projection type + + Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; + + DisableCursor(); // Limit cursor to relative movement inside the window + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_FREE); + + if (IsKeyPressed('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, 93, Fade(SKYBLUE, 0.5f)); + DrawRectangleLines( 10, 10, 320, 93, 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("- Z to zoom to (0, 0, 0)", 40, 80, 10, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_3d_camera_free.png b/deps/raylib/examples/core/core_3d_camera_free.png Binary files differnew file mode 100644 index 0000000..71dfc1c --- /dev/null +++ b/deps/raylib/examples/core/core_3d_camera_free.png diff --git a/deps/raylib/examples/core/core_3d_camera_mode.c b/deps/raylib/examples/core/core_3d_camera_mode.c new file mode 100644 index 0000000..0600fd3 --- /dev/null +++ b/deps/raylib/examples/core/core_3d_camera_mode.c @@ -0,0 +1,78 @@ +/******************************************************************************************* +* +* raylib [core] example - Initialize 3d camera mode +* +* Example originally created with raylib 1.0, last time updated with raylib 1.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode"); + + // Define the camera to look into our 3d world + Camera3D camera = { 0 }; + camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type + + Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); + DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); + + DrawGrid(10, 1.0f); + + EndMode3D(); + + DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_3d_camera_mode.png b/deps/raylib/examples/core/core_3d_camera_mode.png Binary files differnew file mode 100644 index 0000000..de65dae --- /dev/null +++ b/deps/raylib/examples/core/core_3d_camera_mode.png diff --git a/deps/raylib/examples/core/core_3d_camera_split_screen.c b/deps/raylib/examples/core/core_3d_camera_split_screen.c new file mode 100644 index 0000000..5294e89 --- /dev/null +++ b/deps/raylib/examples/core/core_3d_camera_split_screen.c @@ -0,0 +1,174 @@ +/******************************************************************************************* +* +* raylib [core] example - 3d cmaera split screen +* +* Example originally created with raylib 3.7, last time updated with raylib 4.0 +* +* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2021-2024 Jeffery Myers (@JeffM2501) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera split screen"); + + // Setup player 1 camera and screen + Camera cameraPlayer1 = { 0 }; + cameraPlayer1.fovy = 45.0f; + cameraPlayer1.up.y = 1.0f; + cameraPlayer1.target.y = 1.0f; + cameraPlayer1.position.z = -3.0f; + cameraPlayer1.position.y = 1.0f; + + RenderTexture screenPlayer1 = LoadRenderTexture(screenWidth/2, screenHeight); + + // Setup player two camera and screen + Camera cameraPlayer2 = { 0 }; + cameraPlayer2.fovy = 45.0f; + cameraPlayer2.up.y = 1.0f; + cameraPlayer2.target.y = 3.0f; + cameraPlayer2.position.x = -3.0f; + cameraPlayer2.position.y = 3.0f; + + RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight); + + // Build a flipped rectangle the size of the split view to use for drawing later + Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height }; + + // Grid data + int count = 5; + float spacing = 4; + + 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 anyone moves this frame, how far will they move based on the time since the last frame + // this moves thigns at 10 world units per second, regardless of the actual FPS + float offsetThisFrame = 10.0f*GetFrameTime(); + + // Move Player1 forward and backwards (no turning) + if (IsKeyDown(KEY_W)) + { + cameraPlayer1.position.z += offsetThisFrame; + cameraPlayer1.target.z += offsetThisFrame; + } + else if (IsKeyDown(KEY_S)) + { + cameraPlayer1.position.z -= offsetThisFrame; + cameraPlayer1.target.z -= offsetThisFrame; + } + + // Move Player2 forward and backwards (no turning) + if (IsKeyDown(KEY_UP)) + { + cameraPlayer2.position.x += offsetThisFrame; + cameraPlayer2.target.x += offsetThisFrame; + } + else if (IsKeyDown(KEY_DOWN)) + { + cameraPlayer2.position.x -= offsetThisFrame; + cameraPlayer2.target.x -= offsetThisFrame; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + // Draw Player1 view to the render texture + BeginTextureMode(screenPlayer1); + ClearBackground(SKYBLUE); + + BeginMode3D(cameraPlayer1); + + // Draw scene: grid of cube trees on a plane to make a "world" + DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane + + for (float x = -count*spacing; x <= count*spacing; x += spacing) + { + for (float z = -count*spacing; z <= count*spacing; z += spacing) + { + DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME); + DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN); + } + } + + // Draw a cube at each player's position + DrawCube(cameraPlayer1.position, 1, 1, 1, RED); + DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE); + + EndMode3D(); + + DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f)); + DrawText("PLAYER1: W/S to move", 10, 10, 20, MAROON); + + EndTextureMode(); + + // Draw Player2 view to the render texture + BeginTextureMode(screenPlayer2); + ClearBackground(SKYBLUE); + + BeginMode3D(cameraPlayer2); + + // Draw scene: grid of cube trees on a plane to make a "world" + DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane + + for (float x = -count*spacing; x <= count*spacing; x += spacing) + { + for (float z = -count*spacing; z <= count*spacing; z += spacing) + { + DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME); + DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN); + } + } + + // Draw a cube at each player's position + DrawCube(cameraPlayer1.position, 1, 1, 1, RED); + DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE); + + EndMode3D(); + + DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f)); + DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, DARKBLUE); + + EndTextureMode(); + + // Draw both views render textures to the screen side by side + BeginDrawing(); + ClearBackground(BLACK); + + DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE); + DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE); + + DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY); + EndDrawing(); + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadRenderTexture(screenPlayer1); // Unload render texture + UnloadRenderTexture(screenPlayer2); // Unload render texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_3d_camera_split_screen.png b/deps/raylib/examples/core/core_3d_camera_split_screen.png Binary files differnew file mode 100644 index 0000000..bc323d6 --- /dev/null +++ b/deps/raylib/examples/core/core_3d_camera_split_screen.png diff --git a/deps/raylib/examples/core/core_3d_picking.c b/deps/raylib/examples/core/core_3d_picking.c new file mode 100644 index 0000000..634afba --- /dev/null +++ b/deps/raylib/examples/core/core_3d_picking.c @@ -0,0 +1,118 @@ +/******************************************************************************************* +* +* raylib [core] example - Picking in 3d mode +* +* Example originally created with raylib 1.3, last time updated with raylib 4.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking"); + + // Define the camera to look into our 3d world + Camera camera = { 0 }; + camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + camera.projection = CAMERA_PERSPECTIVE; // Camera projection type + + Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; + Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; + + Ray ray = { 0 }; // Picking line ray + RayCollision collision = { 0 }; // Ray collision hit info + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); + + // Toggle camera controls + if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) + { + if (IsCursorHidden()) EnableCursor(); + else DisableCursor(); + } + + if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) + { + if (!collision.hit) + { + ray = GetScreenToWorldRay(GetMousePosition(), camera); + + // Check collision between ray and box + collision = GetRayCollisionBox(ray, + (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 }, + (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }}); + } + else collision.hit = false; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + if (collision.hit) + { + DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED); + DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON); + + DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN); + } + else + { + DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY); + DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY); + } + + DrawRay(ray, MAROON); + DrawGrid(10, 1.0f); + + EndMode3D(); + + DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY); + + if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN); + + DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_3d_picking.png b/deps/raylib/examples/core/core_3d_picking.png Binary files differnew file mode 100644 index 0000000..254f2f8 --- /dev/null +++ b/deps/raylib/examples/core/core_3d_picking.png diff --git a/deps/raylib/examples/core/core_automation_events.c b/deps/raylib/examples/core/core_automation_events.c new file mode 100644 index 0000000..64ca51f --- /dev/null +++ b/deps/raylib/examples/core/core_automation_events.c @@ -0,0 +1,336 @@ +/******************************************************************************************* +* +* raylib [core] example - automation events +* +* Example originally created with raylib 5.0, last time updated with raylib 5.0 +* +* Example based on 2d_camera_platformer example by arvyy (@arvyy) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2023 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" +#include "raymath.h" + +#define GRAVITY 400 +#define PLAYER_JUMP_SPD 350.0f +#define PLAYER_HOR_SPD 200.0f + +#define MAX_ENVIRONMENT_ELEMENTS 5 + +typedef struct Player { + Vector2 position; + float speed; + bool canJump; +} Player; + +typedef struct EnvElement { + Rectangle rect; + int blocking; + Color color; +} EnvElement; + + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - automation events"); + + // Define player + Player player = { 0 }; + player.position = (Vector2){ 400, 280 }; + player.speed = 0; + player.canJump = false; + + // Define environment elements (platforms) + EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = { + {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY }, + {{ 0, 400, 1000, 200 }, 1, GRAY }, + {{ 300, 200, 400, 10 }, 1, GRAY }, + {{ 250, 300, 100, 10 }, 1, GRAY }, + {{ 650, 300, 100, 10 }, 1, GRAY } + }; + + // Define camera + Camera2D camera = { 0 }; + camera.target = player.position; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + camera.rotation = 0.0f; + camera.zoom = 1.0f; + + // Automation events + AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events + SetAutomationEventList(&aelist); + bool eventRecording = false; + bool eventPlaying = false; + + unsigned int frameCounter = 0; + unsigned int playFrameCounter = 0; + unsigned int currentPlayFrame = 0; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) + { + // Update + //---------------------------------------------------------------------------------- + float deltaTime = 0.015f;//GetFrameTime(); + + // Dropped files logic + //---------------------------------------------------------------------------------- + if (IsFileDropped()) + { + FilePathList droppedFiles = LoadDroppedFiles(); + + // Supports loading .rgs style files (text or binary) and .png style palette images + if (IsFileExtension(droppedFiles.paths[0], ".txt;.rae")) + { + UnloadAutomationEventList(aelist); + aelist = LoadAutomationEventList(droppedFiles.paths[0]); + + eventRecording = false; + + // Reset scene state to play + eventPlaying = true; + playFrameCounter = 0; + currentPlayFrame = 0; + + player.position = (Vector2){ 400, 280 }; + player.speed = 0; + player.canJump = false; + + camera.target = player.position; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + camera.rotation = 0.0f; + camera.zoom = 1.0f; + } + + UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory + } + //---------------------------------------------------------------------------------- + + // Update player + //---------------------------------------------------------------------------------- + if (IsKeyDown(KEY_LEFT)) player.position.x -= PLAYER_HOR_SPD*deltaTime; + if (IsKeyDown(KEY_RIGHT)) player.position.x += PLAYER_HOR_SPD*deltaTime; + if (IsKeyDown(KEY_SPACE) && player.canJump) + { + player.speed = -PLAYER_JUMP_SPD; + player.canJump = false; + } + + int hitObstacle = 0; + for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++) + { + EnvElement *element = &envElements[i]; + Vector2 *p = &(player.position); + if (element->blocking && + element->rect.x <= p->x && + element->rect.x + element->rect.width >= p->x && + element->rect.y >= p->y && + element->rect.y <= p->y + player.speed*deltaTime) + { + hitObstacle = 1; + player.speed = 0.0f; + p->y = element->rect.y; + } + } + + if (!hitObstacle) + { + player.position.y += player.speed*deltaTime; + player.speed += GRAVITY*deltaTime; + player.canJump = false; + } + else player.canJump = true; + + if (IsKeyPressed(KEY_R)) + { + // Reset game state + player.position = (Vector2){ 400, 280 }; + player.speed = 0; + player.canJump = false; + + camera.target = player.position; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + camera.rotation = 0.0f; + camera.zoom = 1.0f; + } + //---------------------------------------------------------------------------------- + + // Events playing + // NOTE: Logic must be before Camera update because it depends on mouse-wheel value, + // that can be set by the played event... but some other inputs could be affected + //---------------------------------------------------------------------------------- + if (eventPlaying) + { + // NOTE: Multiple events could be executed in a single frame + while (playFrameCounter == aelist.events[currentPlayFrame].frame) + { + PlayAutomationEvent(aelist.events[currentPlayFrame]); + currentPlayFrame++; + + if (currentPlayFrame == aelist.count) + { + eventPlaying = false; + currentPlayFrame = 0; + playFrameCounter = 0; + + TraceLog(LOG_INFO, "FINISH PLAYING!"); + break; + } + } + + playFrameCounter++; + } + //---------------------------------------------------------------------------------- + + // Update camera + //---------------------------------------------------------------------------------- + camera.target = player.position; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000; + + // WARNING: On event replay, mouse-wheel internal value is set + camera.zoom += ((float)GetMouseWheelMove()*0.05f); + if (camera.zoom > 3.0f) camera.zoom = 3.0f; + else if (camera.zoom < 0.25f) camera.zoom = 0.25f; + + for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++) + { + EnvElement *element = &envElements[i]; + minX = fminf(element->rect.x, minX); + maxX = fmaxf(element->rect.x + element->rect.width, maxX); + minY = fminf(element->rect.y, minY); + maxY = fmaxf(element->rect.y + element->rect.height, maxY); + } + + Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera); + Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera); + + if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2); + if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2); + if (min.x > 0) camera.offset.x = screenWidth/2 - min.x; + if (min.y > 0) camera.offset.y = screenHeight/2 - min.y; + //---------------------------------------------------------------------------------- + + // Events management + if (IsKeyPressed(KEY_S)) // Toggle events recording + { + if (!eventPlaying) + { + if (eventRecording) + { + StopAutomationEventRecording(); + eventRecording = false; + + ExportAutomationEventList(aelist, "automation.rae"); + + TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count); + } + else + { + SetAutomationEventBaseFrame(180); + StartAutomationEventRecording(); + eventRecording = true; + } + } + } + else if (IsKeyPressed(KEY_A)) // Toggle events playing (WARNING: Starts next frame) + { + if (!eventRecording && (aelist.count > 0)) + { + // Reset scene state to play + eventPlaying = true; + playFrameCounter = 0; + currentPlayFrame = 0; + + player.position = (Vector2){ 400, 280 }; + player.speed = 0; + player.canJump = false; + + camera.target = player.position; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + camera.rotation = 0.0f; + camera.zoom = 1.0f; + } + } + + if (eventRecording || eventPlaying) frameCounter++; + else frameCounter = 0; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(LIGHTGRAY); + + BeginMode2D(camera); + + // Draw environment elements + for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++) + { + DrawRectangleRec(envElements[i].rect, envElements[i].color); + } + + // Draw player rectangle + DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED); + + EndMode2D(); + + // Draw game controls + DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f)); + DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f)); + + DrawText("Controls:", 20, 20, 10, BLACK); + DrawText("- RIGHT | LEFT: Player movement", 30, 40, 10, DARKGRAY); + DrawText("- SPACE: Player jump", 30, 60, 10, DARKGRAY); + DrawText("- R: Reset game state", 30, 80, 10, DARKGRAY); + + DrawText("- S: START/STOP RECORDING INPUT EVENTS", 30, 110, 10, BLACK); + DrawText("- A: REPLAY LAST RECORDED INPUT EVENTS", 30, 130, 10, BLACK); + + // Draw automation events recording indicator + if (eventRecording) + { + DrawRectangle(10, 160, 290, 30, Fade(RED, 0.3f)); + DrawRectangleLines(10, 160, 290, 30, Fade(MAROON, 0.8f)); + DrawCircle(30, 175, 10, MAROON); + + if (((frameCounter/15)%2) == 1) DrawText(TextFormat("RECORDING EVENTS... [%i]", aelist.count), 50, 170, 10, MAROON); + } + else if (eventPlaying) + { + DrawRectangle(10, 160, 290, 30, Fade(LIME, 0.3f)); + DrawRectangleLines(10, 160, 290, 30, Fade(DARKGREEN, 0.8f)); + DrawTriangle((Vector2){ 20, 155 + 10 }, (Vector2){ 20, 155 + 30 }, (Vector2){ 40, 155 + 20 }, DARKGREEN); + + if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN); + } + + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_automation_events.png b/deps/raylib/examples/core/core_automation_events.png Binary files differnew file mode 100644 index 0000000..ac8cb3b --- /dev/null +++ b/deps/raylib/examples/core/core_automation_events.png diff --git a/deps/raylib/examples/core/core_basic_screen_manager.c b/deps/raylib/examples/core/core_basic_screen_manager.c new file mode 100644 index 0000000..728ef12 --- /dev/null +++ b/deps/raylib/examples/core/core_basic_screen_manager.c @@ -0,0 +1,152 @@ +/******************************************************************************************* +* +* raylib [core] examples - basic screen manager +* +* NOTE: This example illustrates a very simple screen manager based on a states machines +* +* Example originally created with raylib 4.0, last time updated with raylib 4.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2021-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------------ +// Types and Structures Definition +//------------------------------------------------------------------------------------------ +typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen; + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager"); + + GameScreen currentScreen = LOGO; + + // TODO: Initialize all required variables and load all required data here! + + int framesCounter = 0; // Useful to count frames + + SetTargetFPS(60); // Set desired framerate (frames-per-second) + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + switch(currentScreen) + { + case LOGO: + { + // TODO: Update LOGO screen variables here! + + framesCounter++; // Count frames + + // Wait for 2 seconds (120 frames) before jumping to TITLE screen + if (framesCounter > 120) + { + currentScreen = TITLE; + } + } break; + case TITLE: + { + // TODO: Update TITLE screen variables here! + + // Press enter to change to GAMEPLAY screen + if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) + { + currentScreen = GAMEPLAY; + } + } break; + case GAMEPLAY: + { + // TODO: Update GAMEPLAY screen variables here! + + // Press enter to change to ENDING screen + if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) + { + currentScreen = ENDING; + } + } break; + case ENDING: + { + // TODO: Update ENDING screen variables here! + + // Press enter to return to TITLE screen + if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) + { + currentScreen = TITLE; + } + } break; + default: break; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + switch(currentScreen) + { + case LOGO: + { + // TODO: Draw LOGO screen here! + DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY); + DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY); + + } break; + case TITLE: + { + // TODO: Draw TITLE screen here! + DrawRectangle(0, 0, screenWidth, screenHeight, GREEN); + DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN); + DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN); + + } break; + case GAMEPLAY: + { + // TODO: Draw GAMEPLAY screen here! + DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE); + DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON); + DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON); + + } break; + case ENDING: + { + // TODO: Draw ENDING screen here! + DrawRectangle(0, 0, screenWidth, screenHeight, BLUE); + DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE); + DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE); + + } break; + default: break; + } + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + + // TODO: Unload all loaded data (textures, fonts, audio) here! + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_basic_screen_manager.png b/deps/raylib/examples/core/core_basic_screen_manager.png Binary files differnew file mode 100644 index 0000000..532002b --- /dev/null +++ b/deps/raylib/examples/core/core_basic_screen_manager.png diff --git a/deps/raylib/examples/core/core_basic_window.c b/deps/raylib/examples/core/core_basic_window.c new file mode 100644 index 0000000..3cf2c7c --- /dev/null +++ b/deps/raylib/examples/core/core_basic_window.c @@ -0,0 +1,70 @@ +/******************************************************************************************* +* +* 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 +* +* To test the examples on Web, press F6 and execute 'raylib_compile_execute_web' script +* Web version of the program is generated in the same folder as .c file +* +* You can find all basic examples on C:\raylib\raylib\examples folder or +* raylib official webpage: www.raylib.com +* +* Enjoy using raylib. :) +* +* Example originally created with raylib 1.0, last time updated with raylib 1.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_basic_window.png b/deps/raylib/examples/core/core_basic_window.png Binary files differnew file mode 100644 index 0000000..3461844 --- /dev/null +++ b/deps/raylib/examples/core/core_basic_window.png diff --git a/deps/raylib/examples/core/core_basic_window_web.c b/deps/raylib/examples/core/core_basic_window_web.c new file mode 100644 index 0000000..8726908 --- /dev/null +++ b/deps/raylib/examples/core/core_basic_window_web.c @@ -0,0 +1,87 @@ +/******************************************************************************************* +* +* raylib [core] example - Basic window (adapted for HTML5 platform) +* +* NOTE: This example is prepared to compile for PLATFORM_WEB, and PLATFORM_DESKTOP +* As you will notice, code structure is slightly diferent to the other examples... +* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning +* +* Example originally created with raylib 1.3, last time updated with raylib 1.3 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//#define PLATFORM_WEB + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +const int screenWidth = 800; +const int screenHeight = 450; + +//---------------------------------------------------------------------------------- +// Module functions declaration +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void); // Update and Draw one frame + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); + +#if defined(PLATFORM_WEB) + emscripten_set_main_loop(UpdateDrawFrame, 0, 1); +#else + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + UpdateDrawFrame(); + } +#endif + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void) +{ + // Update + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_custom_frame_control.c b/deps/raylib/examples/core/core_custom_frame_control.c new file mode 100644 index 0000000..9793fc3 --- /dev/null +++ b/deps/raylib/examples/core/core_custom_frame_control.c @@ -0,0 +1,130 @@ +/******************************************************************************************* +* +* raylib [core] example - custom frame control +* +* NOTE: WARNING: This is an example for advanced users willing to have full control over +* the frame processes. By default, EndDrawing() calls the following processes: +* 1. Draw remaining batch data: rlDrawRenderBatchActive() +* 2. SwapScreenBuffer() +* 3. Frame time control: WaitTime() +* 4. PollInputEvents() +* +* To avoid steps 2, 3 and 4, flag SUPPORT_CUSTOM_FRAME_CONTROL can be enabled in +* config.h (it requires recompiling raylib). This way those steps are up to the user. +* +* Note that enabling this flag invalidates some functions: +* - GetFrameTime() +* - SetTargetFPS() +* - GetFPS() +* +* Example originally created with raylib 4.0, last time updated with raylib 4.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2021-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control"); + + // Custom timming variables + double previousTime = GetTime(); // Previous time measure + double currentTime = 0.0; // Current time measure + double updateDrawTime = 0.0; // Update + Draw time + double waitTime = 0.0; // Wait time (if target fps required) + float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time) + + float timeCounter = 0.0f; // Accumulative time counter (seconds) + float position = 0.0f; // Circle position + bool pause = false; // Pause control flag + + int targetFPS = 60; // Our initial target fps + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL) + + if (IsKeyPressed(KEY_SPACE)) pause = !pause; + + if (IsKeyPressed(KEY_UP)) targetFPS += 20; + else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20; + + if (targetFPS < 0) targetFPS = 0; + + if (!pause) + { + position += 200*deltaTime; // We move at 200 pixels per second + if (position >= GetScreenWidth()) position = 0; + timeCounter += deltaTime; // We count time (seconds) + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE); + + DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED); + + DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON); + DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK); + + DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY); + DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY); + DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY); + DrawText(TextFormat("TARGET FPS: %i", targetFPS), GetScreenWidth() - 220, 10, 20, LIME); + DrawText(TextFormat("CURRENT FPS: %i", (int)(1.0f/deltaTime)), GetScreenWidth() - 220, 40, 20, GREEN); + + EndDrawing(); + + // NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL, + // Events polling, screen buffer swap and frame time control must be managed by the user + + SwapScreenBuffer(); // Flip the back buffer to screen (front buffer) + + currentTime = GetTime(); + updateDrawTime = currentTime - previousTime; + + if (targetFPS > 0) // We want a fixed frame rate + { + waitTime = (1.0f/(float)targetFPS) - updateDrawTime; + if (waitTime > 0.0) + { + WaitTime((float)waitTime); + currentTime = GetTime(); + deltaTime = (float)(currentTime - previousTime); + } + } + else deltaTime = (float)updateDrawTime; // Framerate could be variable + + previousTime = currentTime; + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_custom_frame_control.png b/deps/raylib/examples/core/core_custom_frame_control.png Binary files differnew file mode 100644 index 0000000..7d615ef --- /dev/null +++ b/deps/raylib/examples/core/core_custom_frame_control.png diff --git a/deps/raylib/examples/core/core_custom_logging.c b/deps/raylib/examples/core/core_custom_logging.c new file mode 100644 index 0000000..f886267 --- /dev/null +++ b/deps/raylib/examples/core/core_custom_logging.c @@ -0,0 +1,88 @@ +/******************************************************************************************* +* +* raylib [core] example - Custom logging +* +* Example originally created with raylib 2.5, last time updated with raylib 2.5 +* +* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2018-2024 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <stdio.h> // Required for: fopen(), fclose(), fputc(), fwrite(), printf(), fprintf(), funopen() +#include <time.h> // Required for: time_t, tm, time(), localtime(), strftime() + +// Custom logging function +void CustomLog(int msgType, const char *text, va_list args) +{ + char timeStr[64] = { 0 }; + time_t now = time(NULL); + struct tm *tm_info = localtime(&now); + + strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info); + printf("[%s] ", timeStr); + + switch (msgType) + { + case LOG_INFO: printf("[INFO] : "); break; + case LOG_ERROR: printf("[ERROR]: "); break; + case LOG_WARNING: printf("[WARN] : "); break; + case LOG_DEBUG: printf("[DEBUG]: "); break; + default: break; + } + + vprintf(text, args); + printf("\n"); +} + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + // Set custom logger + SetTraceLogCallback(CustomLog); + + InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging"); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_custom_logging.png b/deps/raylib/examples/core/core_custom_logging.png Binary files differnew file mode 100644 index 0000000..478fef7 --- /dev/null +++ b/deps/raylib/examples/core/core_custom_logging.png diff --git a/deps/raylib/examples/core/core_drop_files.c b/deps/raylib/examples/core/core_drop_files.c new file mode 100644 index 0000000..2e51d87 --- /dev/null +++ b/deps/raylib/examples/core/core_drop_files.c @@ -0,0 +1,106 @@ +/******************************************************************************************* +* +* raylib [core] example - Windows drop files +* +* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?) +* +* Example originally created with raylib 1.3, last time updated with raylib 4.2 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <stdlib.h> // Required for: calloc(), free() + +#define MAX_FILEPATH_RECORDED 4096 +#define MAX_FILEPATH_SIZE 2048 + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files"); + + int filePathCounter = 0; + char *filePaths[MAX_FILEPATH_RECORDED] = { 0 }; // We will register a maximum of filepaths + + // Allocate space for the required file paths + for (int i = 0; i < MAX_FILEPATH_RECORDED; i++) + { + filePaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_SIZE, 1); + } + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsFileDropped()) + { + FilePathList droppedFiles = LoadDroppedFiles(); + + for (int i = 0, offset = filePathCounter; i < (int)droppedFiles.count; i++) + { + if (filePathCounter < (MAX_FILEPATH_RECORDED - 1)) + { + TextCopy(filePaths[offset + i], droppedFiles.paths[i]); + filePathCounter++; + } + } + + UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (filePathCounter == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY); + else + { + DrawText("Dropped files:", 100, 40, 20, DARKGRAY); + + for (int i = 0; i < filePathCounter; i++) + { + if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f)); + else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f)); + + DrawText(filePaths[i], 120, 100 + 40*i, 10, GRAY); + } + + DrawText("Drop new files...", 100, 110 + 40*filePathCounter, 20, DARKGRAY); + } + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + for (int i = 0; i < MAX_FILEPATH_RECORDED; i++) + { + RL_FREE(filePaths[i]); // Free allocated memory for all filepaths + } + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_drop_files.png b/deps/raylib/examples/core/core_drop_files.png Binary files differnew file mode 100644 index 0000000..d46c44c --- /dev/null +++ b/deps/raylib/examples/core/core_drop_files.png diff --git a/deps/raylib/examples/core/core_input_gamepad.c b/deps/raylib/examples/core/core_input_gamepad.c new file mode 100644 index 0000000..f9310fd --- /dev/null +++ b/deps/raylib/examples/core/core_input_gamepad.c @@ -0,0 +1,287 @@ +/******************************************************************************************* +* +* raylib [core] example - Gamepad input +* +* NOTE: This example requires a Gamepad connected to the system +* raylib is configured to work with the following gamepads: +* - Xbox 360 Controller (Xbox 360, Xbox One) +* - PLAYSTATION(R)3 Controller +* Check raylib.h for buttons configuration +* +* Example originally created with raylib 1.1, last time updated with raylib 4.2 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +// NOTE: Gamepad name ID depends on drivers and OS +#define XBOX_ALIAS_1 "xbox" +#define XBOX_ALIAS_2 "x-box" +#define PS_ALIAS "playstation" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation + + InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input"); + + Texture2D texPs3Pad = LoadTexture("resources/ps3.png"); + Texture2D texXboxPad = LoadTexture("resources/xbox.png"); + + // Set axis deadzones + const float leftStickDeadzoneX = 0.1f; + const float leftStickDeadzoneY = 0.1f; + const float rightStickDeadzoneX = 0.1f; + const float rightStickDeadzoneY = 0.1f; + const float leftTriggerDeadzone = -0.9f; + const float rightTriggerDeadzone = -0.9f; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + int gamepad = 0; // which gamepad to display + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // ... + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (IsKeyPressed(KEY_LEFT) && gamepad > 0) gamepad--; + if (IsKeyPressed(KEY_RIGHT)) gamepad++; + + if (IsGamepadAvailable(gamepad)) + { + DrawText(TextFormat("GP%d: %s", gamepad, GetGamepadName(gamepad)), 10, 10, 10, BLACK); + + // Get axis values + float leftStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X); + float leftStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y); + float rightStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X); + float rightStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y); + float leftTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER); + float rightTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER); + + // Calculate deadzones + if (leftStickX > -leftStickDeadzoneX && leftStickX < leftStickDeadzoneX) leftStickX = 0.0f; + if (leftStickY > -leftStickDeadzoneY && leftStickY < leftStickDeadzoneY) leftStickY = 0.0f; + if (rightStickX > -rightStickDeadzoneX && rightStickX < rightStickDeadzoneX) rightStickX = 0.0f; + if (rightStickY > -rightStickDeadzoneY && rightStickY < rightStickDeadzoneY) rightStickY = 0.0f; + if (leftTrigger < leftTriggerDeadzone) leftTrigger = -1.0f; + if (rightTrigger < rightTriggerDeadzone) rightTrigger = -1.0f; + + if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_1) > -1 || TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_2) > -1) + { + DrawTexture(texXboxPad, 0, 0, DARKGRAY); + + // Draw buttons: xbox home + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED); + + // Draw buttons: basic + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON); + if (IsGamepadButtonDown(gamepad, 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, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED); + + // Draw buttons: left-right back + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED); + + // Draw axis: left joystick + Color leftGamepadColor = BLACK; + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED; + DrawCircle(259, 152, 39, BLACK); + DrawCircle(259, 152, 34, LIGHTGRAY); + DrawCircle(259 + (int)(leftStickX*20), + 152 + (int)(leftStickY*20), 25, leftGamepadColor); + + // Draw axis: right joystick + Color rightGamepadColor = BLACK; + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED; + DrawCircle(461, 237, 38, BLACK); + DrawCircle(461, 237, 33, LIGHTGRAY); + DrawCircle(461 + (int)(rightStickX*20), + 237 + (int)(rightStickY*20), 25, rightGamepadColor); + + // Draw axis: left-right triggers + DrawRectangle(170, 30, 15, 70, GRAY); + DrawRectangle(604, 30, 15, 70, GRAY); + DrawRectangle(170, 30, 15, (int)(((1 + leftTrigger)/2)*70), RED); + DrawRectangle(604, 30, 15, (int)(((1 + rightTrigger)/2)*70), RED); + + //DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK); + //DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK); + } + else if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS) > -1) + { + DrawTexture(texPs3Pad, 0, 0, DARKGRAY); + + // Draw buttons: ps + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED); + + // Draw buttons: basic + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET); + if (IsGamepadButtonDown(gamepad, 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, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED); + + // Draw buttons: left-right back buttons + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED); + + // Draw axis: left joystick + Color leftGamepadColor = BLACK; + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED; + DrawCircle(319, 255, 35, BLACK); + DrawCircle(319, 255, 31, LIGHTGRAY); + DrawCircle(319 + (int)(leftStickX*20), + 255 + (int)(leftStickY*20), 25, leftGamepadColor); + + // Draw axis: right joystick + Color rightGamepadColor = BLACK; + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED; + DrawCircle(475, 255, 35, BLACK); + DrawCircle(475, 255, 31, LIGHTGRAY); + DrawCircle(475 + (int)(rightStickX*20), + 255 + (int)(rightStickY*20), 25, rightGamepadColor); + + // Draw axis: left-right triggers + DrawRectangle(169, 48, 15, 70, GRAY); + DrawRectangle(611, 48, 15, 70, GRAY); + DrawRectangle(169, 48, 15, (int)(((1 + leftTrigger)/2)*70), RED); + DrawRectangle(611, 48, 15, (int)(((1 + rightTrigger)/2)*70), RED); + } + else + { + + // Draw background: generic + DrawRectangleRounded((Rectangle){ 175, 110, 460, 220}, 0.3f, 16, DARKGRAY); + + // Draw buttons: basic + DrawCircle(365, 170, 12, RAYWHITE); + DrawCircle(405, 170, 12, RAYWHITE); + DrawCircle(445, 170, 12, RAYWHITE); + DrawCircle(516, 191, 17, RAYWHITE); + DrawCircle(551, 227, 17, RAYWHITE); + DrawCircle(587, 191, 17, RAYWHITE); + DrawCircle(551, 155, 17, RAYWHITE); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(365, 170, 10, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(405, 170, 10, GREEN); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(445, 170, 10, BLUE); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(516, 191, 15, GOLD); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(551, 227, 15, BLUE); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(587, 191, 15, GREEN); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(551, 155, 15, RED); + + // Draw buttons: d-pad + DrawRectangle(245, 145, 28, 88, RAYWHITE); + DrawRectangle(215, 174, 88, 29, RAYWHITE); + DrawRectangle(247, 147, 24, 84, BLACK); + DrawRectangle(217, 176, 84, 25, BLACK); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(247, 147, 24, 29, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(247, 147 + 54, 24, 30, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(217, 176, 30, 25, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(217 + 54, 176, 30, 25, RED); + + // Draw buttons: left-right back + DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 16, DARKGRAY); + DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 16, DARKGRAY); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 16, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 16, RED); + + // Draw axis: left joystick + Color leftGamepadColor = BLACK; + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED; + DrawCircle(345, 260, 40, BLACK); + DrawCircle(345, 260, 35, LIGHTGRAY); + DrawCircle(345 + (int)(leftStickX*20), + 260 + (int)(leftStickY*20), 25, leftGamepadColor); + + // Draw axis: right joystick + Color rightGamepadColor = BLACK; + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED; + DrawCircle(465, 260, 40, BLACK); + DrawCircle(465, 260, 35, LIGHTGRAY); + DrawCircle(465 + (int)(rightStickX*20), + 260 + (int)(rightStickY*20), 25, rightGamepadColor); + + // Draw axis: left-right triggers + DrawRectangle(151, 110, 15, 70, GRAY); + DrawRectangle(644, 110, 15, 70, GRAY); + DrawRectangle(151, 110, 15, (int)(((1 + leftTrigger)/2)*70), RED); + DrawRectangle(644, 110, 15, (int)(((1 + rightTrigger)/2)*70), RED); + + } + + DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(0)), 10, 50, 10, MAROON); + + for (int i = 0; i < GetGamepadAxisCount(0); i++) + { + DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(0, i)), 20, 70 + 20*i, 10, DARKGRAY); + } + + if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED); + else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY); + } + else + { + DrawText(TextFormat("GP%d: NOT DETECTED", gamepad), 10, 10, 10, GRAY); + + DrawTexture(texXboxPad, 0, 0, LIGHTGRAY); + } + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texPs3Pad); + UnloadTexture(texXboxPad); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_input_gamepad.png b/deps/raylib/examples/core/core_input_gamepad.png Binary files differnew file mode 100644 index 0000000..5996eec --- /dev/null +++ b/deps/raylib/examples/core/core_input_gamepad.png diff --git a/deps/raylib/examples/core/core_input_gamepad_info.c b/deps/raylib/examples/core/core_input_gamepad_info.c new file mode 100644 index 0000000..0962946 --- /dev/null +++ b/deps/raylib/examples/core/core_input_gamepad_info.c @@ -0,0 +1,83 @@ +/******************************************************************************************* +* +* raylib [core] example - Gamepad information +* +* NOTE: This example requires a Gamepad connected to the system +* Check raylib.h for buttons configuration +* +* Example originally created with raylib 4.6, last time updated with raylib 4.6 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation + + InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad information"); + + 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); + + for (int i = 0, y = 5; i < 4; i++) // MAX_GAMEPADS = 4 + { + if (IsGamepadAvailable(i)) + { + DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 10, BLACK); + y += 11; + DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 10, BLACK); + y += 11; + + for (int axis = 0; axis < GetGamepadAxisCount(i); axis++) + { + DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 10, BLACK); + y += 11; + } + + for (int button = 0; button < 32; button++) + { + DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 10, BLACK); + y += 11; + } + } + } + + DrawFPS(GetScreenWidth() - 100, 100); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- +} diff --git a/deps/raylib/examples/core/core_input_gestures.c b/deps/raylib/examples/core/core_input_gestures.c new file mode 100644 index 0000000..27ecef5 --- /dev/null +++ b/deps/raylib/examples/core/core_input_gestures.c @@ -0,0 +1,119 @@ +/******************************************************************************************* +* +* raylib [core] example - Input Gestures Detection +* +* Example originally created with raylib 1.4, last time updated with raylib 4.2 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2016-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define MAX_GESTURE_STRINGS 20 + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures"); + + Vector2 touchPosition = { 0, 0 }; + Rectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f }; + + int gesturesCount = 0; + char gestureStrings[MAX_GESTURE_STRINGS][32]; + + int currentGesture = GESTURE_NONE; + int lastGesture = GESTURE_NONE; + + //SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + lastGesture = currentGesture; + currentGesture = GetGestureDetected(); + touchPosition = GetTouchPosition(0); + + if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE)) + { + if (currentGesture != lastGesture) + { + // Store gesture string + switch (currentGesture) + { + case GESTURE_TAP: TextCopy(gestureStrings[gesturesCount], "GESTURE TAP"); break; + case GESTURE_DOUBLETAP: TextCopy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break; + case GESTURE_HOLD: TextCopy(gestureStrings[gesturesCount], "GESTURE HOLD"); break; + case GESTURE_DRAG: TextCopy(gestureStrings[gesturesCount], "GESTURE DRAG"); break; + case GESTURE_SWIPE_RIGHT: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break; + case GESTURE_SWIPE_LEFT: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break; + case GESTURE_SWIPE_UP: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break; + case GESTURE_SWIPE_DOWN: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break; + case GESTURE_PINCH_IN: TextCopy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break; + case GESTURE_PINCH_OUT: TextCopy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break; + default: break; + } + + gesturesCount++; + + // Reset gestures strings + if (gesturesCount >= MAX_GESTURE_STRINGS) + { + for (int i = 0; i < MAX_GESTURE_STRINGS; i++) TextCopy(gestureStrings[i], "\0"); + + gesturesCount = 0; + } + } + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawRectangleRec(touchArea, GRAY); + DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE); + + DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f)); + + for (int i = 0; i < gesturesCount; i++) + { + if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f)); + else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f)); + + if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY); + else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON); + } + + DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY); + DrawText("DETECTED GESTURES", 50, 15, 10, GRAY); + + if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_input_gestures.png b/deps/raylib/examples/core/core_input_gestures.png Binary files differnew file mode 100644 index 0000000..d2bbb5d --- /dev/null +++ b/deps/raylib/examples/core/core_input_gestures.png diff --git a/deps/raylib/examples/core/core_input_gestures_web.c b/deps/raylib/examples/core/core_input_gestures_web.c new file mode 100644 index 0000000..e149224 --- /dev/null +++ b/deps/raylib/examples/core/core_input_gestures_web.c @@ -0,0 +1,330 @@ +/******************************************************************************************* +* +* raylib [core] example - Input Gestures for Web +* +* Example originally created with raylib 4.6-dev, last time updated with raylib 4.6-dev +* +* Example contributed by ubkp (@ubkp) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2023 ubkp (@ubkp) +* +********************************************************************************************/ + +#include "raylib.h" + +#include "math.h" // Required for the protractor angle graphic drawing + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> // Required for the Web/HTML5 +#endif + +//-------------------------------------------------------------------------------------- +// Global definitions and declarations +//-------------------------------------------------------------------------------------- + +// Common variables definitions +//-------------------------------------------------------------------------------------- +int screenWidth = 800; // Update depending on web canvas +const int screenHeight = 450; +Vector2 messagePosition = { 160, 7 }; + +// Last gesture variables definitions +//-------------------------------------------------------------------------------------- +int lastGesture = 0; +Vector2 lastGesturePosition = { 165, 130 }; + +// Gesture log variables definitions and functions declarations +//-------------------------------------------------------------------------------------- +#define GESTURE_LOG_SIZE 20 +char gestureLog[GESTURE_LOG_SIZE][12] = { "" }; // The gesture log uses an array (as an inverted circular queue) to store the performed gestures +int gestureLogIndex = GESTURE_LOG_SIZE; // The index for the inverted circular queue (moving from last to first direction, then looping around) +int previousGesture = 0; + +char const *GetGestureName(int i) +{ + switch (i) { + case 0: return "None"; break; + case 1: return "Tap"; break; + case 2: return "Double Tap"; break; + case 4: return "Hold"; break; + case 8: return "Drag"; break; + case 16: return "Swipe Right"; break; + case 32: return "Swipe Left"; break; + case 64: return "Swipe Up"; break; + case 128: return "Swipe Down"; break; + case 256: return "Pinch In"; break; + case 512: return "Pinch Out"; break; + default: return "Unknown"; break; + } +} + +Color GetGestureColor(int i) +{ + switch (i) { + case 0: return BLACK; break; + case 1: return BLUE; break; + case 2: return SKYBLUE; break; + case 4: return BLACK; break; + case 8: return LIME; break; + case 16: return RED; break; + case 32: return RED; break; + case 64: return RED; break; + case 128: return RED; break; + case 256: return VIOLET; break; + case 512: return ORANGE; break; + default: return BLACK; break; + } +} + +int logMode = 1; // Log mode values: 0 shows repeated events; 1 hides repeated events; 2 shows repeated events but hide hold events; 3 hides repeated events and hide hold events + +Color gestureColor = { 0, 0, 0, 255 }; +Rectangle logButton1 = { 53, 7, 48, 26 }; +Rectangle logButton2 = { 108, 7, 36, 26 }; +Vector2 gestureLogPosition = { 10, 10 }; + +// Protractor variables definitions +//-------------------------------------------------------------------------------------- +float angleLength = 90.0f; +float currentAngleDegrees = 0.0f; +Vector2 finalVector = { 0.0f, 0.0f }; +char currentAngleStr[7] = ""; +Vector2 protractorPosition = { 266.0f, 315.0f }; + +// Update +//-------------------------------------------------------------------------------------- +void Update(void) +{ + // Handle common + //-------------------------------------------------------------------------------------- + int i, ii; // Iterators that will be reused by all for loops + const int currentGesture = GetGestureDetected(); + const float currentDragDegrees = GetGestureDragAngle(); + const float currentPitchDegrees = GetGesturePinchAngle(); + const int touchCount = GetTouchPointCount(); + + // Handle last gesture + //-------------------------------------------------------------------------------------- + if ((currentGesture != 0) && (currentGesture != 4) && (currentGesture != previousGesture)) lastGesture = currentGesture; // Filter the meaningful gestures (1, 2, 8 to 512) for the display + + // Handle gesture log + //-------------------------------------------------------------------------------------- + if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) + { + if (CheckCollisionPointRec(GetMousePosition(), logButton1)) + { + switch (logMode) + { + case 3: logMode=2; break; + case 2: logMode=3; break; + case 1: logMode=0; break; + default: logMode=1; break; + } + } + else if (CheckCollisionPointRec(GetMousePosition(), logButton2)) + { + switch (logMode) + { + case 3: logMode=1; break; + case 2: logMode=0; break; + case 1: logMode=3; break; + default: logMode=2; break; + } + } + } + + int fillLog = 0; // Gate variable to be used to allow or not the gesture log to be filled + if (currentGesture !=0) + { + if (logMode == 3) // 3 hides repeated events and hide hold events + { + if (((currentGesture != 4) && (currentGesture != previousGesture)) || (currentGesture < 3)) fillLog = 1; + } + else if (logMode == 2) // 2 shows repeated events but hide hold events + { + if (currentGesture != 4) fillLog = 1; + } + else if (logMode == 1) // 1 hides repeated events + { + if (currentGesture != previousGesture) fillLog = 1; + } + else // 0 shows repeated events + { + fillLog = 1; + } + } + + if (fillLog) // If one of the conditions from logMode was met, fill the gesture log + { + previousGesture = currentGesture; + gestureColor = GetGestureColor(currentGesture); + if (gestureLogIndex <= 0) gestureLogIndex = GESTURE_LOG_SIZE; + gestureLogIndex--; + + // Copy the gesture respective name to the gesture log array + TextCopy(gestureLog[gestureLogIndex], GetGestureName(currentGesture)); + } + + // Handle protractor + //-------------------------------------------------------------------------------------- + if (currentGesture > 255) // aka Pinch In and Pinch Out + { + currentAngleDegrees = currentPitchDegrees; + } + else if (currentGesture > 15) // aka Swipe Right, Swipe Left, Swipe Up and Swipe Down + { + currentAngleDegrees = currentDragDegrees; + } + else if (currentGesture > 0) // aka Tap, Doubletap, Hold and Grab + { + currentAngleDegrees = 0.0f; + } + + float currentAngleRadians = ((currentAngleDegrees +90.0f)*PI/180); // Convert the current angle to Radians + finalVector = (Vector2){ (angleLength*sinf(currentAngleRadians)) + protractorPosition.x, (angleLength*cosf(currentAngleRadians)) + protractorPosition.y }; // Calculate the final vector for display + + // Handle touch and mouse pointer points + //-------------------------------------------------------------------------------------- + #define MAX_TOUCH_COUNT 32 + + Vector2 touchPosition[MAX_TOUCH_COUNT] = { 0 }; + Vector2 mousePosition = {0, 0}; + if (currentGesture != GESTURE_NONE) + { + if (touchCount != 0) + { + for (i = 0; i < touchCount; i++) touchPosition[i] = GetTouchPosition(i); // Fill the touch positions + } + else mousePosition = GetMousePosition(); + } + + // Draw + //-------------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Draw common + //-------------------------------------------------------------------------------------- + DrawText("*", messagePosition.x + 5, messagePosition.y + 5, 10, BLACK); + DrawText("Example optimized for Web/HTML5\non Smartphones with Touch Screen.", messagePosition.x + 15, messagePosition.y + 5, 10, BLACK); + DrawText("*", messagePosition.x + 5, messagePosition.y + 35, 10, BLACK); + DrawText("While running on Desktop Web Browsers,\ninspect and turn on Touch Emulation.", messagePosition.x + 15, messagePosition.y + 35, 10, BLACK); + + // Draw last gesture + //-------------------------------------------------------------------------------------- + DrawText("Last gesture", lastGesturePosition.x + 33, lastGesturePosition.y - 47, 20, BLACK); + DrawText("Swipe Tap Pinch Touch", lastGesturePosition.x + 17, lastGesturePosition.y - 18, 10, BLACK); + DrawRectangle(lastGesturePosition.x + 20, lastGesturePosition.y, 20, 20, lastGesture == GESTURE_SWIPE_UP ? RED : LIGHTGRAY); + DrawRectangle(lastGesturePosition.x, lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_LEFT ? RED : LIGHTGRAY); + DrawRectangle(lastGesturePosition.x + 40, lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_RIGHT ? RED : LIGHTGRAY); + DrawRectangle(lastGesturePosition.x + 20, lastGesturePosition.y + 40, 20, 20, lastGesture == GESTURE_SWIPE_DOWN ? RED : LIGHTGRAY); + DrawCircle(lastGesturePosition.x + 80, lastGesturePosition.y + 16, 10, lastGesture == GESTURE_TAP ? BLUE : LIGHTGRAY); + DrawRing( (Vector2){lastGesturePosition.x + 103, lastGesturePosition.y + 16}, 6.0f, 11.0f, 0.0f, 360.0f, 0, lastGesture == GESTURE_DRAG ? LIME : LIGHTGRAY); + DrawCircle(lastGesturePosition.x + 80, lastGesturePosition.y + 43, 10, lastGesture == GESTURE_DOUBLETAP ? SKYBLUE : LIGHTGRAY); + DrawCircle(lastGesturePosition.x + 103, lastGesturePosition.y + 43, 10, lastGesture == GESTURE_DOUBLETAP ? SKYBLUE : LIGHTGRAY); + DrawTriangle((Vector2){ lastGesturePosition.x + 122, lastGesturePosition.y + 16 }, (Vector2){ lastGesturePosition.x + 137, lastGesturePosition.y + 26 }, (Vector2){ lastGesturePosition.x + 137, lastGesturePosition.y + 6 }, lastGesture == GESTURE_PINCH_OUT? ORANGE : LIGHTGRAY); + DrawTriangle((Vector2){ lastGesturePosition.x + 147, lastGesturePosition.y + 6 }, (Vector2){ lastGesturePosition.x + 147, lastGesturePosition.y + 26 }, (Vector2){ lastGesturePosition.x + 162, lastGesturePosition.y + 16 }, lastGesture == GESTURE_PINCH_OUT? ORANGE : LIGHTGRAY); + DrawTriangle((Vector2){ lastGesturePosition.x + 125, lastGesturePosition.y + 33 }, (Vector2){ lastGesturePosition.x + 125, lastGesturePosition.y + 53 }, (Vector2){ lastGesturePosition.x + 140, lastGesturePosition.y + 43 }, lastGesture == GESTURE_PINCH_IN? VIOLET : LIGHTGRAY); + DrawTriangle((Vector2){ lastGesturePosition.x + 144, lastGesturePosition.y + 43 }, (Vector2){ lastGesturePosition.x + 159, lastGesturePosition.y + 53 }, (Vector2){ lastGesturePosition.x + 159, lastGesturePosition.y + 33 }, lastGesture == GESTURE_PINCH_IN? VIOLET : LIGHTGRAY); + for (i = 0; i < 4; i++) DrawCircle(lastGesturePosition.x + 180, lastGesturePosition.y + 7 + i*15, 5, touchCount <= i? LIGHTGRAY : gestureColor); + + // Draw gesture log + //-------------------------------------------------------------------------------------- + DrawText("Log", gestureLogPosition.x, gestureLogPosition.y, 20, BLACK); + + // Loop in both directions to print the gesture log array in the inverted order (and looping around if the index started somewhere in the middle) + for (i = 0, ii = gestureLogIndex; i < GESTURE_LOG_SIZE; i++, ii = (ii + 1) % GESTURE_LOG_SIZE) DrawText(gestureLog[ii], gestureLogPosition.x, gestureLogPosition.y + 410 - i*20, 20, (i == 0 ? gestureColor : LIGHTGRAY)); + Color logButton1Color, logButton2Color; + switch (logMode) + { + case 3: logButton1Color=MAROON; logButton2Color=MAROON; break; + case 2: logButton1Color=GRAY; logButton2Color=MAROON; break; + case 1: logButton1Color=MAROON; logButton2Color=GRAY; break; + default: logButton1Color=GRAY; logButton2Color=GRAY; break; + } + DrawRectangleRec(logButton1, logButton1Color); + DrawText("Hide", logButton1.x + 7, logButton1.y + 3, 10, WHITE); + DrawText("Repeat", logButton1.x + 7, logButton1.y + 13, 10, WHITE); + DrawRectangleRec(logButton2, logButton2Color); + DrawText("Hide", logButton1.x + 62, logButton1.y + 3, 10, WHITE); + DrawText("Hold", logButton1.x + 62, logButton1.y + 13, 10, WHITE); + + // Draw protractor + //-------------------------------------------------------------------------------------- + DrawText("Angle", protractorPosition.x + 55, protractorPosition.y + 76, 10, BLACK); + const char *angleString = TextFormat("%f", currentAngleDegrees); + const int angleStringDot = TextFindIndex(angleString, "."); + const char *angleStringTrim = TextSubtext(angleString, 0, angleStringDot + 3); + DrawText( angleStringTrim, protractorPosition.x + 55, protractorPosition.y + 92, 20, gestureColor); + DrawCircle(protractorPosition.x, protractorPosition.y, 80.0f, WHITE); + DrawLineEx((Vector2){ protractorPosition.x - 90, protractorPosition.y }, (Vector2){ protractorPosition.x + 90, protractorPosition.y }, 3.0f, LIGHTGRAY); + DrawLineEx((Vector2){ protractorPosition.x, protractorPosition.y - 90 }, (Vector2){ protractorPosition.x, protractorPosition.y + 90 }, 3.0f, LIGHTGRAY); + DrawLineEx((Vector2){ protractorPosition.x - 80, protractorPosition.y - 45 }, (Vector2){ protractorPosition.x + 80, protractorPosition.y + 45 }, 3.0f, GREEN); + DrawLineEx((Vector2){ protractorPosition.x - 80, protractorPosition.y + 45 }, (Vector2){ protractorPosition.x + 80, protractorPosition.y - 45 }, 3.0f, GREEN); + DrawText("0", protractorPosition.x + 96, protractorPosition.y - 9, 20, BLACK); + DrawText("30", protractorPosition.x + 74, protractorPosition.y - 68, 20, BLACK); + DrawText("90", protractorPosition.x - 11, protractorPosition.y - 110, 20, BLACK); + DrawText("150", protractorPosition.x - 100, protractorPosition.y - 68, 20, BLACK); + DrawText("180", protractorPosition.x - 124, protractorPosition.y - 9, 20, BLACK); + DrawText("210", protractorPosition.x - 100, protractorPosition.y + 50, 20, BLACK); + DrawText("270", protractorPosition.x - 18, protractorPosition.y + 92, 20, BLACK); + DrawText("330", protractorPosition.x + 72, protractorPosition.y + 50, 20, BLACK); + if (currentAngleDegrees != 0.0f) DrawLineEx(protractorPosition, finalVector, 3.0f, gestureColor); + + // Draw touch and mouse pointer points + //-------------------------------------------------------------------------------------- + if (currentGesture != GESTURE_NONE) + { + if ( touchCount != 0 ) + { + for (i = 0; i < touchCount; i++) + { + DrawCircleV(touchPosition[i], 50.0f, Fade(gestureColor, 0.5f)); + DrawCircleV(touchPosition[i], 5.0f, gestureColor); + } + + if (touchCount == 2) DrawLineEx(touchPosition[0], touchPosition[1], ((currentGesture == 512)? 8 : 12), gestureColor); + } + else + { + DrawCircleV(mousePosition, 35.0f, Fade(gestureColor, 0.5f)); + DrawCircleV(mousePosition, 5.0f, gestureColor); + } + } + + EndDrawing(); + //-------------------------------------------------------------------------------------- + +} + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures web"); + //-------------------------------------------------------------------------------------- + + // Main game loop + //-------------------------------------------------------------------------------------- + #if defined(PLATFORM_WEB) + emscripten_set_main_loop(Update, 0, 1); + #else + SetTargetFPS(60); + while (!WindowShouldClose()) Update(); // Detect window close button or ESC key + #endif + //-------------------------------------------------------------------------------------- + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_input_gestures_web.png b/deps/raylib/examples/core/core_input_gestures_web.png Binary files differnew file mode 100644 index 0000000..dd604e8 --- /dev/null +++ b/deps/raylib/examples/core/core_input_gestures_web.png diff --git a/deps/raylib/examples/core/core_input_keys.c b/deps/raylib/examples/core/core_input_keys.c new file mode 100644 index 0000000..8e74b93 --- /dev/null +++ b/deps/raylib/examples/core/core_input_keys.c @@ -0,0 +1,64 @@ +/******************************************************************************************* +* +* raylib [core] example - Keyboard input +* +* Example originally created with raylib 1.0, last time updated with raylib 1.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input"); + + Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 }; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f; + if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f; + if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f; + if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY); + + DrawCircleV(ballPosition, 50, MAROON); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_input_keys.png b/deps/raylib/examples/core/core_input_keys.png Binary files differnew file mode 100644 index 0000000..4837032 --- /dev/null +++ b/deps/raylib/examples/core/core_input_keys.png diff --git a/deps/raylib/examples/core/core_input_mouse.c b/deps/raylib/examples/core/core_input_mouse.c new file mode 100644 index 0000000..e6a3e15 --- /dev/null +++ b/deps/raylib/examples/core/core_input_mouse.c @@ -0,0 +1,70 @@ +/******************************************************************************************* +* +* raylib [core] example - Mouse input +* +* Example originally created with raylib 1.0, last time updated with raylib 4.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input"); + + Vector2 ballPosition = { -100.0f, -100.0f }; + Color ballColor = DARKBLUE; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //--------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + ballPosition = GetMousePosition(); + + if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON; + else if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) ballColor = LIME; + else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE; + else if (IsMouseButtonPressed(MOUSE_BUTTON_SIDE)) ballColor = PURPLE; + else if (IsMouseButtonPressed(MOUSE_BUTTON_EXTRA)) ballColor = YELLOW; + else if (IsMouseButtonPressed(MOUSE_BUTTON_FORWARD)) ballColor = ORANGE; + else if (IsMouseButtonPressed(MOUSE_BUTTON_BACK)) ballColor = BEIGE; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawCircleV(ballPosition, 40, ballColor); + + DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_input_mouse.png b/deps/raylib/examples/core/core_input_mouse.png Binary files differnew file mode 100644 index 0000000..a96e7fa --- /dev/null +++ b/deps/raylib/examples/core/core_input_mouse.png diff --git a/deps/raylib/examples/core/core_input_mouse_wheel.c b/deps/raylib/examples/core/core_input_mouse_wheel.c new file mode 100644 index 0000000..d261e93 --- /dev/null +++ b/deps/raylib/examples/core/core_input_mouse_wheel.c @@ -0,0 +1,63 @@ +/******************************************************************************************* +* +* raylib [core] examples - Mouse wheel input +* +* Example originally created with raylib 1.1, last time updated with raylib 1.3 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 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 -= (int)(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(TextFormat("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/deps/raylib/examples/core/core_input_mouse_wheel.png b/deps/raylib/examples/core/core_input_mouse_wheel.png Binary files differnew file mode 100644 index 0000000..26a1f24 --- /dev/null +++ b/deps/raylib/examples/core/core_input_mouse_wheel.png diff --git a/deps/raylib/examples/core/core_input_multitouch.c b/deps/raylib/examples/core/core_input_multitouch.c new file mode 100644 index 0000000..73b3635 --- /dev/null +++ b/deps/raylib/examples/core/core_input_multitouch.c @@ -0,0 +1,79 @@ +/******************************************************************************************* +* +* raylib [core] example - Input multitouch +* +* Example originally created with raylib 2.1, last time updated with raylib 2.5 +* +* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2019-2024 Berni (@Berni8k) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define MAX_TOUCH_POINTS 10 + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch"); + + Vector2 touchPositions[MAX_TOUCH_POINTS] = { 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 + //---------------------------------------------------------------------------------- + // Get the touch point count ( how many fingers are touching the screen ) + int tCount = GetTouchPointCount(); + // Clamp touch points available ( set the maximum touch points allowed ) + if(tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS; + // Get touch points positions + for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + for (int i = 0; i < tCount; ++i) + { + // Make sure point is not (0, 0) as this means there is no touch for it + if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0)) + { + // Draw circle and touch index number + DrawCircleV(touchPositions[i], 34, ORANGE); + DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK); + } + } + + DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_input_multitouch.png b/deps/raylib/examples/core/core_input_multitouch.png Binary files differnew file mode 100644 index 0000000..74284f8 --- /dev/null +++ b/deps/raylib/examples/core/core_input_multitouch.png diff --git a/deps/raylib/examples/core/core_input_virtual_controls.c b/deps/raylib/examples/core/core_input_virtual_controls.c new file mode 100644 index 0000000..bbbad20 --- /dev/null +++ b/deps/raylib/examples/core/core_input_virtual_controls.c @@ -0,0 +1,123 @@ +/******************************************************************************************* +* +* raylib [core] example - input virtual controls +* +* Example originally created with raylib 5.0, last time updated with raylib 5.0 +* +* Example create by GreenSnakeLinux (@GreenSnakeLinux), +* lighter by oblerion (@oblerion) and +* reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" +#include <math.h> +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - input virtual controls"); + + const float dpadX = 90; + const float dpadY = 300; + const float dpadRad = 25.0f;//radius of each pad + Color dpadColor = BLUE; + int dpadKeydown = -1;//-1 if not down, else 0,1,2,3 + + + const float dpadCollider[4][2]= // collider array with x,y position + { + {dpadX,dpadY-dpadRad*1.5f},//up + {dpadX-dpadRad*1.5f,dpadY},//left + {dpadX+dpadRad*1.5f,dpadY},//right + {dpadX,dpadY+dpadRad*1.5f}//down + }; + const char dpadLabel[4]="XYBA";//label of Dpad + + float playerX=100; + float playerY=100; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //-------------------------------------------------------------------------- + dpadKeydown = -1; //reset + int inputX = 0; + int inputY = 0; + if(GetTouchPointCount()>0) + {//use touch pos + inputX = GetTouchX(); + inputY = GetTouchY(); + } + else + {//use mouse pos + inputX = GetMouseX(); + inputY = GetMouseY(); + } + for(int i=0;i<4;i++) + { + //test distance each collider and input < radius + if( fabsf(dpadCollider[i][1]-inputY) + fabsf(dpadCollider[i][0]-inputX) < dpadRad) + { + dpadKeydown = i; + break; + } + } + // move player + switch(dpadKeydown){ + case 0: playerY -= 50*GetFrameTime(); + break; + case 1: playerX -= 50*GetFrameTime(); + break; + case 2: playerX += 50*GetFrameTime(); + break; + case 3: playerY += 50*GetFrameTime(); + default:; + }; + //-------------------------------------------------------------------------- + // Draw + //-------------------------------------------------------------------------- + BeginDrawing(); + ClearBackground(RAYWHITE); + for(int i=0;i<4;i++) + { + //draw all pad + DrawCircleV((Vector2) { dpadCollider[i][0], dpadCollider[i][1] }, dpadRad, dpadColor); + if(i!=dpadKeydown) + { + //draw label + DrawText(TextSubtext(dpadLabel,i,1), + (int)dpadCollider[i][0]-7, + (int)dpadCollider[i][1]-8,20,BLACK); + } + } + + DrawRectangleRec((Rectangle) { playerX - 4, playerY - 4, 75, 28 }, RED); + DrawText("Player", (int)playerX, (int)playerY, 20, WHITE); + EndDrawing(); + //-------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + diff --git a/deps/raylib/examples/core/core_input_virtual_controls.png b/deps/raylib/examples/core/core_input_virtual_controls.png Binary files differnew file mode 100644 index 0000000..cb14445 --- /dev/null +++ b/deps/raylib/examples/core/core_input_virtual_controls.png diff --git a/deps/raylib/examples/core/core_loading_thread.c b/deps/raylib/examples/core/core_loading_thread.c new file mode 100644 index 0000000..8e09c99 --- /dev/null +++ b/deps/raylib/examples/core/core_loading_thread.c @@ -0,0 +1,156 @@ +/******************************************************************************************* +* +* raylib [core] example - loading thread +* +* NOTE: This example requires linking with pthreads library on MinGW, +* it can be accomplished passing -static parameter to compiler +* +* Example originally created with raylib 2.5, last time updated with raylib 3.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* +* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +// WARNING: This example does not build on Windows with MSVC compiler +#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 = false; // Data Loaded completion indicator +static void *LoadDataThread(void *arg); // Loading data thread function declaration + +static atomic_int dataProgress = 0; // Data progress accumulator + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread"); + + pthread_t threadId = { 0 }; // 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_explicit(&dataLoaded, memory_order_relaxed)) + { + framesCounter = 0; + int error = pthread_join(threadId, NULL); + if (error != 0) TraceLog(LOG_ERROR, "Error joining loading thread"); + else TraceLog(LOG_INFO, "Loading thread terminated successfully"); + + state = STATE_FINISHED; + } + } break; + case STATE_FINISHED: + { + if (IsKeyPressed(KEY_ENTER)) + { + // Reset everything to launch again + atomic_store_explicit(&dataLoaded, false, memory_order_relaxed); + atomic_store_explicit(&dataProgress, 0, memory_order_relaxed); + 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, atomic_load_explicit(&dataProgress, memory_order_relaxed), 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 + atomic_store_explicit(&dataProgress, timeCounter/10, memory_order_relaxed); + } + + // When data has finished loading, we set global variable + atomic_store_explicit(&dataLoaded, true, memory_order_relaxed); + + return NULL; +} diff --git a/deps/raylib/examples/core/core_loading_thread.png b/deps/raylib/examples/core/core_loading_thread.png Binary files differnew file mode 100644 index 0000000..957bd19 --- /dev/null +++ b/deps/raylib/examples/core/core_loading_thread.png diff --git a/deps/raylib/examples/core/core_random_sequence.c b/deps/raylib/examples/core/core_random_sequence.c new file mode 100644 index 0000000..2f7c3be --- /dev/null +++ b/deps/raylib/examples/core/core_random_sequence.c @@ -0,0 +1,176 @@ +/******************************************************************************************* +* +* raylib [core] example - Generates a random sequence +* +* Example originally created with raylib 5.0, last time updated with raylib 5.0 +* +* Example contributed by Dalton Overmyer (@REDl3east) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2023 Dalton Overmyer (@REDl3east) +* +********************************************************************************************/ + +#include "raylib.h" +#include "raymath.h" + +#include <stdlib.h> // Required for: malloc() and free() + +typedef struct ColorRect{ + Color c; + Rectangle r; +} ColorRect; + +static Color GenerateRandomColor(); +static ColorRect* GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight); +static void ShuffleColorRectSequence(ColorRect* rectangles, int rectCount); +static void DrawTextCenterKeyHelp(const char* key, const char* text, int posX, int posY, int fontSize, Color color); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) { + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - Generates a random sequence"); + + int rectCount = 20; + float rectSize = (float)screenWidth/rectCount; + ColorRect* rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f * screenHeight); + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + + if(IsKeyPressed(KEY_SPACE)) + { + ShuffleColorRectSequence(rectangles, rectCount); + } + + if(IsKeyPressed(KEY_UP)) + { + rectCount++; + rectSize = (float)screenWidth/rectCount; + free(rectangles); + rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f * screenHeight); + } + + if(IsKeyPressed(KEY_DOWN)) + { + if(rectCount >= 4){ + rectCount--; + rectSize = (float)screenWidth/rectCount; + free(rectangles); + rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f * screenHeight); + } + } + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + int fontSize = 20; + for(int x=0;x<rectCount;x++) + { + DrawRectangleRec(rectangles[x].r, rectangles[x].c); + DrawTextCenterKeyHelp("SPACE", "to shuffle the sequence.", 10, screenHeight - 96, fontSize, BLACK); + DrawTextCenterKeyHelp("UP", "to add a rectangle and generate a new sequence.", 10, screenHeight - 64, fontSize, BLACK); + DrawTextCenterKeyHelp("DOWN", "to remove a rectangle and generate a new sequence.", 10, screenHeight - 32, fontSize, BLACK); + } + + const char* rectCountText = TextFormat("%d rectangles", rectCount); + int rectCountTextSize = MeasureText(rectCountText, fontSize); + DrawText(rectCountText, screenWidth - rectCountTextSize - 10, 10, fontSize, BLACK); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + + free(rectangles); + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +static Color GenerateRandomColor() +{ + return CLITERAL(Color){ + GetRandomValue(0, 255), + GetRandomValue(0, 255), + GetRandomValue(0, 255), + 255, + }; +} + +static ColorRect* GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight){ + int *seq = LoadRandomSequence((unsigned int)rectCount, 0, (unsigned int)rectCount-1); + ColorRect* rectangles = (ColorRect *)malloc((int)rectCount*sizeof(ColorRect)); + + float rectSeqWidth = rectCount * rectWidth; + float startX = (screenWidth - rectSeqWidth) * 0.5f; + + for(int x=0;x<rectCount;x++){ + int rectHeight = (int)Remap((float)seq[x], 0, rectCount-1, 0, screenHeight); + rectangles[x].c = GenerateRandomColor(); + rectangles[x].r = CLITERAL(Rectangle){ + startX + x * rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight + }; + } + UnloadRandomSequence(seq); + return rectangles; +} + +static void ShuffleColorRectSequence(ColorRect* rectangles, int rectCount) +{ + int *seq = LoadRandomSequence(rectCount, 0, rectCount-1); + for(int i1=0;i1<rectCount;i1++){ + ColorRect* r1 = &rectangles[i1]; + ColorRect* r2 = &rectangles[seq[i1]]; + + // swap only the color and height + ColorRect tmp = *r1; + r1->c = r2->c; + r1->r.height = r2->r.height; + r1->r.y = r2->r.y; + r2->c = tmp.c; + r2->r.height = tmp.r.height; + r2->r.y = tmp.r.y; + + } + UnloadRandomSequence(seq); +} + +static void DrawTextCenterKeyHelp(const char* key, const char* text, int posX, int posY, int fontSize, Color color) +{ + int spaceSize = MeasureText(" ", fontSize); + int pressSize = MeasureText("Press", fontSize); + int keySize = MeasureText(key, fontSize); + int textSize = MeasureText(text, fontSize); + int totalSize = pressSize + 2 * spaceSize + keySize + 2 * spaceSize + textSize; + int textSizeCurrent = 0; + + DrawText("Press", posX, posY, fontSize, color); + textSizeCurrent += pressSize + 2 * spaceSize; + DrawText(key, posX + textSizeCurrent, posY, fontSize, RED); + DrawRectangle(posX + textSizeCurrent, posY + fontSize, keySize, 3, RED); + textSizeCurrent += keySize + 2 * spaceSize; + DrawText(text, posX + textSizeCurrent, posY, fontSize, color); +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_random_sequence.png b/deps/raylib/examples/core/core_random_sequence.png Binary files differnew file mode 100644 index 0000000..206aa8b --- /dev/null +++ b/deps/raylib/examples/core/core_random_sequence.png diff --git a/deps/raylib/examples/core/core_random_values.c b/deps/raylib/examples/core/core_random_values.c new file mode 100644 index 0000000..46516ea --- /dev/null +++ b/deps/raylib/examples/core/core_random_values.c @@ -0,0 +1,72 @@ +/******************************************************************************************* +* +* raylib [core] example - Generate random values +* +* Example originally created with raylib 1.1, last time updated with raylib 1.1 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values"); + + // SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)" + + int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included) + + unsigned int framesCounter = 0; // Variable used to count frames + + 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(TextFormat("%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/deps/raylib/examples/core/core_random_values.png b/deps/raylib/examples/core/core_random_values.png Binary files differnew file mode 100644 index 0000000..6dd4947 --- /dev/null +++ b/deps/raylib/examples/core/core_random_values.png diff --git a/deps/raylib/examples/core/core_scissor_test.c b/deps/raylib/examples/core/core_scissor_test.c new file mode 100644 index 0000000..62ae080 --- /dev/null +++ b/deps/raylib/examples/core/core_scissor_test.c @@ -0,0 +1,76 @@ +/******************************************************************************************* +* +* raylib [core] example - Scissor test +* +* Example originally created with raylib 2.5, last time updated with raylib 3.0 +* +* Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2019-2024 Chris Dill (@MysteriousSpace) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - scissor test"); + + Rectangle scissorArea = { 0, 0, 300, 300 }; + bool scissorMode = true; + + 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_S)) scissorMode = !scissorMode; + + // Centre the scissor area around the mouse position + scissorArea.x = GetMouseX() - scissorArea.width/2; + scissorArea.y = GetMouseY() - scissorArea.height/2; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (scissorMode) BeginScissorMode((int)scissorArea.x, (int)scissorArea.y, (int)scissorArea.width, (int)scissorArea.height); + + // Draw full screen rectangle and some text + // NOTE: Only part defined by scissor area will be rendered + DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), RED); + DrawText("Move the mouse around to reveal this text!", 190, 200, 20, LIGHTGRAY); + + if (scissorMode) EndScissorMode(); + + DrawRectangleLinesEx(scissorArea, 1, BLACK); + DrawText("Press S to toggle scissor test", 10, 10, 20, BLACK); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_scissor_test.png b/deps/raylib/examples/core/core_scissor_test.png Binary files differnew file mode 100644 index 0000000..194872b --- /dev/null +++ b/deps/raylib/examples/core/core_scissor_test.png diff --git a/deps/raylib/examples/core/core_smooth_pixelperfect.c b/deps/raylib/examples/core/core_smooth_pixelperfect.c new file mode 100644 index 0000000..d765576 --- /dev/null +++ b/deps/raylib/examples/core/core_smooth_pixelperfect.c @@ -0,0 +1,122 @@ +/******************************************************************************************* +* +* raylib [core] example - Smooth Pixel-perfect camera +* +* Example originally created with raylib 3.7, last time updated with raylib 4.0 +* +* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and +* reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2021-2024 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <math.h> // Required for: sinf(), cosf() + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + const int virtualScreenWidth = 160; + const int virtualScreenHeight = 90; + + const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera"); + + Camera2D worldSpaceCamera = { 0 }; // Game world camera + worldSpaceCamera.zoom = 1.0f; + + Camera2D screenSpaceCamera = { 0 }; // Smoothing camera + screenSpaceCamera.zoom = 1.0f; + + RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects. + + Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f }; + Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f }; + Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f }; + + // The target's height is flipped (in the source Rectangle), due to OpenGL reasons + Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height }; + Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) }; + + Vector2 origin = { 0.0f, 0.0f }; + + float rotation = 0.0f; + + float cameraX = 0.0f; + float cameraY = 0.0f; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second + + // Make the camera move to demonstrate the effect + cameraX = (sinf((float)GetTime())*50.0f) - 10.0f; + cameraY = cosf((float)GetTime())*30.0f; + + // Set the camera's target to the values computed above + screenSpaceCamera.target = (Vector2){ cameraX, cameraY }; + + // Round worldSpace coordinates, keep decimals into screenSpace coordinates + worldSpaceCamera.target.x = truncf(screenSpaceCamera.target.x); + screenSpaceCamera.target.x -= worldSpaceCamera.target.x; + screenSpaceCamera.target.x *= virtualRatio; + + worldSpaceCamera.target.y = truncf(screenSpaceCamera.target.y); + screenSpaceCamera.target.y -= worldSpaceCamera.target.y; + screenSpaceCamera.target.y *= virtualRatio; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginTextureMode(target); + ClearBackground(RAYWHITE); + + BeginMode2D(worldSpaceCamera); + DrawRectanglePro(rec01, origin, rotation, BLACK); + DrawRectanglePro(rec02, origin, -rotation, RED); + DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE); + EndMode2D(); + EndTextureMode(); + + BeginDrawing(); + ClearBackground(RED); + + BeginMode2D(screenSpaceCamera); + DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE); + EndMode2D(); + + DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE); + DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN); + DrawFPS(GetScreenWidth() - 95, 10); + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadRenderTexture(target); // Unload render texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_smooth_pixelperfect.png b/deps/raylib/examples/core/core_smooth_pixelperfect.png Binary files differnew file mode 100644 index 0000000..d3b6ce0 --- /dev/null +++ b/deps/raylib/examples/core/core_smooth_pixelperfect.png diff --git a/deps/raylib/examples/core/core_storage_values.c b/deps/raylib/examples/core/core_storage_values.c new file mode 100644 index 0000000..70386da --- /dev/null +++ b/deps/raylib/examples/core/core_storage_values.c @@ -0,0 +1,193 @@ +/******************************************************************************************* +* +* raylib [core] example - Storage save/load values +* +* Example originally created with raylib 1.4, last time updated with raylib 4.2 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <stdlib.h> // Required for: calloc(), free() + +#define STORAGE_DATA_FILE "storage.data" // Storage file + +// NOTE: Storage positions must start with 0, directly related to file memory layout +typedef enum { + STORAGE_POSITION_SCORE = 0, + STORAGE_POSITION_HISCORE = 1 +} StorageData; + +// Persistent storage functions +static bool SaveStorageValue(unsigned int position, int value); +static int LoadStorageValue(unsigned int position); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +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)) + { + SaveStorageValue(STORAGE_POSITION_SCORE, score); + SaveStorageValue(STORAGE_POSITION_HISCORE, hiscore); + } + else if (IsKeyPressed(KEY_SPACE)) + { + // NOTE: If requested position could not be found, value 0 is returned + score = LoadStorageValue(STORAGE_POSITION_SCORE); + hiscore = LoadStorageValue(STORAGE_POSITION_HISCORE); + } + + framesCounter++; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText(TextFormat("SCORE: %i", score), 280, 130, 40, MAROON); + DrawText(TextFormat("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK); + + DrawText(TextFormat("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; +} + +// Save integer value to storage file (to defined position) +// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer) +bool SaveStorageValue(unsigned int position, int value) +{ + bool success = false; + int dataSize = 0; + unsigned int newDataSize = 0; + unsigned char *fileData = LoadFileData(STORAGE_DATA_FILE, &dataSize); + unsigned char *newFileData = NULL; + + if (fileData != NULL) + { + if (dataSize <= (position*sizeof(int))) + { + // Increase data size up to position and store value + newDataSize = (position + 1)*sizeof(int); + newFileData = (unsigned char *)RL_REALLOC(fileData, newDataSize); + + if (newFileData != NULL) + { + // RL_REALLOC succeded + int *dataPtr = (int *)newFileData; + dataPtr[position] = value; + } + else + { + // RL_REALLOC failed + TraceLog(LOG_WARNING, "FILEIO: [%s] Failed to realloc data (%u), position in bytes (%u) bigger than actual file size", STORAGE_DATA_FILE, dataSize, position*sizeof(int)); + + // We store the old size of the file + newFileData = fileData; + newDataSize = dataSize; + } + } + else + { + // Store the old size of the file + newFileData = fileData; + newDataSize = dataSize; + + // Replace value on selected position + int *dataPtr = (int *)newFileData; + dataPtr[position] = value; + } + + success = SaveFileData(STORAGE_DATA_FILE, newFileData, newDataSize); + RL_FREE(newFileData); + + TraceLog(LOG_INFO, "FILEIO: [%s] Saved storage value: %i", STORAGE_DATA_FILE, value); + } + else + { + TraceLog(LOG_INFO, "FILEIO: [%s] File created successfully", STORAGE_DATA_FILE); + + dataSize = (position + 1)*sizeof(int); + fileData = (unsigned char *)RL_MALLOC(dataSize); + int *dataPtr = (int *)fileData; + dataPtr[position] = value; + + success = SaveFileData(STORAGE_DATA_FILE, fileData, dataSize); + UnloadFileData(fileData); + + TraceLog(LOG_INFO, "FILEIO: [%s] Saved storage value: %i", STORAGE_DATA_FILE, value); + } + + return success; +} + +// Load integer value from storage file (from defined position) +// NOTE: If requested position could not be found, value 0 is returned +int LoadStorageValue(unsigned int position) +{ + int value = 0; + int dataSize = 0; + unsigned char *fileData = LoadFileData(STORAGE_DATA_FILE, &dataSize); + + if (fileData != NULL) + { + if (dataSize < ((int)(position*4))) TraceLog(LOG_WARNING, "FILEIO: [%s] Failed to find storage position: %i", STORAGE_DATA_FILE, position); + else + { + int *dataPtr = (int *)fileData; + value = dataPtr[position]; + } + + UnloadFileData(fileData); + + TraceLog(LOG_INFO, "FILEIO: [%s] Loaded storage value: %i", STORAGE_DATA_FILE, value); + } + + return value; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_storage_values.png b/deps/raylib/examples/core/core_storage_values.png Binary files differnew file mode 100644 index 0000000..6cfd552 --- /dev/null +++ b/deps/raylib/examples/core/core_storage_values.png diff --git a/deps/raylib/examples/core/core_vr_simulator.c b/deps/raylib/examples/core/core_vr_simulator.c new file mode 100644 index 0000000..021698e --- /dev/null +++ b/deps/raylib/examples/core/core_vr_simulator.c @@ -0,0 +1,150 @@ +/******************************************************************************************* +* +* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters) +* +* Example originally created with raylib 2.5, last time updated with raylib 4.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2017-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + // NOTE: screenWidth/screenHeight should match VR device aspect ratio + InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator"); + + // VR device parameters definition + VrDeviceInfo device = { + // Oculus Rift CV1 parameters for simulator + .hResolution = 2160, // Horizontal resolution in pixels + .vResolution = 1200, // Vertical resolution in pixels + .hScreenSize = 0.133793f, // Horizontal size in meters + .vScreenSize = 0.0669f, // Vertical size in meters + .eyeToScreenDistance = 0.041f, // Distance between eye and display in meters + .lensSeparationDistance = 0.07f, // Lens separation distance in meters + .interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters + + // NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders + // Following parameters are just an approximation to CV1 distortion stereo rendering + .lensDistortionValues[0] = 1.0f, // Lens distortion constant parameter 0 + .lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1 + .lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2 + .lensDistortionValues[3] = 0.0f, // Lens distortion constant parameter 3 + .chromaAbCorrection[0] = 0.996f, // Chromatic aberration correction parameter 0 + .chromaAbCorrection[1] = -0.004f, // Chromatic aberration correction parameter 1 + .chromaAbCorrection[2] = 1.014f, // Chromatic aberration correction parameter 2 + .chromaAbCorrection[3] = 0.0f, // Chromatic aberration correction parameter 3 + }; + + // Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters) + VrStereoConfig config = LoadVrStereoConfig(device); + + // Distortion shader (uses device lens distortion and chroma) + Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION)); + + // Update distortion shader with lens and distortion-scale parameters + SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"), + config.leftLensCenter, SHADER_UNIFORM_VEC2); + SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"), + config.rightLensCenter, SHADER_UNIFORM_VEC2); + SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"), + config.leftScreenCenter, SHADER_UNIFORM_VEC2); + SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"), + config.rightScreenCenter, SHADER_UNIFORM_VEC2); + + SetShaderValue(distortion, GetShaderLocation(distortion, "scale"), + config.scale, SHADER_UNIFORM_VEC2); + SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"), + config.scaleIn, SHADER_UNIFORM_VEC2); + SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"), + device.lensDistortionValues, SHADER_UNIFORM_VEC4); + SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"), + device.chromaAbCorrection, SHADER_UNIFORM_VEC4); + + // Initialize framebuffer for stereo rendering + // NOTE: Screen size should match HMD aspect ratio + RenderTexture2D target = LoadRenderTexture(device.hResolution, device.vResolution); + + // The target's height is flipped (in the source Rectangle), due to OpenGL reasons + Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height }; + Rectangle destRec = { 0.0f, 0.0f, (float)GetScreenWidth(), (float)GetScreenHeight() }; + + // Define the camera to look into our 3d world + 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 + camera.fovy = 60.0f; // Camera field-of-view Y + camera.projection = CAMERA_PERSPECTIVE; // Camera projection type + + Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; + + DisableCursor(); // Limit cursor to relative movement inside the window + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_FIRST_PERSON); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginTextureMode(target); + ClearBackground(RAYWHITE); + BeginVrStereoMode(config); + 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(); + EndVrStereoMode(); + EndTextureMode(); + + BeginDrawing(); + ClearBackground(RAYWHITE); + BeginShaderMode(distortion); + DrawTexturePro(target.texture, sourceRec, destRec, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE); + EndShaderMode(); + DrawFPS(10, 10); + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadVrStereoConfig(config); // Unload stereo config + + UnloadRenderTexture(target); // Unload stereo render fbo + UnloadShader(distortion); // Unload distortion shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_vr_simulator.png b/deps/raylib/examples/core/core_vr_simulator.png Binary files differnew file mode 100644 index 0000000..aa4d093 --- /dev/null +++ b/deps/raylib/examples/core/core_vr_simulator.png diff --git a/deps/raylib/examples/core/core_window_flags.c b/deps/raylib/examples/core/core_window_flags.c new file mode 100644 index 0000000..c9f8589 --- /dev/null +++ b/deps/raylib/examples/core/core_window_flags.c @@ -0,0 +1,196 @@ +/******************************************************************************************* +* +* raylib [core] example - window flags +* +* Example originally created with raylib 3.5, last time updated with raylib 3.5 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2020-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //--------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + // Possible window flags + /* + FLAG_VSYNC_HINT + FLAG_FULLSCREEN_MODE -> not working properly -> wrong scaling! + FLAG_WINDOW_RESIZABLE + FLAG_WINDOW_UNDECORATED + FLAG_WINDOW_TRANSPARENT + FLAG_WINDOW_HIDDEN + FLAG_WINDOW_MINIMIZED -> Not supported on window creation + FLAG_WINDOW_MAXIMIZED -> Not supported on window creation + FLAG_WINDOW_UNFOCUSED + FLAG_WINDOW_TOPMOST + FLAG_WINDOW_HIGHDPI -> errors after minimize-resize, fb size is recalculated + FLAG_WINDOW_ALWAYS_RUN + FLAG_MSAA_4X_HINT + */ + + // Set configuration flags for window creation + //SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI); + InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags"); + + Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f }; + Vector2 ballSpeed = { 5.0f, 4.0f }; + float ballRadius = 20; + + 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_F)) ToggleFullscreen(); // modifies window size when scaling! + + if (IsKeyPressed(KEY_R)) + { + if (IsWindowState(FLAG_WINDOW_RESIZABLE)) ClearWindowState(FLAG_WINDOW_RESIZABLE); + else SetWindowState(FLAG_WINDOW_RESIZABLE); + } + + if (IsKeyPressed(KEY_D)) + { + if (IsWindowState(FLAG_WINDOW_UNDECORATED)) ClearWindowState(FLAG_WINDOW_UNDECORATED); + else SetWindowState(FLAG_WINDOW_UNDECORATED); + } + + if (IsKeyPressed(KEY_H)) + { + if (!IsWindowState(FLAG_WINDOW_HIDDEN)) SetWindowState(FLAG_WINDOW_HIDDEN); + + framesCounter = 0; + } + + if (IsWindowState(FLAG_WINDOW_HIDDEN)) + { + framesCounter++; + if (framesCounter >= 240) ClearWindowState(FLAG_WINDOW_HIDDEN); // Show window after 3 seconds + } + + if (IsKeyPressed(KEY_N)) + { + if (!IsWindowState(FLAG_WINDOW_MINIMIZED)) MinimizeWindow(); + + framesCounter = 0; + } + + if (IsWindowState(FLAG_WINDOW_MINIMIZED)) + { + framesCounter++; + if (framesCounter >= 240) RestoreWindow(); // Restore window after 3 seconds + } + + if (IsKeyPressed(KEY_M)) + { + // NOTE: Requires FLAG_WINDOW_RESIZABLE enabled! + if (IsWindowState(FLAG_WINDOW_MAXIMIZED)) RestoreWindow(); + else MaximizeWindow(); + } + + if (IsKeyPressed(KEY_U)) + { + if (IsWindowState(FLAG_WINDOW_UNFOCUSED)) ClearWindowState(FLAG_WINDOW_UNFOCUSED); + else SetWindowState(FLAG_WINDOW_UNFOCUSED); + } + + if (IsKeyPressed(KEY_T)) + { + if (IsWindowState(FLAG_WINDOW_TOPMOST)) ClearWindowState(FLAG_WINDOW_TOPMOST); + else SetWindowState(FLAG_WINDOW_TOPMOST); + } + + if (IsKeyPressed(KEY_A)) + { + if (IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) ClearWindowState(FLAG_WINDOW_ALWAYS_RUN); + else SetWindowState(FLAG_WINDOW_ALWAYS_RUN); + } + + if (IsKeyPressed(KEY_V)) + { + if (IsWindowState(FLAG_VSYNC_HINT)) ClearWindowState(FLAG_VSYNC_HINT); + else SetWindowState(FLAG_VSYNC_HINT); + } + + // Bouncing ball logic + ballPosition.x += ballSpeed.x; + ballPosition.y += ballSpeed.y; + if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f; + if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f; + //----------------------------------------------------- + + // Draw + //----------------------------------------------------- + BeginDrawing(); + + if (IsWindowState(FLAG_WINDOW_TRANSPARENT)) ClearBackground(BLANK); + else ClearBackground(RAYWHITE); + + DrawCircleV(ballPosition, ballRadius, MAROON); + DrawRectangleLinesEx((Rectangle) { 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, 4, RAYWHITE); + + DrawCircleV(GetMousePosition(), 10, DARKBLUE); + + DrawFPS(10, 10); + + DrawText(TextFormat("Screen Size: [%i, %i]", GetScreenWidth(), GetScreenHeight()), 10, 40, 10, GREEN); + + // Draw window state info + DrawText("Following flags can be set after window creation:", 10, 60, 10, GRAY); + if (IsWindowState(FLAG_FULLSCREEN_MODE)) DrawText("[F] FLAG_FULLSCREEN_MODE: on", 10, 80, 10, LIME); + else DrawText("[F] FLAG_FULLSCREEN_MODE: off", 10, 80, 10, MAROON); + if (IsWindowState(FLAG_WINDOW_RESIZABLE)) DrawText("[R] FLAG_WINDOW_RESIZABLE: on", 10, 100, 10, LIME); + else DrawText("[R] FLAG_WINDOW_RESIZABLE: off", 10, 100, 10, MAROON); + if (IsWindowState(FLAG_WINDOW_UNDECORATED)) DrawText("[D] FLAG_WINDOW_UNDECORATED: on", 10, 120, 10, LIME); + else DrawText("[D] FLAG_WINDOW_UNDECORATED: off", 10, 120, 10, MAROON); + if (IsWindowState(FLAG_WINDOW_HIDDEN)) DrawText("[H] FLAG_WINDOW_HIDDEN: on", 10, 140, 10, LIME); + else DrawText("[H] FLAG_WINDOW_HIDDEN: off", 10, 140, 10, MAROON); + if (IsWindowState(FLAG_WINDOW_MINIMIZED)) DrawText("[N] FLAG_WINDOW_MINIMIZED: on", 10, 160, 10, LIME); + else DrawText("[N] FLAG_WINDOW_MINIMIZED: off", 10, 160, 10, MAROON); + if (IsWindowState(FLAG_WINDOW_MAXIMIZED)) DrawText("[M] FLAG_WINDOW_MAXIMIZED: on", 10, 180, 10, LIME); + else DrawText("[M] FLAG_WINDOW_MAXIMIZED: off", 10, 180, 10, MAROON); + if (IsWindowState(FLAG_WINDOW_UNFOCUSED)) DrawText("[G] FLAG_WINDOW_UNFOCUSED: on", 10, 200, 10, LIME); + else DrawText("[U] FLAG_WINDOW_UNFOCUSED: off", 10, 200, 10, MAROON); + if (IsWindowState(FLAG_WINDOW_TOPMOST)) DrawText("[T] FLAG_WINDOW_TOPMOST: on", 10, 220, 10, LIME); + else DrawText("[T] FLAG_WINDOW_TOPMOST: off", 10, 220, 10, MAROON); + if (IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) DrawText("[A] FLAG_WINDOW_ALWAYS_RUN: on", 10, 240, 10, LIME); + else DrawText("[A] FLAG_WINDOW_ALWAYS_RUN: off", 10, 240, 10, MAROON); + if (IsWindowState(FLAG_VSYNC_HINT)) DrawText("[V] FLAG_VSYNC_HINT: on", 10, 260, 10, LIME); + else DrawText("[V] FLAG_VSYNC_HINT: off", 10, 260, 10, MAROON); + + DrawText("Following flags can only be set before window creation:", 10, 300, 10, GRAY); + if (IsWindowState(FLAG_WINDOW_HIGHDPI)) DrawText("FLAG_WINDOW_HIGHDPI: on", 10, 320, 10, LIME); + else DrawText("FLAG_WINDOW_HIGHDPI: off", 10, 320, 10, MAROON); + if (IsWindowState(FLAG_WINDOW_TRANSPARENT)) DrawText("FLAG_WINDOW_TRANSPARENT: on", 10, 340, 10, LIME); + else DrawText("FLAG_WINDOW_TRANSPARENT: off", 10, 340, 10, MAROON); + if (IsWindowState(FLAG_MSAA_4X_HINT)) DrawText("FLAG_MSAA_4X_HINT: on", 10, 360, 10, LIME); + else DrawText("FLAG_MSAA_4X_HINT: off", 10, 360, 10, MAROON); + + EndDrawing(); + //----------------------------------------------------- + } + + // De-Initialization + //--------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //---------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_window_flags.png b/deps/raylib/examples/core/core_window_flags.png Binary files differnew file mode 100644 index 0000000..413d2a8 --- /dev/null +++ b/deps/raylib/examples/core/core_window_flags.png diff --git a/deps/raylib/examples/core/core_window_letterbox.c b/deps/raylib/examples/core/core_window_letterbox.c new file mode 100644 index 0000000..ded7824 --- /dev/null +++ b/deps/raylib/examples/core/core_window_letterbox.c @@ -0,0 +1,107 @@ +/******************************************************************************************* +* +* raylib [core] example - window scale letterbox (and virtual mouse) +* +* Example originally created with raylib 2.5, last time updated with raylib 4.0 +* +* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2019-2024 Anata (@anatagawa) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include "raymath.h" // Required for: Vector2Clamp() + +#define MAX(a, b) ((a)>(b)? (a) : (b)) +#define MIN(a, b) ((a)<(b)? (a) : (b)) + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +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, used to hold the rendering result so we can easily resize it + RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight); + SetTextureFilter(target.texture, 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 }; + } + + // Update virtual mouse (clamped mouse value behind game screen) + Vector2 mouse = GetMousePosition(); + Vector2 virtualMouse = { 0 }; + virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale; + virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale; + virtualMouse = Vector2Clamp(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight }); + + // Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui) + //SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f); + //SetMouseScale(1/scale, 1/scale); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + // Draw everything in the render texture, note this will not be rendered on screen, yet + 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); + DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN); + DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW); + EndTextureMode(); + + BeginDrawing(); + ClearBackground(BLACK); // Clear screen background + + // Draw render texture to screen, properly scaled + DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height }, + (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f, + (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/deps/raylib/examples/core/core_window_letterbox.png b/deps/raylib/examples/core/core_window_letterbox.png Binary files differnew file mode 100644 index 0000000..fbdbb86 --- /dev/null +++ b/deps/raylib/examples/core/core_window_letterbox.png diff --git a/deps/raylib/examples/core/core_window_should_close.c b/deps/raylib/examples/core/core_window_should_close.c new file mode 100644 index 0000000..e28ef7d --- /dev/null +++ b/deps/raylib/examples/core/core_window_should_close.c @@ -0,0 +1,77 @@ +/******************************************************************************************* +* +* raylib [core] example - Window should close +* +* Example originally created with raylib 4.2, last time updated with raylib 4.2 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - window should close"); + + SetExitKey(KEY_NULL); // Disable KEY_ESCAPE to close window, X-button still works + + bool exitWindowRequested = false; // Flag to request window to exit + bool exitWindow = false; // Flag to set window to exit + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!exitWindow) + { + // Update + //---------------------------------------------------------------------------------- + // Detect if X-button or KEY_ESCAPE have been pressed to close window + if (WindowShouldClose() || IsKeyPressed(KEY_ESCAPE)) exitWindowRequested = true; + + if (exitWindowRequested) + { + // A request for close window has been issued, we can save data before closing + // or just show a message asking for confirmation + + if (IsKeyPressed(KEY_Y)) exitWindow = true; + else if (IsKeyPressed(KEY_N)) exitWindowRequested = false; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (exitWindowRequested) + { + DrawRectangle(0, 100, screenWidth, 200, BLACK); + DrawText("Are you sure you want to exit program? [Y/N]", 40, 180, 30, WHITE); + } + else DrawText("Try to close the window to get confirmation message!", 120, 200, 20, LIGHTGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/examples/core/core_window_should_close.png b/deps/raylib/examples/core/core_window_should_close.png Binary files differnew file mode 100644 index 0000000..4ef088a --- /dev/null +++ b/deps/raylib/examples/core/core_window_should_close.png diff --git a/deps/raylib/examples/core/core_world_screen.c b/deps/raylib/examples/core/core_world_screen.c new file mode 100644 index 0000000..82fa312 --- /dev/null +++ b/deps/raylib/examples/core/core_world_screen.c @@ -0,0 +1,85 @@ +/******************************************************************************************* +* +* raylib [core] example - World to screen +* +* Example originally created with raylib 1.3, last time updated with raylib 1.4 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - core world screen"); + + // Define the camera to look into our 3d world + Camera camera = { 0 }; + camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + camera.projection = CAMERA_PERSPECTIVE; // Camera projection type + + Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; + Vector2 cubeScreenPosition = { 0.0f, 0.0f }; + + DisableCursor(); // Limit cursor to relative movement inside the window + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_THIRD_PERSON); + + // 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", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK); + + DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME); + DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/examples/core/core_world_screen.png b/deps/raylib/examples/core/core_world_screen.png Binary files differnew file mode 100644 index 0000000..b4853b4 --- /dev/null +++ b/deps/raylib/examples/core/core_world_screen.png diff --git a/deps/raylib/examples/core/resources/LICENSE.md b/deps/raylib/examples/core/resources/LICENSE.md new file mode 100644 index 0000000..d7d797a --- /dev/null +++ b/deps/raylib/examples/core/resources/LICENSE.md @@ -0,0 +1,4 @@ +| resource | author | licence | notes | +| :------------ | :---------: | :------ | :---- | +| ps3.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - | +| xbox.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - | diff --git a/deps/raylib/examples/core/resources/distortion100.fs b/deps/raylib/examples/core/resources/distortion100.fs new file mode 100644 index 0000000..f72c689 --- /dev/null +++ b/deps/raylib/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; +uniform vec2 rightLensCenter; +uniform vec2 leftScreenCenter; +uniform vec2 rightScreenCenter; +uniform vec2 scale; +uniform vec2 scaleIn; +uniform vec4 deviceWarpParam; +uniform vec4 chromaAbParam; + +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*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.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/deps/raylib/examples/core/resources/distortion330.fs b/deps/raylib/examples/core/resources/distortion330.fs new file mode 100644 index 0000000..97044c4 --- /dev/null +++ b/deps/raylib/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 deviceWarpParam = 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*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.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); + } +} diff --git a/deps/raylib/examples/core/resources/ps3.png b/deps/raylib/examples/core/resources/ps3.png Binary files differnew file mode 100644 index 0000000..59c0b35 --- /dev/null +++ b/deps/raylib/examples/core/resources/ps3.png diff --git a/deps/raylib/examples/core/resources/xbox.png b/deps/raylib/examples/core/resources/xbox.png Binary files differnew file mode 100644 index 0000000..1a57058 --- /dev/null +++ b/deps/raylib/examples/core/resources/xbox.png |